Search the Community
Showing results for tags 'Kotor Tool'.
-
Hi everyone, I wanted to share a pretty major milestone with the KOTOR community. Over the last 24 hours, I have successfully reverse engineered and reconstructed the original KOTOR Tool into a working Visual Studio 2010 project, with source code files restored, curated, repaired, and brought back into a buildable structure. I worked through the decompiled output manually, repairing broken VB.NET syntax, restoring missing line continuations, correcting project references, fixing startup and application path issues, and rebuilding the project into something that can now run inside Visual Studio again. Source Files I also used ChatGPT heavily throughout the process as a coding assistant, helping identify broken patterns, repair old VB.NET structures, and accelerate the reconstruction process. The actual curation, testing, correction, and project decisions were done manually by me. This was done in roughly a 24-hour period. For anyone who remembers how important KOTOR Tool was to the original modding scene, this feels like a serious preservation milestone. The goal here is not to take anything away from the original creator or the work that came before. Quite the opposite: this is about preserving an important part of KOTOR modding history and making sure the tool can still be studied, repaired, and potentially modernised. At this stage, I am treating this as a restoration and preservation project. I am not making any promises about releases yet, because there may be legal, licensing, and attribution questions that need to be handled properly and respectfully. Visual Studio 2010 Compile But technically speaking, the milestone is real: - KOTOR Tool has been reconstructed into a Visual Studio 2010-compatible source project - The source files have been manually curated and repaired - The project now runs again from source - The restoration was completed in approximately 24 hours - AI-assisted coding helped accelerate the repair process, but the reconstruction was manually supervised and tested KoTOR Tool running in visual studio 2010 debug. I know this tool means a lot to many people here, so I wanted to share the progress with the community and open the door to discussion. For those who used KOTOR Tool back in the day: What parts of the tool do you think are most important to preserve? What would you want to see documented, stabilised, or modernised first? LordVaderCW There is still much to do with this project. But, after a decade and a half, it is now open to the modding community. I will in due course, make the source available on GitHub. Fred built this in DotNet Visual Basic, on Net 1.1; its now running on 2.5; I intend to get it to atleast dotnet 3.5+ and also plan to make a C# version, or as close it as possible. I almost got sued by Lucasfilm, for trying to make SWKoTOR:III on ModDB. (yea im that guy!) in the days of Unreals UDK (with a little bit of ResourceHacker). I believe with the right minds in the KoTOR community, we can **FINALLY** begin efforts to PRESERVE, RESTORE, and even maybe uplift these Sacred Games, which have become Holocrons of our Heritage. May the Force be with you. LordVaderCW. #StopKillingGames Originally Posted on Reddit: You will find all updates i make to this project over on reddit. When i have a suitable application ready to release, in traditional style, if there are no Objections from the community, i will upload it here, to deadlystream.
- 1 reply
-
- 1
-
-
- fred tetra
- vb
-
(and 6 more)
Tagged with:
-
I noticed in nearly all of Jedi Shem L's videos on youtube regarding kotor that he had his lightsabers have specific sounds. He had all lightsabers with their corresponding colors to have different sounds. Every lightsaber that wasn't red had Luke's saber sound and all red had vader's. For a long while I was curious as to how he did it to no avail however DX. I know he released an Ultimate Sound Mod ages ago but that in particular regarding lightsaber sounds are assigned to "lightsaber type" not sound itself. All single blade sabers have ROTJ Vader ignition sound and all short blade sabers have Luke's ROTJ saber ignition sound. I'll link in a video to further add detail for this thread. Thank you much everyone!
- 1 reply
-
- kotor tool
- lightsabers
-
(and 2 more)
Tagged with:
-
I noticed in nearly all of Jedi Shem L's videos on youtube regarding kotor that he had his lightsabers have specific sounds. He had all lightsabers with their corresponding colors to have different sounds. Every lightsaber that wasn't red had Luke's saber sound and all red had vader's. For a long while I was curious as to how he did it to no avail however DX. I know he released an Ultimate Sound Mod ages ago but that in particular regarding lightsaber sounds are assigned to "lightsaber type" not sound itself. All single blade sabers have ROTJ Vader ignition sound and all short blade sabers have Luke's ROTJ saber ignition sound. I'll link in a video to further add detail for this thread. Thank you much everyone!
-
- help
- kotor tool
-
(and 2 more)
Tagged with:
-
I mentioned this in the mod requests section of the forum, but now I'm trying to mod it in myself. Does anyone know which Item Blueprint I need to edit in order to place a regular blue and red lightsaber near the first Jedi and Sith you meet at the beginning of the game? Preferably I'd like to edit both of the "Bags" each of them drop, but when it comes to item placement I have no clue what to do. I took a look around in KotOR Tool but I'm not sure what I'm looking for precisely. Not looking to equip the lightsabers right off the bat, it's just been a small annoyance of mine that their weapons don't show up when they die lol. I'd appreciate any help, thanks.
-
I recited this from few users that encountered the error and I have an information which perhaps could be useful. This does sounds odd really, but on my end I've encountered that error when I run the installer/patcher with K-Tool was opened. I managed to "fix" it by closing the tool and run the installer again. I can't tell what's actually going on but that method works on my end. Hope that could works for you too!
