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Found 4 results

  1. View File JRL Merger by Stoffe Author: Stoffe (Original lucasforums post) I've put together a small utility that saves some time while combining the global.jrl files of different mods that use this file but don't come with a mod installer. It will currently take two global.jrl (Quest Journal) files and merge together any changes to existing Category fields in them, along with any new Category fields that have been added in either file. It will not handle any fields having been deleted from the standard global.jrl file, but I can't see any reason why anyone would want to do that. It will also check the resulting merged file and warn you if multiple Categories have the same tag (which could happen if both mods use similar tags for new journal entries). You can get it here if you want it. Be warned that this is a test/beta version for now, it worked fine with a number of different modded global.jrl files I tested it with, but there may still be problems I haven't been able to spot yet. If you run into any problems using it please let me know so I can attempt to fix them. It will need an unaltered copy of global.jrl in addition to the two modded files that should be merged, to be used to compare against. This file can be extracted from the dialogs.bif file with KotorTool. Submitter jc2 Submitted 02/24/2020 Category Modding Tools  
  2. Version 1.0.0

    81 downloads

    Author: Stoffe (Original lucasforums post) I've put together a small utility that saves some time while combining the global.jrl files of different mods that use this file but don't come with a mod installer. It will currently take two global.jrl (Quest Journal) files and merge together any changes to existing Category fields in them, along with any new Category fields that have been added in either file. It will not handle any fields having been deleted from the standard global.jrl file, but I can't see any reason why anyone would want to do that. It will also check the resulting merged file and warn you if multiple Categories have the same tag (which could happen if both mods use similar tags for new journal entries). You can get it here if you want it. Be warned that this is a test/beta version for now, it worked fine with a number of different modded global.jrl files I tested it with, but there may still be problems I haven't been able to spot yet. If you run into any problems using it please let me know so I can attempt to fix them. It will need an unaltered copy of global.jrl in addition to the two modded files that should be merged, to be used to compare against. This file can be extracted from the dialogs.bif file with KotorTool.
  3. I'm not sure if this topic belongs here, so please inform me if and where should I move it. I've written a simple CLI python App for installing mods based on yaml file. Example config below: sh_animated_cantina_sign: file_name: "SH_AnimatedCantinaSign.7z" type: "Suggested" thigh-high_boots_for_twilek_body: file_name: "[K1]_Thigh-High_Boots_For_Twilek_Body_MODDERS_RESOURCE.7z" type: "Recommended" variants: npc_replacement: path: "NPC Replacement" malak_hd_dark_hope: file_name: "Malak.rar" type: "Suggested" variants: blue_eyes: path: "Malak (Blue Eyes)" delete_files: - "N_JediMalekH02.tga" I don't know if KOTOR community have ANY need for such a thing. I had found a great pleasure in using DAOModInstaller and MassEffect3 Mod Installer. I think it's great way to show game for new players without making them spend hours on doing things by hand. At this moment KMI can extract 7z / rar / zip (requies 7-zip installed on host) and move them to override folder (while deleting some files from mod dir if nessesery) Primary target is to create a few "fixtuers" so people would just get zips (unfortutnatly from many sources at this time, we have DS, Nexus, some megaupload links, filefront etc. so I don't see option for making it without manual downloading anytime soon) Of course anyone intrested can edit YAML file which allows changing order of mod installation etc. In long shot I'd like to at least handle conflict between mods and make KMI able to wait for additional user input. What do you think? Is anyone intrested in this project? I'm open to new ideas or simple suggestions / requiments. After all I don't want to end as only user. PS I'll make code public after cleaning. It's horrible mess. I'm also in progress of making bins for windows.
  4. Greetings, fellow Jedi! May the Force be with you. Along with the compiling-decompiling model attempt I have done recently, some discoveries were found regarding the end-result of using both MDLedit v1.0.3 and MDLOps v1.0.0. First, this comparison purpose is to give the potential user of both tools a preview of the compiled model using each of the tools mentioned. This also had no intention to show which tools are best and which are less; it's simply to share the discoveries been found. Here's a screenshot for details: Left image is TSL's n_quarren [Quarren's F model] model compiled using MDLedit v1.0.3 with tangentspace enabled by not ticking the bumpmap flag, but instead changing its value inside the ASCII file from 0 to 1 using a text editor. Right image is TSL's n_quarren [Quarren's F model] model compiled using MDLOps v1.0.0 with tangentspace enabled by changing its value inside the ASCII file from 0 to 1 using a text editor. As we can see there is a difference in the head part; which MDLOps version produce a noticeable line whilst MDLedit version isn't. This occurrence already emerging several times on my end; such with compiled TSL's n_commf model. I hope this discovery kind of helps with any future modding attempt, and gave an insight of what will and what won't regarding the implementation of the aforementioned method. Edit: Be advised that they had nothing to do with normal maps. It's a smoothing error, as informed by DarthParametric. The normal maps activation is just part of the compiling process.