Fair Strides

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Everything posted by Fair Strides

  1. Well, I can think of a way to make it work, but it would depend on whether my interpretation of the game's engine is accurate... But that doesn't mean I'd be doing it. As for finding it in KSE, possibly try checking the "Show hidden feats/powers" box? And new effects are possible, though I'm not sure about animated ones (might have to animate the texture and not the model).
  2. I mean, you do realize that the GUI was resized on widescreen to be closer in aspect-ratio/size to a conventional fullscreen, right? That way you didn't have pieces as tiny as your pinky nail when on 1920x1080...
  3. Good, because I was going to freak out and tear the whole quest apart...
    1. ZM90

      ZM90

      "Can't Let you do that Star Fox!"

    2. TheDarkChocolateJedi

      TheDarkChocolateJedi

      Heh, yeah star fox was a good game, there is a scientific reason they cut off their legs though.

       

    3. milestails
  4. Great, Logan and Trex need to re-do their GUIs for a Steam release...
  5. http://deadlystream.com/forum/topic/3684-a-huge-apology-about-kse/
  6. The landing and take-off movies will be among the last things done. And the hologram should be doable then as well.
  7. These follow under the "polishing" section, and as it is, those particular things I can implement rather quickly with the game's loot system already filling the containers.
  8. From what we've discussed, there will most likely be no demo, but we think we have several beta-testers in mind for when we get to that point (which is a very long ways away... ).
  9. So... You opened a thread for an issue, said "Hey, someone fix this"... and you already had it fixed before you even opened the thread?
  10. In addition, a lot of the textures (I use Sagethumbs to see their thumbnails) are for the controller buttons and menus.
  11. Fair Strides

