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


Fred Tetra

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Does anyone know where I can get Fred Tetra's KoTOR Tool? The link on his site is dead. I want to be a modder. Hope I am samrt enough to understand:)

Bye Bye Fred Tetra. I hope things work out.

 

edit:

Nevermind. I just saw they older version:rolleyes:

 

Guess I'm not smart.

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Well, I'm back from putting out a release of a software package for work.

 

I just wanted to say 'thanks' to all of the kind words and support I've seen expressed in the last several postings. I must say that perhaps I had underestimated the number of people who were using my software. In fact, a recent visit to my own web page shows over 3,000 hits. I was surprised to find that Googling 'kotor tool' brings up my page as the first hit. Not sure how that works, but a pleasant surprise, indeed.

 

I think for now, I will continue with Kotor Tool's development. A generous donation by CDR_Seadog has enabled me to move my KT stuff back off CD-ROM and into Visual Studio.

 

A few new donors have made pledges that, if they follow through, will be sufficient to buy another drive to make up the difference between my 300 GB drive and the gifted one.

 

I haven't had time to get into development mode yet (see the first line), but I have mental plans for a few improvements in the language settings for CExoLocStrings (used in descriptions and other things that need a localizable text). Also, I have in mind a way to make the Module Editor 'project oriented', which means you could keep all of the files associated with a module in a directory/folder and treat them as a unit in the editor. I'll keep you all posted, of course.

 

So, thanks again for the support, and check back here for updates (and on RPGDot - a great site!)

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Hey Fred,

Sorry I wasn't here to offer my support as well, although I'm glad to see you continued developing KT. I've decided to come back to the KotOR modding scene to sharpen up my skills before KotOR 2 arrives, which, hopefully, will be able to be modded just as easily with KT.

Thanks for all of your help to the community thus far,

Shimaon

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Originally posted by Achillies

What were you trying to add and what was the character you were trying to add it too. That might help us to answer your question.

 

Several characters, n_selkath.utc (for Doom Dealer's, A Guide to SW: KoTOR Module/Dialogue/Script Creation) and several others (g_thug01.utc, p_bastila.utc, p_t3m4.utc). It is not adding an item. It is just clicking on the button called "Inventory." :confused::eek::confused:

 

:fett:

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Originally posted by jedi_5002

Several characters, n_selkath.utc (for Doom Dealer's, A Guide to SW: KoTOR Module/Dialogue/Script Creation) and several others (g_thug01.utc, p_bastila.utc, p_t3m4.utc). It is not adding an item. It is just clicking on the button called "Inventory." :confused::eek::confused:

 

:fett:

 

That's odd. It will let you open the utc's but not look at the inventory? Does it generate that error for all utc's or just the ones mentioned here?

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hey anybody, i'm having a weird problem with my baseitems.2da. whenever i save it, it replaces every field with w_Shortswrd_001, which is field 4 column "defaultmodel". fortunately, i make backups, but to finish my item pack, i NEED to get this working. i don't know if its kt, .net, or just me.

 

edit: nevermind, i dl the new version of kt, and now it works.

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Originally posted by stingerhs

hey anybody, i'm having a weird problem with my baseitems.2da. whenever i save it, it replaces every field with w_Shortswrd_001, which is field 4 column "defaultmodel". fortunately, i make backups, but to finish my item pack, i NEED to get this working. i don't know if its kt, .net, or just me.

 

Mine did that once too. Not sure what I did to make it do that, but it was definitely fubared. I had to start over...with my back ups.

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Fred,

A bit of a feature request:

Since your item editor is hands down the best around, do you think you could add the feature to be able to open uti files instead of only editing them directly out of the tool?

 

Thanks for your wonderful tool,

Shimaon

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Originally posted by Shimaon

Fred,

A bit of a feature request:

Since your item editor is hands down the best around, do you think you could add the feature to be able to open uti files instead of only editing them directly out of the tool?

 

Thanks for your wonderful tool,

Shimaon

 

Unless I'm missing something, you already can. File>Open GFF Files generally works for me. I hope this helps.

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^^^I didn't realise you could do this. I am so dumb. :lol:

 

 

Originally posted by Achillies

That's odd. It will let you open the utc's but not look at the inventory? Does it generate that error for all utc's or just the ones mentioned here?

 

All of them.

 

 

:fett:

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  • 2 weeks later...

New version released - v1.0.1692.26042 (2004-8-19)

 

* UTI Editor has been recoded to allow Description fields to have their Language and Gender set. If this works correctly, it will be implemented in the other editors.

 

* Module Editor now enabled, although in a Work-in-Progress state. Only one map can be edited, m02aa. This is the map for the Taris apartment ring.

 

I have decided to release a version of Kotor Tool with the Module Editor (such as it is) enabled. While it is not done, it will give some people the opportunity to edit and try out a module. The only map currently supported is m02aa, from the tar_m02aa module. To try out the editor:

1) Extract m02aa.git from the RIMs tree to a new Module Project folder.

2) Click the Module Editor button, select this folder, then click OK.

3) Edit the module. For example, drag a Creature from the right-hand tree to the map, then click the Save button.

4) Copy the contents of your Module Project folder to KotOR's Override folder.

5) Load up KotOR and warp or walk to the Taris apartment ring where the Hideout is.

 

You can download this new version from the links on the first post.

 

Enjoy!

 

Fred

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Originally posted by Fred Tetra

New version released - v1.0.1692.26042 (2004-8-19)

 

* UTI Editor has been recoded to allow Description fields to have their Language and Gender set. If this works correctly, it will be implemented in the other editors.

 

* Module Editor now enabled, although in a Work-in-Progress state. Only one map can be edited, m02aa. This is the map for the Taris apartment ring.

 

I have decided to release a version of Kotor Tool with the Module Editor (such as it is) enabled. While it is not done, it will give some people the opportunity to edit and try out a module. The only map currently supported is m02aa, from the tar_m02aa module. To try out the editor:

1) Extract m02aa.git from the RIMs tree to a new Module Project folder.

2) Click the Module Editor button, select this folder, then click OK.

3) Edit the module. For example, drag a Creature from the right-hand tree to the map, then click the Save button.

4) Copy the contents of your Module Project folder to KotOR's Override folder.

5) Load up KotOR and warp or walk to the Taris apartment ring where the Hideout is.

 

You can download this new version from the links on the first post.

 

Enjoy!

 

Fred

Thats great Fred, releaset the module editor the DAY after i finish my mod, how ironic. :p

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