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Showing content with the highest reputation on 10/11/2025 in File Comments

  1. 2 points
    Be nice lol But yeah Great_Exkaiser; I just combined the vanilla legal screens with a Sleheyron-specific cutscene.
  2. 1 point
    Yeah I was being dumb. I usually just skip the pre-menu cutscenes so I didn't expect to have missed something.
  3. 1 point
    This is a fantastic mod! Thank you for investing your time and talent to create it.
  4. 1 point
    @SAO1138 I've been chasing a bug report for the RC-K1CP mod and I've discovered that the cause of their problem is due to the current HoloPatcher installer setup for your own mod. Here is the following text I fished out of the changes.ini file that is the culprit here. Everything that is a module for Sleheyron is fine, it's the fact that you have vanilla module .MOD files alongside the Replace= function. Assuming those are the vanilla module files compiled into the .MOD files, this exact setup is literally nuking the K1CP and RC-K1CP mods that are installed before Sleheyron as your modules are hard overwriting our modded .MOD files with unmodded .MOD files and are undoing all of the work these two mods have done for these modules. The user I was helping claimed that all of my restored content in danm13 didn't show up, no arguing master and apprentice, no Shuma etc. It's late at night so I can't explain it in full detail now, though another modder might be able to help you if I'm unavailable, but you'll want to use the File= function instead of Replace= function. Replace= will hard overwrite the .MOD file if it is already in the Modules folder whereas File= (File0=, File1=, File2= etc) will skip the .MOD file if a .MOD file of the same name is already present. The correct way to have your setup is to use the File= function to check whether or not the .MOD is present. If it is present it will skip and if it isn't present it copies the vanilla, unmodified .MOD file into the Modules folder. After that, it injects files in like the .DLG files and/or patches files inside that .MOD file such as the .GIT file and such. What I instead do is, because I'm lazy, force players to download the K1CP mod before all of my other mods. This way I can skip the whole File= function for the .MOD files as the .MOD files will already be present in the Modules folder via K1CP and I can instead inject and/or patch my files into the K1CP's .MOD files. As that mod is immensely popular and is a bug fix mod pack there isn't much reasons for players not to use it. You don't have to follow my method, but this is a possibility if you want an easy way out. And can you also remove the old versions from the main download page? If you delete it from there, players can still download old versions by going to the "What's New in" section on the bottom, clicking on the "See Changelog" button, and for example if I press version 1.0.0 then a download button appears on the bottom.