ebmar 893 Posted December 3, 2018 Greetings, fellow Jedi! May the Force be with you all. I currently in practicing some features inside TSLPatcher; particularly patching the "First Name" and avoiding "replace" option for all kind of installation. I have compared the UTC and building modifiers from them, and there is a field called "FirstName(strref)" set automatically to -1. When I go with that option, the patched UTC had its name erased alias blank space. When I use 0, it create a "Bad StrRef" reference in the name field. When I use 1 there is an ERROR message in the field. What I'm asking is: How to properly patch the "First Name" field using the patcher? Many thanks for considering this. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted December 3, 2018 The StrRef field is a dialog.tlk reference. If it is set to -1 then you can enter a custom name. If it is set to anything else then that is the entry ID in dialog.tlk (used to allow dynamic updating for other languages). Quote Share this post Link to post Share on other sites
ebmar 893 Posted December 3, 2018 (edited) 30 minutes ago, DarthParametric said: If it is set to -1 then you can enter a custom name. Although it is set to -1 and the "FirstName(lang0)" field is inserted with a custom name [which is automatically assigned by the patcher], the installed UTC only have its "First Name" field as blank space. I checked it using the KotOR Tool by opening the said UTC from the targeted module. Perhaps I'm missing something? Edit: Quote The StrRef field is a dialog.tlk reference. Ah- I get it, I have to get the dialog.tlk patched with a new reference pointing the intended custom name; more likely. 🤔 Edited December 3, 2018 by ebmar Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted December 3, 2018 If you want to add it manually to changes.ini, then you need something like [mycreature.utc] FirstName(lang0)=Testy McTesterton However, I would suggest that a better approach is to make use of ChangeEdit's differencing ability to make your life easy. Save a copy of the original UTC and a copy of your edited UTC. Then allow ChangeEdit to compare them and determine the changes: Don't forget to set the appropriate destination if it needs to be injected into a MOD. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted December 3, 2018 (edited) Welp, I believe I have done pretty much anything needs to be done; as seen in the screencap here: But still, the patched UTC have its "First Name" field blanked-out. I have done either manually arranging the change.ini or let the patcher generate them automatically. Edit: Wait, I'm redoing the attempt with "FirstName(strref)=-1" now. Edit2: Nope. Still blanked-out. Pretty sure something needs to be done with the TLK then [I was hoping to dodge a bullet without doing ones]. Edited December 3, 2018 by ebmar Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted December 3, 2018 Setting that, like so: [mycreature.utc] FirstName(strref)=-1 FirstName(lang0)=Custom Name should be enough, in theory. What does the TSLPatcher log say? Try using the latest exe from K1CP as that has a more verbose output. As an aside, I am curious as to why you are injecting into a RIM. You should pretty much never do that, aside from those couple of cases where MODs don't work. Is the Endar Spire one of those? Quote Share this post Link to post Share on other sites
ebmar 893 Posted December 3, 2018 42 minutes ago, DarthParametric said: Setting that, like so: [mycreature.utc] FirstName(strref)=-1 FirstName(lang0)=Custom Name should be enough, in theory. Yeah, that's what I thought too. 🤔 Quote What does the TSLPatcher log say? Try using the latest exe from K1CP as that has a more verbose output. On this attempt I am using the exe which came from K1CP indeed, and there weren't any sign of failure with the patching process. Here's a screencap of the log: Attached in line are the changes.ini and installlog.rtf of the said attempt; for troubleshooting purpose- if you don't mind: changes_installlog_TS.7z Quote As an aside, I am curious as to why you are injecting into a RIM....Is the Endar Spire one of those? I injected it into a RIM because I can't seem to find the module for the Endar Spire, in particular; assuming that a RIM pretty much works the same as MOD, hence the injection then. 😁 Quote You should pretty much never do that, aside from those couple of cases where MODs don't work. If you don't mind explaining; what's the worst case scenario that potentially came with it? Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted December 3, 2018 MODs are not vanilla files. You have to create them yourself. You extract all the files from the vanilla xxx.rim and xxx_s.rim for a given module, then use the ERF/RIM Editor to pack them as a MOD. Once you alter a RIM, you no longer have a vanilla copy of the module. That can taint any future mod work. And if you lose the backup or subsequently install additional files over the top of it, you'll likely need to reinstall to revert to a vanilla state. Edit: You can also try setting LogLevel=4 in changes.ini, which enables debug logging. That might provide more useful info. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted December 3, 2018 53 minutes ago, DarthParametric said: MODs are not vanilla files. You have to create them yourself. You extract all the files from the vanilla xxx.rim and xxx_s.rim for a given module, then use the ERF/RIM Editor to pack them as a MOD. Once you alter a RIM, you no longer have a vanilla copy of the module. That can taint any future mod work. And if you lose the backup or subsequently install additional files over the top of it, you'll likely need to reinstall to revert to a vanilla state. Thank you for the details! I haven't actually practiced with packing the MOD- but I will! Quote You can also try setting LogLevel=4 in changes.ini, which enables debug logging. That might provide more useful info. Nice! Haven't thought that there was this detailed feature on the patcher. Anyway, here is attached; the log with debug logging enabled: installlog_debug.7z and a screenshot for convenience's sake: Spoiler Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted December 3, 2018 You could try this. Not sure if it will work: Spoiler ; =====================================================[v1.0.5b1]==== ; TSLPATCHER - GENERATED MODIFICATIONS FILE (12/2/2018) ; =================================================================== ; This file is automatically generated and as such has no formatting ; to speak of. You can insert blank lines between sections (but NOT ; between keys within a section!) and add comment lines starting ; with semicolon to make it more readable without breaking anything. ; ------------------------------------------------------------------- [Settings] FileExists=1 WindowCaption=[K1] Sith Ass' on Endar Spire [TSLPort] v1.0.0 ConfirmMessage=N/A LogLevel=3 InstallerMode=1 BackupFiles=1 PlaintextLog=0 LookupGameFolder=0 LookupGameNumber=2 SaveProcessedScripts=0 [TLKList] [InstallList] install_folder0=Override [2DAList] Table0=heads.2da Table1=appearance.2da [GFFList] File0=n_sithsoldier003.utc [CompileList] [SSFList] ; =================================================================== [heads.2da] AddRow0=heads_row_107_0 [heads_row_107_0] head=TSL_darkjh01 2DAMEMORY1=RowIndex [appearance.2da] AddRow0=appearance_row_tsl_es_sith_ass_mal_01_0 [appearance_row_tsl_es_sith_ass_mal_01_0] label=TSL_ES_Sith_Ass_Mal_01 walkdist=1.813 rundist=3.96 driveanimwalk=1.813 driveanimrun=3.96 modeltype=B normalhead=2DAMEMORY1 modela=TSL_darkjmidm texa=TSL_DarkJMidM envmap=DEFAULT bloodcolr=S wing_tail_scale=1 moverate=NORM driveaccl=50 drivemaxspeed=5.4 hitradius=0.25 perspace=0.35 creperspace=0.4 height=1 targetheight=l abortonparry=0 racialtype=20 haslegs=1 hasarms=1 footstepvolume=1 sizecategory=3 perceptiondist=9 footsteptype=1 soundapptype=0 headtrack=0 head_arc_h=30 head_arc_v=15 hitdist=1 prefatckdist=1.4 groundtilt=0 body_bag=2 2DAMEMORY2=RowIndex [n_sithsoldier003.utc] !Destination=modules\end_m01aa_s.rim !ReplaceFile=0 FirstName(strref)=-1 SoundSetFile=41 FeatList\3\Feat=39 FeatList\4\Feat=40 FeatList\5\Feat=41 FeatList\6\Feat=42 FeatList\7\Feat=43 AddField0=SithAssName AddField1=gff_n_sithsoldier003_FeatList_10_1 AddField2=gff_n_sithsoldier003_FeatList_11_1 ClassList\0\Class=3 Equip_ItemList\0\EquippedRes=g_w_shortsbr02 AddField2=gff_n_sithsoldier003_Dropable_1 Comment=Room 7 Sith Assassin Appearance_Type=2DAMEMORY2 [SithAssName] FieldType=ExoLocString Path=FirstName Label= lang0=Sith Assassin [gff_n_sithsoldier003_FeatList_10_1] FieldType=Struct Path=FeatList Label= TypeId=1 AddField0=gff_n_sithsoldier003_Feat_2 [gff_n_sithsoldier003_Feat_2] FieldType=Word Label=Feat Value=55 [gff_n_sithsoldier003_FeatList_11_1] FieldType=Struct Path=FeatList Label= TypeId=1 AddField0=gff_n_sithsoldier003_Feat_3 [gff_n_sithsoldier003_Feat_3] FieldType=Word Label=Feat Value=93 [gff_n_sithsoldier003_Dropable_1] FieldType=Byte Path=Equip_ItemList\0 Label=Dropable Value=0 [install_folder0] Replace0=TSL_darkjh01.mdl Replace1=TSL_darkjh01.mdx Replace2=TSL_DarkJH01.tpc Replace3=TSL_darkjmidm.mdl Replace4=TSL_darkjmidm.mdx Replace5=TSL_DarkJMidM01.tpc Quote Share this post Link to post Share on other sites
