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Thread: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
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Old 02-24-2006, 08:23 PM   #1561
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Quote:
Originally Posted by Fred Tetra
The Search for Refs feature has been updated to allow the display the paths of items matching the search criteria.
Thank you!
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Old 02-24-2006, 10:57 PM   #1562
Fred Tetra
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Quote:
Originally Posted by Pavlos
When can we expect the next version, Fred? Also, you said it is now using the .NET framework v2.0. Did you rewrite the whole tool or is 2.0 backwards compatible with 1.1?
When it's done.

It won't be backward compatible as far as the .NET Framework is concerned. Apps written for 1.0 or 1.1 will run under 2.0, but not the other way around. I rewrote a number of parts of Kotor Tool to better use memory and to take advantage of features only available in the new framework.

I suggest downloading the .NET Framework 2.0 in the near future, so you're ready.


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Old 02-25-2006, 03:12 AM   #1563
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Quote:
Originally Posted by Fred Tetra
When it's done.

It won't be backward compatible as far as the .NET Framework is concerned. Apps written for 1.0 or 1.1 will run under 2.0, but not the other way around. I rewrote a number of parts of Kotor Tool to better use memory and to take advantage of features only available in the new framework.

I suggest downloading the .NET Framework 2.0 in the near future, so you're ready.

I would like to add something to this as well. The various different .NET frameworks do not overwrite themselves. When you install .NET 2.0 your .NET 1.1 Framework remains in place. The same goes for .NET 1.0 Framework. The key reason for this is because there are some features that were in .NET 1.1 that are not present in .NET 2.0 so older .NET applications would need some of the older libraries for dependancy issues. Last fall I think it was discussed between myself, loneferret, & another forum member when loneferret released his KscriptEditor which requires .NET 2.0 to run. I myself have started to study .NET programming heavily and would highly recomend planning on getting the upgrade and having the added framework installed as your going to need it eventually.

Now back to our Regularly scheduled Fred Tetra "Kotor Tool God" Programming where he keeps bringing us those awesome screenshots.


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.
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Old 02-25-2006, 08:01 AM   #1564
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Quote:
Originally Posted by Fred Tetra
When it's done.

It won't be backward compatible as far as the .NET Framework is concerned. Apps written for 1.0 or 1.1 will run under 2.0, but not the other way around. I rewrote a number of parts of Kotor Tool to better use memory and to take advantage of features only available in the new framework.

I suggest downloading the .NET Framework 2.0 in the near future, so you're ready.
And just for those of you who are weery of downloading the new .NET because your KT works as it is...(and you don't want to mess it up).. I played "guinea pig" and I've had 2.0 installed for over several weeks now and KT still runs like a dream

As Fred Da' Man has asked.. I'd go ahead and download 2.0 now so you're not caught off-guard

View ALL versions of .NET to download here

If you're not a developer, I'd suggest downloading the "Redistributable Package" version for your system.

- x86 version for standard computers (32 bit)
- or the x64 version for the 64 bit system users..


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Old 03-13-2006, 10:55 AM   #1565
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I have a question to the conversation editor: How can I make it that a conversation possibility is only one time choosable.

Or how can I make it, that you can choose a conversation possiblity as long as you haven't finish the conversation completly?

For Fred in German :

Ich habe eine Frage zu dem Unterhaltungseditor: Wie kann ich es machen, das eine Gesprächsmöglichkeit nur einmal auswählbar ist?

Oder wie kann ich es machen, das man eine Gesprächsmöglichkeit so lange auswählen kann, bis das Gespräch vollständig abgeschlossen ist?

@ Fred: Did you recieve my mail? Hast du meine Nachricht erhalten?


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Old 03-13-2006, 11:34 AM   #1566
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Quote:
Originally Posted by Joris1
I have a question to the conversation editor: How can I make it that a conversation possibility is only one time choosable.
Or how can I make it, that you can choose a conversation possiblity as long as you haven't finish the conversation completly?
You can use LocalBoolean variables to keep track of such things. Be careful when using LocalBooleans though since there is a limited number of them available and many are already used for creatures. 110-159 should be unused by the standard game and generally safe to use on your own creatures though.

How this is done depends on what game this is for:
  • KotOR1: In the "Script determines if node is available" box you'll have to put the name of a script (NCS file) you will have to create that checks if a particular LocalBoolean is set.
    For example, if you use localboolean 120 to check if a dialog node has been picked, your script code could look like:
    Code:
    int StartingConditional() {
        return !GetLocalBoolean(OBJECT_SELF, 120);
    }
    The dialog node with that script attached would only show up if LocalBoolean 120 has not been set.

