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1 point
Version v1.1.0b4
5,589 downloads
Please see http://github.com/th3w1zard1/KOTORModSync for the main repo. Please report any bugs or problems you encounter. While I test this heavily, it's difficult to find any and all problems when incorporating 200+ mod's instructions across dozens of operating systems and platform combinations. If you happen to notice something odd or out of place, please report them. KOTORModSync is a multi-mod installer for KOTOR games that makes it easier to install and manage mods. I usually install the Reddit mod build every year or so. The process takes about an hour and it's repetitive moving files, running tslpatcher, deleting specific files, and occasionally renaming some files. The last time I installed the modbuild I made a mistake on a single different step, 3 times in a row. Most mistakes require a full restart from the beginning. This is tedious, so I decided to create an installer creator in C# to simplify the process. Goals Mod creators work really hard on their mods. It's the least we can do to install them and use them, right? However, who wants to reinstall to vanilla and spend several hours reinstalling mods, just to add 1 or 2 extra mods on top of it? Other mod managers I've tried were either too difficult to configure, require significant changes to a hard-to-understand configuration file, or only provided limited functionality for defining new mods. KOTOR mods definitely can have complex dependency relationships with each other in regard to compatibility, due to the nature and age of TSLPatcher. Usage If you are an end user just wanting to install some mods, simply load up the instruction files provided, choose the mods you want from the left list and any options, and press 'Start main install' Watch Xuul's tutorial video here: Effortless Modding with Kotor Mod Sync: The Ultimate Guide for Star Wars KOTOR Mods (youtube.com) If you are a mod developer, this program contains a full-blown instruction editor that'll allow you to quickly create instructions for your mod and define its compatibility with other mods. See Dependencies/Restrictions and InstallBefore/InstallAfter explanation - Pastebin.com for more information. See the video tutorial here: Creating involved instructions for KOTORModSync - YouTube Features Can install the https://kotor.neocities.org/ mod builds in about 20 minutes from a vanilla install. Supports TSLPatching on mac/linux without wine! Select the individual mods you want for an install - the dependencies and incompatibilities will automatically be chosen and sorted. This means end users don't have to worry about specific instructions regarding other mods in the list. All the compatibility steps are handled internally by KOTORModSync and the default instructions files provided here. An end user simply can select the mods they want to install in the left list, and any customizations if they like, and simply press 'Install All' to have everything installed automatically. This program has a built-in GUI editor and an installer packed into one. Modbuild creators can create instructions with little to no knowledge of the format and easily share them with end users. End users can install everything from the instruction file with a simple click of a button. Edit any instructions and verify the configuration with built-in tools. Some support to dry run an install. A flexible configuration editor and parser utilizing TOML syntax. This is very user-friendly and similar to INI which TSLPatcher already uses and most modders are used to. Create instructions files with complex dependency structures for multiple mods, and have end users install everything exactly according to the instructions created. No more manually copying/deleting files: KOTORModSync handles all of that for your end user. Platforms KOTORModSync is a cross-platform 32-bit and 64-bit .NET application. It is compatible with the following operating systems: Windows 7 and 8: Compatible if running .NET Framework 4.6.2 or higher. Windows 10 and 11: Fully compatible with any Windows release. Linux and Mac: Fully compatible - choose one of the two that match your operating system. Users do not need to download any additional runtimes: everything is self-contained within the application. Linux You may need additional X11 libraries. In order to get this working on WSL, for example, I had to install the following packages: sudo apt install libsm6 libice6 libx11-dev libfontconfig1 libx11-6 libx11-xcb1 libxau6 libxcb1 libxdmcp6 libxcb-xkb1 libxcb-render0 libxcb-shm0 libxcb-xfixes0 libxcb-util1 libxcb-xinerama0 libxcb-randr0 libxcb-image0 libxcb-keysyms1 libxcb-sync1 libxcb-xtest0 Then you can simply run in a terminal like this: ./KOTORModSync If you run into problems with the Linux or Mac builds, please contact me and I'll try to get a fix ready for the next release. Credit Snigaroo This man saved me a countless amount of hours. I'd still be struggling through game glitches and mod-specific instructions I didn't understand. Actually, I'd probably still be on Dantooine trying to determine why I'm getting visual glitches and crashes which he solved with the one-word message 'grass'. Cortisol Created HoloPatcher and the PyKotor library that KOTORModSync uses to patch mods. These projects are the main reason KOTORModSync can be supported on Mac/Linux. While the PyKotor/HoloPatcher projects have had some issues, this guy was more or less available for comment if I had questions on how I could fix any remaining problems myself. JCarter426 There were so many KOTOR-specific things to learn, without his help I'd still be trying to deserialize encapsulated resource files. His time and patience were incredibly useful to the project and this project would be impossible without him. Testers: Lewok from r/KOTOR Thank you for helping test that obnoxious UAC elevation problem legacy Windows apps like TSLPatcher have. Other notable users Fair-Strides Provided the perl source code of TSLPatcher on GitHub, and generally maintained the TSLPatcher project in Stoffe's absence. Stoffe Creator of TSLPatcher Thank you to the entire KOTOR modding community for what you do. KOTORModSync - Official Documentation.txt KOTOR1_Full.tomlKOTOR2_Full.toml KOTOR1_Spoiler_Free.tomlKOTOR2_Spoiler_Free.toml KOTOR1_Mobile_Full.tomlKOTOR2_Mobile_Full.toml -
1 point
Version 1.2.0
1,736 downloads
