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Guide for the newbie: What tools do I need to mod KotOR ? How to install mods?

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 Darth333
06-12-2004, 4:13 PM
#1
This thread is outdated -> Please see new version here (http://www.lucasforums.com/showthread.php?s=&threadid=143421)


//////////////////////////////////////////

New threads pop up regularly at Holowan about how to install mods and what tools are required to start modding. This mini guide intends to give newcomers some additional help to get started and includes links to all the tools that are required to mod Kotor (experienced modders can also use it for reference purposes).

* Mac users may want to read this thread first (http://www.lucasforums.com/showthread.php?s=&threadid=140931)

Sections of this guide:
1. PC version cheat codes
2. HOW TO INSTALL MODS
- installing
- uninstalling
- conflicts
3. WHAT TOOLS DO I NEED TO START MODDING KOTOR (includes basic tips on how to use the tools)
3.1) Getting started
3.2) Retexturing, item making and modeling
- 3.2.1) practical info concerning models and textures
- 3.2.2) retexturing
- 3.3.3) modeling
3.3) sounds
3.4) movies
3.5) Other mods: dialog editing, module (area) editing, scripting
- 3.5.5) dialog editing
- 3.5.6) scripting
- 3.5.7) area editing
3.6) making mods compatible
3.7) other useful tools
4. OTHER


PC version cheat codes:

To get the pc version cheat codes and instructions on how to open the console, please refer to this thread in the Padawan's Lounge. (http://www.lucasforums.com/showthread.php?s=&threadid=119128). Cheat codes are very useful to test mods and some mods require you to use cheat codes to get some items.

HOW TO INSTALL MODS:

Installation

Modders normally pack their mods with either winzip (.zip) or winrar (.rar ), which is similar - but better - than winzip. You can download Winrar for free here (http://www.rarlab.com/rar/wrar330.exe)

For the vast majority of the mods, you simply need to extract the files to your Override directory located by default in C:\ Program Files\LucasArts\SWKotOR but there are some exceptions:

- files with a .mod extension go into the modules folder
- .wav files go into a sound folder: follow the authors instructions concerning this as the destination folder may vary.
- .lip files (lipsync files) go in the lips folder.
- If a .tlk file is included in the download, then it goes directly into your SWkotor diectory WARNING! replacing the .tlk file may change the language of the game. Always backup your original .tlk file before replacing it. (I noramlly rename the original dialog.tlk file to dialog_o.tlk - the "o" stands for Original and then I drop the modified dialog.tlk file in my SWKotOR folder).

In any event, modders normally include a readme file with their mods: this is where you should always start (in fact modders should always include a readme - to those who don't... :lightning Remember this when you start modding ;) )

I have one recommendation when you install mods: keep a backup of your saved games in case something happens or save often and keep a good amount of saved games ( I keep savegames of my arrival at each planet, before leaving the Ebon Hawk and at some major points as well - if you start modding, you wont regret having extra savegames at strategic points in the game for testing purposes).

Uninstall: Just delete the files. Some mods come with an automatic installer and maybe removed via the Add/remove programs function in Windows.

Conflicts: Some mods don't like each other but don't worry, those problems are normally due to the fact that two or more mods are using files with the same name. Most often it's a .2da file conflict that occurs when you have two mods using the same .2da file (per example: appearance.2da, heads.2da, spells.2da, portraits.2da). cchargin released a tool called Kotor Mod Manager (KMM) that allows you to check for conflicting mods and exclude one of them. You can download cchargin's Mod Manager here (http://home.comcast.net/~cchargin/kotor/index.html). Note that KMM won't make mods compatible. It only allows you to detect conflicts and exclude some mods.

There are 2 1/2 solutions to 2da conflicts :

a) If you are lazy: identify the 2 mods using the same name (hehehe nothing can be done without a bit of searching :p ) and remove one of the mods from your override folder. (that's the price to pay for being lazy :D ).

b) My favorite solution :dev11: : you plunge into the world of modding, get Kotor tool (KT) and Microsoft .net (see "What do I need to start modding" below). Don't be afraid, this is a simple operation.

Just for the example, we will use the appearance.2da files but all the .2da files work the same way - if you understand how to do it with this one, you'll be able to do it with other .2da files

-->Open the apperance.2da file with the 2da file editor that you can find in the file menu of KT and load the problematic file. Or you can double click on the original .2da file in BIFs >2da.bif >2D Array.
-->Step 2: check this thread (http://www.lucasforums.com/showthread.php?s=&threadid=126215)
If you are lost and want a simple and step by step example on how to edit an appearance.2da file, I suggest you download svцsh's Revan redemption robes and follow the readme carefully. It's well explained and very easy to do. Download svцsh's mod here (http://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm) All the other .2da files follow a similar pattern.

On how to copy/paste a line in a .2da file, read this thread (http://www.lucasforums.com/showthread.php?s=&threadid=130290).

