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AOD333

TSL Patcher - Shadowing Changes

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Just a quick question. 

I've encountered this warning from TSL Patcher / Holo Patcher:

A resource located at 'C:\Users\Name\Star Wars - KotOR\Override\file name' is shadowing this mod's changes in modules\filename

The files in question are dialog and lipsync files. Some of the files in question come from the Mission Jedi Mod but files from other mods have given this same warning.

Shadowing implies making similar or identical changes, so I'm just wondering if it's safe to ignore these warnings or if this will cause an issue.

Thanks in advance to anyone who can answer this.

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Per @th3w1zard1 , co-author of pyKotor and HoloPatcher:

It's a rare unused feature of TSLPatcher that's off by default. HoloPatcher has it enabled. Basically tells you if a mod installs to a module directly (.rim/.erf/.mod) when it'd be 'shadowed' by a higher priority file existing in Override. See:

https://github.com/th3w1zard1/PyKotor/wiki/Explanations-on-HoloPatcher-Internal-Logic#the-patch-loop

Part of step 5.

In other words, a mod has injected a file into a module (MOD), but a file in the Override will supersede it.

On an unrelated note, why the hell is your game installed in the Users folder?

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You're trying to install a mod that's modifying files in Modules (ERF/RIM/MOD) but are rendered completely ignored due to a higher priority file that exists in your Override folder. Check if the mod you're installing is compatible with whatever you already have installed.

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Ok so there may be compatibility problems. I'll just have to see what happens, and if there's a problem then I'll have to remove a couple of mods.

I can live with lip sync issues, but if the dialog files cause any progression issues I'll definitely have to remove a couple of mods, mainly the Mission as Jedi and Save Mission and Zaalbar mods 😟. This is the first time I'm using the Sleheyron Story Mode and Manaan Pazaak Tournament mods, which are the main source of the conflicts. Hopefully all will be well but if not it is what it is. I had just never seen that warning in the past and was wondering what it was. Thanks for the replies.

As for DarthParametric's question I generally install games to my desktop if it won't create an issue, for Kotor 1&2 I have the GOG versions.

Edited by AOD333
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I actually have a couple follow up questions.

I doubt that the lip sync files will cause any real problems for me. The main conflict here is the Mission as Jedi mod, it uses some of the same lip sync files as the Sleyheron Story Mode mod. My solution to this is to simply not use the lip sync files from the Mission as Jedi mod. My thinking is that all this will do is make it so that the conversations added by that mod don't actually have lip syncing, so the audio will play and the text will show, but the NPC's mouth won't move. Am I correct about that? If so it's a small sacrifice and I can certainly live with it.

The more important question however concerns dlg compatibility. The creator of the Sleyheron Story Mode mod was kind enough to create me a unk41_mission.dlg to make the Spare Mission and Zaalbar mod compatible with theirs, which was very kind and saved me a lot of trouble.

However, the community patch has 2 module files that conflict with both the Mission as Jedi mod and the Spare Mission and Zaalbar mod. The files in question are danm14aa.mod which has dan14_jon.dlg packaged with it and unk_m41aa.mod which has unk41_mission.dlg packaged with it.

I know that I could simply delete these modules, but then I would miss out on all the other changes these files make.

My proposed solution is to simply open these module files with the Holocron Toolset, remove the dlg files in question, and replace them. So I would replace dan14_jon.dlg with the one from the Mission as Jedi mod, and unk41_mission.dlg would be replaced with the one that SAO1138 made for me.

It's an easy change to make, and I think it would work just fine, but I'm no expert. So all I'm wondering is whether or not packaging these modded dlg files into the modules from the community patch would cause any issues with the module itself, or if it would work completely fine.

If it would work completely fine, would I still need these dlg files in the override folder or would having them packaged into the modules be enough? Of course all the other relevant files would be in the override and obviously this setup would only work with this particular mod build. But if my solution is good, then others could use this information to make these mods compatible with their own builds.

Thanks in advance for any assistance provided. 

EDIT:

For anyone reading this who is wondering the same thing, I think I may have found the answer to my question from something DarthParameric said in another thread:

DarthParametric: "The problem is not the changes it is making to the DLGs, it's the fact that it lazily dumps a module DLG in the Override folder. This is not just bad from a mod compatibility standpoint, it's bad from a general game compatibility standpoint. There are three separate modules that have a lev40_carth.dlg file. Dumping one in the Override will replace all of them. Finding out which module it is supposed to be editing and merging the changes into the version in that module's MOD file is the appropriate solution."

So I think my idea of merging the dlg files into the relevant module files is the correct way to go in my case. As I said above though I'm no expert, so if one of the more experienced users on here could confirm this for future readers (and for me) that would still be great.

Edited by AOD333
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