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Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)

Page: 20 of 38
 Celloa
02-21-2005, 10:17 AM
#951
Hey, ive been trying to use the KOTOR Tool, but everytime i start it after the dialogue box saying it will have to verify paths, or something this comes up http://www.freewebs.com/celloa/NETbug.JPG)
And it shuts, is this a known bug? is there some easy way to fix it?
 Fred Tetra
02-21-2005, 11:49 AM
#952
Originally posted by Celloa
Hey, ive been trying to use the KOTOR Tool, but everytime i start it after the dialogue box saying it will have to verify paths, or something this comes up
And it shuts, is this a known bug? is there some easy way to fix it?

You need to click the Details button, select and copy the text right up to the part where it lists loaded assemblies, and email it to the address in the readme file. Don't bother with the loaded assemblies; they provide no useful info.
 Fred Tetra
02-21-2005, 11:55 AM
#953
Originally posted by maverick187
Sounds great Fred, and sorry but I can't help you with the Trap property I don't even know what it does.:confused:

I realized (and verified) that the Trap properties are used for ... traps. They are used to define the type of action a trap has.

I wonder what happens if you assign three or four trap properties to one trap. :) A Frag-Plasma-Stun-Poison mine?

Hmmm....
 Fred Tetra
02-21-2005, 11:58 AM
#954
Originally posted by maverick187
Looks Great Fred, makes me wonder though... what were those whited-out buttons... hmmmm ... lol

Would it disappoint you if I told you they are just there for "test purposes"? :)

One of them used to launch the Appearance Wizard, but I stopped working on it for the time being.
 Mav
02-21-2005, 12:13 PM
#955
Don't worry Fred, you can't dissappoint me not with a great tool like this ;)
 tk102
02-21-2005, 12:23 PM
#956
Fred,
I after doing the item extraction pages (http://www.starwarsknights.com/itemstsl.php) for Starwarsknights.com I have a new-found respect for KT's item editor. It's been a long time since I've had to jump through all those 2da files looking for information and then looking up references in the dialog.tlk... your Item Editor has spoiled us immensely. I'm sure you remember how long it took to write it the first time around. Think about the multiplicative time savings it has generated for hundreds if not thousands of modders.

Thanks for your hard work and dedication!
 Fred Tetra
02-21-2005, 12:43 PM
#957
Originally posted by tk102
Fred,
I after doing the item extraction pages (http://www.starwarsknights.com/itemstsl.php) for Starwarsknights.com I have a new-found respect for KT's item editor. It's been a long time since I've had to jump through all those 2da files looking for information and then looking up references in the dialog.tlk... your Item Editor has spoiled us immensely. I'm sure you remember how long it took to write it the first time around. Think about the multiplicative time savings it has generated for hundreds if not thousands of modders.

Thanks for your hard work and dedication!

You're welcome! I'm glad to hear that my time has gone to good use making things easier for you folks.
 Celloa
02-21-2005, 12:50 PM
#958
Mailed you that info
 Fred Tetra
02-22-2005, 6:09 AM
#959
A new version of Kotor Tool should be posted today.

If you're manually downloading, check that the version number is the one below.

1.0.1879.22455 (2005-02-22)

Features/updates:


Added support for individual path information for KotOR I & II.
Added support for KotOR I & II to Search feature
Search feature user interface improvements; auto selects game type if only one installed, etc.
Editors now indicate when a loaded file has values that fall outside of supported ranges.
2DA files in the override folder (but not in folders therein) will 'override' the ones in the game's BIF archives.
Module locations and descriptions added for KotOR II.
Support for Disguise and Trap properties added to Item editor and Property editor.
Substantial reduction in loading of chitin.key file; this should improve performance on slower PCs.
Moved map info outside of main Kotor Tool application; this will allow addition of new maps without having to reinstall.
Credit for those who made donations. See the "Help | About..." box. Most recently, ChAiNz.2da :)
Added ability to set output path when exporting models
Redesigned Path Manager layout and added setting for Model Export Location
 ChAiNz.2da
02-22-2005, 6:22 AM
#960
. . . . . . .

^^^
(stunned silence and anticipation. Why Oh Why can't I go home :fist: work sucks.... heheh)

This looks great Fred, I'm definitely looking forward to giving this a try when I get home!!
 Darkkender
02-22-2005, 8:21 AM
#961
Originally posted by Fred Tetra
A new version of Kotor Tool should be posted today.