Ladies of the Sith Army A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.3.0 Release Date: 11.12.2022 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Once the mod is installed, delete "PLC_SSldCrps.tpc" from the Override folder. Description: On Taris, you encounter a female off duty Sith by the name of Sarna who says the following: "I'm off duty right now, so I'm not in uniform. My name is Sarna - junior officer first class with the Sith occupation force."- Sarna A 'first class junior officer' makes it sound as if she is one of the many female Sith Officer NPCs you encounter throughout the game, however, the player has the option of stealing her Sith Armor which instead suggests she is a Female Sith Soldier... so where are the Female Sith Soldiers? This mod will add Female Sith Soldiers throughout the K1 story alongside their male comrades in arms, they can be found in the following locations: Endar Spire Taris Undercity Taris Military Base Manaan Military Base Leviathan Star Forge These new NPCs are a rework of the default Sith Trooper model, giving them feminine curves and the female animations. This, combined with the new Female Sith Soldier soundset (an edit of the normal Sith Soldier soundset), will present authentic Female Sith Soldiers. Only the appearances and soundsets of the modified Sith are changed, the difficulty and loot drops of the affected Sith Soldiers remain unchanged. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. When the Female Sith Soldier dies, her arms sometimes appear to clip into the ground. This is an issue with the model and isn't something I can fix. Incompatibilities: Please report any incompatibilities! Should be compatible with most Sith Trooper reskins! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The Female Sith Soldier models, however, are free for everyone to use! Thanks to: Maris Fett: For the neat model! A Future Pilot: For making the Sith Soldier Texture Restoration mod which was merged with this mod! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
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1 pointThis is why procrastinators always win! If I simply think about doing something long enough, someone else will do it! In all seriousness, great to hear, I hope to eventually try and put together a guide, maybe even a complete modpack (assuming I can get permission from TSLRCM authors) with these kinds of bugs/polish issues ironed out, so if you get it working, I may ask to use it (of course, with credit). Or maybe someone else will beat me to the punch entirely! Either way, great work!
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1 pointI haven't slept at all and it's 6 am here but I do believe I have solved the issues I mentioned. I compared the dialog.tlk for the PC and Switch versions of KOTOR 2, output the difference (favoring the switch), which left me with all the instances of altered button prompts made specifically for the switch, as well as some other interface text elements. Then I made a script to look at that output and the TSLRCM dialog.tlk, updating any strings with the same id to the switch iterations, and inserting any strings with entirely new ids as well. A preliminary test shows promise, but after I complete a full playthrough I will post everything and credit both dMATOovoxq and jacqylfrost. For now I need sleep.
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1 pointI appreciate you taking the time to respond. I've gotten it to work and even made my own script based off of the one posted. Currently trying to figure out why this breaks some tooltips/button prompts, I suspect it's because TSLRCM does not edit dialog.tk but outright replaces it, and now a bunch of popup windows ingame reference PC controls instead. If/when I figure that out, I will share it here.
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1 pointAs stated above, I am very busy, at the moment I am settling into a new job, and I just got back from a convention. I've given @dMATOovoxq/Dr Snuggly my blessing to split this off into their own modding framework with their improvements, but they previously indicated they have no plans to get this working on Windows. I will look into this myself at some point, but to be frank, I'm exhausted, and this is my first weekend off in nearly 3 weeks, and I'm taking a breather. Never say never, but don't expect it soon. I may look over my notes and see if there's something I missed when I wrote the readme later today, but I did get TSLRCM and another mod working just fine with this, so I suspect I may have worded something poorly or just forgotten a detail. The script shouldn't be strictly necessary for TSLRCM, I'm just not sure what issue people are running into. Some have gotten it working just fine.
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1 pointActually, got it working! Screenshots attached — one with the first sign that TSLRCM is working in the character creation menu (the "Mobility" feat is added), and one with the first in-game sign that it's working (the first dead body has a Vibrocutter instead of a Vibrosword). However, I had to take a modified approach to this, details below. Background: I'm sure you've noticed already, but there's no real pattern to which files live in the romfs's override folder vs. the Localized override folder. So, I dumped it all from the Switch and mapped out where each override file is supposed to be (along with other folders split between romfs and Localized, like romfs/StreamSounds/). Resolution: I've attached a modified version of your original framework. I've flattened the directory structure to get rid of the Localized folder, so all mods are installed into romfs/ (instead of installing to romfs/Localized/English/ and moving things around afterwards). Once the mods are all installed, run the finalize.sh script to restructure everything into what the game expects on the Switch, then copy the Title ID folder (i.e. 0100B2C016252000) to the SD card under /atmosphere/contents/. NOTE: the script I wrote will only work on macOS or Linux (or on Windows with WSL2 or Cygwin, if you're feeling adventurous). It can be easily adapted to Windows batch or PowerShell, but I don't currently have the inclination or motivation to do so. Feel free to incorporate this into this framework, if you wouldn't mind adding an attribution (to DrSnuggly, I’m in the process of changing my username here lol), if you feel it's appropriate. UPDATE: WIth jacqylfrost's blessing, I've spun my work into it's own framework that can be found here (along with a GitHub project to create issues and the like). Now with the TSLRCM main screen working!
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1 pointDamn, you have a good memory. I ended up installing TSLRCM on my PC — after waking up on Peragus and bashing the first door with the Plasma Torch, searching the closest body will give a Vibrocutter (TSLRCM) instead of a Vibrosword (base game). There also should be a feat called Mobility available in the initial character creation menu, but not sure if that counts as "UI" stuff that this framework wouldn't support. That being said, it looks like your instructions didn't work for me on Switch. I ran through them a couple times just to make sure I didn't miss something dumb, but it's certainly possible I still did. I saw a few others were having difficulties as well — any ideas? Regardless, appreciate the work you put into this.