Cortisol

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Everything posted by Cortisol

  1. View File HoloPatcher HoloPatcher is intended to be a cross-platform alternative to TSLPatcher. However, unlike TSLPatcher, HoloPatcher should only be downloaded once. The user can select both the folder for both the mod and the game. After a successful install the installer will remember the game directory for next time. Currently a WIP. Any feedback and suggestions are appreciated. Submitter Cortisol Submitted 01/28/2023 Category Modding Tools  
  2. Version 0.2

    21 downloads

    HoloPatcher is intended to be a cross-platform alternative to TSLPatcher. However, unlike TSLPatcher, HoloPatcher should only be downloaded once. The user can select both the folder for both the mod and the game. After a successful install the installer will remember the game directory for next time. Currently a WIP. Any feedback and suggestions are appreciated.
  3. View File knsscomp The knsscomp application is intended to be a cross-platform alternative to the various versions of nwnnsscomp that support compiling scripts for KotOR. If you are using Windows, I would recommend sticking with nwnnsscomp as that is the far more tested and stable solution for compiling script files. That is unless you wish to aid in the development, then continually using knsscomp will help find out bugs and make it stabler program overall. If you do encounter an issue with a compiled (such as the script not working the way intended in-game) and you have access to nwnnsscomp, then it is recommended to see if it works correctly if compiled with that program instead. If you believe the issue is with knsscomp itself, send the script file to Cortisol on Deadlystream or Discord and he will investigate. This compiler has the include scripts and nwscript data embedded within the program and so it is not necessary to bundle them in the app folder. You can, however, include nwscript with the knsscomp as a way of the program automatically determining what game version. The optimize flag currently does nothing and is there as a placeholder for future versions to use. Submitter Cortisol Submitted 01/21/2023 Category Modding Tools  
  4. Version 0.3