-
- kotor tool
- unhandled exception
-
(and 2 more)
Tagged with:
-
Greetings, fellow Jedi! Hope y'all doing fine. I accidentally installed a .UTC to a .MOD and looking to have an assistance about: Is there any way to remove the said .UTC from the .MOD? I can't replace the .MOD again with the backed-up ones because I blatantly permanent delete it soon after installing and then too late to noticed. Many thanks for considering this!
- 4 replies
-
- kotor tool
- remove
-
(and 3 more)
Tagged with:
-
I'm giving my TSL a much needed visual fresh-up. Peragus turned out fine, and I'm doing exactly the same with Telos (more exactly, grass and dirt), but Telos' files don't change in the game. * I'm using Kotor Tool to extract game textures from the ERFs. * I edit them in Photoshop CS2 (really just pasting over) and save them as .tga. * I'm making sure to merge all layers. * I'm saving in a custom folder in Override. Works fine for Peragus, but not for Telos. Not when I save them in different folders, the same folder, or put them directly in Override. Any ideas?
- 11 replies
-
- textures
- kotor tool
-
(and 3 more)
Tagged with:
-
Hello everyone! I'm currently working on a re-balance mod for TSL. It is supposed to extend combat time so you actually have time to use different tactics and combos, given that at level 25 fights usually get down to three powers and 1 attack and either you are dead or the enemy. After playing Obsidian's Pillars of Eternity I thought that TSL also has the potential for more fun in combat. That being said the last piece missing is extending the force powers duration. I have little experience in working with Odyssey Engine and none with scripting. I found this awesome mod by cyricc (http://deadlystream.com/forum/files/file/777-increased-force-buff-durations/?st=10#comment_6253) but given that I have no knowledge of orienting myself in TSL script I couldn't get around to modify the k_sp1_generic.ncs file. I was hoping someone might be able to help me with getting around to extend duration of some force powers. Thanks in advance! P.S. In attachment there is decompiled k_sp1_generic.ncs. If anyone could confirm that it's decompiled correctly, that would be a big help.
-
I'm a long time fan of KOTOR and it's nice to see people alive that are as well. Thanks to the staff and especially the community for keeping this place alive and well-maintained. Respect. Here is my original post: Thanks in advance but I was able to fix this as well. At this point this is more of a journal than a help post. I'm just gonna drop what I think will help anyone that was in my shoes: To enable the use of more advanced mods that use TSLPatcher and to the extent I've gone, KT: To get KT working (credits to @Rece), intended for Macs but the difference is minimal. .bif files are .bzf when ported from the phone, just rename the file extensions back(tedious but whatever). Also, you may need to uninstall and reinstall KT and\or delete settings.xml located within the KT directory. You may still encounter bugs and hiccups
-
Hello guys, I'm trying to take map models .mdl from KotOR 2, modify them a little bit, and put them back into the game. I managed to do it but I get visibility problems: the whole model appears invisible, except for the objects with the glowing material and texture, as can be seen in the image. I guarantee that the .mdl geometry is there although invisible. In the second image I've removed part of the geometry so that the rest of the map can be seen through. I guess that this problem could be given by errors with the visibility map or the light map, but I have no idea of how to solve this.
- 6 replies
-
- kotor tool
- .mdl
-
(and 2 more)
Tagged with:
-
Hi guys, what's up? My problem is, I can't see the models under KotOR 1 (in the KotOR Tool), or actually I can see that folder but it appears empty (as you can see in the lower part of the attached image). Instead I don't get any problem with KotOR 2 and I can open them normally.
- 6 replies
-
- kotor tool
- kotor 1
-
(and 3 more)
Tagged with:
-
Greetings, if you're reading this you are probably better than me at modding KOTOR, I'm having some trouble using the KOTOR tool, more specifically when I save .2da file I can not access it using windows explorer, I can only view it in the KOTOR tool, is it possible I'm doing something wrong? I'm attempting to compile several mods together as they all affect the class, classpowergain, feat, featgain, and skills .2da files, I'm compiling them so I do not have conflicting overrides, I'm keeping the values I need from each mod knowing how each one works, but I can not use the .2da files ive created to test if my complied files work the way I intend them to, I could be an idiot not fully understanding how KOTOR tool works, thats always a possibility but any assistance provided would be greatly appreciated
- 5 replies
-
- Mods
- KOTOR tool
-
(and 1 more)
Tagged with:
-
I've bought the Kotor Collection today - mainly to mod Kotor 1;) but Kotor Tool refuses to recognize its root installation path. After searching i stumbled across this thread: http://deadlystream.com/forum/topic/2455-kotor-tool-kotor-2-on-steam/ which sounds good but is only for Kotor 2. So could anyone describe exactly what I must do to get Kotor 1 to work? I'd be glad for any suggestions.
- 10 replies
-
- Kotor Tool
- Kotor Collection
-
(and 1 more)
Tagged with:
-
I need help with the registry error "Kotor tool cannot find its key in the registry at HKLM\software\SCM\Kotor Tool." I tried adding in what it said, but im guessing that "SCM" stands for something, because I added the key in "Kotor Tool" which had the directory path, but I don't know why it still can't find the key. Any help would be great, much appreciation.
- 2 replies
-
- kotor tool
- regedit
-
(and 1 more)
Tagged with: