I can't seem to find one; an nss/ncs decompiler. The link in the "tools" thread, here, took me to a page with GTA & other games, but no KOTOR. Found a couple handy things I'll use, but not a decompiler ... been to starwarsknights.com too .... Can anyone point me in the right direction?
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KOTOR 1 Script Decompiler?
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TSL Patcher Issue
I've been having some issues with the patcher. I thought it was just changeEdit that I solved by running in a VM. Unfortunately the problem is bigger. I cannot get existing mods to install. I tried administrator mode and troubleshoot compatibility. Nothing shows up, no errors, but there's an instance on my task-bar. I am running windows 7 64 bit.
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DeNCS Problems
It's not working. I am trying to use it for KOTOR I, advised by other modders that it works fine for KOTOR I.
I can't decompile.
I am consistently receiving a message of this nature for each attempt:
Decompiling...know_starbig.ncs: partial-could not recompile
I can't decompile.
I am consistently receiving a message of this nature for each attempt:
Decompiling...know_starbig.ncs: partial-could not recompile
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Quick question about First names
Hey, so I noticed that with many mods out there, when there is a modded .utc file, modders change the field for the First Name and actually type out the first name of the NPC instead of leaving the number of the StringRef.
Is that necessary when modding a character utc? I have modded MANY utc files myself but not through KT. Will the NPC names still appear if I leave the number of the StringRef.
Thank you
Is that necessary when modding a character utc? I have modded MANY utc files myself but not through KT. Will the NPC names still appear if I leave the number of the StringRef.
Thank you
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KotOR Widescreen?
Is there a mod which allows KotOR to be played in 1920x1080 HD resolution with a fully working HUD and subtitles? 'cause I found some ''fixes'' on Google, but most of them mess up the HUD and subtitles.
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Darth Bastila
Hello,
Sorry about all the recent questions but I'm kind of new to modding and want to make sure I'm doing everything correctly.
So, I had Bastila equip a custom lightsaber and custom robes for when I meet her ontop of the Rakatan Temple, so edited the .utc - unk44_evilbast.
The question is when she joins me again will I be able to retrieve these items or do I have to edit the p_bastilla001 - p_bastilla006 files as well? I read that they may cause some bugs so I just want to be sure.
I did this for Jolee as well but placed his items on p_jolee001 when he is in the Shadowlands, will he keep the items when he joins my party or do I have to place them on p_jolee as well.
Thank you.
Sorry about all the recent questions but I'm kind of new to modding and want to make sure I'm doing everything correctly.
So, I had Bastila equip a custom lightsaber and custom robes for when I meet her ontop of the Rakatan Temple, so edited the .utc - unk44_evilbast.
The question is when she joins me again will I be able to retrieve these items or do I have to edit the p_bastilla001 - p_bastilla006 files as well? I read that they may cause some bugs so I just want to be sure.
I did this for Jolee as well but placed his items on p_jolee001 when he is in the Shadowlands, will he keep the items when he joins my party or do I have to place them on p_jolee as well.
Thank you.
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Coordinates: X, Y, Z
I have questions about this coordinate method.
After I have completed the mod for the Ebon Hawk supplies I've been working on, I want to throw in a couple placeables and creatures; the problem is, my copy of KOTOR is from "Best of PC" package; so I don't have access to cheat codes or "whereami". As result, I need to understand how the coordinate systems work and for a given area, establish points of reference.
For example, if I understood the coordinate methods and knew where my crew was placed in the Ebon Hawk, I could use that knowledge to make good guesses of where to place my additional creatures and placeables.
My research has simply directed me to "whereami" cheat, and that's not going to work for me ...
So...
After I have completed the mod for the Ebon Hawk supplies I've been working on, I want to throw in a couple placeables and creatures; the problem is, my copy of KOTOR is from "Best of PC" package; so I don't have access to cheat codes or "whereami". As result, I need to understand how the coordinate systems work and for a given area, establish points of reference.
For example, if I understood the coordinate methods and knew where my crew was placed in the Ebon Hawk, I could use that knowledge to make good guesses of where to place my additional creatures and placeables.
My research has simply directed me to "whereami" cheat, and that's not going to work for me ...
So...
- What directions do the values X, Y and Z delineate?
- In these 3 directions, which values do larger numbers move to? (i.e. is 0 the furthest to the left or top or furthest to right or bottom)?
- So that I can have points of reference, what files can I look at in a given module to establish a point of reference?
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Misconceptions About Merchants
I've seen it said several times by several people in many forums, here and elsewhere, that the OpenStore Markup/Markdown values set the Markup/Markdown percentage when the store is opened.
It doesn't.
The Markup/Markdown are actually bonuses; added to the values that are already set in the UTM file.
Thus, a store has a 125% markup and a 25% markdown, the command:
results in buying and selling at 0%; all items bought and sold at 0 cost (as adding a negative is subtracting).
The command:
causes the store to sell at a whopping 250% and buy for zero; and the command
causes the store to sell at base value and buy at the 25% so stipulated in the UTM file.
ALSO, it appears that both numbers run the same direction: Up! Thus, 25% markdown is misleading; as it's not "marked down" from 100%, but rather, sells at 25% of the 100% base value.
It doesn't.
The Markup/Markdown are actually bonuses; added to the values that are already set in the UTM file.
Thus, a store has a 125% markup and a 25% markdown, the command:
Code:
OpenStore(oStore, GetFirstPC(),-125,-25));
The command:
Code:
OpenStore(oStore, GetFirstPC(),125,-25));
Code:
OpenStore(oStore, GetFirstPC(),-25,0));
ALSO, it appears that both numbers run the same direction: Up! Thus, 25% markdown is misleading; as it's not "marked down" from 100%, but rather, sells at 25% of the 100% base value.
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help for a jedi gunner
im trying to replace the mandolorian ripper/disintigrator modles with inyriforge's M-6 Carnifex but im realy new at moding and realy need some help/advice
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2DA Help...
I'm trying to add a new playable head for K1. I've followed multiple tutorials but I still can't get my head to show up. The entries are made, the portraits show up, its just I get a random head (male and female both) instead of my reskinned PMHC04 when I scroll to it and then the game crashes. What do I need to do? Below are the tutorials I followed:
New Playable Character Tutorial by jcoolZombie
So you want a new Appearance. Also known... by Darkkender
Here is my changes.ini file:
Let me know if anyone needs anything else.
-ZM-
New Playable Character Tutorial by jcoolZombie
So you want a new Appearance. Also known... by Darkkender
Here is my changes.ini file:
Show spoiler
Let me know if anyone needs anything else.
-ZM-
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GITEdit: What do you guys want?
Well, as the title says, this is about GITEdit.
GITEdit is a program I'm making to give a visual interface to edit the file, as opposed to the tree view of K-GFF that I despise(not the program, just the layout)...
Currently, the program can:
Currently, as the program stands, here's what I've got for you:
So, if anyone has any requests, please feel free to share. :)]
GITEdit is a program I'm making to give a visual interface to edit the file, as opposed to the tree view of K-GFF that I despise(not the program, just the layout)...
Currently, the program can:
- Load .git files from the .rims, .mods, and override
- Parse TLK references
- Count the number of each type of file
- Provide an interface to each file type
- Allows you to input degrees for the bearing and orientation
- Compiles each file type into a list
- Can delete items from the lists
Currently, as the program stands, here's what I've got for you:
Show spoiler
So, if anyone has any requests, please feel free to share. :)]
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[Tutorial] Tokens and How to Use Them
Intro:
This tutorial is to teach the community about Game and CustomTokens, an element of NSS Scripting from the NeverWinter Nights games. They're a little-known piece around here, but I'm hoping to change that.
In Darth333's Intro to Modding tutorial, she mentions using the NWN Lexicon as a reference for learning how to write scripts for the KotOR games. This was actually very good advice, as it allowed me to learn a lot about how the game handled things.
One of the things I learned about was the Custom Tokens: pieces of scriptable, dynamic info that I can set with a script and insert anywhere.
How To Use Tokens:
You can use a token in a conversation, a name for a character, door, placeable, item, or an item's description. To use either the Game's Tokens or a Custom Token, you merely have to surround it with <>.
For example, to refer to a player by "He" or "She" in a conversation, you'd need to use the Game Token <He/She> as-is in the sentence, and the game would insert the correct one based on the Player's gender.
The Game's Tokens:
To give you an idea of what the tokens can do or control, the game stores the Player's name in up to three tokens, the FullName, FirstName, and LastName tokens. The game seems to set the tokens based on splitting the Player's name at the first space into the FirstName and LastName tokens. Other helpful tokens are the <He/She>, <Alignment>(Upper-case version; lower-case is <alignment>), and <Class>(lower-case is <class>). More can be found in stringtokens.2da, though most seem to be NWN-Specific.
