Thor110

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Posts posted by Thor110


  1. 5 hours ago, IceBlazeWinters said:

    well i just tried to use a tsl patcher install for the mod "increased skills and attributes" but it gave like 22 errors for my already used skills.2da file

    and the only skills mod i'm using is the skills and feats unchained, which makes ALL the skills class skills (since kotor 1 you can't unlock them as class skills like in kotor 2 with meetra)

    Chances are that the mod isn't written properly and don't work together to begin with.

    Without error logs and details on which mod I can only hazard a guess at what's going on, not to mention the fact I don't have a Switch.

    I would imagine that the mod is giving errors because there are differences with the 2da file that it doesn't expect.

    You can't really expect to just install any old series of mods in a row onto the Switch and have them work from the get-go, unfortunately.


  2. 7 minutes ago, Timbo said:

    I'm not sure how to make the app compare the files. How do I do that?

     

    Edit: Hol up. I think I got it...

    Tip : tooltips are handy, whenever you use a program, hover over the buttons with the mouse and see what they do or say they do, if the developer didn't add a tooltip, shame on them.

    24 minutes ago, Timbo said:

    I don't have an append

    the append.tlk file is a user made file that is to be added to the tslpatchdata folder, it only contains new strings to be added to the dialog.tlk file.


  3. 5 minutes ago, Timbo said:

    Sorry, if I'm being a pain. The readme felt like it was missing some crucial steps and I don't really get what I'm supposed to be doing.

    No worries, I believe it is missing a few details here and there.

    5 minutes ago, Timbo said:

    What am I doing wrong?

    by the looks of the error log, you do not have any changes being made to baseitems.2da

    IE : you have Table0=baseitems.2da in the 2DAList but you do not have [baseitems.2da] elsewhere in the .ini file.

    So for example

    Quote

    Table0=traps.2da

    references an entry for TSLPatcher to look for which is [traps.2da]

    Quote

    [traps.2da]
    AddRow0=traps_row_trap_malachor_0

    [traps_row_trap_malachor_0]
    label=TRAP_MALACHOR
    trapscript=k_trp_generic
    setdc=25
    detectdcmod=25
    disarmdcmod=30
    trapname=1289
    resref=g_i_trapkit012
    name=1289
    model=v_nogas
    explosionsound=cb_gr_poison
    2DAMEMORY26=RowIndex

    [traps.2da] then references an instruction and further entry that changes values within traps.2da

    so in your case you need.

    Quote

    [baseitems.2da]

    somewhere in your changes.ini file along with any changes it might make, all of which can be added manually or generated with changes.ini by comparing an edited version of the file with an original unaltered file.

    • Thanks 1

  4. Ok, I was just checking.

    Well I have given all the advice I can give, hopefully you discover the issue or someone else that actually has a Switch can chime in, but I suspect something has been done wrong.

    6 hours ago, IceBlazeWinters said:

    tsl says that it merges files, but i don't know if it actually does

    if you mean tslpatcher, it does have the ability to merge things, but it depends on who made the mod and how they made the changes.ini file work.

    6 hours ago, IceBlazeWinters said:

    and i'm pretty sure overwriting files is just breaking things

    Not always, but sometimes, it really depends on the circumstances.


  5. 13 minutes ago, Timbo said:

    I think I've got the ChangeEdit business figured out but I still have a couple questions if you don't mind.

    • 1. I added the utc files as gffs in my changes.ini file. Is that going to be okay?
    • 2. Should I also do with with dan13_dorak.dlg?
    • 3. If I wanted to go about doing the whole append.tlk thing. How would I do that, I feel like I missed something?

     

    Yes you can update utc files that way.

    As for the dialog, it might be wiser to just inject your edited file into the .mod directly as if a mod alters it first, something would definitely go wrong, or install it to the Override folder.

    Regarding append.tlk, I don't know if the readme covered it, I remember checking out a mod that already used it in order to understand the syntax.

    This is how I use it in my own project.

    Quote

    [TLKList]
    ReplaceFile0=replace.tlk
    StrRef0=0
    StrRef1=1
    StrRef2=2
    StrRef3=3
    StrRef4=4
    StrRef5=5
    StrRef6=6
    StrRef7=7
    StrRef8=8
    StrRef9=9
    StrRef10=10
    StrRef11=11
    StrRef12=12
    StrRef13=13

    [replace.tlk]
    123716=0
    123717=1
    123718=2
    123720=3
    123722=4
    123724=5
    123726=6
    123728=7
    123730=8
    124112=9
    125863=10
    50302=11
    136376=12
    117987=13

    The replace.tlk file is a feature in HoloPatcher for replacing existing strings, a feature TSLPatcher does not have.

    In order to just use the append.tlk feature from TSLPatcher I believe you would want the following.

