Moderator note: Merged four different 'TSLPatcher help' threads into this one. ~M
Been trying to make the FLoating Saber Mod, compatible with TSL Patcher, here is my progress so far, if anyone knows where i can get this file already converted, please let me know, though I still need to know what im doing wrong, Or I will just be back here in the future asking the samw questions, when my Force power mod is ready for release.. P)
Here is my latest attempt at this, I had tried using the script compiler, and the "#2DAMEMORYx#" thing, but it refused to compile the script.. I kept getting compiled script not found error.. So I scrapped that idea, and went back to trying to do it another way... Though I feel that would have worked if only the script had compiled.. :(
Do I have to maybe use a "Token" for the impact script, because this is the only part I can't get to work.... That and even though these are all one power just 3 different levels of the power ie.(wound, choke, kill ) they are showing up as 3 independent powers, instead of in the same line in the levelup screen.. But the requirements seem to be working, you have to have the lesser one to gain the next one in the tier....
Anyways, if anyone who knows this program, would please look this over and see what im doing wrong, it would be most helpfull, im sure its something real easy, and stupid for me to be overlooking. Possibly not declaring the tokens before assigning them, but I tried doing that, through addcolumn, but I couldnt figure that way out either.. :(
I'm about to freak out over this, I would give up, but I have some mods in the making that are force powers as well, and plan to use this program for them as well, so I have to figure this out, it would be a shame to have to scrap my mod projects because I can't figure out the installer.. I guress I could always go manual, but thats such a pain, especiall like a year from now when I want to use the mods, I will have to relearn everything just to use them, and I would much rather just be able to click install, and be done with it.. At any rate here is the code so far...
; ================================================== =================
; TSLPATCHER - GENERATED MODIFICATIONS FILE (5/16/2006)
; ================================================== =================
; 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
ConfirmMessage=N/A
LogLevel=3
InstallerMode=1
BackupFiles=1
PlaintextLog=0
WindowCaption=Install Force Saber Mod
[TLKList]
StrRef6=0
StrRef7=1
StrRef8=2
StrRef9=3
StrRef10=4
StrRef11=5
[2DAList]
Table0=spells.2da
[GFFList]
[CompileList]
[SSFList]
[InstallList]
install_folder0=override
; ================================================== =================
[spells.2da]
CopyRow0=Saber1
CopyRow1=Saber2
CopyRow2=Saber3
[install_folder0]
Replace0=d3_s_death.ncs
Replace1=d3_s_heart.ncs
Replace2=d3_s_spawn.ncs ; maybe something here, but there is no RowIndex
; in this file so I dont see how, its called by impact script....
Replace3=d3_s_ud.ncs
Replace5=d3_saber1.tga
Replace6=d3_saber1.utc
Replace7=d3_saber2.tga
Replace8=d3_saber3.tga
Replace9=d3_saber.utc ; I looked here but nothing to assign 2damemory to
Replace4=d3_saber_force.ncs ; this is the impact script, that isnt working.
[Saber1]
RowIndex=282
ExclusiveColumn=label
label=FORCE_POWER_D3_SABER_1
name=StrRef6
spelldesc=StrRef7
forcepoints=30
goodevil=-
usertype=1
guardian=10
consular=12
sentinel=12
weapmstr=18
jedimaster=12
watchman=12
marauder=18
sithlord=12
assassin=12
inate=12
maxcr=3
category=0x1808
range=P
iconresref=d3_saber1
impactscript=d3_saber_force
conjtime=170
conjanim=hand
casttime=1330
casthandvisual=v_con_dark
castsound=v_useforce
catchtime=0
proj=0
forcehostile=High()
forcepriority=0
dark_recom=62
light_recom=62
exclusion=0x00
requireitemmask=0x0000
forbiditemmask=0x0000
pips=1
hostilesetting=1
formmask=0x00
2DAMEMORY1=RowIndex
[Saber2]
RowIndex=283
ExclusiveColumn=label
label=FORCE_POWER_D3_SABER_2
name=StrRef8
spelldesc=StrRef9
forcepoints=35
goodevil=-
usertype=1
guardian=22
consular=18
sentinel=18
weapmstr=22
jedimaster=18
watchman=18
marauder=22
sithlord=18
assassin=18
inate=18
maxcr=6
category=0x1808
range=P
iconresref=d3_saber1
impactscript=d3_saber_force
conjtime=170
conjanim=hand
casttime=1330
casthandvisual=v_con_dark
castsound=v_useforce
catchtime=0