Notice concerning spells.2da: If you have a conflict involving force powers and the spells.2da file you cannot simply move the force powers as you wish since the scripts contain a reference to a spells.2da line so you'll need to edit the script or the item in the case of armbands. If source code is not available in the download package, contact the authors.

c) I said there were 2 1/2 solutions right? Then the last one would be get the Holowan plug-in. T7 did a wonderful job regrouping many mods here and solving conflicts problems for all of us. Even if you don't have conflicts, get the HL plug-in: it's a must have. Get the HL plug-in here (http://www.lucasforums.com/showthread.php?s=&threadid=127038).

WHAT TOOLS DO I NEED TO START MODDING KOTOR

Before everything: remember to always include a readme with your mods. Jackel made a good model where you only need to fill the blanks, right here (http://www.lucasforums.com/showthread.php?s=&threadid=132089)....and) [Force Persuade] you can include a link to Holowan Labs in your readme [/Force Persuade].

3.1) Getting started

You will need Fred Tetra's KotOR tool (KT), the "unofficial toolset'. You will also need to install Microsoft .NET if you want to be able to run Kotor tool. Go to Fred's website to get KT and .Net (http://kotortool.home.comcast.net/index.html). (For those who are still on dial-up: Microsoft .NET is a 10MB download. There are two solutions: either you upgrade your internet connection or you read a book while downloading it.)

It's amazing to see all what this utility can do and Fred continues to add new functionalities regularly.

You can extract your files with KT and edit most of them directly with this tool.

Oh and I'll repeat it another time: there is a useful readme that comes with KT ;)

T7nowhere made a very good introduction tutorial for Kotor Tool. Get T7's tutorial right here (http://www.map-review.com/index.php?page=tutorial_view&id=28) (It's getting a bit old but it's still a good way to get started).

3.2) Retexturing, item making and modeling

3.2.1) practical info concerning models and textures

To access models : make sure that you check the box "build model BIF node in tree" in KT> tools >options . Then go to BIFs, models.bif.

Textures are located in ERFs -> Texture Packs. Texture Packs. The textures located in swpc_tex_gui.erf are best used for icons and portraits (for the party selection table) mostly and some other stuff as well.

The high - res textures are located in swpc_tex A
The med - res textures are located in swpc_tex B
The low - res textures are located in swpc_tex C


3.2.2) Retexturing

a -: You need a graphic editor that supports the .tga format (MS Paint does not support the tga extension).

- You can use Photoshop (http://www.adobe.com/products/photoshop/main.html) or Paint shop pro (http://www.jasc.com/products/paintshoppro/). Both have available trial versions. Some modders use other paint programs but these are the most commonly used but they are also $$$, especially Photoshop...

There is also a freeware program for retexturing: GIMP (http://www.gimp.org/) ) that is pretty good.

How to install Gimp easily:

1.Download and install: http://karolyrobert.hu/mofli/win-gimp/gtk+-2.4.3-setup.zip)

2. Download and install: http://karolyrobert.hu/mofli/win-gimp/gimp-2.0.3-i586-setup.zip)


For Photoshop tutorials, see this web site (http://www.trainingtools.com/)

b -: hex editor: you'll need one if you make new textures that are not simply replacing old ones. Get a good Hex editor here ($) (http://www.bpsoft.com/) and another one here (http://www.chmaas.handshake.de/)

You'll find more hex editors suggestions in this thread (http://www.lucasforums.com/showthread.php?s=&threadid=134390).

c -: Gff editor if you want to edit .uti files (item files) to add your new items in the game (u can edit .uti files with KT but you need a .gff editor installed in the same folder to get it running also, sometimes you may need to edit your files directly with a .gff editor .) You'll find a tutorial on how to edit items with KotOR tool Here (http://www.lucasforums.com/showthread.php?s=&threadid=132253) (most of it consists in selecting the properties from drop down menus) and with the GFF editor here (http://www.lucasforums.com/showthread.php?s=&threadid=130491) (it's the "hard - old school way but you'll learn a lot doing it at least once.)

For more advanced users, you can get useful technical info concerning the GFF format here (http://nwn.bioware.com/developers/).



Proposed GFF editors:

Here are 2 GFF editors you can use. I normally use Roboius or the custom made editor, depending on what i am doing. All three get the job done.

--> Roboius' Modified Bioware GFF Editor (http://nwvault.ign.com/Files/other/data/1054162676171.shtml) already proposed by the Tools and mods sticky.
--> Bioware's GFF editor (http://nwn.bioware.com/developers/gff_download.html) (if you register your Kotor game, you can access the NWN stuff as well)

You will find useful documentation concerning the GFF format, here (http://nwn.bioware.com/developers/)

...and finally, for would be programmers, tk102 made an Activex component to help you make your own utility to manipulate GFF files here (http://www.lucasforums.com/showthread.php?s=&threadid=138303).

