Search the Community

Showing results for tags 'kotor tool'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Kotor Modding
    • Mod Releases
    • General Kotor/TSL Modding
    • Modding Tools
    • Work In Progress
    • Tutorials
    • Game Saves
  • Mod Projects
    • TSLRCM
    • VarsityPuppet's Mods
    • M4-78 Enhancement Project
    • KotOR1 Restoration (K1R)
    • Revenge of Revan
    • KotOR Toolset
  • Jedi Knight Series
    • General Discussion
    • Mod Releases
  • Other Games
    • Other Games
    • Dantooine Theater Company
  • General
    • News
    • Knights of the Old Republic General
    • Star Wars
    • The Old Republic
    • Site Feedback
    • General Discussion

Blogs

There are no results to display.

There are no results to display.

Categories

  • Knights of The Old Republic
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • The Sith Lords
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • Jedi Knight Series
    • Maps
    • Mods
    • Skins
    • Other
  • Game Saves
  • Other Games
  • Modding Tools

Product Groups

  • Premium Membership
  • Modders Account

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 11 results

  1. 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.
  2. 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!
  3. 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. 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?
  5. 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.
  6. ​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
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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.