proj=0
forcehostile=high()
forcepriority=0
dark_recom=63
light_recom=63
exclusion=0x00
requireitemmask=0x0000
forbiditemmask=0x0000
pips=2
hostilesetting=1
formmask=0x00
prerequisites=2DAMEMORY1
2DAMEMORY2=RowIndex
[Saber3]
RowIndex=284
ExclusiveColumn=label
label=FORCE_POWER_D3_SABER_3
name=StrRef10
spelldesc=StrRef11
forcepoints=40
goodevil=-
usertype=1
guardian=26
consular=22
sentinel=22
weapmstr=26
jedimaster=22
watchman=22
marauder=26
sithlord=22
assassin=22
inate=22
maxcr=9
category=0x1808
range=P
iconresref=d3_saber1
impactscript=d3_saber_force
conjtime=170
conjanim=hand
casttime=1330
casthandvisual=v_con_dark
castsound=v_useforce
catchtime=0
proj=0
forcehostile=high()
forcepriority=0
dark_recom=64
light_recom=64
exclusion=0x00
requireitemmask=0x0000
forbiditemmask=0x0000
pips=3
hostilesetting=1
formmask=0x00
prerequisites=2DAMEMORY2
2DAMEMORY3=RowIndex
Here is my latest attempt at this, I had tried using the script compiler, and the "#2DAMEMORYx#" thing, but it refused to compile the script.. I kept getting compiled script not found error.. So I scrapped that idea, and went back to trying to do it another way... Though I feel that would have worked if only the script had compiled.. :(
Using the compile function should work for something like this. Which version of TSLPatcher and the script compiler are you using? There have been some problems under certain conditions with past versions that hopefully should be fixed in the last one (TSLPatcher v1.2.7b4, ChangeEdit v1.0.4b2 and the tk102 version of nwnnsscomp).
Further, does the mod use any include files in any of the scripts? If so, make sure all the necessary include files are present in the same folder as the script NSS file (usually tslpatchdata).
The INI config file you posted didn't contain any entries in the CompileList section so I'm not sure how you set that up. If you need to have tokens replaced in an include file you must add the include file to the list before adding the scripts that include the file, since they are processed in the order they are listed. Also make sure you only add NSS files to the CompileList and not NCS files.
I did spot one problem in the INI you posted though. You are using "Copy Row" rather than "Add Row" to add the new rows to the spells.2da file, but you are using rows that don't exist within the standard spells.2da file as source/blueprint for the copy operation. Normal spells.2da ends at line 281, but you use line 282, 283 and 284 as the row that should be copied into a new one. Either set it to a row that exists within the standard spells.2da file, or use "Add Row" instead to add a new line.
If you set the "Log Level" (in the Settings section) to 4 the TSLPatcher will display more detailed debugging messages of what it does when run. It can be helpful to figure out what's going on if something doesn't work.
Also, to further aid when debugging the script compiling thing you can open your changes.ini file with Notepad and, at the end of the [Settings] section add this key...
SaveProcessedScripts=1
...which I've forgotten to add to the ChangeEdit application. It will make the TSLPatcher save a copy of any token-processed scripts it uses to compile in a special "debug" folder. You can use this to check that the tokens are properly substituted in the scripts.
Using the compile function should work for something like this.
(Edited for space saving...)
You can use this to check that the tokens are properly substituted in the scripts.
yeah, I am using the latest version, and I do believe I had all the include files in the tslpatchdata folder, it had compiled a couple of times, but whenever I set the 2damemory values rather than 282, 283, and 284 (default values found in the original mod ) it would error out, so I seem to have found a bug, but i will double check here in a minute to be sure I got them all, ...
yeah the compile list wasnt setup like that this go around, I was trying to work around the bug, I have seen other mods do this, or at least in their source they had values such as 282, they might have used 2damemory to compile with the installer, for a reference of what I mean look at D3's Choke anyone installer and scripts it does it like im trying to do it, but it might be a simpler mod that it doesnt matter where those values are set... Not sure..