- 3.2.3) Modeling

a - If you want to make new models you'll need cchargins MDLOps available here (http://home.comcast.net/~cchargin/kotor/) and a 3d modeling program such as gmax (free] (http://www.discreet.com/products/gmax/) or 3ds max (30-day trial) (http://www4.discreet.com/3dsmax/3dsmax.php?id=403). Note that at this time there are still limitations on importing models into the game but cchargin is working on it: see this thread (http://www.lucasforums.com/showthread.php?s=&threadid=140293) .

For modeling tutorials, check this amazing thread made by master svцsh: http://lucasforums.com/showthread.php?s=&threadid=134510)

btw: don't PM me about modeling - I am a total n00b: best I could do was a set of blue balloons (which wasn't supposed to be a set of blue ballons :rolleyes: - I must admit that I didn't really put any effort)

b - You will also need the tools listed in the Retexturing section just above (Kotor tool, gff editor and hex editor).


3.3) Sounds:

You can play the sound files located in the Streamwaves and streammusic folders with the Miles sound system (http://www.radgametools.com/default.htm)

If you want to be able to listen to the files with basically any normal application such as window media player, sound recorder, etc. You can decompress the files with Miles sound tools (http://www.radgametools.com/default.htm) (same url as above) and then save in a new folder.
Screenshot (http://img47.photobucket.com/albums/v144/Darth333/Miles.jpg)

Once decompressed with Miles sound tools, you can also edit sounds with the sound recorder or another sound file editing application such as Goldwave http://www.goldwave.com) and implement them in the game.

You can play the sounds contained in the streamsounds folder with GoldWave. However, it opens the files at double speed so you have to go to effect/time warp and slow the speed to 50%.

There are also some sounds located in SWKotor/Data/sounds.bif: you can extract those sounds with Kotor tool.

3.4) Movies

Movie files are in bik format. To view them, get The RAD Video Tools (http://www.radgametools.com/bnkdown.htm) (You need Bink and Smacker but both are included in the package).

If you wish to edit movies, you can download a free 30 day trial of a great movie program called Camtasia Studio 2 (www.techsmith.com) This program has a feature to capture screens and convert to avi (Binkit converts avi to bik) start your game and anywhere (even cut-scences) you can capure the sequences you want. If you want to modify the audio get: Dubit also free and also from www.techsmith.com).

3.5) Other mods: dialog editing, module editing, scripting

You always need Kotor tool and a GFF editor installed in the same folder as Kotor tool.

Proposed GFF editors:

(I know i already posted this above but some recent posts on the forum make me think that sometimes it's too complicated to read back 20 lines above...)

Here are 2 GFF editors you can use. I normally use Roboius or the custom made editor, depending on what i am doing. All three get the job done.

--> Roboius' Modified Bioware GFF Editor (http://nwvault.ign.com/Files/other/data/1054162676171.shtml) already proposed by the Tools and mods sticky.
--> Bioware's GFF editor (http://nwn.bioware.com/developers/gff_download.html) (if you register your Kotor game, you can access the NWN stuff as well)

With this tool you can edit .dlg .utc, .tup, .utw, .utt, .git, .are, .ifo files etc. if you want but KT and tk102's bunch of utilities may save you a lot of time...

You can get useful technical info concerning the GFF format here (http://nwn.bioware.com/developers/).

...and finally, for would be programmers, tk102 made an Activex component to help you make your own utility to manipulate GFF files here (http://www.lucasforums.com/showthread.php?s=&threadid=138303).

3.5.5) Dialog editing:

difference between the .tlk file and the dlg files

The tlk file contains all the text strings that the game will display in Kotor. You can modifiy existing strings in the tlk file with Nerwen's tlk editor (http://nwvault.ign.com/Files/other/data/1026158289672.shtml) and with tk102's KotORTLK (http://www.lucasforums.com/showthread.php?s=&threadid=140915) (my favorite as you can search the 50 K entries or so too). However, when you can avoid it, do not edit the .tlk file because: (1) there is only 1 tlk file and it would easily cause conflicts (2) the size of the file is 5 MB (3) it would change the language of the game for players having non English versions of the game.

If you want to edit dialogues, the .dlg files is where should go when you can (99% of the time). .dlg files contain all the branches of dialogues during the game. The original .dlg files can be used with any language version of the game as they refer to string numbers in the .tlk file. However, the changes you make depend on language but at least it does not change the entire game, the effects are "local", i.e limited to the modified branches of the dlg file. (the user wont see the text of a specific dlg if he has the game in another language - but the rest of the game will be functional - language parameters can be easiluy changed by the person who downloads the mod with a GFF editor).

