Osuirof Posted May 14, 2006 Share Posted May 14, 2006 Sorting, unsorting (or making KT able to make .mod from folders with subfolders) extracted files into folders (.uti -> Items, .utc -> Characters, etc.) My attempt to do this . Link to comment Share on other sites More sharing options...
Lit Ridl Posted June 6, 2006 Share Posted June 6, 2006 And whats about decompiled scripts for KI? Or decompiler utility for KI? It will make life to many people easier. Most of modders in their starting have the mess with KI scripts... Link to comment Share on other sites More sharing options...
Fiestainabox Posted July 10, 2006 Share Posted July 10, 2006 How bout being able to build multiple ERF's at at time using your ERF/Rim tool? Link to comment Share on other sites More sharing options...
jinger Posted August 25, 2006 Share Posted August 25, 2006 the possibility to add a second class and an experience dword for a "superstar" npc you would join for a brief time, like a jedi master or a sith lord (this shouldn't be too hard but it's linked to the second request.) UTC calculations? i usually use this but it would be great if the creature editor did it automatically, you know picking the values you need from 2da files and adjust what needs to be adjusted as you change some ability score, classes, feats, powers, inventory and everything. (please?) ps: KT rocks, thanks Fred. Link to comment Share on other sites More sharing options...
Hebejebelus Posted September 17, 2006 Share Posted September 17, 2006 How about it being compatible with mac users? Please? Link to comment Share on other sites More sharing options...
Darkkender Posted September 17, 2006 Share Posted September 17, 2006 That will happen when the all powerful .NET framework begins to work like it is supposed to on other operating systems. Then it will be relatively quick to transfer. However at this time the .NET framework is part of the heart of Kotor Tool which means that for now Macs will spit it back out like moldy bread. Link to comment Share on other sites More sharing options...
Hebejebelus Posted September 21, 2006 Share Posted September 21, 2006 I fornd a program resembling .NET framework, it's in another thread, posted by me. Can't find it at the moment. Tell me if it works, because i'm on a windows at the mo..... EDIT: here: http://www.mono-project.com/Main_Page Link to comment Share on other sites More sharing options...
m16965 Posted December 1, 2006 Share Posted December 1, 2006 im mandalorian16965. and the idea that i have is a script genarator simialr tp he one from starwarsknights. im a skinner and moder myself not a scripter so a tool like this would be great Link to comment Share on other sites More sharing options...
glovemaster Posted February 1, 2007 Share Posted February 1, 2007 you could add a seperate ARE GIT and IFO editor because i've done a bit of searching and i cant find one, at the moment you need the right maps to get module editor to work Link to comment Share on other sites More sharing options...
newszi Posted February 1, 2007 Share Posted February 1, 2007 It should work. Mono has full .NET 1.1 support and almost full .NET2.0 As Kotor tool was .NET1.1 those vesions should work. However I've read somewhere that fred started to use .NET2. So my opinion is that it should work, but not worthless to try yourself. An entyre game engine has been built under Mono, the award winning Unity, so Mono really is something worthy. Mono framework is not a new thing at all, it's been here quite a while now, give it a try fellow Kotor modder. Link to comment Share on other sites More sharing options...
Darth333 Posted February 1, 2007 Share Posted February 1, 2007 you could add a seperate ARE GIT and IFO editor because i've done a bit of searching and i cant find one, at the moment you need the right maps to get module editor to work You can use K-gff to edit those files: http://www.starwarsknights.com/tools.php Link to comment Share on other sites More sharing options...
glovemaster Posted February 1, 2007 Share Posted February 1, 2007 Oh right, that works but i really wanted it in notepad form, like KotOR tools editor Link to comment Share on other sites More sharing options...
Darth333 Posted February 1, 2007 Share Posted February 1, 2007 Oh right, that works but i really wanted it in notepad form, like KotOR tools editor Well you can always convert them into xml files with GFF2XML and XML2GFF Utilities v0.2 (same link as above) Link to comment Share on other sites More sharing options...
tk102 Posted February 1, 2007 Share Posted February 1, 2007 Also, in KGFF, you can select the Struct you want to edit and select Edit: Copy Node Then open up WordPad and click Paste. That will display the GFF struct as XML which you can edit in WordPad. When you're done, copy it back to the clipboard, open up KGFF and paste the struct back into the List Field where it came. Unfortunately the current version does not support doing this with the main Struct of the GFF. Edit tk102: v1.1.7 now supports copying and pasting of the main Struct. Link to comment Share on other sites More sharing options...