Custom Tokens:
The Custom Tokens are slightly different from the Game Tokens. For one thing, to use them them you have to use the format <CUSTOM#>, where "#" is a number between 0 to 2147483647.
In practice, however, the game uses 0-9 and the WhereAmI band mod uses 61 and 62, so I'd avoid those in TSL. Also, in K1, the K1R mod uses 1998-2030(or around there) for the Pazaak Tourney, so I'd really avoid those...:)
To set a Custom Token:
Though there is no GetCustomToken function, you can still check the value in a script:
Something to remember about the Custom Tokens when working with them in scripting: they are a string, not a float or integer. To check them as a string:
As a Float:
As an Integer:
Special Notes:
*: For a float, it has a trailing character on it called a newline(basically akin to hitting the Enter key in a text document). To get a float->string conversion properly, it's best to take off that trailing character:
Good Example:
As an example of using Custom Tokens effectively, here's a script Darth Insidious had me help him on just the other day. What I ended up having him do was make a dialogue file with one entry, and that entry have the text "<CUSTOM50000>", minus the quotes. I had him save that as-is and then use the following script:
In short, the script will check a random number and whether you have a certain item equipped.
If you do have it equipped, but fail the random number roll, the device "fizzles", and the Custom Token 50000 is set accordingly so that you get a one-liner "*bzzzt*" line in the upper-left corner.
However, if you don't have the item equipped, the Custom Token 50000 is set with that message, and you will get a different one-liner in the corner telling you so.
This eliminated the need for keeping track of Globals and reduced the number of scripts needed to one.
If you feel like this could help you, chances are it will. As an additional tool, you can use the TSL Script Parameters to take advantage of the Engine's features and pass arguments that could affect your Custom Tokens...:)
If you run into trouble or want advice on usage, feel free to send me a message.;)
This tutorial is to teach the community about Game and CustomTokens, an element of NSS Scripting from the NeverWinter Nights games. They're a little-known piece around here, but I'm hoping to change that.
In Darth333's Intro to Modding tutorial, she mentions using the NWN Lexicon as a reference for learning how to write scripts for the KotOR games. This was actually very good advice, as it allowed me to learn a lot about how the game handled things.
One of the things I learned about was the Custom Tokens: pieces of scriptable, dynamic info that I can set with a script and insert anywhere.
How To Use Tokens:
You can use a token in a conversation, a name for a character, door, placeable, item, or an item's description. To use either the Game's Tokens or a Custom Token, you merely have to surround it with <>.
For example, to refer to a player by "He" or "She" in a conversation, you'd need to use the Game Token <He/She> as-is in the sentence, and the game would insert the correct one based on the Player's gender.
The Game's Tokens:
To give you an idea of what the tokens can do or control, the game stores the Player's name in up to three tokens, the FullName, FirstName, and LastName tokens. The game seems to set the tokens based on splitting the Player's name at the first space into the FirstName and LastName tokens. Other helpful tokens are the <He/She>, <Alignment>(Upper-case version; lower-case is <alignment>), and <Class>(lower-case is <class>). More can be found in stringtokens.2da, though most seem to be NWN-Specific.
Custom Tokens:
The Custom Tokens are slightly different from the Game Tokens. For one thing, to use them them you have to use the format <CUSTOM#>, where "#" is a number between 0 to 2147483647.
In practice, however, the game uses 0-9 and the WhereAmI band mod uses 61 and 62, so I'd avoid those in TSL. Also, in K1, the K1R mod uses 1998-2030(or around there) for the Pazaak Tourney, so I'd really avoid those...:)
To set a Custom Token:
Code:
void main()
{
// Syntax for the function: SetCustomToken(int iTokenToSet, string sMessage)
SetCustomToken(2000, "Hi, I'm token 2000!");
}
Code:
void main()
{
string sToken = "<CUSTOM2000>";
if(sToken == "Hi, I'm token 2000")
{
SendMessageToPC(GetFirstPC(), "Yep, this is it.");
}
else
{
SendMessageToPC(GetFirstPC(), "No, it's not it.");
}
}
As a Float:
Code:
void main()
{
string sToken_pre = "<CUSTOM2000>";
float fToken_real = StringToFloat(sToken_pre);
if(fToken_real == 0.0)
{
SendMessageToPC(GetFirstPC(), "Yep, this is it.");
}
else
{
SendMessageToPC(GetFirstPC(), "No, it's not it.");
}
}
Code:
void main()
{
string sToken_pre = "<CUSTOM2000>";
int iToken_real = StringToInt(sToken_pre);
if(iToken_real == 0)
{
SendMessageToPC(GetFirstPC(), "Yep, this is it.");
}
else
{
SendMessageToPC(GetFirstPC(), "No, it's not it.");
}
}
- The Game Token <he/she> seems to not be set right, at least whenever I paired it with the <He/She> token; I had to set the "he" or "she" as a Custom Token, CUSTOM2009.