Tools:
a - DLGEditor (GUI) (http://www.pcgamemods.com/9499/), tk102’s latest creation and simply the best utility for editing dlg files and creating new dialogues: user friendly, a bunch of functions, etc.

b - Kotor tool now includes an excellent dialogue editor as well as many other functions. KT and DLGEditor are complementary. Both of them have some functions that the other doesn't have.

c - TK102's DLGedit (http://www.pcgamemods.com/u/3450/) text based application also allows you to edit .dlg files and to test drive your custom dialogs (take time to check the readme: it's almost a complete tutorial in itself) - if you work with DLGEditor, get this tool as well to add a few additional functions.

d - KotorTLK: (http://www.lucasforums.com/showthread.php?s=&threadid=140915) is a useful tool to search/modify entries in the .tlk file ( Also by TK102).

e - DLGSearch: (http://www.pcgamemods.com/5277/) As TK102 wrote at pcgamemods, "DLGSearch is a command line utility that allows you to quickly search through all .dlg files in a game for any uses of a given dialog.tlk entry"

f - If you like painful solutions...you can always edit dlg files with a GFFeditor (believe it or not, this was the only available tool not long ago...ouch! - In fact all my mods have been made with this "thing" )


3.5.6) Scripting:

Release your source code please! (http://lucasforums.com/showthread.php?s=&postid=1594878#post1594878)


Kotor tool now has an integrated script compiler! It is quite useful when you work on an extrensive project.


If you prefer or if you have just a few scripts to compile, I suggest HazardX script compiler. You need a script editor or if you don't have one, notepad will do the job (if you have windows, you have notepad):

a -To make your scripts, simply type your code in notepad and once you're done, save with a .nss extension

b - You'll need to compile your scripts with HazardX's script compiler/decompiler (http://www.megamods.de/_data/parts/dl.php?file=37) (once compiled you'll get a .ncs file, which is the compiled script. This is what you need for your mod. The .nss file is for reference purpose only but release it with your mod so that other modders can learn how it's done)

On how to use the compiler and troubleshooting with the compiler, see this thread (http://www.lucasforums.com/showthread.php?s=&threadid=143221).

Decompiling: If you place the script compiler in the same folder as Kotor tool, when you double click on the compiled scripts in the RIMs with Kotor tool, the .ncs files will be decompiled automatically. If you want to learn to understand decompiled scripts, refer to this site (http://www.torlack.com/index.html?topics=nwndata_ncs).

Other useful tools for scripting:

- FindRefs (http://www.lucasforums.com/showthread.php?s=&threadid=137588) is another of tk102's genious product: this utility will allow you to search for a script reference, a global variable, or an object Tag within the .rim files, templates.bif, and scripts.bif. It can also seach for tag fields in the .ut* files. Once your search completed, you can also extract the files to another folder to edit them.

- NCSRip: (http://www.pcgamemods.com/5278/)as) the title indicates, this utility "will rip all .ncs (compiled script files) out of the *_s.rim files". This one is also by TK102 :) After this, you can decompile them all with HazardX script compiler/decompiler.

- Global variable comparison tool (http://www.pcgamemods.com/5274/) by TK102: This utility allows you to compare the differences in Global Variables between two savegames. Quite useful if you want to add sidequests and stuff like that or simply check if some of your scripts that use global variables.
- Not really a tool but to test you scripts quickly, you can use my Party manager & spawning armband [/B][/url]: this armband has four main functions: Add/remove original party members , Recruit/remove your custom npcs, Spawn npcs/creatures objects and test your custom scripts (Read instructions before using).

For a practical trick to use the command prompt see this thread (http://www.lucasforums.com/showthread.php?s=&postid=1555481)


3.5.7) Area editing, merchants, new npcs, etc. :

Kotor tool now includes an area editor but unfortunately, only a few maps have been completed. This means that you will need to use a GFFeditor unless you pick up one of the maps that have been completed for the KT editor.

You can edit most of the *.ut* (.uti, .utm. .utc., .utd, .utp, .utt) files directly with Kotor tool. Those that are not handled at this time (.utw and .uts) can be opened and edited with a GFF editor.

Note that Bioware sometimes uses the same tag for two different objects in two different modules. This can sometimes lead to funny and less funny events during gameplay. Use tk102's FindRefs (see above) to search for identical tags. At other times, Bioware used the same file name, per example bandon001.utc on the Endar Spire and bandon001.utc on Manaan but with different tags and contents: this is also problematic so use KT search function to make sure there are no clones.

You can find an area creation tutorial here (http://www.lucasforums.com/showthread.php?s=&threadid=130451) The tutorial was made when we had very few modding tools and the dialogue section is really outdated now. It won't show you how to use the module editor in KOtor tool either as it did not existed at that time but you'll learn a lot about game mechanics.

- Camera editing (.git files)

CAMedit: (http://www.pcgamemods.com/5276/) tool to edit cameras in the .git files. ( Also by TK102) In any case, if you edit a .git file you'll need it because the GFFeditor corrupt the cameras. Fixing the cameras takes less than 2 minutes to do.


