Kotor Tool Features History
v1.0.2201.41632 (2006-1-11 1:31)
Support for alternate Module maps added, such as 104per, which has an extra "cutscene stage"
v1.0.2193.42740 (2006-1-2 23:50)
Kotor Tool setup now installs a DLL for the text editor that was missing in the prior release.
v1.0.2192.37362 (2006-1-1 21:54)
Eliminated redundant loading of chitin.key file during model extraction
Label font and color can now be set in the Module editor
Module editor now restores the last X-Y scroll position of the map when opening a module
Adjusted Volume Variation range in Sound (UTS) editor
"Show Maps supported by Module editor" now shows maps in alphabetical order
Fixed XML Load/Save bug in the UTI editor
Game script version selection in Text Editor no longer allows you to pick both versions
Script compilation in Text Editor now reports errors correctly
Fixed "broken" Delete key in Text Editor
Text editor now has: list of functions available in NWScript file specific to each game
with function name filtering; click to show function definition; double-click to paste function
name; and context menu to show definition for a selected NWScript-defined function.
Module editor now handles missing files more gracefully when "Show Tags" is activated
Fixed Module editor centering view on just-deleted items
Text editor now shows line numbers (this is a test; it may or may not remain a feature...)
v1.0.2129.27079 (2005-10-30 20:17)
Door fields are now editiable in Module Editor
Fixed bug in Creature editor that prevented Min1HP field from being read
Fixed bug in Creature editor that prevented Interruptable field from being read and set consistently
Added code to Creature editor to support IsPC field
Fixed bug in module editor that cause Kotor Tool to crash when Properties menu was chosen for a trigger from palette
Module Editor no longer gives an error when closed before a module project was opened
Module Editor can now show item Tags as well as ResRefs in the palette and on the map surface
Trigger editor (UTT) now lets you set the faction via a drop-down menu instead of having to type a number in
Trigger editor now has a drop-down menu for Type (Generic/Transition/Trap)
Door editor (UTD) now lets you set the faction via a drop-down menu instead of having to type a number in
Sun and Fog range controls in Module Properties editor now more compatible with KotOR I
2DA Editor no longer crashes when "Show Strings for Refs" is done on column that contains -1's
Added Waypoint (UTW) Editor
Added Waypoint editing support to Module Editor
Added item position tweaking to Module Editor
Encounters can now be repositioned and reshaped in the Module Editor
Encounter properties can now be accessed by right-click on one of its nodes
Encounter Spawn Points can now be repositioned using the mouse
Encounter Spawn Points can now be added and deleted from the map surface
Encounter Spawn Points can now have facing (orientation) set
Module Entry point can now be repositioned using the mouse
Added Quick menu to Text Editor to make finding sections of .GIT GFF files easier
Fixed a text padding issue with the GFF file non-RTF text dump
Added Sound (UTS) editor
Added Sound editing support to Module editor
Added Merchant editing support to Module editor
Added ability to have "global templates" for the Module Editor. These are files available to all projects
Items of a given type are now unhidden when a new item of that type is dragged onto the map surface
Added new View menu item, Show Module Entry Point, which zooms the map to the Module Entry Point
Updated handling of editing of non-editable reference items to allow user to choose source to create an editable instance from
Text editor can now compile scripts
UT* Editors can now invoke editing of scripts
Scripts for a module are now displayed in the Module editor and can be edited with a double-click
Module editor now shows map name, game version, and module output path in window caption
Dialogs for a module are now displayed in the Module editor and can be edited with a double-click
Added "Extract for Module Editing" button to main window
Module extraction now checks to see if a map is supported before starting
Module Editor can now produce text dumps of the GIT/ARE/IFO files for a module, and changes to files due to editing are now shown
Traps can now be placed on map surface and show their 'sensing' radius
v1.0.2102.26188 (2005-10-3 17:45)
Fixed bug in module properties editor that prevented it from opening when Grass_QuadSize was 0
Added support for 904MAL map
v1.0.2099.38708 (2005-9-30 23:06)
Added Min1HP field support to Creature editor
Kotor Tool can now remember complete state of treeview in addition to last opened node.
