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Sometimes the Best Solution Is the Simplest: KotOR Modding Edition

Leilukin

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  I just learned the hard way that the phrase "sometimes the best solution is the simplest" can apply to KotoR modding as well.

After the initial release of my KotOR 1 No Gendered Dialogue from Male NPCs mod, I was planning on adding another installation option to remove Holdan and Tanis Venn from the game entirely. I had spent a considerable amount of time and energy to figure out how to do it without causing bugs, and I want those changes to be made by setting up TSLPatcher to patch relevant files instead of hard replacing files in order to improve compatibility with other mods. I kept trying to use GIT editors to delete the NPCs' UTC, but every time when I used TSLPatcher's ChangeEdit to configure the changes and tested it in my game, there were bugs like duplicating a different NPC.

Finally, after multiple unsatisfying attempts and almost giving up, I figured out the solution turns out to be much simpler: Just use K-GFF to edit the GIT files by replacing the NPCs' TemplateResRef to _false, like how I replace the script references of the dialogue I want to remove in my mods. I should have thought about it earlier, since this was far from the first time I used K-GFF. 😖 I was so relieved when I tested this final solution and found no bugs. 😌

Now I have updated my KotOR 1 No Gendered Dialogue from Male NPCs mod to version 1.2.

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Doesn't that mean you could make the same change in TSLPatcher?

Spoiler

[GFFList]
File0=262tel.git

[262tel.git]
!Destination=modules\262tel.mod
Creature List\5\TemplateResRef=_false

Interesting technique, could certainly be used in a variety of ways to help ensure compatibility.

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4 hours ago, Thor110 said:

Doesn't that mean you could make the same change in TSLPatcher?

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[GFFList]
File0=262tel.git

[262tel.git]
!Destination=modules\262tel.mod
Creature List\5\TemplateResRef=_false

Interesting technique, could certainly be used in a variety of ways to help ensure compatibility.

Yes, the simplicity of this technique of adding a "false" value to disable something from appearing in the game helps to improve compatibility with other mods.

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28 minutes ago, Leilukin said:

Yes, the simplicity of this technique of adding a "false" value to disable something from appearing in the game helps to improve compatibility with other mods.

Right, it's just that your initial blog post made it sound as though you had foregone using TSLPatcher to use K-GFF Editor instead.

28 minutes ago, Leilukin said:

I figured out the solution turns out to be much simpler: Just use K-GFF to edit the GIT files by replacing the NPCs' TemplateResRef to _false,

- quoted from blog post

If you see what I mean.

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1 hour ago, Thor110 said:

Right, it's just that your initial blog post made it sound as though you had foregone using TSLPatcher to use K-GFF Editor instead.

Alright, I see what you mean now. I wrote my original post to actually mean I figured out the solution was to use K-GFF Editor to add a "false" value of using GIT editors to remove UTC. I did not mean to say I had forgone using TSLPatcher at all, since if you visit the mod page, the page and file still show that my mod is still using TSLPatcher. The original post was also only meant to be a vent post and not a tutorial post, so I did not put that much effort in explaining it in a way people who are not familiar with creating KotOR mods would clearly understand.

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For one of my mods, I removed an item property by making it require an upgrade part that doesn't exist.

I hope that one day we can have an installer with the ability to delete GFF structs in a way that is safe for mod compatibility, but for now, this works...

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