Darth_Sapiens

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Everything posted by Darth_Sapiens

  1. i uploaded it to DS, if it gets approved that would be great, they should make a tools category for uploads, i found 10-ish of the maps that were on the site too
  2. Version v1.0.2210.16738

    52,038 downloads

    THIS PROGRAM IS MADE BY FRED TETRA I TAKE NO CREDIT FOR THIS PROGRAM, i also have some of the map files from the site if any one has more pm or email me, ill upload them here. here is the original readme for this program. Kotor Tool v1.0.2210.16738 (2006-1-19 12:38) About this program... I originally wrote this tool so I could experiment with 2DA files and scripts. Through feature suggestions, it has grown quite a bit into what many tell me is a pretty handy utility. Thanks to all of those who have taken the time to make those suggestions and put up with the occasional bug that creeps in at 2:00 in the morning! ----------------------------------------------------------------------------------------------- Requirements... I should (and will!) mention in the readme file that you need to have the Microsoft .NET Framework 1.1 installed. You can get it at: http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe ----------------------------------------------------------------------------------------------- Contact info... fredtetra@hotmail.com ----------------------------------------------------------------------------------------------- Quick start instructions... Unzip the kotor_tool.exe, ImageTools.dll files and the Maps folder to a directory. The first time you run the program, it will attempt to detect where you have installed KotOR and configure some of the directory paths it needs to work. It will then bring up the path management screen so you can verify them. To work with BIF files: Expand the BIFs item on the tree view. You can: - Select any *.bif file from the tree view, then click Extact to extract every file in it to a directory - Select any file in a bif, then click Extact to extract it to a directory - Select any file in a bif, then click Hex View to see it in Hex/ANSI/Unicode - Double-click on any 2da file to bring up the editor for it. You can then edit the values and write the file to a directory. (Most likely the override folder in yout KotOR folder) Clicking on the column header in the editor grid will sort it based on the values in that column. Repeated clicking will change the sort direction. - You can also open the 2da v2.b file editor from the File menu for editing. NOTE: You do not have to open the chitin.key file first. - 2DA editing features: * Add line to end, delete any line, right click to insert new line. Be careful with those last two! * You can renumber the row labels from the right-click menu * Undo all changes * Reset sort to "as opened" mode (press F5 or use menu * Import and export your 2da files in XML format - Double click on any nss/vis/txi file to bring up the editor for it. You can then edit the text and write the file to a directory. - To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures. NOTE: You must have CChargin's Extract0-5 program installed in the same directory as Kotor Tool. To work with RIM files: Expand the RIMs item on the tree view. - Select any *.rim file from the tree view, then click Extact to extract every file in it to a directory - Select any file in a rim, then click Extact to extract it to a directory - Double-click on almost any file in a rim to launch the GFFEditor, assuming you have installed it in the kotor_tool directory - Control-Double-click on almost any file in a rim to launch text editor with a syntax-colored version of the GFF file's contents - Shift-Double-click on almost any file in a rim to launch text editor with a plain-text version of the GFF file's contents. To work with ERF files: Expand the ERFs item on the tree view. - Select any file in a rim, then click Extact to extract it to a directory - Double-click on almost any file in a rim to launch the editor for it. - TPC files now can be viewed with the built-in image viewer. You can also save the files in TGA format from the viewer. - If you like using the keyboard to navigate the treeview, you can use the spacebar to open the Image Viewer with a TPC file selected. - If the Image Viewer is open, moving up and down the list of TPC files with the arrow keys will show each image in turn. Note: some files cannot yet be viewed. - To view tpc files in an external app, hold down the Shift key while double-clicking. You need tpc2tga and an image viewer. (see below) - Some tpc files have a format that is not yet understood. Attempting to view one of these files may either show a strange image or crash the program. Notes: * You can specify whether or not you want to automatically convert extracted .tpc files to TGA format from the Tools | Options... menu. This is only used with the external tpc2tga program. * If you also want to be able to view the .tpc files using an external program you must install a TGA file viewer and specify the path to it in the Path Manager. You can download a free TGA viewer at http://www.creabit.com/viewer/ * You can specify whether or not you want the BIF tree built at program startup or not from the Tools | Options... menu. If you leave the checkbox unchecked, the BIF portion of the tree view will only be built when you attempt to expand it. Want to unlock all of the movies and music in KotOR II:TSL? In your swkotor2.ini, set the following: [Game Options] UnlockedPlanetSongs=1023 [Movies Shown] Movie10=0 Movie 9=0 Movie 8=0 Movie 7=31 Movie 6=255 Movie 5=255 Movie 4=255 Movie 3=255 Movie 2=255 Movie 1=255 Movie 0=255
  3. unfortunately the download sends me to a 404 link. if kotor tool is no longer available, this could be really bad for the community.
  4. we miss ya dead guy :) come back sometime lol

    i might need your help again

  5. i need help with making a simple script, just to change a party members appearance, activated via a dlg branch.