But I figured the compiler was the way to go.. Also I had originally used addrow instead of copyrow, but I seen that you used it in your mod ( high level force powers 2.0) when using it for an example, but that must have been because it was an update.. So I will try switching that back as well..
alright well, i will try your suggestions, it will be a little while to I post back, hour tops, I am taking a little break, that was becoming frustrating,...
Anyways, its a great tool, I just need to figure it out, and I really appreciate you taking time to help me. I use your mods all the time, its the first thing I install, the force powers, and I just came across your enhanced AI, Im testing it out..
Well again thank you for all cool mods and tools, and for your help.. Hopefully I can get this sorted.. :)
edit... Got it all running but the script compile error problem.. Other than that it appears to be working right.. the script is right out of the source for the mod, all I did was add the tokens.....
From what I am reading it looks like I might have accidentally erased a closing bracket, is that what that error means, if so I think this might finally work... I will try that.. till ya get back with me..
• Installation started 5/18/2006 8:23:11 AM...
• Loading StrRef token table...
• 6 StrRef tokens found and indexed.
• Install path set to C:\Program Files\LucasArts\SWKotOR2\.
• Appending strings to TLK file C:\Program Files\LucasArts\SWKotOR2\dialog.tlk
• Appending new entry to dialog.tlk, new StrRef is 136388
• Appending new entry to dialog.tlk, new StrRef is 136389
• Appending new entry to dialog.tlk, new StrRef is 136390
• Appending new entry to dialog.tlk, new StrRef is 136391
• Appending new entry to dialog.tlk, new StrRef is 136392
• Appending new entry to dialog.tlk, new StrRef is 136393
• Saving unaltered backup copy of dialog.tlk file in C:\Documents and Settings\Fearless Wretch\Desktop\Kotor Modding\Projects\Floating Sabers\backup\
• dialog.tlk file updated with 6 new entries.
• Modifying file "spells.2da" found in Override folder...
• Adding new row (index 307) to 2DA file spells.2da...
• Setting added row column forcehostile to next HIGHEST value 48.
• Found a 2DAMEMORY1 token! Storing value "307" from 2da to memory...
• Adding new row (index 308) to 2DA file spells.2da...
• Found a 2DAMEMORY1 value, substituting with value "307" in memory...
• Setting added row column forcehostile to next HIGHEST value 49.
• Found a 2DAMEMORY2 token! Storing value "308" from 2da to memory...
• Adding new row (index 309) to 2DA file spells.2da...
• Found a 2DAMEMORY2 value, substituting with value "308" in memory...
• Found a 2DAMEMORY3 token! Storing value "309" from 2da to memory...
• Saving unaltered backup copy of spells.2da in C:\Documents and Settings\Fearless Wretch\Desktop\Kotor Modding\Projects\Floating Sabers\backup\spells.2da
• Updated 2DA file C:\Program Files\LucasArts\SWKotOR2\override\spells.2da.
• Modifying and compiling scripts...
• Replacing tokens in script d3_saber_force.nss...
• Compiling modified script d3_saber_force.nss...
• NWNNSSComp says: Compiling: C:\Documents and Settings\Fearless Wretch\Desktop\Kotor Modding\Projects\Floating Sabers\tslpatchdata\d3_saber_force.nss
• NWNNSSComp says: C:\Documents and Settings\Fearless Wretch\Desktop\Kotor Modding\Projects\Floating Sabers\tslpatchdata\d3_saber_force.nss(80): Error: Syntax error at "}"
• NWNNSSComp says: Compilation aborted with errors
• NWNNSSComp says: Total Execution time = 47 ms
• Error: Unable to find compiled version of file, d3_saber_force.nss! The compilation probably failed. Skipping...
• Installing unmodified files...
• Copying file d3_s_death.ncs to the override folder...
• Copying file d3_s_heart.ncs to the override folder...
• Copying file d3_s_spawn.ncs to the override folder...
• Copying file d3_s_ud.ncs to the override folder...
• Copying file d3_saber1.tga to the override folder...
• Copying file d3_saber1.utc to the override folder...
• Copying file d3_saber2.tga to the override folder...
• Copying file d3_saber3.tga to the override folder...
• Copying file d3_saber.utc to the override folder...
• Done. Some changes may have been applied, but 1 errors were encountered!