- When used, the text stays as-is, even if the Custom Token itself changes. If it's a quest, you would have to take away and then re-give the quest entry to get the changes. Otherwise, you'd have to re-give the item. If it's a creature, you'd have to respawn them.
- The same above applies to dialogues, which is why if you have to change a bit of info in a line, it's best to set a conditional statement in the first node that activates to set the value accordingly.
- You can set an integer or float as a Custom Token, but it gets transformed into a string so the game can use it properly.*
*: For a float, it has a trailing character on it called a newline(basically akin to hitting the Enter key in a text document). To get a float->string conversion properly, it's best to take off that trailing character:
Code:
void main()
{
float fTrial = 5.3;
string sMessage = FloatToString(fTrial);
sMessage = GetStringLeft(sMessage, GetStringLength(sMessage)-1);
SetCustomToken(2000, "Float is: " + sMessage);
SendMessageToPC(GetFirstPC(), "<CUSTOM2000>");
}
As an example of using Custom Tokens effectively, here's a script Darth Insidious had me help him on just the other day. What I ended up having him do was make a dialogue file with one entry, and that entry have the text "<CUSTOM50000>", minus the quotes. I had him save that as-is and then use the following script:
Show spoiler
In short, the script will check a random number and whether you have a certain item equipped.
If you do have it equipped, but fail the random number roll, the device "fizzles", and the Custom Token 50000 is set accordingly so that you get a one-liner "*bzzzt*" line in the upper-left corner.
However, if you don't have the item equipped, the Custom Token 50000 is set with that message, and you will get a different one-liner in the corner telling you so.
This eliminated the need for keeping track of Globals and reduced the number of scripts needed to one.
If you feel like this could help you, chances are it will. As an additional tool, you can use the TSL Script Parameters to take advantage of the Engine's features and pass arguments that could affect your Custom Tokens...:)
If you run into trouble or want advice on usage, feel free to send me a message.;)
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Handmaiden Reskin by Stoffe
Can someone send me this Handmaiden mod reskin please? I can't find it.
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Modding question - damageflag
Hello all,
I was reading through tutorials in the tutorials tab and I stumbled across a very well put together instructions on creating your own energy shield. Since reading it I have been trying to create my own shield, the only problem I'm stuck on is the damageflag tab, would anybody be able to help me to create a shield that protects against: dark/light damage, electrical/cold/heat damage, energy/heat damage?
Many thanks!
I was reading through tutorials in the tutorials tab and I stumbled across a very well put together instructions on creating your own energy shield. Since reading it I have been trying to create my own shield, the only problem I'm stuck on is the damageflag tab, would anybody be able to help me to create a shield that protects against: dark/light damage, electrical/cold/heat damage, energy/heat damage?
Many thanks!
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Hooded Jedi robes
Just a quick question. Are there any mods out there that add hoods to the robes in TSL, it just seems like a good idea.
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How Do *You* Like To Mod?
Hey, guys! What's up?
I'm currently working on a new tool for Har III, for handling the cloning of a module.
While I began coding it, I was wondering about the ways the community likes to mod.
So, in the interest of new tools and possibly a condensed All-In-One tool...:
Convenience: Something user-friendly, such as a history menu.
Function: Something the program can physically do to the file/a representation of the file.
1. What areas do you mod in?
2. What tools do you use and how do you go about the process?
3. Are there any limitations, whether functional or convenience, with those tools?*
4. What would you like to see in the way of new tools?
5. What areas do you think need more/better tools?
*: Before anyone mentions it, DON'T chime in about MDLOps's limitations in the modelling format. Unless you can yank on someone's chain at Bioware to give you the mdl format, can it!**
**: This doesn't apply to convenience/functionality comments.
I'm currently working on a new tool for Har III, for handling the cloning of a module.