If you're manually downloading, check that the version number is the one below.

1.0.1879.22455 (2005-02-22)

Features/updates:


Editors now indicate when a loaded file has values that fall outside of supported ranges.
2DA files in the override folder (but not in folders therein) will 'override' the ones in the game's BIF archives.

So if I understand this correctly if I have a baseitems.2da file in overide and I load a uti file that uses this it will not crash now?
 Fred Tetra
02-22-2005, 8:46 AM
#962
Originally posted by Darkkender
So if I understand this correctly, if I have a baseitems.2da file in override and I load a uti file that uses this, it will not crash now?

The Item editor (UTI) now looks in the Override folder (but does not recurse into sub-folders) for any .2DA file data it needs before it looks in the 2DA.bif for it.

For example, I can open Darth333's d333_warpband.uti, which specifies a property of "CastSpell" which requires spells.2da, with a subtype index of 132, which would be outside of the range of the normal spells.2da. Since you can now specify that you want Kotor Tool to look in the override folder (there's a check box in the Options form, off by default) you can open items such as this.

I did not take the time to improve the error handling in the 2DA "get data based on index" code, if you try to open a file like this with the "Look in Game's Override folder for 2DA files" option off, you will get an error, just like in prior versions of Kotor Tool.
 Darkkender
02-22-2005, 8:53 AM
#963
Fred that is perfectly fine. I was just making sure I understood you correctly before I started dancing like a giddy school girl. Because that explanation is just what I thought it was.

:emodanc: :emodanc: :emodanc: :emodanc:
 Fred Tetra
02-22-2005, 9:13 AM
#964
Just to warn folks, there is a minor bug in the Options form handling code.

When you close the form, you'll get an error box. Just click continue. I should a a fix out soon.

EDIT: I have found the bug and fixed it. Watch for a new release soon.
 tk102
02-22-2005, 9:38 AM
#965
Originally posted by Fred Tetra

Substantial reduction in loading of chitin.key file; this should improve performance on slower PCs.
Nice... toss any hints my way :)
 Fred Tetra
02-22-2005, 10:07 AM
#966
Originally posted by tk102
Nice... toss any hints my way :)

Well, the improvement comes from an elimination of an unneeded loading of the chitin.key file every time the user clicked a treenode. (Doh!)

It was a vestigial behavior from the earliest days of Kotor Tool development. It is now gone, as I only load the file when I need to extract a BIF :)
 tk102
02-22-2005, 12:16 PM
#967
Oh, well I guess that doesn't really help me. :D

Going off-topic sorry: The only trick I've been able to use is to filter my search of chitin.key by a particular file type. In earlier KSEs I had hardcoded the index of certain .bif files as an additional fiter, but that scheme went out the window with TSL.
 Fred Tetra
02-22-2005, 12:27 PM
#968
If anyone downloaded (manually or automatically) version 1.0.1879.18819 (2005-02-22) of Kotor Tool before 5:00 PM EST (GMT -5), please do so again. If Kotor Tool did it via automatic update, you'll need to do so manually.

There is a problem with the startup code that is a pain to deal with; it's just easier to D/L the new version (despite the version number remaining the same; it's just the way it works) than to try to fix your settings.xml file.

As a bonus, there's a few extra features. :)

I recommend unintstalling (via Add/Remove Programs) and resinstalling manually.
 ChAiNz.2da
02-22-2005, 12:59 PM
#969
Originally posted by Fred Tetra
If anyone downloaded (manually or automatically) version 1.0.1879.18819 (2005-02-22) of Kotor Tool before 5:00 PM EST (GMT -5), please do so again. If Kotor Tool did it via automatic update, you'll need to do so manually.

There is a problem with the startup code that is a pain to deal with; it's just easier to D/L the new version (despite the version number remaining the same; it's just the way it works) than to try to fix your settings.xml file.

As a bonus, there's a few extra features. :)

I recommend unintstalling (via Add/Remove Programs) and resinstalling manually.
I just downloaded maybe 15 minutes ago (5:10pm), and everything seems to be working. Though I'm wondering if I should do a "just in case" install. Is there a noticable message so one would know wether or not they have the newest "new" verion? ;)

Otherwise, playing around, this new tool is FANTASTIC Fred! Some of the new item options such as "PC-Subrace-Gender Restrictions, Attribute Restrictions, etc." are going to be super-handy! I also noticed in the upgrades required field you've accounted for everything my friend....Superb Work!

and FYI, the "look in .2da" function works like a charm. The disguise property in the .uti editor recognized Shiamon's Uthar appearance right off the bat!

