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Posted

Hello, I would like to ask for some help.

I’m trying to adapt several KOTOR mods to my native language. I’ve already figured out how to work with standalone GFF, DLG, and TLK files.

However, I ran into a problem with .mod files used in mods installed via TSLPatcher. I extracted them using Kotor Tool, and also unpacked the corresponding RIM files from the base game to compare them — but everything turned out to be identical.

I also compared the .mod files from two different mods, and they were identical as well (except for a few bytes at the beginning). It’s possible that other mods might contain different data, but I’m not sure.

Could someone please explain what I might be doing wrong?

The specific mods I’ve tested so far are: Bastila's Dark Bodysuit and Bastila has TSL Battle Meditation.

Posted

You don't put content in MOD files ahead of time. That would defeat the entire point of TSLPatcher. You include a MOD that contains untouched copies of all the files from the target vanilla module RIMs (and for TSL, the DLG ERFs). Then you configure TSLPatcher to only copy the MOD to the modules folder at install time if a copy does not already exist. TSLPatcher will inject any required mod changes/additions into the MOD in the modules folder (new or pre-existing) when the user runs it. It's exactly the same for 2DAs. You include a vanilla copy of the 2DA and have TSLPatcher only copy it to the Override if one doesn't already exist. It will then patch it with your changes.

I would suggest you read the PDF manual that comes with TSLPatcher, available here - https://deadlystream.com/files/file/1039-tsl-patcher-tlked-and-accessories/

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