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Found 8 results

  1. Version BETA

    835 downloads

    You see before you the culmination of eight months of effort, or there about. This is a PUBLIC BETA of a new KotOR Toolset, whose central focus is as a level-editor. This means that the tool's main job is to edit levels, and to go along with this, I've built editors for most of the games' file types: UTC, UTD, UTE, UTM, UTP, UTS, UTT, UTW, ARE, IFO, GIT, and NSS. The Toolset cannot do the following things yet: UTI files, DLG files, anything beyond extracting models, no texture support whatsoever (no viewing, no extracting, nothing), and no support for walkmeshes of any kind (.wok, .dwk, and .pwk). This Toolset should be intuitive and easy to use, or at least that is my sincere hope. I've taken great pains to label mostly everything in layman's terms and also to explain things whenever I can. Most people wouldn't know the amount of effort and time I've put into this project, but it's all I can do to hope that people find it useful, easy to use, and most of all, helpful to new modders. The documentation is rather sparse at the moment, but I hope that I (or any volunteers...) can expand on things later on, as well as continuing development. Lastly, this is a PUBLIC BETA!!! I am expecting bugs and errors, so please by all means report them. Credits: Bioware -- For their NWN documentation PDFs on most of the file formats, which I referenced heavily (and ripped off some screencaps of in the read-me. ) tk102 -- For creating the programming libraries I've used to create this Toolset. Otherwise, I'd have been lost in a lot of backtracking... Sithspecter, LiliArch, 90SK, Malkior, Dastardly, Logan23, Rece, and Canderis -- Support, advice, and more than a few talks asking for opinions on how something looked, or how best to design this or that piece. Also, most of them helped out in a Private Beta earlier this month. Sithspecter -- Icons used in the Area View. He just couldn't stand those colored circles I'd been using... Logan23 -- Initial testing and advice from the perspective of a heavy user. If there's anyone I forgot, please mention it and I will correct this issue. Permissions: You are allowed to use this program for any use, so long as it isn't illegal and is not for profit. In addition, if you were to produce a mod using this tool, I'd greatly appreciate a mention in the read-me. You ARE NOT allowed to re-upload this program anywhere without my express permission. If I want it up somewhere, I will upload it there myself, thank you very much.
  2. I AM REACHING OUT TO THE COMMUNITY Concerns & Worries I have been notified no matter what happens, once I release the first version of my mod, it will be the same as releasing the modders resource which means I will just be releasing them as one and the same. V 0_2_5 is ready and I will upload them when ready. Though for the moment in both games the areas can only be warped to. I am not sure when I will be releasing it as I have thoughts about the future of both KotORs that may be compromised if anyone else goes crazy making content with the resources. My worries are that loads of different people will make loads of different universes for both games, which though a great thing is conflicting for the overall experience of the game unless they are used in total modifications, therefore I believe my best plan of action is to set up a website for The Expanded Galaxy project which will focus around getting the entire community to contribute to the project enhancing and adding to the overall KotOR experience as well as if possible adding an online feature for both. In order to prevent too many different universes popping up over the next few years that will rapidly change the KotOR 1 & 2 games for the better or for the worse. Thank you for reading and I really look forward to releasing after setting up a website, once I have a website I will reach out to the community with all of my ideas for both games as well as for people to help and get involved with every aspect of the mod. ModDB Page : https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy Videos : https://www.youtube.com/watch?v=HhYlUImv8iE&list=PLcla5UjpqtcwxNVK0DcHEwDry1ya9QWYa Star Wars Knights of the Old Republic II : The Sith Lords : Expanded Galaxy Project Over all both releases contain everything necessary for KotOR and KotOR 2 in order to add every planet / missing module to each game and vice versa as well as an overall questline during the game for each area as well as an expansion to both games, currently every module can only be warped to with the cheats enabled in the swkotor.ini files for both games. Revans Eternal Empire - K2 Map Source for K1 ( 900mb ) 2.13 uncompressed This mod will add both a light side and dark side expansion for Revan, addingmore planets throughout the main storyline with short questlines, once finishing the game the player will have the ability to conquer the universe to the extent that prequels SWTOR. Exiles Expanded Galaxy - K1 Map Source for K2 ( 700mb ) 2.02 uncompressed This mod will add a continuation of the second game, with all the ability to travel to all the new planets during the focus of the main game with some missions as well as an overall end game addition which will add a new story focused around the Taris Restoration Project and the Exiles influence in founding it or informing the sith as well as a new galaxy crawl where the player will need to go to every planet once more and follow a trail of information to help or devastate Taris.
  3. Version 1.01

