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Found 3 results

  1. Version 0.18-git

    30 downloads

    Tools executable from the reone project. Features: Inspect and extract BIF, ERF and RIM archives Convert 2DA, GFF, TLK and LIP files to JSON Convert JSON files to 2DA, GFF, TLK and LIP Convert TPC images to TGA/TXI Unwrap audio files (WAV and MP3) Create RIM, ERF and MOD archives from directories Convert binary PTH to ASCII PTH and vice versa (KotorBlender) Refer to this Wiki page for usage instructions.
  2. View File reone-tools Tools executable from the reone project. Features: Inspect and extract BIF, ERF and RIM archives Convert 2DA, GFF, TLK and LIP files to JSON Convert JSON files to 2DA, GFF, TLK and LIP Convert TPC images to TGA/TXI Unwrap audio files (WAV and MP3) Create RIM, ERF and MOD archives from directories Convert binary PTH to ASCII PTH and vice versa (KotorBlender) Refer to this Wiki page for usage instructions. Submitter seedhartha Submitted 04/01/2021 Category Modding Tools  
  3. Greetings, fellow Jedi! Hope y'all have a nice day. May someone confirm on their end that having a custom [placeables] model with custom name which injected to a module crashes the game only upon exiting the game? Looks fine when loading between saved game. Custom [placeables] model with vanilla name injected to the module didn't crashes the game at all though. Many thanks for considering this, and may the Force be with you all! Update: I can confirm on my end that this happens - I decided to move the crashed [placeables] model to Override and having the vanilla named custom area model which referenced the crashed [placeables] model injected to each modules [that shares the area model] The game doesn't crash [upon exit]. So indeed - on my end; having a [custom placeables] model with custom name on a MOD/module file, crashes the game