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02-10-2008, 04:43 AM
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#41
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Bang tidy!
Join Date: May 2007
Location: Tinternet
Posts: 3,317
Current Game: TOR.. Still want K3 though! :(
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I'm not sure if i've seen this before so i'll post a request.
A script program.
A program in which you write your script and can actually save it as an NCS or something from the get go.
Or it would probably have to save as NSS first then compile (if possible at the same time or one after the other straoght away) it would be easier to have a GUI program rather than the NWNNSSComp...
The one in KT is a bit dodgy too I find...
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
You can watch my KotOR and TSL video's on YouTube!
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02-10-2008, 11:40 PM
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#42
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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I wrote a GUI NSSeditor also there was done by Loneferret. Both of them have releases in the tools forum here. Neither of them has been hosted by SWK even though I had requested that of mine more than once.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
[TSL]Holowan Plugin
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02-11-2008, 04:15 AM
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#43
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Bang tidy!
Join Date: May 2007
Location: Tinternet
Posts: 3,317
Current Game: TOR.. Still want K3 though! :(
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Both have links to PCGM...
And unfortunately the links don't work..
Do you have the tools on your HD that you can send me?
Or know of another place to get 'em?
-DDD
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
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02-17-2008, 07:49 PM
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#44
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Rookie
Join Date: Oct 2006
Location: Lurking in the Shadows
Posts: 32
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I could really use something similar to Taina's replacer Utility which was supposed to allow you to use edited PC heads and other character models....but the only links I can find are PCGM which is of course dead and gone....anyone think they can make something like that....
or have the utility laying around and can send it to me?
"War does not determine who is right...war determines who is left...." -unknown
"You are the darkness in which all life dies milord....and my life exists to feed your power...I beg you please let me die." -Visas Marr
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02-26-2008, 05:15 PM
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#45
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Mod Longer, Forum Less
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,706
Current Game: Mechwarrior II: Mercenaries
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K-Max?
In the recent development of creating new modules, we have come across a problem. It seems that NWmax cannot import and export some of the very important collision...well...whatever the model uses to collide (not walkmeshes). Not a completely new modelling program, just an extension and importer/exporter. I'm not sure if it is possible, and this is a big request, but could come of you great tool making guys work on this problem? Magnus is having trouble decoding some fields, and I know he'd love to work on this. The problems include that you can fire guns right through the walls, and the camera goes through also, some pretty ugly and drastic effects.
Well, thanks in advance for who even considers!
SS
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08-02-2008, 01:41 PM
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#46
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Lurker
Join Date: Aug 2008
Posts: 9
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a simple texture file extractor
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08-02-2008, 02:01 PM
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#47
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Sine Amore Nihil Est Vita
Join Date: Jul 2004
Location: Pennsylvania
Posts: 3,395
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Quote:
Originally Posted by arthurconandoyle12
a simple texture file extractor
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Just use KotOR tool. Click on the texture you want and click the "extract" button.
_EW_
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08-02-2008, 04:47 PM
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#48
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,691
Current Game: KotOR II
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Some kind of mod manager that allowed you to swap in and out launchers would be cool.
Works-In-Progress
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Mods Released
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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08-05-2008, 12:23 PM
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#49
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nrgurt researcher
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
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Cant you just use the KMM and direct it to the Launcher area?
I think that that's all you'd have to do... I don't know though, it's been a while since I've used the KMM...
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08-05-2008, 12:42 PM
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#50
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,691
Current Game: KotOR II
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I don't know of a single launcher that comes with a .kmm file.
Works-In-Progress
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Mods Released
~
Website
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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09-15-2008, 06:51 PM
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#51
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,408
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Does anyone think they can make a tool for opening up a module and pinpointing the exact coordinates so you can copy them into the gff editor so module building wont be so time consuming.
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09-15-2008, 09:35 PM
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#52
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8-Bit Code Monkey
Join Date: May 2004
Location: A House
Posts: 4,039
Current Game: SWTOR
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Quote:
Originally Posted by canderis
Does anyone think they can make a tool for opening up a module and pinpointing the exact coordinates so you can copy them into the gff editor so module building wont be so time consuming.
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Not exactly sure about a tool, but there are actually "modders mods" out there, I haven't modded in a while, but from what I can recall, I believe DTrips, RH, and Cz all had various armbands with multiple functions, one of them being the ability of telling you the coordinates of the module where your PC is standing. Granted this requires actually running your game, as well as being in the module you want coordinates for, but there are also mods out there with armbands that will warp you from module to module  Old school modding at its finest.