3.6 ) Making mods compatible

KISS (Kotor Installer Script System) by TheO
KISS v0.9: this tool/mod installer was made for modders to help them make their KotOR mods compatible with other mods. Among other things it can append or edit 2da and GFF files. Download here (http://forums.forgottenwars.net/index.php?showtopic=10421).

Note: mods installed with the KISS tool may modify the chitin.key and you may end up having to uninstall the game manually if you want to uninstall it and unable to download official patches.


3.7 ) other useful tools:

Here are some additional tools that I find quite useful:


- Modified NWN explorer (http://nwvault.ign.com/Files/other/data/1055545441750.shtml) Allows you to view some game data, including .sav files.

- TK102's Kotor Savegame Editor (http://www.lucasforums.com/showthread.php?s=&threadid=123671) ) Simply the Best: Change your party stats, name, feats and powers, appearance, inventory, sounds, global variables, etc. Very useful to test your mods. New! v. 2.1.1

- Easy warping armband (http://www.pcgamemods.com/6831/) (by the author of this post): this armband will allow you to easily warp to any area while playing the game and without having to use cheats and look for the area cheat codes. Useful for testing your mods (Read instructions before using). I also made a Party manager and test your scripts armband (http://www.pcgamemods.com/7386/) to allow you to quickly verify if your custom scripts work as expected. Nothing to see with the great tools above but I find it quite practical.

OTHER:

Don't be afraid to experiment with the above utilities and looking at other people's mods. You'll learn a lot doing this (However, if you want to release a mod that uses some of their work, even partially, ask the author for permission to do so).

Remember to check for updates of these utilities from time to time.
Now what to do with these tools is beyond the scope of this mini guide. Please refer to T7's stick Do you Want to mod SW-KotOR? Then Start here (http://www.lucasforums.com/showthread.php?s=&threadid=124284)



Don't forget: there is also a useful search function on these forums… use it!!!

Any suggestions and comments are welcomed :)
If you find inaccuracies, pls report them and I will bring the proper corrections.
 svцsh
06-12-2004, 4:39 PM
#2
That’s is fantastic Darth333 you have outdone yourself :thumbsup:

This is Excellent !!!!!! and I vote this as sticky :bounce1:

svцsh
 Colma Adawin
06-12-2004, 4:43 PM
#3
You've got my vote for this to be a sticky thread!!!

MattCole
 Lorden Darkblade
06-12-2004, 5:13 PM
#4
Originally posted by MattColejk
You've got my vote for this to be a sticky thread!!! MattCole
Agree.
 tk102
06-12-2004, 5:17 PM
#5
 Doom_Dealer
06-12-2004, 6:06 PM
#6
Nomination for new sticky thread!!!!

lets make a tutorial stciky guys, im about to write a short, simple one for module editing, so if prime or T7 could make a sticky called 'Tutorials for the noobs) (etc.) that would be great
 Poggle
06-12-2004, 6:10 PM
#7
Great post, very informative, gotta be stuck
 Darth333
06-12-2004, 6:48 PM
#8
Thanks. Glad you appreciate it.
I just hope this will really give a hand to those who want to start modding.

Originally posted by tk102
Great post. :D

You earned this (http://magasin.iga.net/common/img/product/big/5695142060.jpg).

Oops! I mean this (http://img56.photobucket.com/albums/v170/tk102/cookie-1152x864.jpg).

That's a big oneTK :D
(I see that you didn't eat the Melba toasts I gave you a few months ago - I recognize the French-English packing :p - Yuk! Out of date melba toasts... )
 T7nowhere
06-12-2004, 6:59 PM
#9
GREAT WORK!!! Darth333 this is an excellent thread and will definitely be stuck.

Originally posted by Doom_Dealer
lets make a tutorial stciky guys, im about to write a short, simple one for module editing, so if prime or T7 could make a sticky called 'Tutorials for the noobs) (etc.) that would be great

Come do we really need a tutorial sticky for noobs when we have "Do you Want to mod SW-KotOR? Then Start here. " I can make a specific section for noob tutorials at the top of the first post. This way you can post your tutorial on module editing and the thread will stay on topic.
 Achilles
06-12-2004, 8:49 PM
#10
Originally posted by T7nowhere
GREAT WORK!!! Darth333 this is an excellent thread and will definitely be stuck.



Come do we really need a tutorial sticky for noobs when we have "Do you Want to mod SW-KotOR? Then Start here. " I can make a specific section for noob tutorials at the top of the first post. This way you can post your tutorial on module editing and the thread will stay on topic.