    7 downloads

    The knsscomp application is intended to be a cross-platform alternative to the various versions of nwnnsscomp that support compiling scripts for KotOR. If you are using Windows, I would recommend sticking with nwnnsscomp as that is the far more tested and stable solution for compiling script files. That is unless you wish to aid in the development, then continually using knsscomp will help find out bugs and make it stabler program overall. If you do encounter an issue with a compiled (such as the script not working the way intended in-game) and you have access to nwnnsscomp, then it is recommended to see if it works correctly if compiled with that program instead. If you believe the issue is with knsscomp itself, send the script file to Cortisol on Deadlystream or Discord and he will investigate. This compiler has the include scripts and nwscript data embedded within the program and so it is not necessary to bundle them in the app folder. You can, however, include nwscript with the knsscomp as a way of the program automatically determining what game version. The optimize flag currently does nothing and is there as a placeholder for future versions to use.
  5. I'm the developer for Holocron Toolset. Do you have Discord? I'd be happy to help you but it might be more efficient to work through the problem over that rather than a message board. If not, just send me a DM over Deadlystream. I'll need to grab what version of the game you have installed (GoG/Steam/CD) and on what platform (Windows/Mac). Also make sure you have the latest version of the toolset installed.
  6. Glad to see new people coming into the modding scene. There are some tutorials accessible through the main window via Help -> Instructions, however its mostly empty at the moment. I will try include a tutorial for adding area transitions in the next update. There are plenty of helpful resources on Deadlystream and on the backup versions of Lucasforums. Thor110 did a nice series of tutorials, some of it covering what you are asking for too. Note that since the toolset is relatively new, all the tutorials you will find will be based on using older tools such as Kotor Tool and K-GFF but a lot of the principles will still apply.
  7. I found this description from here. Edit: Here is an archived page from filefront.
  8. If you mean columns with new model letters (eg. modelk, modell, ect), then no. Atleast for my attempts.
  9. @DarthDrija Apologies! Seems I forgot to update some dependencies when building the executable. I updated the ubuntu file and it should work as expected now.
  10. Depends on the window you are working with. If its the 2DA Editor, sure. If its something like the UTC Editor, then its not really meant to be resized. Regardless, I'll add an option for the user to choose between filenames and filepaths in the window title. The toolset opens up a bunch of processes for loading images into the Textures tab.
  11. Thanks for the feedback. Note that a lot of the things you have addressed have already been fixed and will be in the next update. 1. This will be fixed in the next update. 2. Not sure too sure what you mean by this but I'm assuming fixing the issue in mentioned in (1) will fix this problem. 3. See (1). 4. You can select an entire row by clicking to the left of the row label. The row label itself doesn't do this because they can be edited are are actually a seperate value to the row number/index (see visualeffects.2da). I'll admit this is not super obvious though and probably could use a bit of tweaking. 5. I agree that the full path needs to be shown somewhere. It is not shown in the title since most windows are too small to fit the full path which is why I opted to show just the filename. Perhaps it could be shown at the bottom in the status bar? Tabs could be a good idea but I'm not too sure how I would integrate it into the toolset, if it does come, it will be somewhere later down in the future. 6. I will look into changing this for the next update. 7. This is something I've been looking to implement for a while now, but is a bit more tricky to implement so I've been holding it off. It will come sometime in a future update. 8. You can add a new row with the hotkey CTRL+I. I'll make it so it actually shows this shortcut in the menus in the next update. 9. This will be fixed in the next update. 10. This will be fixed in the next update. I've already changed it so all editors will be able to handle 2DA rows that do not exist. 11. This will be fixed in the next update. 12. Errors are already dumped into a file called errorlog.txt that should be in the same directory as your exe. 13. Yes some buttons are bugged such as the one that is meant to edit the existing conversation (if that is what you are reffering to?). Its been a low priority fix. I will hide it in the next update until I fix the issue. I'll look into making double clicking an available property inserting it into the assigned properties list. 14. I'll look into adding some better error handling.
  12. View File Insanity Device INFO ================ This mod adds three new armbands into the game: The insanity device. Using this item will cause all NPCs in the module you are in to attack each other and the player. The antagonist device. Using this item will cause all the NPCs in the module you are in to attack the player exclusively. The pacify device. Using this item will cause all the NPCs in the module to become the best of friends. To get this item you can either use the giveitem cheat code (crt_insdev, crt_antdev, crt_pacdev) or you can buy them from Larrim, that annoying merchant in the Taris apartment who tries to sell you energy shields. INSTALLATION ================ To install the mod, extract the files from the ZIP and run the TSLPatcher.exe file. If you want to keep the items but remove them from the shop, simply remove the larrim.utm file from your override after installing the mod. COMPATIBILITY ================ No known issues. REDISTRIBUTION ================ If you want this mod hosted on another site, please contact me first. Feel free to use whatever parts from this mod you want into your own, larger mod. CREDIT ================ Made by Cortisol using the Holocron Toolset. Inspired by this reddit post. Submitter Cortisol Submitted 04/27/2022 Category Mods K1R Compatible Yes  
  13. Cortisol