"Women are like sunsets… they’re beautiful, but there will be a different one tomorrow." - Gilder
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09-16-2008, 11:43 PM
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#53
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Rookie
Join Date: Sep 2008
Posts: 61
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How bout a tool that allows you to see a complete list of cheats as you type
Like when going into a giveitem cheat
when you type giveitem a list drops down and allows you to see all the items available(and include the override)it would ofcourse have to display the item tag like g_w_lghtsbr06
And of course it would be usable ingame
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09-22-2008, 06:50 PM
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#54
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Rookie
Join Date: May 2008
Posts: 133
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i got a crazy idea. if anyone has played halo 3 and played forge you will know just what im talkin about.
an in map editor that allows you to place what you want where you want and to change textures on the fly. i know this would take alot of time.
the editor doesnt have to be in game. i was thinking it could render the map and all the stuff currently in it and it would automaticlly do everything that is needed to be placed in game. this would bring the most inexperienced modders out and help everyone show off there creations
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09-29-2008, 06:10 PM
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#55
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,408
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Yes! thats cinda like what i want worded better. Battle Front and EAW have map editors like that so one for kotor would be ausome
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09-29-2008, 06:31 PM
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#56
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How to take a picture
Join Date: Mar 2008
Location: hiding
Posts: 2,396
Current Game: DYING
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If there were maps like Halo Multiplayer Maps, then, it might work. But its not, considering you can go to and from, things change in each module...
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10-15-2008, 04:23 PM
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#57
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,408
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Could anyone make a .skp(google sketchup)->mdl/mdx converter. If it is possible this would make module making really easy.
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10-25-2008, 04:45 PM
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#58
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I am le sad.
Join Date: Feb 2007
Location: Space. The final frontier.
Posts: 615
Current Game: Dark Forces. Yeah.
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Could anybody make a basic tool for extracting things from the Kotor 1 Bifs? The reason for this is that Kotor Tool can't run on my computer.
Thanks to anyone who tries or even thinks about making this. Also, if there are any floating out there on the web, could someone provide a link.
--HdVaderII
Are you one of those poor Macintosh gamers that are in the possession of Empire at War, yet because of the scarcity of Mac players out there you have nobody to play against? If you are, PM me if you want to set up a game.
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10-25-2008, 05:39 PM
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#59
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I bent my Wookiee
Join Date: Apr 2004
Location: Oz
Posts: 2,535
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Quote:
Originally Posted by canderis
Could anyone make a .skp(google sketchup)->mdl/mdx converter. If it is possible this would make module making really easy.
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If you can get Sketchup to export the file as an OBJ you can import it into GMax.
There's an OBJ export plugin for the free version of Sketchup - http://sketchuptips.blogspot.com/200...-exporter.html
There are a number of OBJ import/export scripts for GMax, but the only one I've had success with is Chris Cookson's Wavefront OBJ/MTL Import Utility for GMax v1.1. You can get it here (along with an OBJ exporter) - http://www.the3rdage.net/item-348?addview
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10-25-2008, 09:05 PM
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#60
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Well past expiration date
Join Date: Jan 2004
Posts: 5,764
Current Game: GTA IV
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Quote:
Originally Posted by HdVaderII
Could anybody make a basic tool for extracting things from the Kotor 1 Bifs? The reason for this is that Kotor Tool can't run on my computer.
Thanks to anyone who tries or even thinks about making this. Also, if there are any floating out there on the web, could someone provide a link.
--HdVaderII
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FindRefs may able to help you there.

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10-26-2008, 09:10 AM
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#61
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I am le sad.
Join Date: Feb 2007
Location: Space. The final frontier.
Posts: 615
Current Game: Dark Forces. Yeah.
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Thanks TK! I'm going to try it out now!
Are you one of those poor Macintosh gamers that are in the possession of Empire at War, yet because of the scarcity of Mac players out there you have nobody to play against? If you are, PM me if you want to set up a game.