[code]
int FORCE_POWER_D3_SABER1 =
#2DAMEMORY1#;
int FORCE_POWER_D3_SABER2 =
#2DAMEMORY2#;
int FORCE_POWER_D3_SABER3 =
#2DAMEMORY3#;
#include "k_inc_debug"
#include "k_inc_utility"
void SpawnSabers(string sTemp)
{
object oSaber =
CreateObject(OBJECT_TYPE_CREATURE,
sTemp, GetLocation(OBJECT_SELF));
SetLocalNumber(oSaber, 1, 0);
}
void main()
{
int nSpell = GetSpellId();
if (nSpell == FORCE_POWER_D3_SABER1)
{
if(IsDark()==TRUE)
{
SpawnSabers("d3_saber1");
}
else
{
SpawnSabers("d3_saber");
}
return;
}
if (nSpell == FORCE_POWER_D3_SABER2)
{
if(IsDark()==TRUE)
{
SpawnSabers("d3_saber1");
SpawnSabers("d3_saber1");
}
else
{
SpawnSabers("d3_saber");
SpawnSabers("d3_saber");
}
return;
}
if (nSpell == FORCE_POWER_D3_SABER3)
{
if(IsDark()==TRUE)
{
SpawnSabers("d3_saber1");
SpawnSabers("d3_saber1");
SpawnSabers("d3_saber1");
}
else
{
SpawnSabers("d3_saber");
SpawnSabers("d3_saber");
SpawnSabers("d3_saber");
}
return;
}
}
}
return;
}
} [code/]
Well that mystery is solved, old D3 got a little close crazy in the source file, 11 opens and 14 close brackets, lol... I fixed them up, and it compiled, now to see if it works in game, now that all that is sorted... :)
F'ing bout time, It finally accesses the script, and the power works, now, how do I make it tier properely, only 1 level of the power showed up.. it should go like this.. (/me makes crude diagram)
Right now only Tier 1 is appearing..
Wound, --> Choke, --> Kill, <---- reference to what I mean...
Tier1, -> Tier2, --> Tier3, instead of this, when it work I was getting this..
each of them showing up on their own line like below..
-------------------------------------------
example...
Tier1 <--- Force Saber I
Tier2 <--- Force Saber II
Tier3 <--- Force Saber III
---------------------------
But as I said only ( Force Saber I ) is showing up now, I might have messed up my prerequisites, but when i had them "right" it was like the example above...
So any ideas...
BTW thanks a whole lot for helping get this into the game, that was driving me mad, and to see it actually working, was.. a relief to say the least.. :)
after this little problem I just have to tidy up the descriptions a bit, add the levels, prerequisites, and better descriptions, I just have placeholder info for now... then this mod is complete, I will then probably email it to the original author to go over and change as they see fit, and hopefully get it posted for others to use, I like the power, its very cool... So I assume some other ppl might want it too, now that its compatible with your force power mods.. And any other mods that use spells.2da ... :)
But I leave that up to the original author, if not I will just keep it for my own personal use, and to help with my force power mods I am making....
Anyways.. Enough ramblings from me, im just hyped I got this working finally, its been like 2 days since I started... lol.. :)
For anybody else having trouble with the patcher, and this type of mod, I will post my working changes.ini
Hopefully it will help someone else out.. I know I will be referencing it in the future... :)
[/code]
; ================================================== =================
; TSLPATCHER - GENERATED MODIFICATIONS FILE (5/16/2006)
; ================================================== =================
; 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
ConfirmMessage=N/A
LogLevel=4
InstallerMode=1
BackupFiles=1
PlaintextLog=0
WindowCaption=Install Force Saber Mod
[TLKList]
StrRef6=0
StrRef7=1
StrRef8=2
StrRef9=3
StrRef10=4
StrRef11=5
[2DAList]
Table0=spells.2da
[GFFList]
[CompileList]
Replace0=d3_saber_force.nss
[SSFList]
[InstallList]
install_folder0=override
; ================================================== =================
[spells.2da]