    An Aspyring talk

    Any discussion on that Workshop Bug that makes the game unstable after you use a certain number of mods from the Workshop?
  12. You can re-download KSE, extract everything from the 7z archive, and try running KSE again. This should give you a KPF.exe in the folder where KSE now is, and it should generate a KSE.ini file with the following format: [installed] K1_Installed=1 K2_Installed=1 TJM_Installed=0 [Paths] Steam_Path= K1_Path=C:\Program Files\LucasArts\SWKotOR K2_Path=C:\Program Files\LucasArts\SWKotOR2 - SG K2_SavePath=C:\Program Files\LucasArts\SWKotOR2 - SG\saves K2_SavePathCloud= TJM_Path=undef [Options] Use_K2_Cloud=0
  13. One thing I will mention as far as the Aurora Lights before anyone goes rushing off to add them all over the area... I recall Quanon saying that the game only uses something like the three lights closest to the player at any one time, so that's something to bear in mind. It might also go a ways towards explaining why the game devs used so many different models when they made their areas (Seriously! Did you guys count them? Must be 30 models minimum per area...) Also, SS, I believe the minimap thing is a prime candidate for this thread: New Area Knowledge Thread - General Kotor/TSL Modding - Deadly Stream
  14. I can send you the 1.1 patch, since I know that S9 wouldn't begrudge me doing so. bossr_patch_1.1.rar
  15. ModHex View File Description: ==================================================================================== This tool is called ModHex and was created using Perl/TK. It is designed for Knights of the Old Republic and it's sequel, Knights of the Old Republic 2: The Sith Lords. This tool is designed for easily cloning a module/level in such a way that editing it will not interfere in any way, shape, or form with the original module/level. ModHex will: -Rename and hex-edit the .mdl and .mdx files -Rename the .vis, .lyt, .pth, .git, .are, and .ifo files -Rename the Textures and Lightmaps -Rename and allow you to edit the .wok files -Edit the model and module references in the .lyt, .vis, .are, and .ifo files -Allow manual editing of the .lyt and .vis files -Allow you to toggle the inclusion of the original module's/level's files, whether individually or by type -Allow packing of the files into a .mod module file -Allow packing of the .mdl and .mdx files into the .mod file -Allow you to view the module's/level's textures and lightmaps -Allow you to see what textures and lightmaps each .mdl uses -Allow you to edit the .are, .ifo, .git, and .pth in K-GFF, GITEditor*, and PTH Editor* *: For their respective files, of course. Vocabulary: ==================================================================================== Game Mode: KotOR or KotOR 2 Module Filename: Name of the module's file Module Reference: The 5-character (if Game Mode is KotOR) or 6-character (if Game Mode KotOR 2) piece of info used in the model names Moduel Prefix: The 3-character prefix in the beginning of most of the textures. Module Name: The name displayed in-game for the area. The Interface: ==================================================================================== >>Upper-Left ==================================================================================== When you open ModHex, there will be a series of buttons and the choice of Game Mode in the upper-left. The Game Mode is used to determine the length of the Module Reference for hex purposes. The first button is used to select either a .mod or .rim file to represent the module, and is the one you'll most often use, probably. It will have you select a .mod or .rim file, extract it's files to a folder named after the file, and then will proceed to load the level using that folder. The second and third buttons are the first button's function split into two. The fourth button allows you to initialize/edit your program paths. These paths can be used for editing the .are, .git, .ifo, and .pth files. When you click this button, a window will pop-up with five paths to set/edit: *K-GFF : The path to your GFF-Editor of choice, though most people use tk102's K-GFF *GITEdit : My tool for editing the .git files with a more friendly interface *PTH Editor : Bead-V's rather handy tool for editing the .pth files *KotOR : The path of your KotOR Installation *KotOR 2 : The path of your TSL Installation After you're done editing the paths, the Ok button will close the window. >>Hex-Edit Boxes ==================================================================================== Going back to the main window, there are two box sections that take up the upper-center and upper-right of the window. The first one in the upper-center is where your Module info will be going when you load a module. the upper section will be the info from the loaded module and the lower four boxes contain the info that will be used for the hex-editing. Look to the vocabulary section for their uses. The first box has a limit of 16 characters. The second box has a limit of 5 characters for KotOR 1 and 6 characters for KotOR 2. The third box has a limi of 3 characters. The fourth box has a limit of 64 characters, but you *really* shouldn't need that many... The second one in the upper-right is for the actual hexing-process. The Extraction path is for setting the path for where ModHex extracts a level. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! DO NOT CHANGE THE EXTRACTION PATH IF YOU HAVE LOADED A MODULE AND INTEND TO HEX IT!!! FROM THE MOMENT YOU LOAD A MODULE/LEVEL, DO NOT CHANGE THAT PATH. IF YOU DO CHANGE THAT PATH, COPY THE MODULE/LEVEL'S FOLDER TO THAT CURRENT EXTRACTION PATH!!! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Below the Extraction section are three checkboxes. These affect several things both during the extraction process and after the hex-editing process. "Pack module into .mod" -- Packs the newly-cloned module/level into a .mod archive/package for immediate use in-game.