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12-03-2008, 03:42 PM
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#62
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Lurker
Join Date: Dec 2008
Posts: 5
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Hello ALL, right hear is my Q, for mods
useing what ever tools,
1.change sats for e.g sith troppers
2.give them more kit, e.g better guns, sheilds
and about a ten more thinks i could do,
ive got as far as useing the kotor tool, editing the sith tropper, but cant work out how to put it back in the templates.bif, so it overwriths the old (and i must say weak one)
any help, or links would be VERY VERY helpful
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12-03-2008, 08:43 PM
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#63
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How to take a picture
Join Date: Mar 2008
Location: hiding
Posts: 2,396
Current Game: DYING
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Quote:
Originally Posted by ghamkingy
Hello ALL, right hear is my Q, for mods
useing what ever tools,
1.change sats for e.g sith troppers
2.give them more kit, e.g better guns, sheilds
and about a ten more thinks i could do,
ive got as far as useing the kotor tool, editing the sith tropper, but cant work out how to put it back in the templates.bif, so it overwriths the old (and i must say weak one)
any help, or links would be VERY VERY helpful
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All you have to do is save the file in your override folder that same that it was called. so if it was called 'blahblah.blah', you'd save it in your override called 'blahblah.blah' (without the quotes around them)
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01-05-2009, 09:38 PM
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#64
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HK47+Marvin=
Join Date: Jun 2006
Location: The Unknown Regions
Posts: 2,040
Current Game: AssassinsCreed,kotor
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Could someone make a tool(or a edit of kTool if its not released since youd need permission) that you can apply a certain voiceover alien type to a dialog so it would apply random common voiceovers of that species. It would save time of finding the files names then editing the dialog typing the names.
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05-19-2009, 10:57 AM
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#65
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Forumite
Join Date: Jul 2008
Location: In a Video Game...
Posts: 670
Current Game: SWTOR
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Is it possible to get a .dlg file merger? There are several .dlg files I want to combine to resolve compatablility issues with a few mods for example the USM with some restoration mods. Can anyone help?
~ I know that you believe you understand what you think I said, but I'm not sure you realize that what you heard is not what I meant.
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05-24-2009, 11:50 AM
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#66
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,408
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I would like to request a version of K-GFF editor that allows copying and pasting
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05-24-2009, 12:30 PM
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#67
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Death... by Exile
Join Date: Dec 2005
Location: Bruges, Belgium
Posts: 2,792
Current Game: The Old Republic
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Quote:
Originally Posted by Canderis
I would like to request a version of K-GFF editor that allows copying and pasting
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I think you can copy and past using the "Ctrl + C" and "Ctrl + V" combinations.
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05-24-2009, 01:21 PM
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#68
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,408
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Quote:
Originally Posted by Miltiades
I think you can copy and past using the "Ctrl + C" and "Ctrl + V" combinations.
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Yep, silly me.
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06-08-2009, 07:42 PM
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#69
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Rookie
Join Date: Dec 2007
Posts: 148
Current Game: Nothin
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hey guys, i was playing gmod and started to wonder, is it possible to create a sandbox npc placement/ object placement program for kotor? i figured then that whoever did that would bring kotor modding to the next level and make sooo many things so much easier for we who create large scale expansions. any ideas?
The balance is clear...the objective is not
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06-08-2009, 08:35 PM
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#70
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Master of Puppets
Join Date: May 2009
Location: MN
Posts: 1,133
Current Game: Chrono Trigger
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I'm sorry if this is a stupid request, but I know there is a tpc2tga converter... is there anywhere to make a tga to tpc converter? The reason I ask is because as an xbox modder, I can only run so many override textures at a time, so I figured that if I could add them permanently to an erf or replace them in the .bif as a tpc, I wouldn't have to worry about freezing issues as much.
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06-09-2009, 08:13 AM
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#71
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Afro Skeleton
Join Date: Apr 2009
Posts: 963
Current Game: Street Fighter IV
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Can someone make Whereami armband for K1? I have some problems with cheats and I don't know what can be the problem. Or if D333's whereami armband works for K1, please tell me.
Bink's Sake
"I've barely eaten anything for many decades now. It feels like my stomach shriveled into my back........though i don't have a stomach or back because i'm a skeleton! Yohohohoho! SKULL JOKE!"
"My eyes have never seen such a pretty woman! But i'm a skeleton so my eyes don't see much."
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07-01-2009, 02:47 PM
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#72
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,408
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Could someone make a mass hex editor that has a replacer tool to replace all references of a selected set of text in a lot of files? Or point me to one.