Wow, Wow, Wow!! ChAiNz.2da is hyper-giddy :emodanc: :sheepdanc
 Darkkender
02-22-2005, 3:10 PM
#970
Well Fred maybe you can tell me if this is fixed with the new version from the release this morning. What I'm running into is kotor tool is not reading the 2da files from overide it is responding in the same manner with it deactivated as activated. I uninstalled and reinstalled and even deleted my settings XML file to be certain.

also along the same line would you be able to adjust it so it reads the overide for both games and not one of them.

On the plus side at least I can open gff files that are outside of bounds either way now.

Also I forgot to mention this previous but this might be a good time to make note of it. some of the placeables seem to generate a out of bounds error for placeables that are a part of the game. Namely if you open the tomb of tulak horde rim file and try to open any of the urn placeables they all have the same error. I thought this was do to trap type and when you said you where working on that I held back making mention.
 T7nowhere
02-22-2005, 4:40 PM
#971
Fantastic work Fred. Thanks alot :)

Only one problem. The dialogs for TSL only display Owner,continue and End dialog. KotOR dialogs work fine. Before the update I could view the dialogs in TSL fine. I'm sure your working on it But I thought I would mention it incase you were not aware.
 Fred Tetra
02-22-2005, 5:13 PM
#972
Originally posted by Darkkender
Well Fred maybe you can tell me if this is fixed with the new version from the release this morning. What I'm running into is kotor tool is not reading the 2da files from override. It is responding in the same manner wether the setting is activated or deactivated. I uninstalled and reinstalled and even deleted my settings XML file to be certain.
I've tested this on a number of files and it works for me (of course!); can you email me a file set (ut* file and appropriate 2DAsfor the override folder) so I can try it out?





also along the same line would you be able to adjust it so it reads the overide for both games and not one of them.
I'm not clear what you're asking for here....





Also I forgot to mention this previous but this might be a good time to make note of it. some of the placeables seem to generate a out of bounds error for placeables that are a part of the game. Namely if you open the tomb of tulak horde rim file and try to open any of the urn placeables they all have the same error.
That error is my fault. After I designed the new regular/from override loading code, I accidently left a call to load the "spells" 2DA for the Appearance combobox in the Placeables editor. Doh!

The fix is already in place; it'll show up in the next release.

P.S. Unless you're "bored" on your ship, it is "aboard" not "abored". :D
 Fred Tetra
02-22-2005, 5:15 PM
#973
Originally posted by ChAiNz.2da
I just downloaded maybe 15 minutes ago (5:10pm), and everything seems to be working. Though I'm wondering if I should do a "just in case" install. Is there a noticable message so one would know wether or not they have the newest "new" verion? ;)

Otherwise, playing around, this new tool is FANTASTIC Fred! Some of the new item options such as "PC-Subrace-Gender Restrictions, Attribute Restrictions, etc." are going to be super-handy! I also noticed in the upgrades required field you've accounted for everything my friend....Superb Work!

and FYI, the "look in .2da" function works like a charm. The disguise property in the .uti editor recognized Shiamon's Uthar appearance right off the bat!

Wow, Wow, Wow!! ChAiNz.2da is hyper-giddy :emodanc: :sheepdanc

I would say "get it"; just in case.

Also, I'm glad you like it. I'm happy I finally had the time to implement some of that stuff!
 Fred Tetra
02-22-2005, 5:17 PM
#974
Originally posted by T7nowhere
Fantastic work Fred. Thanks alot :)

Only one problem. The dialogs for TSL only display Owner,continue and End dialog. KotOR dialogs work fine. Before the update I could view the dialogs in TSL fine. I'm sure your working on it But I thought I would mention it incase you were not aware.

I was aware of the problem, but I never tried opening them in version 1.0.1863.39252, so I didn't know that it used to work. Also, I didn't update the Dialog editor at all. Must be a side effect of the other updates.

Thanks for the info!

[Edit] fixed spelling error
 Mav
02-22-2005, 7:28 PM
#975
awesome job Fred, I truly don't know what to say, but thanks :)
 Darkkender
02-22-2005, 8:03 PM
#976
Originally posted by Fred Tetra
I've tested this on a number of files and it works for me (of course!); can you email me a file set (ut* file and appropriate 2DAsfor the override folder) so I can try it out?