Added Module Properties editor to Module Editor
Module Editor window location and size now persisted
Module Editor now shows module entry point and orientation
Module Editor no longer repositions items when clicked without mouse movement
Encounters are now indicated correctly when selected from the treeview in the Module Editor (though still not editable)
Module Editor can now show/hide items by type (Creature, Sound, etc.)
Spawn Points for Encounters are now displayed (but not editable...yet)
Module Editor can now change between map sizes without a re-launch
Module elements treeview in Module Editor no longer closes when items are deleted or added
Module Editor can now produce text dumps of the GIT/ARE/IFO files for a module (though changes to files due to editing are not reflected yet)
Module Editor can now show labels for items
Improved Module Editor project opening speed
When an ERF resource item is selected in the main treeview, the Extract button now says "Extract file" instead of "Extract entire ERF file"
Camera angles (roll, pitch, and yaw) can now be set using degrees instead of having to do Quaternion calculations by hand
Module Properties editor can now be invoked by a right-click on the map image
Module Starting Point can now be set by a right-click on the map image
Cameras can now be added to modules by a right-click on the map image
Context menus on module treeview and map image no longer show "Edit GFF File" for cameras
Creature Editor now lets you set the faction via a drop-down menu instead of having to type a number in
v1.0.2084.15886 (2005-9-15 17:00)
ERF subtree now rebuilds each time it is expanded so changes in Modules folder can be seen during development
Module editor now includes .TGA files that are located in a module project's Extras folder
ERF Builder can now add whole directories with file type filtering
ERF Builder handles multiple item removal
Door editor now supports KotOR II NotBlastable and OpenState flags
Creature editor now supports KotOR II HoloGram, NotReorienting, and IgnoreCrePath flags
Creature editor now supports KotOR II BlindSpot and MultiplierSet values
2DA editor Row Label renumbering is disabled when non-numeric labels are present
2DA editor Row Label renumbering now prompts for a starting value
v1.0.2078.15613 (2005-9-9 13:57)
Added Sound Set File (SSF) editor
Added BodyBag support to Creature (UTC) editor
Updated Merchant (UTM) editor to have a drop down list for Buy/Sell/Both flag
Added support for 3 new maps (203tel,204tel, and 906mal) for use in Module editor
v1.0.2073.34807 (2005-9-4) (VIP release)
Updated Dialog.Tlk viewer to editor (already in use by the TSL:RP team)
ERF extraction (entire file)
Check which maps for the Module editor are supported by Kotor Tool and show which are installed on your system
Extract for Module Editing now allows for selection of which resources to extract and can remove references from the .GIT file from those not extracted, so you don't have to use the GFF editor
Extract for Module Editing now sets the GameVersion value in .GIT file so Kotor Tool and its editors are aware
Module editor now shows mouse location in KotOR units
Module editor can pan map using middle mouse button, shift or control keys modify pan speed
Module editor can now build a .MOD file (yeah!)
Module editor now creates a template reference or instance for user palette items
Module editor will include any files you place in your module project's 'extras' folder in the .MOD file
Module editor now shows context-sensitive help messages
PWK/DWK editor now implemented for experimenters
New Nullsoft-based installer
v1.0.1927.26112 (2005-4-12 13:30) (VIP release)
Added a Dialog.tlk viewer w/XML export
Added a PWK Editor with partial support for DWK files
Fixed bug in Module editor that was causing it to not find Mapinfo.bfd file
Changed description for MDX files in treeview
Added ability to change Door type specified in a UTD (Door) file.
Model extraction now creates typed-in output path if needed
Updated Nwnnsscomp to version 1.03
2DA editor ignores grid sort when saving data
2DA editor renumbers row labels and scrolls to paste/insertion point after paste/insert
2DA editor stores copied row on clipboard for pasting to another 2DA editor
2DA editor accepts single row on clipboard from Microsoft Excel (tested with Excel 2003)
Path Manager "path browse" buttons work again
v1.0.1900.40262 (2005-3-15 23:27)
Simplified the Path Manager interface
Added support for NwnNSSComp 1.02 to the Project Manager
Project Manager now reports error when script compilation fails and gives option to continue or quit.
Fixed bug in window size persistence code
Added Widow Size and Location persistence for Project Manager
v1.0.1900.17897 (2005-3-14 11:52)
Fixed bug in GFF class that caused data corruption when Lists were manipulated under certain conditions.
