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Posts posted by pepoluan
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If I remove the crystal from the lightsaber, the "[Wisdom] Attune crystal" line is missing... what gives?
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@Pepoluan: As it turns out, I'm rebuilding the TSLPatcher in a different language (from Delphi Pascal to Perl) due to some annoying issues with it.
Most of your list I've already been implementing.
I can probably allow a "modinstall.ini" in the same folder as the .exe, with a sub-folder called "moss". The "modlist.ini" would then have a list of installs to run back-to-back, with paths to the .ini files to run and the name of the Info file. The paths would be relative to the mods folder.
That's awesome!
I'm not a Perl programmer, though, so if you release the source code, I might not be able to assist much (not well versed in Perl
)
Just some thoughts, hopefully can inspire you:
- My plan was to make the installer config optional, so if the installer config is not found in the same directory as the TSLPatcher.exe file, it will revert to the 'normal' behavior
- For the "modlist", I originally plan on simply creating a filter prior to the loop; the "modlist" would specify exactly the name of the sub-mod to install (the name comes from the "namespaces.ini" file?)
- The filter syntax I envisioned is 'glob-based' (instead of regex-based) with one prefix character indicating install or not, processed in order, e.g.:
- +* = install all sub-mods
- -*NAR = remove all sub-mods that end with the letters "NAR" (case-insensitive)
- +101NAR = install sub-mod with the exact name "101NAR"
- These three lines will result in installation of all sub-mods, except mods ending with "NAR", but will install "101NAR"
- I want to patch it also to unconditionally append to the installation log, recording the time of installation and which sub-mod got installed
- If it installs multiple sub-mods in one go, it will first record the time of start and the list of mods after being filtered (see above), then for each submod installation record the time of installation and which sub-mod got installed
Anyways, glad to hear that the TSLPatcher is not abandoned, yay!
Feel free to hit me up if you need my help; I'll try to assist the best I can.
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Where can I get the source code to TSLPatcher?
I'm in the midst of installing a bunch of mods, and it's... mind-deadening tedium to keep selecting the Kotor2 folder under steam...
So, I want to patch the tool to be able to read a "config file" telling where the Kotor2 folder is.
And, if I have the time to do it, probably modify the tool enough to be able to tell it which mods to install (all, or a subset), so it can iterate over the list of mods to install rather than having the user running the TSLPatcher tool TENS of times (Example: The "TSL NPC Overhaul" mod which contains 60+ mods inside of it -- mind-numbingly tedious
).
I might even expand the tool to be a full-fledged "Patch Manager" ... but that's more the long-term personal wish of mine
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Okay, so my KotOR2 is Steam Edition, and I've "subscribed" to TSLCRM (that is, install the TSLCRM from Workshop).
I plan on installing "Slender Bodies for Females" (+ its compatibility patch). Can I install this on top of "Slender"?
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Okay, I think this is due to a conflicting mod, but just checking:
In my game, before I met Ziagrom, Mika gladly offered me his goods. But after meeting with Ziagrom, Mika instead stopped selling his goods.
Not that I need the goods, though, but this ... inversion, is kind of upsetting.
Anyone can confirm the same bug, and what mods you're using?
For the record, this is a list of the mods I have, in installation order:
NPC Overhaul
PC Response Moderation
K1R
K1 Prequel Robes
Bastila's Black Undies
HQ Bastila
Korriban Academy Workbench
MedHypo
No Random Fighter Battles
Subtler Lightsaber Blades
Ebon Hawk Camera
Green Grass Dantooine
High Quality Skyboxes
High Quality Skyboxes for Green Grass Dantooine
High Quality Blasters
Feat Progression
Force Powers Gain
Female Mandalorians
Ajunta Pall Swords
Health Regeneration
Helena - Bastila's Mother Changes
Hide Weapons in Cutscenes
Juhani Catlike Head
Project Bastila
Remove Force Restrictions by Armor (RFRA)
Robes for Korriban Sith Students
Ultimate Sound Mod
Walking Animation Fix
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Thanks for all your help, mate!
At the very least, I've now successfully parsed a V2.b 2DA file.
I'm going to chronicle the development in my blog, so as to not clutter up the Forums.
Again, thanks!
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Hey, thanks everyone!
Sorry for not replying sooner, much job to do
Anyways, I'll start reading the docs. Hopefully I can produce something workable soon!