    Then, on the dialog node where you wish to make the above node unavailable, you would add the name of a script in the "Script to run for this node" box, whose code would look something like:
    Code:
    void main() {
        SetLocalBoolean(OBJECT_SELF, 120, TRUE);
    }
    This would set the LocalBoolean 120 when that dialog node is reached, blocking out those nodes who has the first conditional script attached.

  • K2:TSL: The KotorTool Conversation editor does not work properly with Kotor2 dialog files and should not be used. Use the DLGEditor instead for this. For TSL there is less work involved since there are already standard scripts in the game to check and set LocalBooleans. Thus you will not need to make your own.

    In the "Conditional #1" (or #2 if the first is already used) box (in DLGEditor) for the dialog node you wish to disappear, put the script name "c_local_notset". This script already exists in the game, so you won't have to create it. In the P1 (Parameter 1) field next to that box, put the LocalBoolean number you wish to check, in the above example "120".

    Then, in the "Script #1" (or #2 if the first slot is already used) of the dialog node where you wish to make the first node(s) unavailable, add "a_local_set", again a script that already exists in the game, and set the P1 (Parameter 1) field next to that box to the LocalBoolean to set, "120" in the above example.


mt
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Old 03-13-2006, 12:34 PM   #1567
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Thank you! Let me repeat it:

KotOR II: If I want that a script disappear, I have to type in "Script": c_local_notset right?

I must put in the script at the end of an dialog, right? Than the full conversation will be not availible, right?


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Old 03-31-2006, 08:27 PM   #1568
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umm. fred could u help me with a problem??? Is there anyway to edit global.jrl on kotor_tool???
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Old 04-01-2006, 12:41 AM   #1569
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Quote:
Originally Posted by miraavery
umm. fred could u help me with a problem??? Is there anyway to edit global.jrl on kotor_tool???
You need to edit it with a GFF Editor.


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Old 04-05-2006, 01:43 PM   #1570
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my kotor tools doesnt work every time i start it up it says sumfin bout not being able to find chintin.key or sumfin i cant do ANYTHING with the tools.
I only have Kotor 2 TSL
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Old 04-06-2006, 12:56 AM   #1571
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Quote:
Originally Posted by maxloef
my kotor tools doesnt work every time i start it up it says sumfin bout not being able to find chintin.key or sumfin i cant do ANYTHING with the tools.
I only have Kotor 2 TSL
Do you have the latest version downloaded from our hosted site?

http://kotortool.starwarsknights.com/

The chiten.key error was addressed I believe. Still you should be able to click continue and still use KT in any event.


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Old 04-14-2006, 05:29 PM   #1572
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Hello everyone, New to the MOD scene and have DL'd KOTOR Tool because I heard it was VERY useful...my question is does anyone know where the attributes are kept. I'd like to experiment with them as well as the number of points given at game beginning and the number of points given at level up. If anyone can direct me to the appropriate files I would be most thankful,
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Old 04-14-2006, 09:20 PM   #1573
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Quote:
Originally Posted by Miklos
Hello everyone, New to the MOD scene and have DL'd KOTOR Tool because I heard it was VERY useful...my question is does anyone know where the attributes are kept. I'd like to experiment with them as well as the number of points given at game beginning and the number of points given at level up. If anyone can direct me to the appropriate files I would be most thankful,
Miklos
This should probably be in the Holowan Labs sub-forum. As for your question, you'd have to change the 2DA files for the class you play as in order to change the attributes, skills, feats, and spells they get upon level-up. Any 2DA files that have to do with class stats usually have "cls_" at the begining. Check "classes.2da" for the exact file names.



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Old 04-14-2006, 11:12 PM   #1574
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I went through EVERY 2da file that there is, one by one. Not a single one of them I found did what I wanted. Any other suggestions? I REALLY want to make this work
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Old 04-14-2006, 11:31 PM   #1575
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classes.2da will effect all the skill points gained and force powers gained on levelup. The number of attribute points gained is hardcoded, and Featgain.2da handles the feats per level.