Module editor now looks in Kotor Tool directory for Mapinfo.bfd file.
Beta code added to GFF class to handle international characters better.
Fixed bug in 2DA editor that would sometimes cause problems when loading an XML format file.
Check for Updates function will no longer try to download while new version is being uploaded.
Included a new version of Charles Chargin Jr.'s mdlops program (0.5), rewritten for better Kotor Tool
compatibility, to the setup program. This version supports KotOR II:TSL-format models. Thanks to Charles
for his permission to include his application!
v1.0.1892.29047 (2005-3-7 16:36)
Fixed bug in 2DA editor that occurred when pasting a row
Module editor works again and now uses embedded KotOR game version info if present in .GIT file.
v1.0.1889.22000 (2005-3-4 1:30)
Saving a GFF-based file now records the KotOR game version. Version info is taken from
the treeview game branch (KotOR I or II) or from the information provided by the user.
Open file functions now use embedded KotOR game version info if present.
Fixed window location and size persistence code for all UT* editors, text editor and Project Manager.
UT* editors now show current file name when saving.
Fixed bug in Most Recently Used (MRU) file handler
Fixed bug in Project Properties path handling (missing "\")
Projects can now optionally record the game version they are targetted for.
2DA editor can now show Dialog.Tlk strings for a column of string-ref values via a menu on
the gridview's header for that column. Strings are updated as string-ref values change.
Fixed a bug in the 2DA editor that occurred when a 2DA file was opened from the treeview and
then again from an external file of the same name. (A long-standing bug!)
New GFF text-view format for better readability
Creature editor can now adjust UpgradeLevel value for KotOR:TSL
Fixed Inventory bug in Merchant editor
v1.0.1885.28829 (2005-2-28)
Fixed Bug in GlobalVar.res editor launcher
Fixed baseitems.2da loading in Item editor
Fixed Inventory editor buttons
Fixed bug in GFF struct index handling
Enter key now opens selected node in treeview, just like mouse double-click
v1.0.1880.29681 (2005-02-24)
Fixed Inventory editor not using correct game's data
Splitter control to allow resizing of inventory treeview
Inventory loading progress indicator
Code to handle extra inventory item types found only in KotOR II
Expand/Collapse treeview buttons for inventory treeview
Inventory editor caption text now indicates version of KotOR data it is working with (I or II)
Inventory names for first 3 items type parents
Updated all GFF classes to use correct dialog.tlk file
Item editor now
Trigger editor will no longer fail if trap type > 13 in KotOR II
Inventory editor can now use 2DA files in Override folder
Updated Item editor so that non-common 2DA files will be loaded as needed instead of generating an error
Updated Conversation editor so that it can display dialog trees correctly. Extended KotOR II fields not yet supported.
v1.0.1879.18819 (2005-02-22)
Added support for individual path information for KotOR I & II.
Added support for KotOR I & II to Search feature
Search feature user interface improvements; auto selects game type if only one installed, etc.
Editors now indicate when a loaded file has values that fall outside of supported ranges.
2DA files in the override folder (but not in folders therein) will 'override' the ones in the game's BIF archives.
Module locations and descriptions added for KotOR II.
Support for Disguise and Trap properties added to Item editor and Property editor.
Substantial reduction in loading of chitin.key file; this should improve performance on slower PCs.
Moved map info outside of main Kotor Tool application; this will allow addition of new maps without having to reinstall.
Credit for those who made donations. See the "Help | About..." box
Added ability to set output path when exporting models
Redesigned Path Manager layout and added setting for Model Export Location
v1.0.1863.39252 (2005-02-06)
Added maps for m02ac, m10aa, m10ab, m10ac and m11aa
v1.0.1781.24939 (2004-11-16)
Updated the Global Variable editor so that it can directly open files and compare them, optionally showing only the
differences between them.
v1.0.1768.17182 (2004-11-03)
Fixed a bug in the Project Manager that prevented Lips files from being handled correctly
Added support for StreamWaves files and folders to the Project Manager
v1.0.1763.28199 (2004-11-01)
Fixed a problem with form centering when the child form was larger than the parent
Added Lips support to the Project Manager
Project Manager now compiles scripts in the Overrides branch
Added debug/release directory cleaning to the Project Manager
Full BIF extract now working correctly
Added BIF and RIM subtype extraction, which allows you to extract all items of a type ("Blueprint, Character", for example)
from a given BIF or RIM file.