    1,100 downloads

    Author: Kainzorus Prime Mod Name: Kreia - Beta Appearance ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod gives Kreia her appearance from beta/pre-release stage of the game. Notable differences include shorter outer robe, shine effects on her hair clasps and slight reflection to her eyes. The head changes also apply to her Sith appearance as well. 2. Installation: ========= Drop all the files into the override. Overwrite as necessary. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  4. Does anyone happen to have a save game that includes the following information: PC just finished 3rd planet, and moving on to the fourth planet. Has not gone to the planet of Manaan, even the landing zone on the planet surface! I need Manaan to be the fourth planet. I'm working on Shanilia Grey Jedi Merchant Mod, and I'm testing out my dlg file. Inside the dlg file are different scripts to check for "availability of node," I want to find out which ones work. Before you ask, I have checked the files in SavedGames forums. It's the third planet for djh269, which has been very helpful, but I require it to be the fourth.
  5. File Name: KotOR Toolset File Submitter: Fair Strides File Submitted: 25 Dec 2015 File Category: Modding Tools You see before you the culmination of eight months of effort, or there about. This is a PUBLIC BETA of a new KotOR Toolset, whose central focus is as a level-editor. This means that the tool's main job is to edit levels, and to go along with this, I've built editors for most of the games' file types: UTC, UTD, UTE, UTM, UTP, UTS, UTT, UTW, ARE, IFO, GIT, and NSS. The Toolset cannot do the following things yet: UTI files, DLG files, anything beyond extracting models, no texture support whatsoever (no viewing, no extracting, nothing), and no support for walkmeshes of any kind (.wok, .dwk, and .pwk). This Toolset should be intuitive and easy to use, or at least that is my sincere hope. I've taken great pains to label mostly everything in layman's terms and also to explain things whenever I can. Most people wouldn't know the amount of effort and time I've put into this project, but it's all I can do to hope that people find it useful, easy to use, and most of all, helpful to new modders. The documentation is rather sparse at the moment, but I hope that I (or any volunteers...) can expand on things later on, as well as continuing development. Lastly, this is a PUBLIC BETA!!! I am expecting bugs and errors, so please by all means report them. Credits: Bioware -- For their NWN documentation PDFs on most of the file formats, which I referenced heavily (and ripped off some screencaps of in the read-me. ) tk102 -- For creating the programming libraries I've used to create this Toolset. Otherwise, I'd have been lost in a lot of backtracking... Sithspecter, LiliArch, 90SK, Malkior, Dastardly, Logan23, Rece, and Canderis -- Support, advice, and more than a few talks asking for opinions on how something looked, or how best to design this or that piece. Also, most of them helped out in a Private Beta earlier this month. Sithspecter -- Icons used in the Area View. He just couldn't stand those colored circles I'd been using... Logan23 -- Initial testing and advice from the perspective of a heavy user. If there's anyone I forgot, please mention it and I will correct this issue. Permissions: You are allowed to use this program for any use, so long as it isn't illegal and is not for profit. In addition, if you were to produce a mod using this tool, I'd greatly appreciate a mention in the read-me. You ARE NOT allowed to re-upload this program anywhere without my express permission. If I want it up somewhere, I will upload it there myself, thank you very much. Click here to download this file
  6. Hello guys. I'm working on a 3.3.7 version of KSE to fix the fiasco that resulted from 3.3.6... :| I have a test version ready, but I would like testers who can volunteer some time to help me make sure the thing works. I have been aided greatly be Chev Chelios with his KPF (KotOR Pathfinder) and testing KSE, but he has Win10 x64 systems and VMs, the latter of which could be the reason why KSE will work just fine on my system but not on his when I'm running Win7 x64 and he's running a VM for Win7 x64... So, I ask anybody that has WinXP, Win7, Win7 x64, Win8, Win 8.1 or whatever other version you have, and either 4CD, GOG (should be the same as 4CD), Collections, or Steam versions of the game to please consider helping me out with this. I appreciate all of your help.
  7. File Name: Kreia - Beta Appearance File Submitter: Kainzorus Prime File Submitted: 13 Apr 2014 File Category: Skins Author: Kainzorus Prime Mod Name: Kreia - Beta Appearance ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod gives Kreia her appearance from beta/pre-release stage of the game. Notable differences include shorter outer robe, shine effects on her hair clasps and slight reflection to her eyes. The head changes also apply to her Sith appearance as well. 2. Installation: ========= Drop all the files into the override. Overwrite as necessary. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Click here to download this file
  8. File Name: [KotOR] Fixed Proficiency/Focus Feat Icons File Submitter: Kainzorus Prime File Submitted: 13 Apr 2014 File Category: Mods Author: Kainzorus Prime Mod Name: Proficiency/Focus Feat Icons Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod fixes the oversight which set the icons for weapon proficiency feats to use the ones meant for weapon focus feats, and vice versa. 2. Installation: ========= Drop all the files into the override. Overwrite as necessary. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Click here to download this file