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09-28-2009, 04:26 AM
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#73
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Rookie
Join Date: Sep 2009
Posts: 71
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Quote:
Originally Posted by ZimmMaster
Is it possible to get a .dlg file merger? There are several .dlg files I want to combine to resolve compatablility issues with a few mods for example the USM with some restoration mods. Can anyone help?
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Seconding this. Of course, it has been said that TSLPatcher can do this, but I'm looking for something more similar to the Convert2da and JRLMerger apps, except with .dlg and .ncs files as well.
Failing that, I wouldn't mind someone giving me a rundown on how to use TSLPatcher to do this.
Many thanks. ^^
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09-28-2009, 07:22 AM
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#74
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Forumite
Join Date: Jul 2008
Location: In a Video Game...
Posts: 670
Current Game: SWTOR
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Quote:
Originally Posted by Gatherum
Seconding this. Of course, it has been said that TSLPatcher can do this, but I'm looking for something more similar to the Convert2da and JRLMerger apps, except with .dlg and .ncs files as well.
Failing that, I wouldn't mind someone giving me a rundown on how to use TSLPatcher to do this.
Many thanks. ^^
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There was a Readme in the form of a pdf in the folder that came with the patcher.
~ I know that you believe you understand what you think I said, but I'm not sure you realize that what you heard is not what I meant.
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09-28-2009, 03:54 PM
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#75
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Exiled Jedi...
Status: Moderator
Join Date: Jun 2006
Location: Ivory Tower
Posts: 3,617
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I'm affraid there will never be a utility which can combine custom user written scripts, due to the complexities involved as such the only way to combine scripts is manually...
"Love is the only reality and it is not a mere sentiment. It is the ultimate truth that lies at the heart of creation." - Rabindranath Tagore
"Many a doctrine is like a window pane. We see truth through it but it divides us from truth." - Kahlil Gibran
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09-28-2009, 04:19 PM
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#76
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Forumite
Join Date: Jul 2008
Location: In a Video Game...
Posts: 670
Current Game: SWTOR
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Quote:
Originally Posted by jonathan7
I'm affraid there will never be a utility which can combine custom user written scripts, due to the complexities involved as such the only way to combine scripts is manually...
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stoffe, if she can find the time, can do it. She made many of the usefull utilities we modders use alot.
~ I know that you believe you understand what you think I said, but I'm not sure you realize that what you heard is not what I meant.
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09-29-2009, 02:10 AM
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#77
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Shadow Lord Of The Sith™
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
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Quote:
Originally Posted by ZimmMaster
stoffe, if she can find the time, can do it.
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You really haven't a clue about what you are speaking, sorry mate but what Jon said was spot on... if you had any, and I mean any programming classes you would quickly understand why this is so.
There isn't going to be any 'easy button' for this, you all just have to roll your sleeves up and learn it yourselves.
Quote:
Originally Posted by ZimmMaster
She made many of the usefull utilities we modders use alot.
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Yes this is true... but does not change the facts here.
Also another tidbit about your post Zimm is that to volunteer someone like this is considered rude, if they have an interest in doing so they will volunteer themselves.
"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
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09-29-2009, 07:41 AM
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#78
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Forumite
Join Date: Jul 2008
Location: In a Video Game...
Posts: 670
Current Game: SWTOR
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Quote:
Originally Posted by RedHawke
You really haven't a clue about what you are speaking, sorry mate but what Jon said was spot on... if you had any, and I mean any programming classes you would quickly understand why this is so.
There isn't going to be any 'easy button' for this, you all just have to roll your sleeves up and learn it yourselves.
Yes this is true... but does not change the facts here.
Also another tidbit about your post Zimm is that to volunteer someone like this is considered rude, if they have an interest in doing so they will volunteer themselves.
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My bad. Sorry.
~ I know that you believe you understand what you think I said, but I'm not sure you realize that what you heard is not what I meant.
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11-10-2009, 08:46 PM
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#79
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Forumite
Join Date: Feb 2004
Location: Here and there about Chicago
Posts: 562
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Anyone have a tool that'll convert .max to anything else?
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11-10-2009, 08:50 PM
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#80
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How to take a picture
Join Date: Mar 2008
Location: hiding
Posts: 2,396
Current Game: DYING
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Quote:
Originally Posted by Weiser_Cain
Anyone have a tool that'll convert .max to anything else?
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if you have 3ds Max, you can export it into a variety of different files. Otherwise, not that I know of.
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