And if that doesn't suffice, I can do some write-ups when I get home and send them to you. Also, the .2da format is a little tricky in how the values are stored for each cell. That part is implied in Dastardly's link, but I didn't see it and had to find out the hard way.
If you do have documentations and/or notes, I'd be happy to read them!
And don't worry, I'm not foreign to tricky game datafiles. I used to create tools to help Sims 3 modders and, well, let's just say that I don't know what Maxis developers were smoking when they created their datafile formats
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Is there a documentation for the file formats used by KotOR/TSL mods?
Like, for instance, internal structures, binary headers, etc.
I have the idea of writing a patching system similar to TSLPatcher, but with a "centralized" database that tracks 'conflicting' changes.
Hopefully I can develop this idea further to enable clean addition/removal of mods when they edited the same file. Or, at the very least assist troubleshooting by (more easily) indicating which mod does what where.
(Currently, the only way to undo a mod would be to restore the "backup" directory, but that will wipe out changes done by later mods. My approach -- if it works -- would be a "surgical" remove of that mod without affecting later mods.)
In addition, I plan on making the project cross-platform.
But to be able to do that, I need a documentation of the file formats.
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Hello all,
I had been enjoying the great mods shared here and figured I'd like to try my hand and some modding.
I mean, "how hard can it be, right?" (famous last words)
So, I tried my hand and doing some scripting mods. I started easy by trying to implement this:
http://www.lucasforums.com/showpost.php?p=2564703&postcount=12
(Generally, make Korriban a slight bit harder by increasing Uthar Wynn's "prestige" requirement.)
So I make the .nss files, and used KotOR Tool v1.0.2210.16738 to create a project and perform a Build.
I got the .ncs files and stick them into the Override folder.
Now my game glitched hard! Everytime I run into the Sith Academy from the Tomb Valley, I got thrown to the Main Menu Screen -- but I can't choose any menu options! (Have to kill the game using Alt+F4).
Taking out the two .ncs files restored proper gameplay (as in, I'm now able to enter the Sith Academy).
How can I debug what's happening?
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Most likely from Robes for Korriban Sith Students.
I would not use that mod and NPC Overhaul together.
Any bad side effects you have observed?
Up to now, I have not yet see any bad side effects, though.
Definitely from Robes for Korriban Sith Students, as Snigaroo on Reddit told me some months ago.
Thanks for the clarification!
It was a nice surprise... although now I feel like I'm cheating :-/
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Okay, I just killed a Sith, uh, initiate. And upon ransacking his remains, I found two Mantles and two Hearts:
Is this the effect of K1R, or the unfortunate interaction between K1R and "NPC Overhaul"?
Or maybe some other mods?
Just to disclose, here is the list of the mods I use, in order of installation:
- NPC Overhaul
- PC Response Moderation
- K1R
- K1 Prequel Robes
- Bastila's Black Undies
- HQ Bastila
- Korriban Academy Workbench
- MedHypo
- No Random Fighter Battles
- Subtler Lightsaber Blades
- Ebon Hawk Camera
- Green Grass Dantooine (external site)
- High Quality Skyboxes
- High Quality Skyboxes for Green Grass Dantooine (part of the above)
- High Quality Blasters
- Feat Progression
- Force Powers Gain
- Female Mandalorians
- Ajunta Pall Swords
- Health Regeneration
- Helena - Bastila's Mother Changes
- Hide Weapons in Cutscenes
- Juhani Catlike Head
- Project Bastila (I'm not sure where I got this)
- Remove Force Restrictions by Armor
- Robes for Korriban Sith Students
- Ultimate Sound Mod
- Walking Animation Fix
Hmmm... upon reading the desc for the mods... is it possible those 2 pairs of Mantle+Heart were due to a glitch in "Robes for Korriban Sith Students"?
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I haven't seen this mentioned -- or likely missed it -- but does K1R fixes the Juhani sidequest bugs?
Native widescreen support at the very least would be a welcome addition.
In the meantime, I have been happily playing widescreen using "Flawless Widescreen"
The 'secret' seems to be to use the 32-bit version of FWS even though I'm on Windows 10 64-bit.
There have been glitches every now and then, usually after I've Saved & Loaded waaay too many times (Pazaak victory
cheatstrategy, y'kno). Fixed by exiting the game, entering again, switch to 1024x768, exit again, enter yet again, switch back to 1366x768, and Load the saved game.MSFT's Xbox Game DVR even works splendidly! Check a sample here.