The UT* editors now enforce a 16 character, lowercase ResRef.
The main treeview now remembers where you last left it open to.
Kotor Tool can now check for and download updated versions of itself automatically. Users have the option to turn this on/off
via Options screen.
v1.0.1760.40805 (2004-10-26)
Added a version of Charles Chargin Jr.'s mdlops program, rewritten for better Kotor Tool compatibility,
to the setup program. Thanks to Charles for his permission to include his application!
v1.0.1760.23873 (2004-10-26)
Fixed a bug that would prevent .mdl file extraction
Added rewritten version of nwnnsscomp (customized for Kotor Tool) to setup program
Added new Project Manager function
Updated Help file (read it!!)
v1.0.1752.41487 (2004-10-19)
Added Most Recently Used files feature to File menu. It tracks the last 10 files opened.
Added the ability to handle Creature Items (attacks and hides) to the Inventory Editor in the
Character Editor.
Fixed a bug that made the Trash function in the Inventory Editor unreliable.
Fixed a bug that would cause Kotor Tool to stop opening a set of files chosen via the Open GFF Files menu
when one of the files in the list was not a GFF file.
v1.0.1742.41479 (2004-10-10)
Search function now searches in RIM and BIF files.
Fixed "registered user only" problems in UTM and UTP editors
v1.0.1740.15239 (2004-10-6)
Fixed bug that would prevent the Search for text in Rims feature from working with some KotOR installations.
v1.0.1738.39111 (2004-10-4)
Removed registration requirement
Added RIM search feature to Tools menu
v1.0.1737.34390 (2004-10-3)
Fixed a bug that caused certain UTC files' Inventory to be unviewable.
v1.0.1735.28265 (2004-10-1)
Fixed issue with chitin.key files that had been altered to contain more than one copy of a custom PC pack by pack installer
Fixed bug that prevented script decompiler from running
v1.0.1734.18635 (2004-9-30)
Fixed issue with chitin.key files that had been altered by custom PC packs
Added toolbar
Changing the settings for Module Description and Location visibility now causes the treeview to
update immediately instead of the next time Kotor Tool was started.
Added the ability to view TGA files stored in BIFs in external viewer/editor via a double-click
v1.0.1733.18770 (2004-9-29)
Added "Clean Working Directory" menu item to Tools menu.
Fixed bug that was preventing Help from opening from menu.
Reinstated external image viewer/editor support. Function no longer requires TPC2TGA.
v1.0.1732.40179 (2004-9-29)
Added the ability to set the 'dropable' property for Creatures' and Placeables' Inventory items.
Pack items drop-ability is set via a checkbox in the grid, and for equpped items, it is set via
a context (right-click) menu.
New Merchant (UTM) Editor
v1.0.1731.29104 (2004-9-28)
Fixed a bug that caused first-time installers to get a null path error
Kotor Tool can now be associated with UTC, UTD, UTI, UTP and UTT files and can open them from
Windows Explorer. Attempting to open multiple files will launch multiple instances of Kotor Tool
as it is currently implemented.
Added the ability to reorder the children of nodes in the Conversation editor
New InstallShield-based setup program
v1.0.1728.20772 (2004-9-24)
Added support for AnimatedCut, CamFieldOfView, CameraModel, Quest and QuestEntry values in
Conversation (DLG) files in Conversation editor.
Improved GUI controls interaction in Conversation editor - when a "master" value that determines whether
or not other "subordinate" values are relevant is changed, the controls for the "subordinate" values are
enabled/disabled accordingly.
Treeview appearance now adjustable in the Conversation editor.
Conversation Type, Computer Type, Fade Type and Camera Vid Effect controls are now popup menus instead
of numeric controls
Support for Conversation Type #2 added (Types 3 and 4 are for experimentation and may not actually do
anything in the game, but who knows?)
Conversation editor now inserts the name of the file when saving it and also changes the window title
when a file is renamed upon saving.