AddRow0=spells_row_force_power_d3_saber_1_0
AddRow1=spells_row_force_power_d3_saber_2_0
AddRow2=spells_row_force_power_d3_saber_3_0
[install_folder0]
Replace0=d3_s_death.ncs
Replace1=d3_s_heart.ncs
Replace2=d3_s_spawn.ncs
Replace3=d3_s_ud.ncs
Replace5=d3_saber1.tga
Replace6=d3_saber1.utc
Replace7=d3_saber2.tga
Replace8=d3_saber3.tga
Replace9=d3_saber.utc
[spells_row_force_power_d3_saber_1_0]
ExclusiveColumn=label
label=FORCE_POWER_D3_SABER_1
name=StrRef6
spelldesc=StrRef7
forcepoints=30
goodevil=-
usertype=1
guardian=18
consular=12
sentinel=12
weapmstr=18
jedimaster=12
watchman=12
marauder=18
sithlord=12
assassin=12
inate=12
maxcr=3
category=0x1808
range=P
iconresref=d3_saber1
impactscript=d3_saber_force
conjtime=170
conjanim=hand
castanim=self
casttime=1330
casthandvisual=v_con_dark
castsound=v_useforce
catchtime=0
proj=0
itemimmunity=0
forcehostile=high()
forcepriority=0
dark_recom=62
light_recom=62
exclusion=0x00
requireitemmask=0x0000
forbiditemmask=0x0000
pips=1
hostilesetting=1
formmask=0x00
2DAMEMORY1=RowIndex
[spells_row_force_power_d3_saber_2_0]
ExclusiveColumn=label
label=FORCE_POWER_D3_SABER_2
name=StrRef8
spelldesc=StrRef9
forcepoints=35
goodevil=-
usertype=1
prerequisites=2DAMEMORY1
guardian=22
consular=18
sentinel=18
weapmstr=22
jedimaster=18
watchman=18
marauder=22
sithlord=18
assassin=18
inate=18
maxcr=6
category=0x1808
range=P
iconresref=d3_saber2
impactscript=d3_saber_force
conjtime=170
conjanim=hand
castanim=self
casttime=1330
casthandvisual=v_con_dark
castsound=v_useforce
catchtime=0
proj=0
itemimmunity=0
forcehostile=high()
forcepriority=1
dark_recom=63
light_recom=63
exclusion=0x00
requireitemmask=0x0000
forbiditemmask=0x0000
pips=2
hostilesetting=1
formmask=0x00
2DAMEMORY2=RowIndex
[spells_row_force_power_d3_saber_3_0]
ExclusiveColumn=label
label=FORCE_POWER_D3_SABER_3
name=StrRef10
spelldesc=StrRef11
forcepoints=40
goodevil=-
usertype=1
prerequisites=2DAMEMORY2
guardian=26
consular=22
sentinel=22
weapmstr=26
jedimaster=22
watchman=22
marauder=26
sithlord=22
assassin=22
inate=22
maxcr=9
category=0x1808
range=P
iconresref=d3_saber3
impactscript=d3_saber_force
conjtime=170
conjanim=hand
castanim=self
casttime=1330
casthandvisual=v_con_dark
castsound=v_useforce
catchtime=0
proj=0
itemimmunity=0
forcehostile=32
forcepriority=2
dark_recom=64
light_recom=64
exclusion=0x00
requireitemmask=0x0000
forbiditemmask=0x0000
pips=3
hostilesetting=1
formmask=0x00
2DAMEMORY3=RowIndex
[code/]
On a side note, and a little off topic, I have compiled all the available bug fixes for the game, at least that I could hunt down. these are very hard to find, I did some complaining over at the TSLRP and some other ppl pitched in and we got the links back up to most of them,
I found a few scattered around the net, anyways I compiled them into an un-official patch, if someone would like to host this I could email it them, its has them all compiled, and as individual files as well, in case you already have one of the fixes implemented through another mod, just figured I would offer.. Its mainly broken quiest fixes, a few fixed items like the cyan light saber fix, the nihilus cutscene fix, I just remember I googled for hours with no luck trying to find these fixes, so it might be goood to host them, on maybe pcgamemods, or at the holowan labs downloads page along with the tools, and stuff..
Anyways, about this current little project, if you can help me get it finished that would be great, I just need the powers to show up properly in the level-up menu, only the first tier is showing up, and the 2damemory values on the prerequisites seem fine. So I am at loss as to why only one of them shows up now, but it works, so thats a plus... Anyways, im going to sleep, been up all night working on this, and im tired..