Will do. Of course it could be just me not understanding how you have set it up to work. So it could be user error.


I'm not clear what you're asking for here....


When you load the overide folder it only searches for and makes available the overide folder for swkotor:1. In the manage paths menu you have the import and export paths set as being the only constant paths. If you changed it to have import be different for each version or attached to the tabs. This would be most helpful.


That error is my fault. After I designed the new regular/from override loading code, I accidently left a call to load the "spells" 2DA for the Appearance combobox in the Placeables editor. Doh!

The fix is already in place; it'll show up in the next release.

If you say so Fred. ;) However this error has remained the same since before this latest set of releases. At first it was a minor thing that I had overlooked. But since you had been working on the placeable's I figured to mention it still showed an error.

I'll Download the latest version and see if the editor is poping any of the above errors if it is I'll email you my findings.

But beyond that Fred it is great to see how much effort you put forth for all of us.
 SpaceAlex
02-22-2005, 9:10 PM
#977
Fantastic job Fred! Everything works great here, except for one small thing. When i open a uti or utc file i can't see the name for some of the npc's or containers. Not sure what the problem is, but it's there.

Just thought i'd mention it.
 SpaceAlex
02-22-2005, 9:21 PM
#978
Also, is there a way to select KOTOR 2 items from the left item tree in the inventory section. Right now i can only see KOTOR 1 items. I have to add K2 items manually.

And what exacly does this error mean: "One or more dropdown menus could not be set. This occurs when the file's index value for a menu exceeds the number of items on the menu itself."
 Tanesh
02-23-2005, 12:13 AM
#979
Great work, Fred! :thumbsup:

But I have a problem to open certain uti files which have other restrictions than race or alignment, i.e. gender, only usable by T3, Goto etc. When I try to open them, I get this error message:

UTI Editor: 2DA file needed for lookup not supported
 illuzion69
02-23-2005, 1:49 AM
#980
Great work as always, now I'll have to teach my kids to mod so I can spend more time with them. :D
 Fred Tetra
02-23-2005, 4:59 AM
#981
When you load the overide folder it only searches for and makes available the overide folder for swkotor:1. In the manage paths menu you have the import and export paths set as being the only constant paths. If you changed it to have import be different for each version or attached to the tabs. This would be most helpful.


The editors look for an override folder based on the game you told them to use the data from. So if you open a file or double-click a treenode to open an editor, you are asked to specify which game to use. This choice affects where dialog.tlk strings come from, chitin.key values, and override folder locations.

I'm not sure what behavior makes you think otherwise.

I don't think import path is really used any longer in the code; I should probably remove the path box for it. As for export, it is used only for model extraction.


That error is my fault. After I designed the new regular/from override loading code, I accidently left a call to load the "spells" 2DA for the Appearance combobox in the Placeables editor. Doh!

The fix is already in place; it'll show up in the next release.



If you say so Fred. However this error has remained the same since before this latest set of releases. At first it was a minor thing that I had overlooked. But since you had been working on the placeable's I figured to mention it still showed an error.


It could be possible that I mis-pasted some time back. Doesn't matter, though; as long as it is fixed, right? :)
 Fred Tetra
02-23-2005, 5:00 AM
#982
Originally posted by SpaceAlex
Fantastic job Fred! Everything works great here, except for one small thing. When i open a uti or utc file i can't see the name for some of the npc's or containers. Not sure what the problem is, but it's there.

Just thought i'd mention it.

Please send me a few samples that don't seem to work right, along with the specifics on each one. Email address is in the Kotor Tool Readme.txt file.
 Fred Tetra
02-23-2005, 5:08 AM
#983
Originally posted by SpaceAlex
Also, is there a way to select KOTOR 2 items from the left item tree in the inventory section. Right now i can only see KOTOR 1 items. I have to add K2 items manually.

And what exacly does this error mean: "One or more dropdown menus could not be set. This occurs when the file's index value for a menu exceeds the number of items on the menu itself."

The inventory editor hasn't been updated yet.

I tried to get the biggest changes in folk's hands ASAP, but some things remain to be done. :)
 Fred Tetra
02-23-2005, 5:15 AM
#984
Originally posted by Tanesh
Great work, Fred! :thumbsup:

Es gefдllt mir, daЯ Sie es genieЯen. :) (Grammar?)


But I have a problem to open certain uti files which have other restrictions than race or alignment, i.e. gender, only usable by T3, Goto etc. When I try to open them, I get this error message: [/B]
I know why the message comes up, in general, but I'd like experiment with a file.