Support for Conversation nodes that are links as well as link targets added. This wil allow many more
of the game's Conversations to be opened, even the 253 KB "dan14_bolook.dlg" (Dantooine Murder Investigation).
v1.0.1724.15944 (2004-9-20)
Fixed bug in Conversation Editor that caused "Script that determines if node is available" script name
to be written to "Script to run for this node" script's field.
v1.0.1723.40191 (2004-9-19)
First public release of Conversation Editor.
Minor bug fixes in GFF datatype support for floating point types.
v1.0.1713.15070 (2004-9-9)
Full module extraction wih a single click from RIMs | Modules. Right click on a module name, such
as "danm13.rim", and choose "Extract for module editing...", pick a destiantion folder and click OK.
All files from the module (both the .rim and _s.rim files) will be extracted.
v1.0.1702.26491
Bug fix for the Trigger (UTT) editor.
v1.0.1701.42420 (2004-8-29)
New UTP (placeable) and UTT (trigger) editors
Set language on UTD (door) descriptions
Ability to hide/show palette/treeviews in module editor
Support for user content on separate palette for placement in module editor
Project file management: module editor can move you module projects files in and out of the
KotOR override folder for you. Also can completely clean the override folder, deleting all files.
Module editor now has an options screen, so that you can choose the behavior of certain functions.
- Locator Ray on/off
- Confirm deletes on/off
- Module Element indicators size (the little squares on the map surface)
Module editor rebuilds the Module Elements treeview when an item is renamed.
Added the Edit and Delete functions to the Module Elements treeview right-click (context) menu,
Very handy for those tightly clustered items on maps.
Color coding added to the Module Elements treeview to improve ease-of-use.
v1.0.1692.26042 (2004-8-19)
UTI Editor has been recoded to allow Description fields to have their Language and Gender set.
If this works correctly, it will be implemented in the other editors.
Module Editor now enabled, although in a Work-in-Progress state. Only one map can be edited, m02aa.
This is the map for the Taris apartment ring.
v1.0.1664.28435 (2004-7-22)
UTD (Door) editor can now alter 'Static' property
Fix for "hidden" imageviewer when saved position information is corrupt
v1.0.1641.42876 (2004-6-30)
Possible fix for "currency separator information..." error. This should help people with
non-US operating systems.
New Higher-res (double) map background support
v1.0.1639.1013 (2004-6-27)
Minor Fix: Identified Description and Template ResRef in UTI Editor were accidently left marked
as "Read-Only".
v1.0.1636.25345 (2004-6-24)
TPC2TGA is *not* required at all now. TPC files can be extracted and saved directly now.
Addtional information is displayed about the game modules under RIMs | Modules;
a description and location for each module is displayed, based on settings in the Kotor Tool
Options dialog. Both are off by default.
New HTML-based help file w/major contributions from T7nowhere
Kotor Tool version and date stored in GFF files that it writes so that compatibility tracking can be performed.
v1.0.1634.26198 (2004-6-22)
Editor fields that use CExoLocStrings (Names/Descriptions/etc.) in the UTC/UTD/UTI editors
can now be edited.
New hi-res background image for Module Editor demo
v1.0.1622.22807 (2004-6-10)
Extract and convert a model and all required textures.
v1.0.1619.28842 (2004-6-7)
Minor Bug fixes
Module Editor - demo mode
v1.0.1584.18186 (2004-5-3)
Decompile .ncs files by double-clicking them in the treeview
Demo of Module editor
v1.0.1530.39101 (2004-4-11)
Open and Edit UTI (Item) files
Edit the Global Variables Table for saved games
v1.0.1521.38639 (2004-3-1)
View GFF file(s) as Syntax-colored Text
Open and Edit UTC (Creature) files including inventory/force powers/etc.
Other GFF-based files open in Text Viewer.
Both of the above allow you to select multiple files in the Open File dialog.
Treeview now has leaf nodes organized by type (most resources) or initial
(textures in TexturePacks)
You can now turn off building of the "Models" tree under BIFs to speed up
overall building. Use the Tools | Options menu.
v1.0.1502.18035 (2004-2-12)
ERF Builder - create your own .mod/.erf/.hak/.sav files
2DA Editor can now copy and paste-over or paste-insert data rows
You can now have more than one Hex viewer opened at a time.
The ERF section of the tree view now has a 'Modules" branch. This contains
all .erf files found in the Modules directory.