    Insanity Device

    Version 1.0.0

    81 downloads

    INFO ================ This mod adds three new armbands into the game: The insanity device. Using this item will cause all NPCs in the module you are in to attack each other and the player. The antagonist device. Using this item will cause all the NPCs in the module you are in to attack the player exclusively. The pacify device. Using this item will cause all the NPCs in the module to become the best of friends. To get this item you can either use the giveitem cheat code (crt_insdev, crt_antdev, crt_pacdev) or you can buy them from Larrim, that annoying merchant in the Taris apartment who tries to sell you energy shields. INSTALLATION ================ To install the mod, extract the files from the ZIP and run the TSLPatcher.exe file. If you want to keep the items but remove them from the shop, simply remove the larrim.utm file from your override after installing the mod. COMPATIBILITY ================ No known issues. REDISTRIBUTION ================ If you want this mod hosted on another site, please contact me first. Feel free to use whatever parts from this mod you want into your own, larger mod. CREDIT ================ Made by Cortisol using the Holocron Toolset. Inspired by this reddit post.
  14. Dragging the mouse with the scroll button down will rotate the currently selected object. A list of controls can be found by going to the main window, Menu Bar -> Help -> Instructions.
  15. Yeah if you look at this virus scan report on the download page, AVG and Avast don't seem to like the toolset executable. Getting false positives just seems to be the nature of converting Python code into EXEs (If you are curious to why, you can google "PyInstaller virus"). Just disable you antivirus when you download the file and reenable it afterwards and you should be good to go.
  16. Whoops. I forgot to increase the version number on the download page when I uploaded the update. I'm a bit confused, this error occurs when you try to download the ZIP file from Deadlystream? Or when you try open the unzipped files? Edit: Rereading it sounds like thats an error downloading the file through the browser... Are you able to download other files from DS?
  17. New update is released containing a bunch of fixes for bugs reported by the community. Also included as a couple of new tutorials and a new kit containing the models from the Jedi Enclave. Note that currently the map builder is bugged for TSL. You can create and build maps, but for reasons unknown at the moment the module editor loads the models incorrently even though it works fine ingame. Edit: The Kit Downloader seems to be bugged as well, only downloading the Jedi Enclave models. Direct downloads are provided below, extract them directly to the toolset's /kits folder. Sith Base: https://filedropper.com/d/s/download/3rkXqDzC1WZyApcxHifhavCMJtRn0B Jedi Enclave: https://filedropper.com/d/s/download/Q4IiBJAWRZfmEgG5hfPdshuqvplMTY (updated)
  18. Everything is designed to work for both games.
  19. Okay, I made a mistake when I released the new version, It should be corrected. Try redownload the toolset again (under "Holocron Toolset v2.0.2 Windows Reupload") and see if it crashes. That is strange. Just to clarify: Does it freeze when you click anywhere in the window or only when you click the 3D view. If possible, could you see if the problem persists when you open a K1 module. Finally, in the folder where the toolset is contained, check if there is a file named something like "errorlog.txt" and if there is could you DM me it. -- Just a word of caution; the module editor does not seem to open MOD/RIM files that have capital letters (all vanilla TSL modules do, but TSLRCM modules do not). I'll try have this fixed in the next version. Thanks for all your patience and support.
  20. It is, although I've only ever modded the switch version through an emulator.
  21. Are you refering to moving the camera or an object? Which module have you tried editing? There should only be a brief lag spike the first time you move an object (as the toolset is loading the module's walkmeshes into memory). To move the camera hold the CTRL key and drag the cursor with the left mouse button down. To move an object do the same thing, just don't hold CTRL down. The full list of controls can be found in the help book (from the main window, not the module editor window, go Help -> Instructions). I do plan on adding a 2D view like the GIT Editor to the Module Editor eventually, but its not a high priority at the moment.
  22. I seem to have broken the inventory editor in one of the past updates, but it should be fixed in the latest release that just came out. I'll need a bit more information to help you. You are running windows, I presume? What sort of permission issues? Are you getting an error when opening the program? If you can post a screenshot of the problem that would be great. Thanks.
  23. GIT file should not go into the override folder, it should stay in the MOD/RIM. If you have no mods installed you will have a single GIT file stored in a RIM file. If you have a mod like K1CP installed you will have two GIT files, one in a MOD and one in a RIM, the one in the MOD takes higher priority and is what will be used in the game. You can change which one you are editing by right clicking the file in the resource list (the greyed out one is the one that you are editing): How are you adding the NPCs/Creatures? Are you going through this menu? Also, if you've visted the module before, it will not show up. You will need to use a save from before you entered the module.
  24. No, there seems to be an issue with how the Module Editor saves GIT files. I'll try release a hotfix soon. For now, try opening the GIT file from the GIT Editor (rather than the Module Editor) and save it from there, that seemed to fix the issue for me. Edit: I think I see what the problem is. I'll try have a patch out sometime today.