Please send me a few samples that don't seem to work right, along with the specifics on each one. You already have my email address.
 SpaceAlex
02-23-2005, 6:45 AM
#985
Originally posted by Fred Tetra
Please send me a few samples that don't seem to work right, along with the specifics on each one. Email address is in the Kotor Tool Readme.txt file.

Just open a .utc or .uti file in any module (peragus, malacor V...) and you should see that there's no name. ;) This only applies to KOTOR 2 files. KOTOR 1 files are displayed correctly.
 Fred Tetra
02-23-2005, 7:04 AM
#986
Originally posted by SpaceAlex
Just open a .utc or .uti file in any module (peragus, malacor V...) and you should see that there's no name. ;) This only applies to KOTOR 2 files. KOTOR 1 files are displayed correctly.

Actually, they are displayed correctly, at least for the random files I tried.

None of the 3 files I picked have a first name in the underlying UTC file, thus there's nothing to show. :)

Chances are that they simply aren't used.
 SpaceAlex
02-23-2005, 7:11 AM
#987
Originally posted by Fred Tetra
Actually, they are displayed correctly, at least for the random files I tried.

None of the 3 files I picked have a first name in the underlying UTC file, thus there's nothing to show. :)

Chances are that they simply aren't used.

That's strange. Almost every utc file in the modules in without name for me.

Here's a screenshot to give you an example of how it looks. Empty. :D

http://img126.exs.cx/img126/3024/ktool19wq.jpg)
 Tanesh
02-23-2005, 8:41 AM
#988
Originally posted by Fred Tetra
Es gefдllt mir, daЯ Sie es genieЯen. :) (Grammar?)

Your grammar is perfect. :)


I know why the message comes up, in general, but I'd like experiment with a file.

Please send me a few samples that don't seem to work right, along with the specifics on each one. You already have my email address.

Okay, I will do that. :)

SpaceAlex is right about the files without a name; I checked some of them and have the same problem. What's strange: Atton has instead his name this text: "Leertaste = Talente" and Visas this one: "WEITER MIT PAUSE-TASTE" :D
I didn't do something with them, so I don't know where that comes from. :confused: I'll send you a screenshot with the e-mail. Btw, the old files which are left from KotOR 1, i.e. Mission, Bastila, Gizka, Selkath etc. have names, though.
 Fred Tetra
02-23-2005, 8:44 AM
#989
Originally posted by SpaceAlex
That's strange. Almost every utc file in the modules in without name for me.

Here's a screenshot to give you an example of how it looks. Empty. :D

http://img126.exs.cx/img126/3024/ktool19wq.jpg)

Indeed, that's how it should look, given the absence of data in the file for that field.

If you want to check for yourself, just extract any file, then look at it with the "View GFF files as text..." function on the File menu in Kotor Tool.

You'll see:

CExoLocString- Substring count: 0
End of CExoLocString- Field- Type: CExoLocString Label: FirstName Value:

No value = no text in editor :)
 Fred Tetra
02-23-2005, 8:49 AM
#990
Originally posted by Tanesh
Your grammar is perfect. :)



Okay, I will do that. :)

SpaceAlex is right about the files without a name; I checked some of them and have the same problem. What's strange: Atton has instead his name this text: "Leertaste = Talente" and Visas this one: "WEITER MIT PAUSE-TASTE" :D
I didn't do something with them, so I don't know where that comes from. :confused: I'll send you a screenshot with the e-mail. Btw, the old files which are left from KotOR 1, i.e. Mission, Bastila, Gizka, Selkath etc. have names, though.

I checked Visas name - "PRESS THE PAUSE BUTTON TO CONTINUE
" - strange. I'll check the dialog.tlk lookup code. Maybe something is not right...
 SpaceAlex
02-23-2005, 9:00 AM
#991
Originally posted by Fred Tetra
Indeed, that's how it should look, given the absence of data in the file for that field.

If you want to check for yourself, just extract any file, then look at it with the "View GFF files as text..." function on the File menu in Kotor Tool.

