Thor110

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Everything posted by Thor110

  1. 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. 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. 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. No worries, I believe it is missing a few details here and there. 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 references an entry for TSLPatcher to look for which is [traps.2da] [traps.2da] then references an instruction and further entry that changes values within traps.2da so in your case you need. 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.
  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. 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. Not always, but sometimes, it really depends on the circumstances.
  5. 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. 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. 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. I hope that helps.
  6. Finally changed the dialog text colour in TSL! The GUI can now be completely recoloured.

    1. Effix

      Effix

      Stand alone mod please, or better.. explain things in a post.

      Keep up the good work brother

    2. Thor110

      Thor110

      It's for my port, I posted the details in my tutorials here in "#24 - [ADVANCED] - Hard Coded GUI Elements"

  7. 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.
  8. 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.
  9. 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. 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. 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
  10. Have you tried each mod one at a time to ensure that they work and in order to identify which one is causing the problem?
  11. That's a lot of mods, did you look at the switch modding framework and others that have modded on the switch? I don't have one so I can't really help, but I would imagine you would be best off trying one mod at a time.
  12. 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.
  13. 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.
  14. Right, it's just that your initial blog post made it sound as though you had foregone using TSLPatcher to use K-GFF Editor instead. - quoted from blog post If you see what I mean.
  15. 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. 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.
  16. Doesn't that mean you could make the same change in TSLPatcher? Interesting technique, could certainly be used in a variety of ways to help ensure compatibility.
  17. 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.
  18. 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?
  19. 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? 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.
  20. 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.
  21. From a quick glance at how the mod works, it seems that you might not have installed the pre-requisite mod? 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. Thor110
  22. It sounds to me like your mouse input got interrupted somehow, this definitely isn't an issue caused by the mod build.
  23. 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.
  24. 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.
  25. 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.