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Kotor Mod Manager


cchargin

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Posted

Hello all,

 

Maybe Im just reaching here, But would it be possible for KMM to create log detailing the differences between conflicting files.

hmmm. I will have to take a look at the scripts made by tk102. Fortunately he uses Perl also. This just might be possible.

 

What I would like to be able to do is create a .kmm file for a mod (like a weapon) and specify just the files required to install that one weapon with out installing everything in the folder which may contain multiple weapons or items

Yes, this is something I am looking at. Right now you can only do this if you put the files in a separate directory and treat it as a separate mod.

 

I've once again done a small newsbit over at http://www.rpgdot.com in which, among other things, I did a "plug" for your Mod Manager.

Thank you!

Posted
Originally posted by cchargin

Yes, this is something I am looking at. Right now you can only do this if you put the files in a separate directory and treat it as a separate mod.

 

Hmm. That does work If you create the kmm for each mod separately first, then put all the mods in one folder. Cool :)

  • 1 month later...
Posted

Cchargin, just a little problem with KMM v0-2.

 

It's nothing really big, but was really apparent with my last 2 mods in generating a KMM file for them, any files with the .lip extension were wrongly listed as "Support Files" and not as "Mod Files" destined for the override.

 

The .lip files make the NPC's mouths move to their speech.

 

You need to make the next version of KMM add any files with the .lip extension, if found, into the override as well.

 

Thanks Cchargin! :D

Posted

Hello,

 

Ah, thank you! I also found 1 other file type that was missing a few days ago (it was .ndb).

 

Anyone out there find any others that are missing?

Posted

Hello Cchargin,

 

Just so you know .ndb files aren't necissary, they are an extra file generated by HazardX's script compiler, along with the scripts actual compiled .nss, and aren't necissary for the mod to run, probably a holdover from NWN.

 

Thanks Cchargin! :D

Posted
Originally posted by RedHawke

Hello Cchargin,

 

Just so you know .ndb files aren't necissary, they are an extra file generated by HazardX's script compiler, along with the scripts actual compiled .nss, and aren't necissary for the mod to run, probably a holdover from NWN.

 

Thanks Cchargin! :D

 

Yup, just for your info, this is what i found at nwn forums concerning .ndb files: http://nwn.bioware.com/forums/viewtopic.html?topic=233328&forum=63

 

For the readmes included in the mod packages, I have a few of them in html instead of txt but it's nothing dramatic.

Posted

Thank you God for puting this full bore leagnd in the makeing in this forum to make such a needed mod.

 

CC as Head the RoughRider Clan I give the blessings of Master Hybris the Warsmith, Master Athena Goddess of Stealth, and Master Hefaistos God of Assults.

 

Good Luck and Godspeed for all of your mods.

 

P.S I will be Watching for your work!

Posted

Hello,

 

Thank you God for puting this full bore leagnd in the makeing in this forum to make such a needed mod. CC as Head the RoughRider Clan I give the blessings of Master Hybris the Warsmith, Master Athena Goddess of Stealth, and Master Hefaistos God of Assults. Good Luck and Godspeed for all of your mods. P.S I will be Watching for your work!

 

And some people think that getting money for their work is better than receiving posts like the one above! Fools.

 

Thanks Hybris I really appreciate your post.

 

Thanks to all in this forum for your support and kind words, these are what keep me coding.

Posted

Hello again Cchargin,

 

Just a couple more things to sort out with KMM. :D

 

KMM 0.2a is not putting .mod files into the KOTOR modules folder and that can cause some serious problems for new area mods as the .mod file needs to go into the KOTOR/modules directory instead of the override.

 

Also KMM 0.2a isn't recognizing(sp?) another type of modfile it is global.jrl and it is the file that contains all of the games journal entries and is needed in the override if a modder wants to add a quest or other Journal information on something like a recruited NPC. I totally forgot to tell you about this one from before with my Recruitable RedHawke Mod, as I had the global.jrl problem then as well.

 

Sorry Cchargin, I hate being the bearer of bug news... but if nobody tells you about things like this, they will never get fixed... right! :angel:

Posted

Hello,

 

Thanks for the info on .jrl files!

 

.mod file needs to go into the KOTOR/modules directory instead of the override

The problem here is that a .mod file can also go into the lips directory. KMM does not try to guess where files should go. That is why when you add a mod to KMM you can select the destination for each file. Even better is if the mod creator includes a .kmm file with their mod that already specifies where the files should go.

 

Sorry Cchargin, I hate being the bearer of bug news

Hey, no problem! That is one reason why I am here in the forums to get feedback and bug reports. Keep 'em coming!

Posted
Originally posted by cchargin

The problem here is that a .mod file can also go into the lips directory. KMM does not try to guess where files should go. That is why when you add a mod to KMM you can select the destination for each file. Even better is if the mod creator includes a .kmm file with their mod that already specifies where the files should go.

 

[Toy Story Aliens] OoooooHhhhhhh!!! [/Toy Story Aliens]

 

Sorry Cchargin... I totally forgot about the .lip files being stored in .mod form. :headbump

 

:D

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