pepoluan 3 Posted June 27, 2016 Is there a documentation for the file formats used by KotOR/TSL mods? Like, for instance, internal structures, binary headers, etc. I have the idea of writing a patching system similar to TSLPatcher, but with a "centralized" database that tracks 'conflicting' changes. Hopefully I can develop this idea further to enable clean addition/removal of mods when they edited the same file. Or, at the very least assist troubleshooting by (more easily) indicating which mod does what where. (Currently, the only way to undo a mod would be to restore the "backup" directory, but that will wipe out changes done by later mods. My approach -- if it works -- would be a "surgical" remove of that mod without affecting later mods.) In addition, I plan on making the project cross-platform. But to be able to do that, I need a documentation of the file formats. Quote Share this post Link to post Share on other sites
Dastardly 31 Posted June 27, 2016 Check out this post on LucasForums. Quote Share this post Link to post Share on other sites
DarthParametric 3,783 Posted June 27, 2016 For the dead Bioware link, use this - https://web.archive.org/web/20070209092240/http://nwn.bioware.com/developers/ Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted June 27, 2016 And if that doesn't suffice, I can do some write-ups when I get home and send them to you. Also, the .2da format is a little tricky in how the values are stored for each cell. That part is implied in Dastardly's link, but I didn't see it and had to find out the hard way. Quote Share this post Link to post Share on other sites
pepoluan 3 Posted June 28, 2016 Hey, thanks everyone! Sorry for not replying sooner, much job to do Anyways, I'll start reading the docs. Hopefully I can produce something workable soon! And if that doesn't suffice, I can do some write-ups when I get home and send them to you. Also, the .2da format is a little tricky in how the values are stored for each cell. That part is implied in Dastardly's link, but I didn't see it and had to find out the hard way. If you do have documentations and/or notes, I'd be happy to read them! And don't worry, I'm not foreign to tricky game datafiles. I used to create tools to help Sims 3 modders and, well, let's just say that I don't know what Maxis developers were smoking when they created their datafile formats Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted June 29, 2016 I can get them to you within the next week. 1 Quote Share this post Link to post Share on other sites
pepoluan 3 Posted June 30, 2016 Thanks for all your help, mate! At the very least, I've now successfully parsed a V2.b 2DA file. I'm going to chronicle the development in my blog, so as to not clutter up the Forums. Again, thanks! Quote Share this post Link to post Share on other sites