SO get back to me, on a possible fix for the tier problem, my most recent working changes.ini is in the above post.. and if someone wants to host the fixes PM me your email and I will send them to you, if not I will look into putting them on pcgamemods or lucasfiles, I just have no idea how to go about it yet.. anyways... good nite, and thanks for helping get this far with my project.. :)
how do I make it tier properely, only 1 level of the power showed up.. it should go like this.. (/me makes crude diagram)
Right now only Tier 1 is appearing..
Wound, --> Choke, --> Kill, <---- reference to what I mean...
Tier1, -> Tier2, --> Tier3, instead of this, when it work I was getting this..
each of them showing up on their own line like below..
If I remember correctly (it's been a while since I looked at force powers) it's the forcehostile (for offensive powers) and forcefriendly (for defense/buff powers) column values that determines how the powers are grouped together. All powers that are supposed to belong to the same "family" should have the same value in this column. Then the pips value determines which order then come in, i.e. which power(s) become unavailable when a higher is picked.
As such you'll need to use high() for the forcehostile column of the first of the powers, then store the forcehostile value of that row in a 2DAMEMORY token, and then use that token on the remaining rows belonging to the same family (instead of high()).
Something like:
[spells_row_force_power_d3_saber_1_0]
(...snip...)
forcehostile=high()
(...snip...)
pips=1
(...snip...)
2DAMEMORY1=RowIndex
2DAMEMORY2=forcehostile
[spells_row_force_power_d3_saber_2_0]
(...snip...)
forcehostile=2DAMEMORY2
(...snip...)
pips=2
(...snip...)
2DAMEMORY3=RowIndex
[spells_row_force_power_d3_saber_3_0]
(...snip...)
forcehostile=2DAMEMORY2
(...snip...)
pips=3
(...snip...)
2DAMEMORY4=RowIndex
Right now only Tier 1 is appearing..
Wound, --> Choke, --> Kill, <---- reference to what I mean...
Tier1, -> Tier2, --> Tier3, instead of this, when it work I was getting this..
each of them showing up on their own line like below..
-------------------------------------------
example...
Tier1 <--- Force Saber I
Tier2 <--- Force Saber II
Tier3 <--- Force Saber III
---------------------------
But as I said only ( Force Saber I ) is showing up now, I might have messed up my prerequisites, but when i had them "right" it was like the example above...
So any ideas...
The reason that each are appearing on their own tier is because the forcehostile value is different for each entry in the spells.2da file. Evidently the high() token handled by TSLPatcher evaluates and increments each time it is seen rather than one time for all tokens. You can workaround this by explicitly specifying a common value for forcehostile, but this could result in mod incompatiblities.
See also this thread (
http://www.lucasforums.com/showthread.php?t=130898) for info about the spells.2da file.
@stoffe -mkb-, perhaps a new token similar to high() that is evaluated once could be provided as an alternative?
You beat me! And you provided a better workaround! :)
I have a version at home that uses the patcher. I just never released it as I was intending to release it only with the "learning the ways of the force" mod.
However, since the big mod is taking more time than expected, I could upload the updated version of saber mod with the tsl patcher tomorrow evening (not this evening as I have a crazy week :nut: ). The new version is also more balanced and a few effects have been reviewed :)
stoffe
Alright, well that should just about do it, I havent tried it yet, but Im guessing it will work as you have not lead me astray yet, :) I just woke up, not sure i wont go back to sleep for a little bit. then I will get it fixed.. Thanks again for helping out, this should help me alot in the future when using the patcher. :)
edit.. Your solution worked perfectly, everything is tiered properly, and in perfect working order, now for the fun part, using the powers, mhuahuhaha. :) :sithk
Darth333,
Hey, that works for me, saves me the trouble of having to do the fine tuning myself, I figured you might have a copy of this, but regardless I still needed to learn to use this program, and I think I should be able to use it, in any circumstance now, this mod seemed to take advantage of all the features, for the most part.
No need to rush, I understand ppl have other things to do, I'm cool now that I got this to work this far, I will probably finish it up, and keep it as a prototype, I was thinking since it uses .utc I could maybe use similar code to make some nifty powers, where I could summon other things, maybe a rancor just for fun. I am so addicted to powers, I swear, I will have to "rebalance" my classes with higher gains for my "consular, jedi master, and sith lord" classes just to keep up, I really am short on the power side now, like around 30+ and growing, :) Well thank you for helping me to resolve this,..