glovemaster Posted February 1, 2007 Share Posted February 1, 2007 Oh, right i should think b4 i post... lol, thank you very much Edit tk102: Not at all glovemaster... but given Fred's inactivity lately regarding KotOR Tool development, we just wanted to give you other options. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted February 8, 2007 Share Posted February 8, 2007 I know Fred is generally inactive... But hey, so am I... So here's a thought from one old-time-lurker to another. How about a way to simply view a mesh within the tool, without having to extract it and run it through MDL Ops? No need for editing functions... But so many meshes have meaningless names... And I don't want to extract everything and run all of them through MDL Ops, and import all of them into Max... I get enough errors as it is importing one mesh, since my version of NWMax doesn't match my copy of 3DS Max. Just a thought. Link to comment Share on other sites More sharing options...
newszi Posted February 9, 2007 Share Posted February 9, 2007 And I don't want to extract everything and run all of them through MDL Ops, and import all of them into Max... I get enough errors as it is importing one mesh, since my version of NWMax doesn't match my copy of 3DS Max. Just a thought. Hi! That's a good idea. However to simply watch a modell, you do not need 3DSmax nor other 3D editing tool. I posted a simple post about using MDL viewer for the work. http://www.lucasforums.com/showthread.php?t=164901 You still need MDLops though. However kotor tool has a more up to date version of mdlops built in that I could find for download. So I suggest, you should just try to extract the stuff you want with KotorTool. So you do not need MDLops at all. Link to comment Share on other sites More sharing options...
Darkkender Posted February 10, 2007 Share Posted February 10, 2007 Actually Kotor Tool includes mdlops 0.5 which is not quite the newest version. The newest version of mdlops is 0.6a4 however I believe you have to do a forum search to find it's link. Link to comment Share on other sites More sharing options...
Rinku Posted April 28, 2007 Share Posted April 28, 2007 I think that you should add a feature that lets Mac users use the Kotor tool (mainly because I am a Mac user and I know people who play Kotor who have Macs). Link to comment Share on other sites More sharing options...
Mindtwistah Posted June 16, 2007 Share Posted June 16, 2007 I wonder where Fred might be now? Maybe he's dead xD But anyway, maybe someone already requested this but I would like an advanced GFF-editor built in to Kotor tool. That will save me a lot of time as I don't have to extract the file, open K-GFF, find the file and edit it. Link to comment Share on other sites More sharing options...
glovemaster Posted June 17, 2007 Share Posted June 17, 2007 I hope he's not dead.. Anyway, i though that multiple extraction would be fantastic, seen as FindRefs won't extract TPC as TGA files. And models are extracted as ASCII Link to comment Share on other sites More sharing options...
stoffe Posted June 17, 2007 Share Posted June 17, 2007 But anyway, maybe someone already requested this but I would like an advanced GFF-editor built in to Kotor tool. That will save me a lot of time as I don't have to extract the file, open K-GFF, find the file and edit it. You should be able to make KotorTool automatically open GFF files (without their own specific file type editor) with k-gff instead of bioware's old GFF editor by renaming k-gff.exe to GFFEditor.exe and putting it in the KotorTool folder. Link to comment Share on other sites More sharing options...
Mindtwistah Posted July 25, 2007 Share Posted July 25, 2007 I know Fred's inactive but here comes my request: Fred, if you see this, could you make an unlimited feature to the merchants inventory? So that I can make the merchants items unlimited. Link to comment Share on other sites More sharing options...
RedHawke Posted July 26, 2007 Share Posted July 26, 2007 Fred, if you see this, could you make an unlimited feature to the merchants inventory? So that I can make the merchants items unlimited. I don't know if KT does it but you can already do this, using a GFF Editor, there is a node in the item list in the merchants .utm file; Infinite (Byte) Set the node to a 1 if you desire infinite items of this type to be sold from the seller. Link to comment Share on other sites More sharing options...
jedijed Posted December 18, 2007 Share Posted December 18, 2007 Is there someway to be able to use to kotortool's module editor WITHOUT a map file, I don't care if it looks all black, but I REALY NEED TO USE THIS FEATURE FOR SOME 'UNSUPPORTED' MODULES (such as M4-78 and others...) Thanks, jedijed Link to comment Share on other sites More sharing options...
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