Could we add my Lightsaber walkthrough to this section? That way the experienced modders would have yours and the newer people would have mine. Thoughts?
 Darth333
06-12-2004, 9:15 PM
#11
I think I agree with T7 concerning the tutorials: they should all be at the same place: it's easier for reference. You never know when an experienced modder will try something new to complete one of his mods ... ;) or a newbie may also find an answer to his or her questions in one of the other threads.
 T7nowhere
06-12-2004, 9:46 PM
#12
Originally posted by Achillies
Could we add my Lightsaber walkthrough to this section? That way the experienced modders would have yours and the newer people would have mine. Thoughts?

Im gonna go though the posts from the last 30 days over the next couple of days to dig out and add the tutorial threads to the main tut thread.
 Darth Khasei
06-13-2004, 3:06 AM
#13
This is one of the best modding communities I have worked with in terms of sharing good info. You guys ROCK!
 Mav
06-14-2004, 6:03 PM
#14
great thread Darth333, I think it will help many new people here to the forums
 UDM
07-03-2004, 5:49 AM
#15
on the sidenote, the kotor_tool.exe icon reminds me of communism in star wars :D
 Darth333
07-03-2004, 10:14 AM
#16
Originally posted by UDM
on the sidenote, the kotor_tool.exe icon reminds me of communism in star wars :D
Agreed :D but it's not red enough :p Anyways, I don't think Fred reads the Newbie guide :D perhaps you should post this in the Kotor Tool thread .
 MTV2
09-10-2004, 3:33 PM
#17
Do you need to have a program to get gmax? because everytime I try to install, it says registry key not found???:confused:
 Darth333
09-10-2004, 6:21 PM
#18
Originally posted by MTV2
Do you need to have a program to get gmax? because everytime I try to install, it says registry key not found???:confused:
When you downloaded g-max, they ask you for your e-mail. Look at your e-mails. You should receive the info there ;)
 bneezy
09-11-2004, 6:31 AM
#19
I always have a problem getting the "an email has been sent. You will be receiving it shortly" emails on time with Hotmail. I use my Comcast account right after and I get the email right away. I still haven't received some from my Hotmail account.
 MTV2
09-11-2004, 4:09 PM
#20
Originally posted by Darth333
When you downloaded g-max, they ask you for your e-mail. Look at your e-mails. You should receive the info there ;)

Umm... it didn't ask me for my email. I went to the link then clicked download file then went to turbosquid pressed download gmax then the download screen pops-up, no email.:confused:
 PoM
09-20-2004, 12:08 AM
#21
What i need is a tutorial explaining step by step how to reskin, how to get those darn files out of appearance file and into photoshop...am i just stupid?:o
 Achilles
09-20-2004, 12:23 AM
#22
Originally posted by TheKnife
What i need is a tutorial explaining step by step how to reskin, how to get those darn files out of appearance file and into photoshop...am i just stupid?:o Not stupid, just lost. Unfortunately, I'm not quite sure what it is you're trying to accomplish. Perhaps if you can provide some additional detail, one us will be able to assist you.

Welcome to the forum :)
 PoM
09-20-2004, 1:22 AM
#23
Well, as an example:
If i wanted to reskin one of the pc faces, theres one problem, i have no idea how to get it into photoshop and...reskin it!
:confused:

Edited: Uhh...Have been waiting for a moment now, could use a respond.


Edit 2005: If you are reading this now, you should now that this is my first post, i know more now.
 Achilles
09-20-2004, 2:46 AM
#24
Originally posted by TheKnife
Well, as an example:
If i wanted to reskin one of the pc faces, theres one problem, i have no idea how to get it into photoshop and...reskin it!
:confused:

Edited: Uhh...Have been waiting for a moment now, could use a respond. This is a message board, not a real-time chat forum. If your expectation is real-time response, you should probably take a moment to level-set right now.

Now, if you want to reskin a PC/NPC face, you should open KotOR Tool and look under ERFs>TexturePacks>swpc_tex_tps.erf.

Now, expance either P for PC or N for NPC and begin looking for the appropriate file. No short cuts here; you're either going to have to do some real research on your own or spend some time clicking.

Once you've found the file that you want (via the Image Viewer window), click on the Write File button and save the texture to whichever location you'd like.

Then use Photoshop to open the texture and go nuts. Your imagination is your only limitation.

I hope that helps!
 PoM
09-20-2004, 2:49 AM
#25
Thanks!
Gotta try it right now!
:)
I checked it....Dont you mean tpc?
 Darth333
09-20-2004, 6:30 AM
#26
You could use Suchan271 tutorials, they are excellent: http://www.pcgamemods.com/7241/)

You will find more tips in the sticky "do you want to mod sw-kotor? then start here" ;)
 PoM
09-20-2004, 7:25 AM
#27
Its downloaded now, gonna check it out :)

Haha, i put hearts on Canderous undies...really matching!
 monkey joe
10-09-2004, 9:47 AM
#28
okay, all i want to know is how to make a lightsaber, i have no idea, i would habe to be reading for hours.........can't someone just tell me how all this crap that i downloaded works!!!!
 Darth333
10-09-2004, 10:07 AM
#29
This guide is to get started only with the tools. Get the tools list in the item making section and then go to the other sticky, Do you want to mod sw-kotor and you will find a tutorial made by Achilles that tells you how to make a lightsaber.

