In the Kotor games the area models use a walkmesh file that spans all of the seperate models that compose the entire area. These "Wok" files would effectively be what controls the falling factor but not really. The reason you have to create those fillers with Q3 is because the engine is supposed to handle the elemenet of falling and jumping from one level to another. Meanwhile the NWN and Kotor games don't have those elements built into them. The reason for the walkmeshes in the kotor games are simply to define the areas where the player can walk and anything beyond this walkmesh is considered a obstacle and cannot be walked upon or through.
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