    Quote

    [TLKList]
    StrRef0=0
    StrRef1=1
    StrRef2=2
    StrRef3=3
    StrRef4=4
    StrRef5=5
    StrRef6=6
    StrRef7=7
    StrRef8=8
    StrRef9=9
    StrRef10=10
    StrRef11=11
    StrRef12=12
    StrRef13=13

    Where the amount of StrRef entries match the amount of entries in your append.tlk file, you can then reference that StrRef value later in the changes.ini as I do with the following planetary.2da entry.

    Quote

    [planetary_mod_yavin_0]
    RowIndex=13
    label=Yavin
    name=StrRef0
    description=StrRef1
    icon=GAL_Yavin_2
    model=planet_11
    guitag=LBL_Planet_Yavin

    I hope that helps.

    • Thanks 1

  6. Quote

    Move textures (.tga, .txi and .tpc) to override/Textures or they won't apply.  NOTE: Aspyr included upscaled textures with this version that are not in other releases of the game. As far as I can tell, they are all in the format the original textures were in, by and large, that means they are in .tpc format, which trumps .tga and .txi files of the same name. If you have issues with a mod's textures not applying, try converting them to .tpc with Xoreos-Tools. You can download my texture reversion mods for K1 and K2 on Switch if you want to see what files are in what format.

    Just to be sure, they sit at override/Textures?

    Generally I would suggest dialing things back and trying mods one at a time, especially seeing as it's on the Switch.


  7. Well you should probably verify that these mods work together to begin with, especially given that you are installing them onto the Switch.

    Did you follow all of the instructions on the switch modding framework page? It seems some filetypes need to go in certain locations and I suspect there are more things to take note of too.


  8. On 5/11/2024 at 6:58 PM, Mearn-Tahl said:

    First off, thank you for attempting to do this massive overhaul for KOTOR 1 and 2. I come back for KOTOR playthroughs every few years; I do this regularly for my favorite games. I'm always pleased to return to Mass Effect because the modding community and their love for that game are why great content mods are still being made even now. While KOTOR gets its fair share of love, particularly here on Deadly Stream, I don't believe I've seen anyone attempt to take all that extra content and put it together, possibly giving us the games Bioware and Obsidian intended. I could be wrong, and I just haven't looked hard enough, but what you're doing is amazing, and I look forward to seeing the mod possibly near its final stages or close. 

     

    Again, thank you for all the hard work. I'll keep an eye out for future updates. 😁

    Thanks, if you have any thoughts, ideas or suggestions feel free to let me know.

    In regards to updates, I keep my DIscord server regularly posted with progress on the project.

    But the latest change as of an hour or so ago is that I finally managed to change the colour of the dialog and the hardcoded text colour values in the executable.

    Took a lot of creative thinking to get there but I got there in the end!

    The majority of these values are accessible and can be edited with ease in the .gui files, but for whatever reason some of them are hard coded into the executable file.

    Spoiler

    In-game Dialog

    K2_00006.jpg.60debf2511fd8a89b4b9708b82844687.jpg

    Other GUI Elements ( Shadows & Grass Text )

    K2_00005.jpg.ef7b09bfd9bfe7f53118035765e856bc.jpg

    Frustratingly I still have to track down the dark green which is used for the border of some buttons that are also hard coded into the executable.

    Spoiler

    The Save, Load and Delete buttons along with some other elements throughout the GUI files cannot be edited without this change.

    K2_00000.jpg.5b566f9e191a1a360cb87c84e610eeac.jpg

    The border as you can see in the following image is also changed via the executable, the slight shade difference is due to the changes I made to the images used for the border itself, but it still applies some change to the colour value that is not stored in the .gui file.

    K2_00001.jpg.73f07b3faa567123f3cbbf759a5212f9.jpg

    The effect of which can be better seen in the original menus and more specifically the music menu.

    K2_00003.jpg.b15e2923e037b89915d8085b9308b589.jpg

    The colours of the .gui file are applied properly until you have selected and de-selected one, then the colour is restored by the executable for whatever strange programming quirk is responsible for the hours I have had to put into figuring this all out.

    But very soon I will finally have 100% of the GUI recoloured, while I could have just left the dialog green and put the time towards fixing other things, I just couldn't handle it, it drove me nuts and just had to be done.

    Everything has to be perfect!

    Still hoping I can get a section on the forum specifically for this mod project as I would love to put out a range of polls about what to add or not to add and how to consider tying everything together, as we all know the possibilities here are endless and tackling all this solo has been mighty troublesome, time consuming and stressful.

    Really want these games to be the best they can possibly be.

    Once I have tracked down the next set of values that need changing, I will be sure to add that information to my tutorials.