* "Pack models into .mod" -- Packs the .mdl, .mdx, .wok, and .tga files into the .mod to avoid cluttering the override folder. "Use files in Override" -- This is used during the module extraction process. If this is checked then ModHex will check the Override folder before taking a file from the .mod/.rim and the game's files.** *: Don't worry about the .rim extension. If this option is checked, ModHex will ensure there is a .mod file extension on the finished module's file. **: IF YOU ARE USING MODHEX ON A CUSTOM MODULE/LEVEL, THIS _MUST_ BE CHECKED!!! Now the last parts of the Interface. >>File Viewer ==================================================================================== The file viewer allows you to view and interact with most of the files involved. The Models page allows you to view a list of models used directly by the module/level. When you click on a model, you will see the model's filesize, textures, and lightmaps in the panel on the right. The Walkmeshes page allows you to view and edit the .wok files. To do so, simply select a .wok file from the list and click the "Draw .WOK" button. To edit the walkmesh, click on a polygon (or hold the Control key and drag the mouse over several polygons) and then click the "See Face Types" to open another window. Click on the face type you want from the list and the selected faces will be changed. You can leave this window open for future edits. The Module Layout page allows you to edit the .lyt and .vis files manually, and also allows you to open the .are, .git, .ifo, and .pth files in there respective tools, should you have the paths entered. The Textures and Lightmaps pages both allow you to view those respective images. The Area Content page allows you to toggle whether a file is included in the cloned module's files. You can do this for individual files as well as by filetype. >>Status Bar ==================================================================================== The last part of the interface is the status bar. On the bottom of the window, you will see a weird box kind of hiding. This is the Status bar and is used when extracting a module/level. It is designed to "pop up" on mouse-over and to "drop down" after the mouse leaves it. The update to ModHex will expand on it's use... Known Issues: ==================================================================================== 1. The PTH Editor doesn't support the commandline, so it won't open your .pth files. Instead, you'll have to open those yourself. 2. Occasionally, the Module Prefix isn't set correctly. Contact Info: ==================================================================================== You can contact me in four ways: 1). My Skype: fairstrides2 2). PM at Deadlystream: Fair Strides 3). PM at Lucasforums: Fair Strides 2 4). My Email: tristongoucher@gmail.com Submitter Fair Strides Submitted 02/24/2015 Category Modding Tools  
  16. File Name: ERFEdit File Submitter: Fair Strides File Submitted: 09 Dec 2014 File Category: Modding Tools DISCLAIMER: I did not make ERFEdit originally. I did however receive the source code from Stoffe via PM at Lucas Forums, after telling her about a severe issue that needed to be fixed. I have fixed the issue and am now releasing the updated version of the tool. ERF/RIM Edit Version: v0.5 Released: 2006-05-18 Updated: 2007-03-11 Updated_FS: 2017-03-19 What is this? ------------- This is a simple Packer/Unpacker/Browser for the ERF/MOD/SAV/HAK/RIM format files used by the bioware engine games Neverwinter Nights and Knights of the Old Republic. The resource type list is updated to handle some types of files used by the KotOR games that were not used by Neverwinter Nights. It is capable of creating new files or modify existing ones, as well as extract any resources found within the file. A simple search feature makes it easier to locate resources in the list within large ERF format files. The Description field is currently not shown or editable since it is not used with the KotOR games. User Interface shortcuts ------------------------ You may drag and drop files into the list to add them instead of using the "Insert" button, or you may drag selected files from the list to the Desktop or a Windows Explorer window to extract them rather than use the "Extract" button. Selected files in the list can be deleted with the hotkeys Backspace and DEL in addition to using the Remove button. When dragging many or large files from the ERF/RIM file to the desktop (or a Windows Explorer window), keep the mouse button pressed until the progress bar has reached 100%, then drag the files to where you want them and let go. Hopefully I'll be able to fix this quirky behavior in the future. IMPORTANT! ---------- New files/resources added to an ERF file are not actually added until you Save the file. Do not move, rename or delete any files you have added before you save the open ERF/RIM file, or the resource will not be added upon save. Resources in the list with an asterisk (*) following the ResRef are newly added and not yet saved into the file. These files cannot be extracted until the ERF file has been saved. Click here to download this file