Authors put hours and efforts to make the guides and tutorials, if you want to start modding, you have to expect to invest some time in reading tutorials.
 16_BIT
10-13-2004, 2:06 PM
#30
Sweet thread, from no skills to being able to edit item stats and skins of stuff. Thx for the tutorial Darth333. With KotOR 2, are they goin to be using the same engine or a new one?
 Darth333
10-13-2004, 5:18 PM
#31
Glad this thread was able to help you :)

Concerning Kotor 2 modding, I guess it will be similar: the devs at Obsidian once told us that tk102's KSE would need very little changes to work for Kotor 2 ;)

Edit: in fact they mentionned that the ERF/GFF/BIF/2DA/TLK formats are the same as Kotor 1. However, the model format would be different.
 monkey joe
10-13-2004, 6:06 PM
#32
All i want to say is thanks, now i can build all this stuff, hehehe
 masterbob7
11-23-2004, 3:28 PM
#33
thank. now i can build more armour.
 90SK
11-26-2004, 3:16 PM
#34
Yes. Its good!
 StoneDragon
12-03-2004, 2:11 AM
#35
The NWNE editor is not working.
 Darth333
12-03-2004, 4:45 AM
#36
Originally posted by StoneDragon
The NWNE editor is not working.
Yes I noticed this not long ago. I'll try to find an alternate download site if it exists because this editor was quite good and with TSL coming in February, it could be very useful to those who want to start modding right away without waiting for tools to be adjusted for TSL.
 StoneDragon
12-03-2004, 11:29 AM
#37
So what do you think is the best GFF editor to download?
 Darth333
12-03-2004, 11:35 AM
#38
Any of the the other two. All the editors in the guide are good. I use them too depending on what I want to do. It' just that the other one makes things easier sometimes.
 Rillian
12-05-2004, 4:49 PM
#39
HELP!
I installed the mod using the 1.1a installer
and when that didn't worked manually added the v1.0 files to my overload and module directory in KOTOR.
When I load a previously saved game and go to the planet selection arrowing through the planet text selection doesn't show a new planet. There doesn't seem to be any new planets on the map itself to select either.
The starting point I am playing from is just
after getting Mantle of the FOrce and Heart of the Guardian.

Can you not mod from the Latest KOTOR update???
my game version is: 1.03.514077 English
RedHawke 10/06/04 V1.1a
RedHawke 09/24/04 V1.0
 Darth333
12-06-2004, 6:27 AM
#40
Originally posted by Rillian
HELP!
I installed the mod using the 1.1a installer
and when that didn't worked manually added the v1.0 files to my overload and module directory in KOTOR.
When I load a previously saved game and go to the planet selection arrowing through the planet text selection doesn't show a new planet. There doesn't seem to be any new planets on the map itself to select either.
The starting point I am playing from is just
after getting Mantle of the FOrce and Heart of the Guardian. The Guide for the Newbie is intended for general questions concerning modding and mod installation. For Redhawke's mod, You may want to have a look at this thread: http://lucasforums.com/showthread.php?s=&threadid=136575)

Can you not mod from the Latest KOTOR update???
my game version is: 1.03.514077 English
RedHawke 10/06/04 V1.1a
RedHawke 09/24/04 V1.0 Erm...that's what we do. The v. 1.0 and 1.1a are the mod versions, not the game's. And even if Redhawke would have made his mod based on previous version of the game, it wouldn't change anything.
 Darkkender
12-07-2004, 9:32 AM
#41
Originally posted by StoneDragon
So what do you think is the best GFF editor to download?

besides kotor tool I believe it is nwne editor that is my favorite that i use if it is PM your email and i'll email you a copy of the one I use.
 tk102
12-08-2004, 8:48 PM
#42
Originally posted by StoneDragon
So what do you think is the best GFF editor to download?

You can also make your own GFF Editor with this. (http://www.pcgamemods.com/7921/)
 Chrysalis
12-14-2004, 7:01 AM
#43
Can anyone tell me if there is any kind of comprehensible toolset for the game? I mean the one with fully accessible tiles, scripts system and so on?
 Darth333
12-14-2004, 7:21 AM
#44
Originally posted by Chrysalis
Can anyone tell me if there is any kind of comprehensible toolset for the game? I mean the one with fully accessible tiles, scripts system and so on?
There is nothing with tiles. We can only re-use existaing areas at this time since the area model has not been fully cracked yet. No official tools have been released and it was up to the community to make the tools. Fred Tetra's KotOR tool is the KotOR toolset. tk102 made other great utilities which may provemore than useful too.
 Chrysalis
12-14-2004, 8:25 AM
#45
I hope to hell that they'll release some kind of consructor with the second part of the game. It was a real pleasure to play some NWN modes, made far better than the official campaign. Surely ppl here can make much more than the original Kotor campaign
 tk102
12-14-2004, 8:35 AM
#46
It is true that because there is no official toolset, modding KotOR is more difficult than modding NWN. However, most patrons of this forum would agree that that the challenge makes modding KotOR all the more rewarding.