ebmar 893 Posted December 3, 2018 23 minutes ago, DarthParametric said: You could try this. Not sure if it will work: Reveal hidden contents ; =====================================================[v1.0.5b1]==== ; TSLPATCHER - GENERATED MODIFICATIONS FILE (12/2/2018) ; =================================================================== ; This file is automatically generated and as such has no formatting ; to speak of. You can insert blank lines between sections (but NOT ; between keys within a section!) and add comment lines starting ; with semicolon to make it more readable without breaking anything. ; ------------------------------------------------------------------- [Settings] FileExists=1 WindowCaption=[K1] Sith Ass' on Endar Spire [TSLPort] v1.0.0 ConfirmMessage=N/A LogLevel=3 InstallerMode=1 BackupFiles=1 PlaintextLog=0 LookupGameFolder=0 LookupGameNumber=2 SaveProcessedScripts=0 [TLKList] [InstallList] install_folder0=Override [2DAList] Table0=heads.2da Table1=appearance.2da [GFFList] File0=n_sithsoldier003.utc [CompileList] [SSFList] ; =================================================================== [heads.2da] AddRow0=heads_row_107_0 [heads_row_107_0] head=TSL_darkjh01 2DAMEMORY1=RowIndex [appearance.2da] AddRow0=appearance_row_tsl_es_sith_ass_mal_01_0 [appearance_row_tsl_es_sith_ass_mal_01_0] label=TSL_ES_Sith_Ass_Mal_01 walkdist=1.813 rundist=3.96 driveanimwalk=1.813 driveanimrun=3.96 modeltype=B normalhead=2DAMEMORY1 modela=TSL_darkjmidm texa=TSL_DarkJMidM envmap=DEFAULT bloodcolr=S wing_tail_scale=1 moverate=NORM driveaccl=50 drivemaxspeed=5.4 hitradius=0.25 perspace=0.35 creperspace=0.4 height=1 targetheight=l abortonparry=0 racialtype=20 haslegs=1 hasarms=1 footstepvolume=1 sizecategory=3 perceptiondist=9 footsteptype=1 soundapptype=0 headtrack=0 head_arc_h=30 head_arc_v=15 hitdist=1 prefatckdist=1.4 groundtilt=0 body_bag=2 2DAMEMORY2=RowIndex [n_sithsoldier003.utc] !Destination=modules\end_m01aa_s.rim !ReplaceFile=0 FirstName(strref)=-1 SoundSetFile=41 FeatList\3\Feat=39 FeatList\4\Feat=40 FeatList\5\Feat=41 FeatList\6\Feat=42 FeatList\7\Feat=43 AddField0=SithAssName AddField1=gff_n_sithsoldier003_FeatList_10_1 AddField2=gff_n_sithsoldier003_FeatList_11_1 ClassList\0\Class=3 Equip_ItemList\0\EquippedRes=g_w_shortsbr02 AddField2=gff_n_sithsoldier003_Dropable_1 Comment=Room 7 Sith Assassin Appearance_Type=2DAMEMORY2 [SithAssName] FieldType=ExoLocString Path=FirstName Label= lang0=Sith Assassin [gff_n_sithsoldier003_FeatList_10_1] FieldType=Struct Path=FeatList Label= TypeId=1 AddField0=gff_n_sithsoldier003_Feat_2 [gff_n_sithsoldier003_Feat_2] FieldType=Word Label=Feat Value=55 [gff_n_sithsoldier003_FeatList_11_1] FieldType=Struct Path=FeatList Label= TypeId=1 AddField0=gff_n_sithsoldier003_Feat_3 [gff_n_sithsoldier003_Feat_3] FieldType=Word Label=Feat Value=93 [gff_n_sithsoldier003_Dropable_1] FieldType=Byte Path=Equip_ItemList\0 Label=Dropable Value=0 [install_folder0] Replace0=TSL_darkjh01.mdl Replace1=TSL_darkjh01.mdx Replace2=TSL_DarkJH01.tpc Replace3=TSL_darkjmidm.mdl Replace4=TSL_darkjmidm.mdx Replace5=TSL_DarkJMidM01.tpc Nope. Not working either. Here's a warning that were encountered in the process: Observed by the log it seems to be necessary to add a reference to the [dialog?] TLK. Ain't sure about that too, but most likely. 🤔 I'll try to fiddle with the TLK and see if something can came out of it. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted December 3, 2018 You'd be better off just replacing the UTC outright. Quote Share this post Link to post Share on other sites
ebmar 893 Posted December 4, 2018 14 hours ago, DarthParametric said: You'd be better off just replacing the UTC outright. Hahah, yeah- that's what I did locally. Although that method seems to be not so preferable for a release version. 🤔 Anyways; finally, I get to patch the "FirstName" field properly, by creating a new 'append.tlk' which inside it is a new entry to be pointed as reference for the StrRef. The "FirstName(strref)" value will be StrRef0 then, to link with the append.tlk's tokens. Here's the attached log and the working INI to take a look at: installlog_changes_Working_Patch.7z and a screenshot of the log which quite explain the patching process: Spoiler Nice to know that append.tlk work in similar fashion to 2DAMEMORY. Quote The StrRef field is a dialog.tlk reference. And many thanks for this information in particular; it helps me a lot with guessing which part should is necessary to be inspected. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted December 4, 2018 2 minutes ago, ebmar said: Although that method seems to be not so preferable for a release version. I would recommend overwriting a UTC every time over touching the TLK. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted December 4, 2018 Just now, DarthParametric said: I would recommend overwriting a UTC every time over touching the TLK. Make sense for custom-based mods; which the author wants the mod to works 100% as it was designed for. 🤔 Thanks for the heads-up! Quote Share this post Link to post Share on other sites