    Thor110

    • Like 3

  9. 3 minutes ago, Timbo said:

    Thanks for explaining this. As a funny note, I went to double check this in Holopatcher's readme and it said to refer to TSLpatcher's readme... 

    Unfortunately it is difficult for people to properly write the documentation while simultaneously writing the programs themselves.

    That I know of there are a few undocumented features in TSLPatcher, though the only one I can currently recall is the one I used most recently which is the HACKList which is now documented in HoloPatcher's readme.

    • Like 1

  10. 4 minutes ago, Timbo said:

    I have a question with the readme file, I'm hoping you can answer.

    If I copy all my files into the tslpatchdata folder and then copy unaltered versions of the same files with the same name, won't windows just overwrite all of my work? What am I missing?

    I think that's an oversight by the writer of the readme so you aren't actually missing anything, you are correct.

    Place them in a separate folder for now, but after generating your changes.ini file, all of the changes you have made to files should become instructions in the changes.ini file, at that point you will want the original files for the reason it mentions.

    To be honest I would potentially suggest using HoloPatcher as it has a few new features and is actively being developed at the moment.

    • Thanks 1

  11. 6 minutes ago, Ginnet Reno said:

    Hi, Thor. I suppose it's possible I missed an instruction but I don't know. I'm reasonably sure that I installed things in the correct order. The engine lab bench mod was just installed using the TSL installer so there wasn't any way for me to have copied the wrong files over or something like that. And the mod had no special instructions that I saw. Maybe that mod is not the culprit and it's something else I did....no idea. I didn't have any crashing issues in Kotor2 despite installing a similarly long build order for that so unless I got sloppy this time Idk. 

    Given the size of the mod build and the amount of mods in it, I would imagine other mods modify that level so it could be another mod.

    The mod build is also very thoroughly tested from what I understand though I haven't had the chance to try them out myself.

    9 minutes ago, Ginnet Reno said:

     

    I wasn't aware about the Kotor mod sync. The manual install does take me quite a while to sort through and do properly lol. I'll check that out and try a fresh install with it and see if that fixes things. 

    KotOR Mod Sync is fairly new, so it's understandable that you weren't aware of it, hopefully it helps speed things up a bit.

    • Like 1

  12. 2 minutes ago, Ginnet Reno said:

    Hi all. I installed the kotor1 spoiler mod build from reddit. It has been working great so far but I unfortunately seem to have encountered a game breaking issue. When I go into the elevator that takes you to the vulkar garage I crash to desktop every single time.

    I'm not sure what's causing the issue. If it's mod related I suppose it might be the vulkar work bench mod from that mod build that could be doing it. That mod was installed via the Tsl patcher and I don't see an Uninstall option for it.

    I tried turning off frame buffer effects but that did not resolve the issue.

    I could try Uninstalling and reinstalling but without the vulkar garage mod and see if that fixes it. I'm hesitant to do that though because installing all those mods took hours to do. Would be rough to have to do it again. Also not even 100 percent positive that mod is the culprit though I suspect it is given I haven't had crashes anywhere else so far.

    The entire KotOR Mod Build's can be installed with the click of a button using KotOR Mod Sync, which might make things easier for you.

    Is it possible that you missed an instruction? As from what I recall the mod build has a very specific install order and requires a few manual alterations along the way.

    Those alterations are coded into the .toml files for KotOR Mod Sync I believe.


  13. 29 minutes ago, Ginnet Reno said:

    edit: tried quitting out of my Razer desktop managing software just to see if that made a difference but it did not. Same issue as before.

    Could be worth trying a restart as well and not having it boot on startup, just to be sure as I have seen other people have similar problems caused by Razer hardware.

    Is the mouse cursor visible on screen at all when this is happening? IE : can you see the green TSL cursor or has it just disappeared altogether?


  14. 1 minute ago, Ginnet Reno said:

    Well sorry I don't mean to imply that the mod build caused the issue. I think it's a kotor 2 issue somehow. It sounds like based on my googling that other users have encountered this issue and I don't think all of them were using modded builds. Unfortunately I haven't been able to track down a permanent fix that works for me. 

    What's weird is saving and relaunching the game fixes it. So it's still playable with it, but obviously that gets annoying after a time. 

    You should just be able to click back into the game, you could also try to pause and un-pause, ensuring that your mouse isn't off-screen to stop this from happening as it is caused when the mouse goes off screen, for example, are you playing in windowed mode or do you have multiple monitors?

    5 hours ago, Ginnet Reno said:

    Anyhow, it worked great for the most part except for one very irritating issue and that is that after some cutscenes would play my mouse would get stuck spinning my character in circles.

    I don't know how to interpret that as anything other than implying that the mod build caused it.

    Though going by the thread title I can see that you don't mention the mod build, so I am sure you can see why I thought as much. Nevermind.