This forum grew up from the grassroots, developing its own tools, writing its own tutorials, and searching for web hosting for mods. There's a lot of pride that goes into those efforts. I would not want an official toolset at this point. Documentation on the mdl format, perhaps. If everything was spoon-fed to us, I believe the quality of work would be diminished, and with it, the tight sense of community in this forum.

Welcome Chrysalis.
 tk102
12-17-2004, 7:39 AM
#47
Dear Darth333,

I am hoping you might be able to update some links to the utilities I've released, as some of them are out of date in your post.

DLGEditor
http://www.pcgamemods.com/8906/)

DLGEdit
http://www.pcgamemods.com/5853/)

KotorTLK (not currently listed, allows TLK file editing)
http://www.pcgamemods.com/8872/)

FindRefs GUI (now with TLK file scan)
http://www.pcgamemods.com/9113/)

FindRefs (now with TLK file scanning)
http://www.pcgamemods.com/9093/)

The utilities: NCSRip, KTLK, and DLGSearch are now second shelf due to most of their functionality being replaced with newer versions of other utilities or KotOR Tool.

Edit: KSE has also been updated:
http://www.pcgamemods.com/9170/)
 Chrysalis
12-19-2004, 12:01 AM
#48
As far as i can see NWN owned much of its success to the everincreasing number of module makers, testers/translators , and many other entusiasts some of whom dont have the slightest idea of programming and scripting. I would literally pray for someone who would issue a ready-to-go toolset on its own, were it officially released, it would only boost the popularity of the game in general and this forum in particular. Especially with the official campaign as short as Kotor's.
 ChAiNz.2da
12-19-2004, 5:01 AM
#49
Originally posted by Chrysalis
As far as i can see NWN owned much of its success to the everincreasing number of module makers, testers/translators , and many other entusiasts some of whom dont have the slightest idea of programming and scripting. I would literally pray for someone who would issue a ready-to-go toolset on its own, were it officially released, it would only boost the popularity of the game in general and this forum in particular. Especially with the official campaign as short as Kotor's.

Quite True, an "official" release would definitely bring many more modders to the community. I played (and still do) NWN for roughly 3+ years just because of the fact that there are over 2,000 modules (and growing daily)...

However Lucas never intended for KotOR to be 'modded' so a toolset was never implemented (unlike NWN). Thanks to the skill and ingenuity of Holowan's "ForeFathers" we have tools such as Fred Tetra's KotOR Tool, TK's savegame editor, cchargin's model extractor and MANY more.

Though I do believe that Lucas' Team have felt the "tide" of desires by the modding community (both makers & users)...Darth333 enlightened the community with this thread:

http://www.lucasforums.com/showthread.php?s=&threadid=140563)

The above link shows that they are at least listening and have "officially endorsed" a site just for modding...probably because of it's popularity.

It's more than likely just a matter of time before their will breaks, but I'd almost guarantee their tools couldn't match the quality or in-depth maintaining/upgrading of features that our own community of tool-makers have done with their brain-child projects...

I can only hope that if an "official" toolset were to be released, they (Lucas) would at least survey and consult our own toolmakers here at Holowan on what the tools should implement and how they (Holowan toolmakers) did it. Though I'd probably still use the tools we have now. ;)

For now...I'll enjoy being a member of the "Elite" modding community and would welcome any and all to join the ranks. :D
 Darkkender
12-19-2004, 6:06 AM
#50
However Lucas never intended for KotOR to be 'modded' so a toolset was never implemented (unlike NWN). Thanks to the skill and ingenuity of Holowan's "ForeFathers" we have tools such as Fred Tetra's KotOR Tool, TK's savegame editor, cchargin's model extractor and MANY more.

If that point was completly true then Lucasarts would never have provided or allowed bioware to provide the overide, modules, & streamwaves folders that have the ability to directly overide files in the game.

However Lucasarts has actually had a quite reputation for having various different methods to cheat & modify the games they put out. The original X-Wing & Tie Fighter games had a built in cheat editor system. This enabled you to change or add various different fighters outside of the games. Heck it even enabled you to write new missions.

Even KOTOR has a method to cheat by altering the sytem ini file. I'm sure if I looked around the web there are built in console cheat systems for SW Galaxies, Battlefront, & the JK series. Of course this could be just ramblings of a veteran PC gamer who has played PC games since before windows 3.0, YES this means I can manipulate DOS.
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