  17. File Name: GITEdit File Submitter: Fair Strides File Submitted: 01 Nov 2014 File Category: Modding Tools Warning: You will need three dlls, which can be found here. These will have to be in the same folder as JRLEditor, OR you can follow the instructions in the DLL link. This will work for all of my tools. Description: ==================================================================================== This tool is called GITEdit and was created using Perl/TK. It is designed for Knights of the Old Republic and it's sequel, Knights of the Old Republic 2: The Sith Lords. This tool is designed for easily editing the .git file used by these games to keep track of a level's objects. The .git file keeps lists of variouse objects which should be spawned every time the module is entered, without conditions. With GITEdit, you can change the following: -Cameras -Creatures -Doors -Encounters -Placeables -Sounds -Stores -Waypoints For the Encounters and Triggers, you can also: -Edit the shape of the object's "pressure plate"/"activation zone" -Edit the number of points that make up the shape -Edit the number of spawn points(Encounters only) How To Use GITEdit: ==================================================================================== To begin using GITEdit, you first have to open a .git file. You can browse for one by using the File Tree in the lefthand-pane, or by using the button. In regards to the File Tree, you can browse for a .git file from either game, regardless of whether it's in a .mod or .rim or in the override folder. Additionally, you can use the two buttons located directly under the tree to add or remove custom paths to the File Tree. Upon adding a path, GITEdit will scan that path for .mods, .rims, and .git files and add them to the tree. When you open the window to add a Custom Path, you can add an identifying label for use in the File Tree and then the path itself, which you can use the "..." button to select. When you open a .git file, information about the file's size, save time, and contents will be added to the File Info box. Also, the contents of each type of object will be added to their respective sections in the pane on the lower-righthand side. Upon selecting an item, an interface appropriate to the type is created. Credits: ==================================================================================== Varsity Puppet, Bead-V, ZM90 ~-~ Beta-Testing UltimateBear, VP ~-~ Advice on layout Vriff ~-~ Help with radians... Click here to download this file
  18. DLL Files for Fair Stride's Tools View File These are the three DLL files my tools use, and rather than re-packaging them each time, I'm making them available here. To use them with my tools, you will have to have them in the same folder as the tool, OR follow these instructions: Submitter Fair Strides Submitted 10/15/2014 Category Modding Tools  
  19. File Name: WalkSwitch - Collision Map Editor File Submitter: Fair Strides File Submitted: 07 Oct 2014 File Category: Modding Tools Warning: You will need three dlls, which can be found here. These will have to be in the same folder as JRLEditor, OR you can follow the instructions in the DLL link. This will work for all of my tools. Warning Done. INTRODUCTION: ======================================================= Walkmesh Switcher is a KotOR\TSL modding tool designed to read, display, and edit binary walkmesh files(in .wok format). The program will count the number of faces in the walkmesh, parse the coordinates, and then draw each face according to the coloring of the face's walk type. In essence, this tool will read a binary .wok file (KotOR's collision map data file) and will draw the faces according to the type of surface they're identified with. These colors correspond to the NWMax plugin, for those familiar with KotOR modelling to relate a bit with the program. An example of a very good use of the tool is for reskinning one of the game's modules. Take the Rakata structures, for instance. Say someone wants to reskin them into a metal fortress, but they keep hearing sand crunch under their feet. With WalkSwitch, you could change the type to metal instead of sand, and the game would then play the proper sounds for the fortress. Click here to download this file
  20. TLK->Text Converter(Vice-Versa) View File Warning: You will need three dlls, which can be found here. These will have to be in the same folder as JRLEditor, OR you can follow the instructions in the DLL link. This will work for all of my tools. Warning Done. This simple set of commandline tools will allow you to convert a .tlk file to .txt, with some simple formatting, and back again, with ease. It will allow you to simply edit a dialog.tlk file with Notepad(or any other text program), which opens up options for copy-and-paste, replace, and finding certain info quickly. The tool has been confirmed to work with languages other than English, so no worries. Submitter Fair Strides Submitted 10/07/2014 Category Modding Tools  
  21. File Name: JRLEdit - Journal Editing Tool File Submitter: Fair Strides File Submitted: 07 Oct 2014 File Category: Modding Tools Warning: You will need three dlls, which can be found here. These will have to be in the same folder as JRLEditor, OR you can follow the instructions in the DLL link. This will work for all of my tools. Warning Done. Well, I'm back with another modding tool! This time, it's a graphical editor for the Quest Journal in KotOR 1 and 2. It came about as a result of my seeing a 2005 request for one when browsing tk102's old threads at LucasForums... I'd like to thank a few people up front: ZM90: Letting me code the tool while working on K1R. Varsity Puppet: Critique and banter concerning the tool. HarIII: Critique and banter concerning the tool. Malkior: The AMAZING icon he made for the tool! JRLEdit allows you to quickly and easily edit the .jrl files used by the KotOR games. This file controls the Player's quests, and so is often modded with large projects. With JRLEdit, you have the quests in an organized list, and can delete certain parts with the click of a mouse, or open up the interface when you click on a quest. The interface allows right-click editing of most fields, and will parse TLK String References automatically with the current game's dialog.tlk file. The only difference in saving is that files are a few KB bigger, due to the program adding in a local string to every StrRef section... Click here to download this file
  22. It should have brought up a black box for a split second and then made you a new .ini, so have you tried running KSE again?
  23. Double-click it, or click on it and hit the enter key on your keyboard.
  24. In that case, please use the -2ini.bat file to generate a new .ini file and try KSE again.