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Some people have problems finishing the Taris Swoop Race, which means their story progression is blocked.
Existing game saves are pre-K1R v1.2, though.
So hereby I attach my Quicksave at the exact point after winning the Taris Swoop Race and just before the brawl against Brejik started.
NOTE: I'm playing a Male Scout here, and I have a bunch of mods installed (listed in the spoiler). Most shouldn't affect the gameplay directly at this point, I think. Except "Feat Progression" which had fired several times.
- NPC Overhaul
- PC Response Moderation
- K1R
- K1 Prequel Robes
- Bastila's Black Undies
- HQ Bastila
- Korriban Academy Workbench
- MedHypo
- No Random Fighter Battles
- Subtler Lightsaber Blades
- Ebon Hawk Camera
- Green Grass Dantooine
- High Quality Skyboxes
- High Quality Skyboxes for Green Grass Dantooine
- High Quality Blasters
- Feat Progression
- Force Powers Gain
- Female Mandalorians
- Ajunta Pall Swords
- Health Regeneration
- Helena - Bastila's Mother Changes
- Hide Weapons in Cutscenes
- Juhani Catlike Head
- Project Bastila
- Remove Force Restrictions by Armor (RFRA)
- Robes for Korriban Sith Students
- Ultimate Sound Mod
- Walking Animation Fix
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That's why I asked for the installer. Let me explain how these files work first. The game uses .rim files for each level to store their data. These files are basically containers including all the necessary files that make up a level. Now, you could just modify the files inside that .rim file but that would be irreversible without reinstalling the game, so instead you can copy a file from the .rim to your Override directory and modify it there. This file in the override will now be used instead of the original one from the .rim but can easily be uninstalled by simply deleting it. The game will then use the original one again.
But there can be several reasons why you don't want a certain file in your override and that's where the .mod files come into play. .mod files are basically copies of the .rim files in that they also store all the necessary files but if both a .mod and a .rim file exists for the same level, the .mod file will be used. So similar to a file in the override, you can safely delete the .mod and the game will use the original again. This makes compability a problem however since there are many files in each .mod and most mods only edit some of them. If they'd just provide the .mod file you could only install one of them, that's why TSLPatcher is so useful.
TSLPatcher will edit the files already existing in a .mod file instead of replacing the entire .mod. But since the .mod files do not exist by default, mod authors ship a .mod file that includes all the unedited level files with their mod. TSLPatcher will then install this .mod and make all the changes inside unless the .mod already existed. Then it will just edit the one already there. And this is exactly the reason for your warnings.
Don't worry about them, they won't cause any troubles, but if you copy the .mod files from K1R into your mod folder you will revert all changes made to them by both NPCOverhaul and K1R since what you're copying is the unmodified version.
Sorry for the long text, but I hope that this explanation can make things clearer for you when it comes to installing mods.
Ah, thanks! Your explanation is really helpful!
Now I understand why TSLPatcher called them "warnings" instead of "errors", because it found an already existing .mod and decided to edit it, instead of copying provided .mod and edit that one. Potentially -- although very likely won't, because provided .mod files are usually copies of the .rim files -- causing failure with a mod.
I can now continue playing my game with peace of mind.
Again, thank you!
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What installer did you use? The TSLPatcher version or the original one?
TSLPatcher one. I think.
Installing NPC Overhaul and then K1R will result in K1R's levels overwriting the changes NPC Overhaul made to those levels only.
Hmmm... the installation log that I quoted above seems to say that K1R skipped overwriting those levels.
I think I'll just copy & overwrite those files manually over the NPC Overhaul's ones.
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I did get the following "warnings" upon installation of K1R, though:
• Warning: A file named korr_m33aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m33ab.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m34aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m35aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m36aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m38aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m38ab.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m39aa.mod already exists in the modules folder. Skipping file... • Warning: A file named manm27aa.mod already exists in the modules folder. Skipping file...
So... it seems to affect Korriban and Manaan?
Since I'm still yet to leave Taris, I might not have experienced the problems.
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What issues will this mod cause, in your experience?
I tried installing it before installing K1R (as hinted in K1R v1.2 readme), and up to now I see no issues. Yet.
Workbench Crystal Attunement
in Mod Releases
Posted
OMG, you're right!!
I had been looking at my Wisdom while wearing the $name Crystal.
Thanks!
Gosh, I feel stupid