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th3w1zard1

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Everything posted by th3w1zard1

  1. It's failing to pre-validate that the file in the archive being installed indeed exists in the archive. My guess is the archive you downloaded is corrupted/incorrect. Try running again with 'verbose' mode enabled, see if the logs have any more useful information. this is now fixed I was given permission to reupload as a .zip. You need to use the ZIP version of TSLRCM, The EXE version is NOT compatible. You can find a link in the app itself, click on 'tslrcm' at the left side and the link is at the top of the Summary tab.
  2. Bug in v3.1.0: selecting `Merge _S.RIM/_DLG.ERF files in the main tool window` is not working and causes those aforementioned resources to be inaccessible in the tool window Unfortunately this is the default setting, which means everyone is affected. Please ensure this is unchecked until i can get a fix out. Thanks
    Instaclicked. Finally someone that gets it.
    fantastic tool with an easy-to-use UI.
  3. no one's forcing you to use modsync. You realize there's hundreds of mods, and 6 different tomls. Have put weeks of time into doing these myself. I am not a perfect person. Your post is extremely unhelpful, at least post the exact issues you are finding if there indeed are any. Why in the world would you overwrite the ultimate character overhaul, with all the NPC mods that clearly specify to install the clothes only version? This does not follow the community mod build instructions. And renders all the patch files that are required useless lol. Yeah this straight up isn't happening, no idea what you're on about. The very last instruction in the full build is to install the patches. If installing the build manually is easier for you to comprehend what's happening, you should continue to do so. I created ModSync because I wanted an alternative.
  4. Oops, you're 100% correct. I had the wrong scoundrel mod in there compared to neocities. Has been fixed on the main page.
  5. What problems, specifically, does that cause? The goal of the wildcard there is to grab only the tga/tpc files instead of the entire folder.
  6. Posting in case someone comes along with the same question... The reason they break cutscenes has been solved. It was not the game's fault, rather the tools modders have been using to pack .MOD's in the past. Creating the `702KOR.mod` with Holocron Toolset for instance makes the whole thing completely playable without issue. Presumably the same with 401DXN.
  7. Creating tools is my specialty. Let me know if you're finding some task in this project incredibly tedious, that a specialized tool could address. Would love to help out.
  8. Thanks, was about 99% sure that was the case after checking `changes.ini` but wanted to triple check. Cheers! Thank you for making this!
  9. If using your K2 force powers in K1, do I install this before or after, or does it not matter? Couldn't find any information on the readme's about it.
    Fantastic
  10. EDIT: All of this is fixed. I won't have time to update the instructions and do tests but you can download the previous version it's looking for, just press this button on the DS page. v1.3.1 is what you want. Looks like @Ashton Scorpius updated their mod to use my latest update of HoloPatcher. From what I can tell no content changes were made. As for the dm_qrts yeah it looks like I accidentally used the archive from the full build. Both should be the same thing, since you aren't interacting with the archive outside of KOTORModSync there shouldn't be any spoilers but otherwise just try not to read the main DS page when downloading it. Sorry I couldn't provide a direct fix at the moment but I hope this at least gets your install going if you did want those two mods.
  11. @Guysabosssome mods have both a patch and the mod itself. Make sure you have everything it's telling you you need, the archive file names were up to date last I checked. Stuff like TSL Twilek heads also have compatibility patches for the UCO with similar names that you also need. if all of that sounds too daunting, just unselect the ones that are erroring. You should ideally only be selecting the ones you want anyway, it's unlikely you'll want every single mod in that list.
  12. There is an alien that drops off the Gizka on your ship when you arrive on Tatooine. Despite how annoying this is, the game doesn't give you an option to kill him. A simple dialog option that starts combat, and some extra dialog nodes from him to express disbelief/apologetic tone would be all this idea needs
  13. @JoeNotCharles Look at the summary tab for that mod, should always have the links... There's a Patch required. EDIT: Ugh, nevermind, seems I did forget to put it in there. I'll update the toml's but in the meantime the link needed is https://mega.nz/#!gcxRTYTJ!ILbLFRyGEr4lGZYDOLN_Qg17fCm-TJw4Y1RDuy4WiWI Thanks for reporting this.
    One of my favorite mods for K1. Near impossible to beat and somewhat scary!
  14. Are you running any other mods?
  15. No. Look at the project website and repo to see its latest updates.
    I want to extend a heartfelt shoutout to @Cortisol, the mastermind behind this incredible Toolset, and commend your decision to make the entire project open source. My contributions to the toolset have consisted of expanding functionality, fixing bugs, providing documentation, refactoring for stability/consistency, and thorough testing across different platforms. My recent endeavor to create a **SAVEditor** illuminated the vast amount of work involved in such a project. It was an eye-opening experience where I had to construct entire save/load functionalities from scratch, develop a robust data structure, and design a user-friendly editor interface. Despite leveraging the framework of existing editors, the task is still daunting and has underscored the monumental effort required to complete. The sheer complexity and effort required to develop even a single editor are colossal, yet this toolset boasts a comprehensive suite of PyQt-based editors, each demonstrating remarkable functionality. This toolset seemingly took several years of work and was provided to the public for free. A wild thing to see pop up out of nowhere, for a twenty-year-old game. A massive thank you to @Cortisol for your invaluable contribution and for making this groundbreaking work accessible to all. Your dedication and talent have not only advanced the KOTOR modding scene but also inspired a community of developers, including myself, to push the boundaries of what's possible.
  16. No, look at the recent commits to the repo.. Commits · seedhartha/reone (github.com)
  17. After spending 5 minutes on this issue (so take this with a grain of salt) I've determined there is no .MOD issue (at least with 702KOR). The issue you guys were experiencing is a bug in KOTOR Tool or ERFEdit or whatever tool you used to create the .mod. Using Holocron Toolset to create the .mod worked fine. I've tested the whole module with one of @Leilukin's light side saves, start->finish, no sequence breaks. Probably the same problem in 401DXN
  18. You should have an 'errorlog.txt' or a 'installlog.txt' in the same folder as HoloPatcher if it was a holopatcher error. Sounds like you're saying your game already has problems before installing k1cp? If so you should be asking in tech support. Try reinstalling your game, or post more informative details so we can help you.
  19. Looks good to me. All of those errors are pretty self-explanatory of what the issue is. updating a field/struct directly when the struct doesn't exist, the mod's changes.ini needs to use AddField syntax. EDIT: looks like the path holopatcher's outputting is wrong actually, should rather say 'Parent field at 'Equip_ItemList\1\' does not exist'. will fix in next release
  20. How does HoloPatcher handle the mod after the syntax error is cleared up?
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