Again I thank everyone here who contributed. And keep making these awesome mods, and tools, they seriously rule, I have so many of them now, and once the TSL Restoration Project gets done, and the Droid Planet, with all these mods, well im looking forward to it.. Thanks..
Peace..
TSL Patcher, merges 2da files and any other files connected to it together so you dont need to do it manaully. handy, how and where do you get it? i dont want to merge so many files together just for 3 items!!! Please help or if you have a good solution please tell.
cheers
You can download TSLPatcher (
http://www.lucasforums.com/showthread.php?t=149285) at SWK (
http://www.starwarsknights.com/tools.php). However I can't reach the site today. Welcome to the Forums :)
Edit: I found the working download (
http://www.algonet.se/~stoffe/TSLPatcher128b6.rar) at author's page. It's version 1.2.8b6
Helooo!! :D
Thanks alot so this make me able to merge any files i want now without problems?
I made a brief appearance (
http://www.lucasforums.com/showthread.php?t=171667) on the forums a few months back, and have since been downloading mods to add content to my game and slowly tweaking things to how i like them. All the while i've been working on a small mod designed to allow thw Wrist Launcher to be used by any human player, and to make the item and ammo for it at a workbench. Up until now I'd completely forgotten that someone might want to download the mod, like i originally did.
So now i've downloaded TSLPatcher because i know many mods use the itemcreate.2da and feat.2da files and i want to make it compatible, but I've run into a problem while reading the instructions:
2.4. Copy all files that belong to your MOD into the tslpatchdata folder.
This step makes sense, but then the next step:
2.5. Extract UNALTERED copies of any 2da and standard game GFF format files you want the TSLPatcher to work with. put these files in the tslpatchdata folder
Doesn't. why would i over-write my mod files, to have original files in there? If i'm missing something obvious, please tell me, as i am mighty confused.
I made a brief appearance (
http://www.lucasforums.com/showthread.php?t=171667) on the forums a few months back, and have since been downloading mods to add content to my game and slowly tweaking things to how i like them.
Hello again! :waive1:
So now i've downloaded TSLPatcher because i know many mods use the itemcreate.2da and feat.2da files and i want to make it compatible, but I've run into a problem while reading the instructions:
I will be moving this to the Tools forum as this is about a modding tool... ;)
Doesn't. why would i over-write my mod files, to have original files in there? If i'm missing something obvious, please tell me, as i am mighty confused.
Ok, you don't actually need to move your modded 2da files to the tslpatchdata folder, just your other files. Extract fresh clean 2da files of the types you alter with your mod to the tslpatchdata folder...
You use the ChangeEdit program to set up how your 2da file was altered. So when it is installing your mod on the end-users end the Patcher looks into the current override folder for a 2da of the type it needs and alters that one, if it doesn't find a 2da of the type your mod uses then it copies the standard one from tslpatchdata to the users override then makes the alterations you indicated earlier.
The changes.ini file is the core file for TSLPatcher the ChangeEdit program makes and saves it in your tslpatchdata folder, and it is the file that holds the information on installing your mod and what files need to be edited and how.
I hope this helps. ;)
Thanks a bunch! I managed to make a tslpatcher installer for my mod, and now all i have to do is remember all my changes and stuff ><.
Ok, you don't actually need to move your modded 2da files to the tslpatchdata folder, just your other files. Extract fresh clean 2da files of the types you alter with your mod to the tslpatchdata folder...
This is true, I just wrote it like that to make it a bit simpler without having to sort through the files first to avoid forgetting any files that should just be copied to their intended location.
It's shorter to describe to just copy all the mod files there, and then overwrite the relevant ones with unaltered copies. :)
The unaltered copies in the tslpatchdata folder will only be used if the file to modify does not already exist at the install location (override or inside ERF/RIM file), or if the patcher has been told to overwrite existing files first. Otherwise those already found at the install location will be modified instead.
With this in mind never add any 2DA or GFF files that the TSLPatcher modifies to the InstallList portion of the configuration, otherwise the existing files will be overwritten and any changes lost. The patcher automatically moves the files to the install location if they don't already exist there before modifying.
(Just make sure you still have your modded copies of 2DA files, GFF files that should be altered etc elsewhere so you can use them with the ChangeEdit config utility to avoid doing some double work.)
