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| Kotor Mod Utility v1.0 beta           Freeware 
| Devan England                         12/21/03 
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http://www.kmu.web1000.com/

 CONTENTS
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 1  Program description
 2  Instructions
 3  Feats and Force Powers
 4  FAQ
 5  Bug reporting
 6  Version information
 7  Legal Stuff


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[1] Program description
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Kotor Mod Utility (KMU) is a savegame patching application for Star Wars Knights of the
Old Republic on the PC. It is capable of modifying the dynamic save files in order to
give your character any Feats, Force Powers, Skills or Attributes you want, as well as
giving Experience points and Credits to a max of 2,147,483,647. It is command-line based
and operates on a wide range of systems. 

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[2] Instructions
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First off, you have to place KMU.exe in the directory of the saved game you want to modify;
it should be something like "C:\Program Files\LucasArts\SWKotOR\saves\000002 - Game1".
Because of the dynamic nature of the save files, KMU must search through them in order
to find the locations of relevant information. It would help greatly if BioWare could
tell me how the game locates the variables, but until that happens it is neccessary to
ask the user for a few things. Run KOTOR and open the appropriate save game, then take
a pen and jot down the level of any one skill (ie. repair = 12), feat (most people have
armor proficiency: light), power (ie, cure, choke, shock) and experience (you may not
need this). Also, the program has to ask you whether you have had jedi training yet.
It is very important that you save the game when you're on the Ebon Hawk or Hideout;
there are other places where you can modify your game, but most of the time it won't
work if you aren't in one of those two locations.
After that, just run KMU.exe to start modding. The program will automatically backup
your files when it starts and save the copies as SAVEGAME.bak and PARTYTABLE.bak. If
you need to restore your file from the MOST RECENT change, you can just rename these
files to SAVEGAME.sav and PARTYTABLE.res. Each time the program runs, it has to crawl
through these two files, which can get fairly big. Generally, the farther into the
game you get, the longer a pause there is at initialization. Other than that this
is pretty straight-forward, the prompts are fashioned after HK-47 to add a sort of
cosmetic user-friendliness.

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[3] Feats and Force Powers
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This is such an important topic that I included it in the readme. Having control over
your feats and powers is probably the best thing about KMU because you can't do that
kind of thing using the built-in cheats. Unfortunately, for technical reasons, this
program can not ADD feats or powers. You can't have all 124 feats at the same time,
but there are some slick tricks you can do to maximize your effectiveness. As you
know, there are three different levels of feats. Unfortunately, you can't have any
higher-level feat without also having the first of that kind (without Sneak Attack 1,
there is no Sneak Attack 2) HOWEVER, if you have that first one, you can do away with
anything in between, thereby freeing up feat slots (ie. with Sneak Attack 1, you can
get Sneak Attack 10, then re-assign 2-9). Also, the single most useful feat is called
Proficiency All and you can only get it using this program. It allows you to wear any
type of armour(yes, armoUr), you can use any implant or any weapon. That's a lot of slots
this one feat frees up. It probably does other things too, but I haven't played around
with it much. Too busy writing this application... 

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[4] FAQ
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Q - What is the "Special" feats category?

A - There are many feats which the game uses for NPCs that you can't get except
    through this program. For instance, you can trade one of your mundane feats
    for Bastila's battle meditation, which does nothing but looks cool. Or you
    can get a more useful one like Proficiency All or Wookiee Toughness. Play
    around with it. On a side note, there may be some feats here which I never
    came across in the game and thought were unattainable.

Q - Why do I have to answer all these questions about my character?

A - I had to use mickey-mouse methods for finding the right locations in the file to
    modify and since the save files are dynamic and always changing, I need the values
    you enter to search them. It is a necessary inconvenience until I figure out a
    better way to do it and remove the questions for future versions.
    Maybe I'm hoping someone from BioWare will read this and show me a better way.

Q - I answered all the questions, but it still can't find my Exp value.

A - If you want to modify your game, you have to transit back to the hideout or the
    Ebon Hawk and then save. I'm not sure why, but you have to be somewhere out of
    the way for it to work. There are other places where you can still use KMU, but
    I haven't played around with that much.

Q - I think I found a problem in your program.

A - Good, let me know about it. Because this is a beta release of KMU I'm expecting
    that I messed up somewhere. Please write an email titled "KMU bug report" to
    devanengland@hotmail.com and in it clearly describe the problem, the version
    of KMU you were using (for now this is the only one), and the version of KOTOR
    you have, as well as your system specs if that's applicable.

Q - I modified my saved game, but now KOTOR glitches while loading it.

A - The first and most important thing to do is: Don't try to use KMU to fix it.
    One way or another, you have messed up your file. Make no mistake, KMU is
    fully capable of doing this. Mostly it's because you entered a wrong value
    on one of the questions it asks you. A good way to know if you've mis-typed
    something is when KMU displays your current skills, feats or powers. If what
    it shows is wrong or doesn't make sense, Stop what your doing and close the
    program. Luckily, KMU automatically makes a backup of your files every time it
    loads. It also has lots of error-checking and will tell you if it detects a
    problem. The save files are "SAVEGAME.bak" and "PARTYTABLE.bak". To restore
    to the last time you used KMU, just change the extensions to .sav and .res,
    respectively. Remember, the backup files are overwritten each time you run
    KMU, that is why you don't run it when you have a problem. If you want to make
    absolutely sure of the safety of your file, you should make your own backup
    and name it something else.

Q - What if I want to modify other people in my party?

A - Version 1 of Kotor Mod Utility does not support this just yet. However, after
    writing 2000 lines of code, I have everything I need to expand and this feature
    will certainly be included in version 2. For more on my future plans for KMU,
    go to the Version Information section.


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[5] Bug reporting
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Reiterating from the FAQ: Because this is a beta release of KMU I'm expecting
that I messed up somewhere. Please write an email titled "KMU bug report" to
devanengland@hotmail.com and in it clearly describe the problem, the version
of KMU you were using (for now this is the only one), and the version of KOTOR
you have, as well as your system specs if that's applicable.



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[6] Version information
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Kotor Mod Utility v1.0 beta

Speculations for the future: Version 2 will most likely include the ablility to
mod all the characters in your party and possibly who is in your party (maybe you
can re-aquire Trask). I may be able to find where to change vitality and force points;
that would be useful. Playing around with models and animations would be fun although
that gets out of the realm of save-games, but I digress.
Back to business.

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[7] Legal stuff
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Star Wars, LucasArts, and BioWare are trademarks of their respective companies.
I am in no way affiliated with the aforementioned entities
Under no circumstances will I be held liable in any way for anything.
How's that?
KMU is not foolproof. If you are a fool please discontinue use. With this program
you are fully capable of corrupting your data. I am not responsible. If used correctly,
it should cause no problem. Just follow directions.



























































































Thank you for reading the entire readme. You can go mod now.


















































































Why are you still reading? This is the end. Go.






























































Well, maybe not quite the end. A huge thanks to LucasArts and BioWare (Canadian!) for making KOTOR.