    1. zbyl2

      zbyl2

      Take a look at ChangeObjectAppearance() function.

    2. Darth_Sapiens

      Darth_Sapiens

      got it :) it worked! now just to get the

      model working...

  6. got it working in the main menu - sort of, just an ini tweak unfortunately not permanent, but i have a feeling i know how to do it now.
  7. thought i would make a skin as i went, pulled this together in about 10 minutes. while the mod works, im not done with it yet there are a few more things i need to do. UPDATE: fixed a problem i was having, onto dlg tweeking, here is a new pic
  8. ty im still working on this mod, i just rotate what i work on so as not to get bored XD
  9. i have this same problem, i tried reporting a user yesterday, it didnt work and i got an error.
  10. I just tested it for the first time and my script works I am just fitting it in to the dialogue now.
  11. its the same as putting a skin in the override folder, it wont affect saved games.
  12. I haven't worked that hard yet XD, let's see what I can do tomorrow.
  13. teaser pictue for an upcoming mod.
  14. STAR WARS: KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS: THE COMPLETE STORY

    1. Darth Hayze

      Darth Hayze

      Nice, I look forward to this!

    2. Dylan

      Dylan

      That's a good idea but...I dont see how Atris can be Traya. Maybe that would depend on a dark or light side run but even then it doesn't make a whole lot of sense to me.

    3. Darth_Sapiens

      Darth_Sapiens

      well originally atris was suppossed to become traya, and it well depend on what the player did and says throught the game, the whole game if you look at it is how the exile effects others, sending the echoes he did at malachor v essentially created the dark lords sion and nihilus. there is also the fact that atris hoards sith holocrons.

    4. Show next comments  39 more
  15. oh i see what you are trying to say lol i dont really pay attention to canon while i roleplay, however it needed to be established, sad, but true, what bugs me is that the exile and revan's canon appearances dont match any that we can choose from in game.
  16. File Name: M-478EP 1.0 -tslrcm 1.8.2 fading logo File Submitter: Darth_Sapiens File Submitted: 01 Jan 2013 File Category: Mods TSLRCM Compatible: Yes this is a logo i made for m4-78 ep, zbyl didnt see it before he released the mod but what this does is creates a fading logo for the main menu that fades between m4-78 and tslrcm, i like it personally, one small note, older machines might experience a tiny bit of lag before a loadscreen and when booting up the game. its barely noticible on my netbook though. the usual disclaimers apply, if you like it let me know! ill make one for the next release too. Click here to download this file
  17. 442 downloads

    this is a logo i made for m4-78 ep, zbyl didnt see it before he released the mod but what this does is creates a fading logo for the main menu that fades between m4-78 and tslrcm, i like it personally, one small note, older machines might experience a tiny bit of lag before a loadscreen and when booting up the game. its barely noticible on my netbook though. the usual disclaimers apply, if you like it let me know! ill make one for the next release too.
  18. Well, yes I have a tslrcm 1.8.1 almost compatible version. I have been really busy lately so not much else. I managed to play through the mod though, it should work fine with M4-78 too if I can make a patched version. The only conflicts are dlg's as far as I can see.
  19. well then play the game without it, i personally need canon, i have read some fanon recently and most of it is way out there, canon for me defines what fits in a universe, without it there would be no consistency established between published material, the thing is while playing a game, you have many choices, do what you want, but you need to establish canon or else every time a video game covers a part of the universe it would be a mystery in history, though i dont like how canon flows some times, i do appreciate the need for establishing canonicity. and honestly, personal canon cannot be viewed as everyones canon, i hate jar jar binks, worst thing imho to happen to star wars, but he fills an important role, in a game i might completely massacre jar jar, as much as my heart wishes him gone, erradicated, vaporised, my mind knows it is for the better that he isn't. as frustrating as it is that tor turned out to be an mmo, (i do love rpg's), i appreciate the canonicity of its events, much of the story from what i hear isn't that bad. long story short, live with canon or have fun finding te true history of our favourite galaxy far far away, with i jumble of conflicting stories and all-powerful-can-wield-20-lightsabers-and-can-never-die-god-moding-everyones.
  20. while working on the genoharaden mod, my thoughts turn to making my own mod project.

    1. Darth_Sapiens

      Darth_Sapiens

      i need to think about it more before i think about it more XD but a restoration mod, no, a completion mod !

    2. Darth Hayze
    3. Darth_Sapiens

      Darth_Sapiens

      yes and more.

      ill make an outline soon.

    4. Show next comments  39 more
  21. Don't forget the Disciple's holocron quest. both up and coming
  22. did you end up using my kotorlogo?
  23. Well, it's not exactly the only piece we are missing. (There is the GenoHaradan material, there are the holocrons that Disciple is supposed to help the Exile find, and there are a few other things too.) It is, however, a great idea and it would definitely contribute to the game.