You'll see:

CExoLocString- Substring count: 0
End of CExoLocString- Field- Type: CExoLocString Label: FirstName Value:

No value = no text in editor :)

I see. But that's not how it should be. I had no problems with the previous version and if i set KT to think that KOTOR 1 is installed in K2 folder then i can see the names just fine. But i can't access the inventory that way.
 SpaceAlex
02-23-2005, 9:00 AM
#992
Double post again! I swear i clciked on the "send message" only once. :mad:
 Fred Tetra
02-23-2005, 10:01 AM
#993
Originally posted by SpaceAlex
I see. But that's not how it should be. I had no problems with the previous version and if i set KT to think that KOTOR 1 is installed in K2 folder then i can see the names just fine. But i can't access the inventory that way.

It turns out that the underlying GFF class was reading from the wrong Dialog.tlk file. Such are the things I have to deal with because both games are supported simultaneously.

The inventory editor still needs work, however.

Oh, and please delete one of your double posts. :)
 Fred Tetra
02-23-2005, 12:54 PM
#994
I think I have the inventory editor fixed.

I also added the following features to it:

Splitter control to allow resizing of inventory treeview
Inventory loading progress indicator
Code to handle extra item types found only in KotOR II
Expand/Collapse treeview buttons
Caption text now indicates version of KotOR data it is working with (I or II)
Names for first 3 items type parents

I also made some adjustments to the Character and Placeable editors to make them work better with the Inventory editor.
 envida
02-23-2005, 2:24 PM
#995
I suddenly have gotten a problem. I get his error message whenever I try to open something (utc, dlg, utd, git and so on):
"System.IO.FileNotFoundException: Could not find file "C:\dialog.tlk"."

Its been working find until now. I tried to reinstall and my paths are fine too.

Oh this is for TSL.

By the way a great tool Fred keep up the good work :)
 ChAiNz.2da
02-23-2005, 2:35 PM
#996
Originally posted by envida
I suddenly have gotten a problem. I get his error message whenever I try to open something (utc, dlg, utd, git and so on):
"System.IO.FileNotFoundException: Could not find file "C:\dialog.tlk"."

Its been working find until now. I tried to reinstall and my paths are fine too.

Oh this is for TSL.

By the way a great tool Fred keep up the good work :)
From the looks of your message, it's looking for your dialog.tlk file in your system's Root directory? Do you have the game installed directly on your C: drive?

May want to double-check your paths, especially since you have to set 2 different sets of paths with the new version...
 una
02-23-2005, 2:44 PM
#997
Hi,

I have a problem with the new editor. I still get the message that my chitin.key is corrupt and after that i can see the editor for a split second and then it crashes without a error message.

I removed it and cleaned out my register of everything that had a reference of the kotor tool in it and then installed the editor again. But no luck, still same thing happens. So i tried a older version again and that one still works good.

Any ideas what may be causing this?
 ChAiNz.2da
02-23-2005, 2:53 PM
#998
Originally posted by una
Hi,

I have a problem with the new editor. I still get the message that my chitin.key is corrupt and after that i can see the editor for a split second and then it crashes without a error message.

I removed it and cleaned out my register of everything that had a reference of the kotor tool in it and then installed the editor again. But no luck, still same thing happens. So i tried a older version again and that one still works good.

Any ideas what may be causing this?
Hey Una,
When you re-installed KotOR Tool, did you install the very, very latest version? Fred's last version was re-vamped but changed later on...however the version number remained the same so the auto-update won't "catch" to see if you have the bugged version or the newer.

Try downloading the latest version from his site and try re-installing. BEFORE you do however, uninstall the KT you're using now via Add-Remove Programs...THEN re-install the newly downloaded version...

Hope this works out for you! :)
 una
02-23-2005, 3:07 PM
#999
Originally posted by ChAiNz.2da
Hey Una,
When you re-installed KotOR Tool, did you install the very, very latest version? Fred's last version was re-vamped but changed later on...however the version number remained the same so the auto-update won't "catch" to see if you have the bugged version or the newer.

Try downloading the latest version from his site and try re-installing. BEFORE you do however, uninstall the KT you're using now via Add-Remove Programs...THEN re-install the newly downloaded version...

Hope this works out for you! :)

Thx for reply, but it didnt work :(.

Tried the latest version from his site and it still crashes right after startup.

Guess i have to stick with the old one.
 ChAiNz.2da
02-23-2005, 3:10 PM
#1000
Originally posted by una
Thx for reply, but it didnt work :(.

Tried the latest version from his site and it still crashes right after startup.

Guess i have to stick with the old one.
Bummer :(

Perhaps Fred will come to the resue then. He's in the midst of an even newer version that may help out your situation. Sorry I couldn't have been more help.... there's always hope though ;)
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