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I ran into the same problem! In fact, I used to unconditionally add many fields whether or not they were used, but now I only create them if either (a) I know from experience that they have to be there or (b) the user entered data that needs to be st... [Read More]
Originally posted by Darth333 . . . Other thing, avoid using capital letters in those fields: they can only be a source of mistakes and it doesn't change anything since what you type in those fields does not appear in the game... [/B] If you thi... [Read More]
You could try out the new Project Manager in Kotor Tool... You just create a new project, drag some files to the treeview under the right branch and select Build from the menu. Take a look in the Kotor Tool thread... http://www.lucasforums.com/sho... [Read More]
New version of Kotor Tool posted today. v1.0.1763.28199 (2004-11-01) Features/updates: Fixed a problem with form centering when the child form was larger than the parent Added Lips support to the Project Manager Project Manager now compiles scri... [Read More]
Originally posted by T7nowhere Thanks Hmm. Thats a good question. So far I have only needed to add files into the main Streamwaves folder. I think If sound is edited or added in a specific module Then those wavs will have to be placed in those s... [Read More]
Originally posted by Xavier2 You know what? Obsidian entertainment should hire Fred to make sort of a "Aurora Toolset" for Kotor 2 using his programing experience with Kotor Tool.:) :) This tool is developing so further that i think it can... [Read More]
Originally posted by T7nowhere I also have a couple of suggestions for future releases. Include the ability to also have "streamwaves" and "lips" trees. these 2 folders are not used in to many mods , but they are sometimes :) O... [Read More]
Originally posted by stingerhs fred, you just freakin rock!!! oh, and if you need $$ to buy tsl, then let us know. i'm sure we would be more than happy to donate to the cause. :D Thanks for the offer to you and Darkender; I may take you folks up... [Read More]
Originally posted by darkkender so does this mean we don't need mdlops anymore? or do we still need to have it in kotor's source directory for the rewrote mdlops feature to work. It means that I took CChargin's code, rewrote a few things so it wou... [Read More]
Originally posted by TemporaryTomato This is great, KOTOR Tool just keeps improving! :) I would hate to think it's getting worse! :laughing:... [Read More]
Originally posted by T7nowhere [B]Hey thanks Fred and cchargin. I think I missed the last KT release :o . well this one looks great. The project manager looks very interesting. I have a couple questions. 1.)Do .nss files in the override section al... [Read More]
New version of Kotor Tool posted today. v1.0.1760.40805 (2004-10-26) Features/updates: Added a version of Charles Chargin Jr.'s mdlops program, rewritten for better Kotor Tool compatibility, to the setup program. Thanks to Charles for his per... [Read More]
Hey, maybe it changed some time ago, (in my happy, little programming world, things tend to escape me), but when did this thread drop to 4 stars? :) Is that bad?... [Read More]
New version of Kotor Tool posted today. v1.0.1760.23873 (2004-10-26) Features/updates: Fixed a bug that would prevent .mdl file extraction Added rewritten version of nwnnsscomp (customized for Kotor Tool) to setup program Added new Project Manag... [Read More]
Originally posted by darkkender worse comes to worse I'll buy you a copy fred just so we can have compatibility. That's a generous offer that I may take you up on :) Lots of people would have you to thank for helping ensure they can mod KotOR 2,... [Read More]
Originally posted by Dak Vesser I'm wondering when Kotor 2 "The Sith Lords" comes out, will it be compatible with kotor tools?. It would be interesting to see if the devs changed or encoded the files different or if they didn't bother. W... [Read More]
Originally posted by bneezy It's like you read my mind Fred. It was tedious opening all the different editors from the menu. The keyboard shortcuts helped some. Now that you have shortcut buttons, it's not that tedious anymore. Although, this would... [Read More]
What I mean is a logical grouping of files. Say you are working on a mod project that consists of p_cand.utc, cand_talk.dlg and cool_item.uti. Instead of having to find and open those three files each time you want to work on your project or even tak... [Read More]
Plus now you can put adjust things like Tk-47's and Cancerous Odor's 'hide' and give characters "monster" hands :) The new Creature Item category in the Inventory editor is at the very bottom of the treeview, and has 4 sub-categories. The... [Read More]
I should have added the MRU feature a looong time ago. It was pretty wasy to code (about an hour) and it will save me time during development as well. Would anyone like a feature that implements the concept of a project? That is, a group of files th... [Read More]
New version of Kotor Tool posted today. 1.0.1752.41487 (2004-10-19) Features/updates: Added Most Recently Used files feature to File menu. It tracks the last 10 files opened. (suggested by ChAiNz) Added the ability to handle Creature Items (atta... [Read More]
I have been meaning to send out a "form letter" to all of those folks who haven't downloaded the latest version of Kotor Tool and no longer need to register. If someone is aware of a public listserv that I can use to make release announcem... [Read More]
New version of Kotor Tool posted today. v1.0.1742.41479 (2004-10-10) Features/updates: Search function now searches in RIM and BIF files. Fixed "registered user only" problems in UTM and UTP editors.... [Read More]
I am currently re-writing nwnnsscomp to make up for some shortcomings in it's command-line parser that make it difficult (or messy) to call from another program. Back when I got the source, which was before I started on Kotor Tool, I didn't realize... [Read More]