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.
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Old 04-15-2006, 01:09 AM   #1576
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DAMN I was afraid it was hardcoded...Oh well, guess I'll keep using the wrist defender...bummer
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Old 05-16-2006, 01:26 PM   #1577
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How can I edit paths with kotor tool? 2210.16738 just shows it, but not able to modify.

newszi, please do not spam the forum with the same request/question, I have deleted your other 2 posts in the KT Forum that you made today, one was off topic in the Fred Tetra Retuns thread as that topic is not about asking KT questions. You also need to find out the answer to this post before you make a feature request so that post you made in the requests thread was also deleted. If you find out that you cannot do as you ask then by all means make a request for that feature. Thanks. -RH

Last edited by RedHawke; 05-17-2006 at 01:07 AM.
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Old 05-18-2006, 09:42 AM   #1578
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Quote:
How can I edit paths with kotor tool? 2210.16738 just shows it, but not able to modify.
Click on the file menu than on Manage Paths. You can edit them there


"But the angel said to them: Do not be afraid. I bring you good news of great joy that will be for all the people. Today in the town of David a Savior has been born to you; he is Christ the Lord.", Lucas 2:10-11
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Old 05-18-2006, 10:51 AM   #1579
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You are very funny, but It wont solve my problem...

I wanted to edit path in modules, as I wrote above KT shows them, but not able to modify them...
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Old 05-18-2006, 11:06 AM   #1580
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If I remember correctly.. we are unable to edit walkmeshes as of yet...

Fred is/was experimenting with them, but rather than constantly nag him on his progress.. we figured we'd like Fred to work at his own pace instead of making him sick of hearing the word

Anyone... please correct me if I'm wrong, but at the moment the walkmesh format hasn't been 'broken' yet..


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Old 05-19-2006, 07:27 PM   #1581
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Dose It Work With The Xbox Version Of SW: TSL
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Old 05-20-2006, 02:20 AM   #1582
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Originally Posted by Demon86rjc
Dose It Work With The Xbox Version Of SW: TSL
No, KotOR Tool is for editing the PC version of both games, you need the PC version of the game installed to use KotOR Tool. Happily some of the mods made for the PC will work on the XBox. Of course if I misunderstood your question then please listen to the Stormtrooper...

"Move along, move along..."



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Old 06-07-2006, 03:55 AM   #1583
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I'm getting this error from the KotOR tool:

Quote:
The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.
I got the most recent version from the Kotor tool website. Any ideas?
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Old 06-07-2006, 05:54 AM   #1584
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Originally Posted by [NRN]Fast Eddie
I got the most recent version from the Kotor tool website. Any ideas?
Do you have MS .Net 1.1 installed?


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Old 06-07-2006, 06:38 PM   #1585
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I honestly don't know, I recently reformatted my comp with a clean install of WinXP.
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Old 06-07-2006, 07:03 PM   #1586
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Have you re-installed all of the winXP updates? Some of the early releases of XP did not ship with .NET 1.1 but later releases did. Of course that error is a new one for me. Usually you get an entirely different error message if it is missing .Net 1.1. Also you may want to download .NET 2.0 as I believe Fred mentioned previously that parts of the Module Editor use this. Here is a link to Freds mention of this above. -> http://www.lucasforums.com/showpost....postcount=1562

After taking a 2nd look at your error posted above it looks alot more like a memory error. You will get this sometimes if your RAM cache is full. This can also be an indicator of a RAM chip about to fail or at least part of it. Also bad sectors on your hard drive can produce these errors in particular those that windows uses for virtual memory.

These are just some possible reasons for the failure and by no means an absolute.

* Hey at least I didn't say to consult your computers users manual.


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Old 06-07-2006, 10:29 PM   #1587
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I'm hoping it's the .NET thing, because my RAM sticks are both only just over a year old, and I seriously doubt that it was the RAM cache being full.
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Old 06-07-2006, 10:32 PM   #1588
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All of the errors I'm seeing when I google this error show up as .NET issues. I've seen the same thing (with a slightly different number) when I try to run a custom app at work on a computer without .NET.

To verify, check Add/Remove Programs in your Control Panel. "Microsoft .NET Framework 1.1" and/or "Microsoft .NET Framework 2.0" should be listed. If it's not, it's not installed.
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Old 06-07-2006, 11:10 PM   #1589
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I got the .NET Framework figuring that might be the problem, and that's what it was. Works fine now. Thanks guys.
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Old 07-27-2006, 08:20 PM   #1590
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Quote:
Originally Posted by Fred Tetra
When it's done.

It won't be backward compatible as far as the .NET Framework is concerned. Apps written for 1.0 or 1.1 will run under 2.0, but not the other way around. I rewrote a number of parts of Kotor Tool to better use memory and to take advantage of features only available in the new framework.