I was wondering if it would be possible to patch a .rim file with the TSLPatcher. For example replacing the .git file in 003ebo with one you made with out having to open up or modify the .rim file at all. Is this possible or is it just not something the TSLPatcher supports yet. Thanks for the help everybody.:)
I was wondering if it would be possible to patch a .rim file with the TSLPatcher. For example replacing the .git file in 003ebo with one you made with out having to open up or modify the .rim file at all. Is this possible or is it just not something the TSLPatcher supports yet. Thanks for the help everybody.:)
This should be possible, though preferably you'd want to to modify the GIT file instead of completely replacing it, thus increasing the chances of keeping the mod compatible with others that also make changes to the GIT file.
The latest version of TSLPatcher can modify files within ERF or RIM files in a similar manner as it would modify files in the override folder, if instructed to do so.
Thanks Stoffe the feature works great in the TSLPatcher. Thanks again.:D
I dont understand how to use TSL patcher to install mods. when ever i try to install a mod with it (like stoffe's combat simulation arena) a small screen comes up. I know that small screen is to direct the path, but i cant find the lucasarts folder, so i cant install the mod. Please help! :(
Welcome to LucasForums relaxcheeze44.
If you installed it to the default directory then I would look like this.
C:\Program Files\LucasArts\SW KotOR
thanx alot Aratoeldar. this really helped. :)
No Problem. I'm glad I could help. :)
When I try to install mods with the TSL Patcher (the particular mod is the Super Skip Taris mod) and when I do, it says "Warning! Cannot locate the INI file 'changes.ini' with work instructions." I hit OK, and it said "Unable to load the instructions text! Make sure the 'tslpatchdata' folder containing the 'info.rtf' file is located in the same folder as this application".
The ReadMe didn't say anything about this. Does anybody know how to fix this?
Mod note: Merged thread with the older TSLPatcher Help thread to keep things more organized. ~M
Make sure you are pointing the patcher at the KotOR folder not the Override sub-folder
Yeah, but the problem is it won't even start to the point where it tells me what directory to install it to. As soon as I double click the exe file it gives me the above error messages.
Look in the tslpatchdata folder. Is there any file labeled 'info.rtf'?
Yeah, but the problem is it won't even start to the point where it tells me what directory to install it to. As soon as I double click the exe file it gives me the above error messages.
Iss the game on a different HHD/partition then your OS? Did you reinstall your OS after you installed the game?
Look in the tslpatchdata folder. Is there any file labeled 'info.rtf'?
In the zip, there are no folders. Just the exe file and all of data files. The info.rtf is among those files, though.
In the zip, there are no folders. Just the exe file and all of data files. The info.rtf is among those files, though.
That's why I hate .zip files and prefer .rar files.
.zip files don't maintain folder architecture when opening directly. You'll need to extract (not drag-n-drop) the contents of the zip file to a location.. your desktop is easiest. hopefully the mod was packed with a maintained folder architecture.
The problem is because the files (everything BUT the .exe) needs to be in a folder named "tslpatchdata" :)
That's why I hate .zip files and prefer .rar files.
.zip files don't maintain folder architecture when opening directly. You'll need to extract (not drag-n-drop) the contents of the zip file to a location.. your desktop is easiest. hopefully the mod was packed with a maintained folder architecture.
The problem is because the files (everything BUT the .exe) needs to be in a folder named "tslpatchdata" :)
I will try this, thank you person of chains and file formats.
I have a slight problem
I used the TSL patcher to get Kaevee into the game a selectable character and I followed a tutorial at KOTORFiles for adding your own selectable character with the TSLPatcher. When I install the file I get this messege:
Invalid memory token 2DAMEMORY4 assuming first memory slot
now I still have Kaevee in the game to use but right after her character is one with no head but with Kaevee's portrait. I can still play the game with the first Kaevee but how do I get rid of the headless one. I am assuming that this error messege is the cause of this. Any help would be appreciated
Thanks
Eefluxx
When I install the file I get this messege:
Invalid memory token 2DAMEMORY4 assuming first memory slot
This means the patcher instructions says to insert the value stored in 2DAMEMORY4 somewhere, but no value has been assigned to 2DAMEMORY4 to be used. There is something wrong in the installer configuration (changes.ini). Either you assign no value to 2DAMEMORY4, or you assign it after another instruction tries to use it.
Thanks Stoffe, I will go back thru the changes.ini and see where I screwed up then. Probably something simple I overlooked:)