While I began coding it, I was wondering about the ways the community likes to mod.
So, in the interest of new tools and possibly a condensed All-In-One tool...:
Convenience: Something user-friendly, such as a history menu.
Function: Something the program can physically do to the file/a representation of the file.
1. What areas do you mod in?
2. What tools do you use and how do you go about the process?
3. Are there any limitations, whether functional or convenience, with those tools?*
4. What would you like to see in the way of new tools?
5. What areas do you think need more/better tools?
*: Before anyone mentions it, DON'T chime in about MDLOps's limitations in the modelling format. Unless you can yank on someone's chain at Bioware to give you the mdl format, can it!**
**: This doesn't apply to convenience/functionality comments.
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Plc model replacement help
SOLVED thanks to Fair Strides 2
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Help for Extracting sound files,please help i'm becoming crazy
Hello guys
i wanted to find some audio files from KOTOR using KOTOR tool
Tatooine's dune sea wind ambient sound
i've tried to play the file in the modules files,but it gives me an error that says
and if i try to import the wav using Audacity like described in this thread http://www.lucasforums.com/showthread.php?t=210546
File>Import Raw
it only makes a loud buzzing if played as if was corrupted,but it's not,i don't know why
and the audio gauge instead of being like this
![]()
it's completely blue
i want to find the background ambient wind sound in this video that plays in a loop from 2:24 to 3:37
it also plays in the Tatooine Dune Sea
but i can't find anywhere,i looked every thread,i asked in other forums but never replied,i searched for hours in the KOTOR sound files,but i can't find it
please help
i wanted to find some audio files from KOTOR using KOTOR tool
Tatooine's dune sea wind ambient sound
i've tried to play the file in the modules files,but it gives me an error that says
Quote:
"Exception not handled by the application,Click Continue to ignore the error and try to proceed,click Exit to exit from the application immediately The output char buffer is too small to contain the decoded characters, encoding 'Unicode (UTF-8)' fallback 'System.Text.DecoderReplacementFallback'. Parameter name: chars" |
File>Import Raw
it only makes a loud buzzing if played as if was corrupted,but it's not,i don't know why
and the audio gauge instead of being like this

it's completely blue
i want to find the background ambient wind sound in this video that plays in a loop from 2:24 to 3:37
it also plays in the Tatooine Dune Sea
but i can't find anywhere,i looked every thread,i asked in other forums but never replied,i searched for hours in the KOTOR sound files,but i can't find it
please help
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KotoR save-file hacking
First, I hope this is the correct forum, and if it's not I apologize!!!
I posted here about this, and Search and Google have found the Bastila version of this to heck and back, but what about the Carth variables for romance? (Hush, don't judge me T_T Psychologically-damaged males need romance, too! XD ) Somewhere along the line, a romance variable got turned off for Carth, (no idea how, where, when, etc.,) don't really want to start all over again, (trying to get through this and TSL for the Revan expansion to SWTOR,) just set the variables to what they "should" be and go from there. Plot-wise, the (backed-up!) save with which I'm working is just before Malak on the Leviathan. However, I also have a few other saves. I COULD go back to one of those...if I knew for what I was looking variable-wise :confused:
What's correct in K_SWG_CARTH_LEVEL? What about K_SWG_CARTH?
I have the KotoR tool linked to in another forum here, as well as the KSE program I acquired...I forget when.
Sorry to bother y'all, but I've literally been Googling for over a week with no luck :(
I posted here about this, and Search and Google have found the Bastila version of this to heck and back, but what about the Carth variables for romance? (Hush, don't judge me T_T Psychologically-damaged males need romance, too! XD ) Somewhere along the line, a romance variable got turned off for Carth, (no idea how, where, when, etc.,) don't really want to start all over again, (trying to get through this and TSL for the Revan expansion to SWTOR,) just set the variables to what they "should" be and go from there. Plot-wise, the (backed-up!) save with which I'm working is just before Malak on the Leviathan. However, I also have a few other saves. I COULD go back to one of those...if I knew for what I was looking variable-wise :confused:
What's correct in K_SWG_CARTH_LEVEL? What about K_SWG_CARTH?
I have the KotoR tool linked to in another forum here, as well as the KSE program I acquired...I forget when.
Sorry to bother y'all, but I've literally been Googling for over a week with no luck :(
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Dark module error
Wondering what could cause the issue of no lights on a module after placing a plc model there.
![]()
How it should look
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How it should look

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