  15. 9 minutes ago, blcv2 said:

    I figured out the issue, it for some reason did not modify my appearance.2da when I installed the mod. To fix the issue if anyone else has it, I opened my apperance.2da file that was in my override folder and added "P_HK47_01" in the racetex column

    It might be worth noting that this mod explicitly blanks that column, if you check the changes.ini it changes the column racetex of row 3 to "****" which is default for no entry, so I suspect that is intentional as looking at the required mod's files, it includes new textures.


  16. 43 minutes ago, blcv2 said:

    When I bring hk47 on world his textures stop working and he turns all white, is there a fix for this? on the ebon hawk he is just fine weirdly enough

    From a quick glance at how the mod works, it seems that you might not have installed the pre-requisite mod?

    On 4/17/2023 at 9:21 PM, Nehua said:

    THIS IS A PATCH, ORIGINAL MOD BY EXISTENTIAL SELKATH IS STILL REQUIRED

    Original Mod: https://www.nexusmods.com/kotor/mods/1476?tab=files

    To the original mod author, it could be worth adding the following to the bottom of the [Settings] section of the changes.ini to ensure that the user has the required mod installed.

    Spoiler

    Required=P_HK47Ch_01.tga
    RequiredMsg=This mod requires the HK-47 Overhaul Mod

    Thor110


  17. 4 hours ago, Ginnet Reno said:

    Anyhow, it worked great for the most part except for one very irritating issue and that is that after some cutscenes would play my mouse would get stuck spinning my character in circles.

    It sounds to me like your mouse input got interrupted somehow, this definitely isn't an issue caused by the mod build.


  18. On 5/9/2024 at 10:08 PM, DitzyDez said:

    you dont include anywhere what rows u added to those 2das.

    ChangeEdit would tell you that if you compare it against the original file.

    You could also install it first and allow other mods to update anything it does, or you could make them a TSLPatcher.

    This sort of stuff happens, people make mods using the tools they first check out, personally I checked them all out and still built a hard override mod to begin with just because it best fit my project, but since then I have converted my stuff to HoloPatcher, though I think I do have a few left to update.


  19. 2 hours ago, DeathScepter said:

    To Thor110, I might need your help to understand TSLpatcher better

    There's a lengthy readme included with TSLPatcher which I read from time to time, though for the most part I read existing changes.ini files and took note of how they worked in order to make my own, I also make use of a few simple batch scripts I wrote to make lists for large numbers of files.

    But for smaller mods, most things can be done using ChangeEdit to generate the changes.ini file for you.

    • Like 1

  20. 2 hours ago, ShayOrdo said:

    Also... What's a pre-requisite? 

    Something that is required, for something else to work.

    Unfortunately not all mods work together, you are best off trying out the major mod builds as they are thoroughly tested as opposed to installing whichever you choose, as mods often have conflicts especially when they change the same files.


  21. 1 hour ago, ShayOrdo said:

    I stated earlier that I installed that and Sith ambush mod firstly, then went for Sith stalker mod. The Sith Stalker[K1] was the last out of three mods I used 

    You stated no such thing, either way you have two mods changing the same files, something got broken.

    The initial order of the mods matters and given that you stated them in a specific order, I can only guess that you installed them in that order.

    10 hours ago, ShayOrdo said:

    Greetings.

    During my weekends I decided to redownload kotor and installed a big amount of mods, which all work fine except for the:

    https://deadlystream.com/files/file/1109-sith-stalkers-k1/

    As it only changes the sound of the Dark Jedi that should've been replaced by Stalker, but not the model itself. 

    Also I mixed 2 more mods, first going for the :

    https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/

     

    And secondly going with :

    https://deadlystream.com/files/file/1326-sith-assassin-ambush/

     

    Before going for the mentioned mod... Could there be a reason why this one specifically refuses to work fully

     

    You mentioned Sith Stalkers first, followed by Dark Jedi Wear Robes for JCS Cloaked Jedi Robes Mod, then you state secondly after implicitly expressing three mods in your post.

    Did you also install it's pre-requisite as per it's specifications?


  22. 1 hour ago, ShayOrdo said:

    These two mods conflict with one another.

    3 minutes ago, ShayOrdo said:

    Well, basically I used entire list of Diverse Galaxy mods made by N-Drew, along with K1 Legends mods, Weapon overhaul mods, the tin can and Parametrics vip tin-can, etc, leaving the Dark Jedi stuff last 

    As you can see from the screenshots, these two mods change the same things in some levels, so in short, they are incompatible.

    The Sith Stalker mod also explicitly states the following.

    "If you intend to play with DarthParametric's Dark Jedi Wear Robes then you'll have to install that mod BEFORE Sith Stalkers [K1]."

    So given that you installed that afterwards, I would say that is what caused your problem.