I suggest downloading the .NET Framework 2.0 in the near future, so you're ready.
I believe that MS Vista was being upgraded to .NET Framework 3.0. It is all over their site.

http://www.microsoft.com/downloads/d...displaylang=en



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Old 07-28-2006, 03:48 AM   #1591
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Quote:
Originally Posted by MacLeodGR
I believe that MS Vista was being upgraded to .NET Framework 3.0. It is all over their site.

http://www.microsoft.com/downloads/d...displaylang=en
Yes but how many people are going to run out and switch to vista when it releases? Not to mention the .NET 3.0 is a Pre-release and people should avoid downloading it untill way after Vista does release. It also will not run on win 2000 operating sytems or older. Meanwhile .NET 2.0 still is designed to run on win ME & win 2000 and is barely out long enough on the market for any .NET developer's to quite be up to speed enough.

So for right now lets not bump Fred's thread over something that doesn't even relate to the reason Fred was updating part of KT to .NET 2.0.


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Old 09-10-2006, 05:12 PM   #1592
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Greets all,

Is there an alternate site for d/l of the newest kotor tool ?? I can't seem to get my browser to send a referrel header to this site 'http://kotortool.starwarsknights.com/' to get the current version. I'm currently running ver 1.0.1701 and I can't find the extract5-0 or nwnnsscomp plugins that I assume are built into the newest version..



HELP !!!



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Old 09-10-2006, 05:21 PM   #1593
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Quote:
Originally Posted by Lord_MalaKdoggk
Greets all,

Is there an alternate site for d/l of the newest kotor tool ?? I can't seem to get my browser to send a referrel header to this site 'http://kotortool.starwarsknights.com/' to get the current version. I'm currently running ver 1.0.1701 and I can't find the extract5-0 or nwnnsscomp plugins that I assume are built into the newest version..



HELP !!!
The link works ok. You probably have google toolbar or another pop-up blocker on. Try first holding down the CTRL key then clicking on it to download the file. Mine just downloaded fine.


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Old 09-10-2006, 05:30 PM   #1594
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Quote:
Originally Posted by General Kenobi
The link works ok. You probably have google toolbar or another pop-up blocker on. Try first holding down the CTRL key then clicking on it to download the file. Mine just downloaded fine.


General Kenobi
Nope to both, pop up blocker disabled- error 'leach attempt' on the d/l page.
no google toolbar installed either. I even pulled down my FW, and all security settings to minimun, same result. I just don't get it.



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Old 09-10-2006, 05:35 PM   #1595
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What browser are you using? I am using Firefox and it worked. That's odd. Any problems downloading other stuff?


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Old 09-10-2006, 05:43 PM   #1596
Lord_MalaKdoggk
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got it, finally. I had to use my old laptop 'win95/ie5' with no security of any kind and a different ISP. I hope I didn't get a virus. My win98/ie6 with my current ISP prolly has something built into the dialer.

Thanks for the help 'ben'



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Old 09-11-2006, 11:50 AM   #1597
Lord_MalaKdoggk
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Finally got the new kotortool to D/L and installed it last night. Problem is I can't figure out how to get the 'included' MDLops to work. I had to export some stuff with this new kotortool, and do the MDL conversions with MDLops v 0.5 (which was d/l'd seperately for my old install of kotortool.

Whats the trick to get the newer version of MDLops (included in this ver of kotortool) to work ??



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Old 09-11-2006, 12:23 PM   #1598
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Quote:
Originally Posted by Lord_MalaKdoggk
Whats the trick to get the newer version of MDLops (included in this ver of kotortool) to work ??
To be honest, I stick with the standalone MDLops rather than using KT for it.

I'll use KT to extract the model from the bins.. but I'll do my ASCII conversions/renaming/etc. from within MDLops itself..


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Old 09-11-2006, 01:01 PM   #1599
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Quote:
Originally Posted by ChAiNz.2da
To be honest, I stick with the standalone MDLops rather than using KT for it.

I'll use KT to extract the model from the bins.. but I'll do my ASCII conversions/renaming/etc. from within MDLops itself..
TY sir, i thought the new version would offer something 'new', but if if the stand alone version is good enough for you, I'll continue using mine 'as-is', as I run them the same way you do.



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Old 09-13-2006, 09:44 AM   #1600
Darth.Kooundar
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uhhh ok sorry but im kinda a newbie to KOTOR tool and i have been having problems installing it. gosh i try to do it myself and evrything gets srewed. What i attempted was to install Microsoft.Framework.NET it installed it but it didnt quite start the installation of KOTOR tool after i pressed "install" so if any of you or FRed can email me the exact documents that i have to download that would be great....my email is
[PM me] thanks!

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Go Back   LucasForums > Network > Knights of the Old Republic > Editing / Modding > T3-M4's Astromech Droid Center > KotOR Tool > Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)

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