ChAiNz.2da Posted July 28, 2005 Share Posted July 28, 2005 More like: Column = 2DAMEMORY1 Value = RowIndex ---------------- This sets the installer to "remember" what value it automatically gives the RowIndex THEN in your .uti file, it will assign the "remembered" number to your .uti's Subtype Property you've got the .uti portion correct Link to comment Share on other sites More sharing options...
mrdefender Posted July 28, 2005 Author Share Posted July 28, 2005 Like this? http://user.jediarchives.ca/defmods/tslpatcher03.jpg I obviously need to click the red arrow here to add it, but I want to make sure I'm adding the right stuff Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted July 28, 2005 Share Posted July 28, 2005 Originally posted by mrdefender Like this? but remember, it's always best to test it afterwards to make sure everything "took" Link to comment Share on other sites More sharing options...
mrdefender Posted July 28, 2005 Author Share Posted July 28, 2005 Alrighty. How does it look now? http://user.jediarchives.ca/defmods/changes.ini Link to comment Share on other sites More sharing options...
stoffe Posted July 28, 2005 Share Posted July 28, 2005 Originally posted by mrdefender Alrighty. How does it look now? (URI) Three things... 1) Remove the / in the filename for the override folder. It should be override instead of /override/. This is probably easiest to by opening changes.ini with Notepad since you only need to change the name in once place there. ChangeEdit is a bit clumsy for that kind of thing currently. 2) If you want to make it upgrade-safe to avoid duplicate lines in spells.2da if they already have your modified spells.2da from a previous version, open changes.ini with notepad. Search for the line that reads label=WristConsole. On a new line just above this line, add this line: ExclusiveColumn=label This will update an existing row in spells.2da with the column values rather than create a new row if a row with the label WristConsole already exist in the user's spells.2da file. (If the line doesn't exist it's added as instructed of course.) 3) You make the installer dump the readme-file in the user's override folder. While I suppose this is okay, it's probably easier to find if you put it in their game folder instead. Put .\ as the folder name in ChangeEdit if you want to install the file directly in the game folder. (Though if you do you probably want to name the file something more than just ReadMe since that doesn't tell what mod it belongs to.) Link to comment Share on other sites More sharing options...
mrdefender Posted July 28, 2005 Author Share Posted July 28, 2005 Ok, I did steps 1 thru 3, and updated the changes.ini file on my site.... how does it look now? http://user.jediarchives.ca/defmods/changes.ini Link to comment Share on other sites More sharing options...
stoffe Posted July 28, 2005 Share Posted July 28, 2005 Originally posted by mrdefender Ok, I did steps 1 thru 3, and updated the changes.ini file on my site.... how does it look now? http://user.jediarchives.ca/defmods/changes.ini As far as I can see at a quick glance that looks okay. But you might just as well had added a new row fresh rather than copy an existing one if you are going to modify all the columns anyway. But that's just nitpicking, should work either way. (Though if you want to be sure, make a fake install and check that everything is properly updated. Check in the TSLPatcher thread for instructions on how to fool the installer into accepting another folder than the game folder as install location.) Link to comment Share on other sites More sharing options...
mrdefender Posted July 29, 2005 Author Share Posted July 29, 2005 ARGH!!! Still doesn't work... :mad: *cries* why won't this work!!!!! The "install package" This is when I have NO spells.2da file in my override folder. • Installation started 7/28/2005 10:41:49 PM... • Copying file "spells.2da" to Override folder... • Updated 2DA file C:\Games\Kotor2\override\spells.2da. • Modifying GFF blueprints... • Copying file "wristconsole.uti" to Override folder... • Modifying GFF file wristconsole.uti... • Finished updating GFF file wristconsole.uti • Installing unmodified files... • Copying file dcc.uti to the override folder... • Copying file defmod_bench.ncs to the override folder... • Copying file defmod_giveitem.ncs to the override folder... • Copying file defmod_givepower.ncs to the override folder... • Copying file defmod_startduel.ncs to the override folder... • Copying file defmod_training.ncs to the override folder... • Copying file duelist_atton.utc to the override folder... • Copying file duelist_briana.utc to the override folder... • Copying file duelsaber.uti to the override folder... • Copying file itemscustom.2da to the override folder... • Copying file itemsdroids.2da to the override folder... • Copying file itemsgame.2da to the override folder... • Copying file itemsmedical.2da to the override folder... • Copying file itemsupgrade.2da to the override folder... • Copying file -seperator1-.uti to the override folder... • Copying file -seperator2-.uti to the override folder... • Copying file -seperator3-.uti to the override folder... • Copying file -seperator4-.uti to the override folder... • Copying file wristconsole.ncs to the override folder... • Copying file WristConsole.dlg to the override folder... • A file named wristconsole.uti already exists in the override folder. Skipping file... • Copying file defmod_wc_readme.txt to the Game folder... • Copying file defmod_wc_version.txt to the Game folder... • Done. Changes have been applied, but 1 warnings were encountered. This is what I have when I do have a spells.2da file in my override • Installation started 7/28/2005 10:43:06 PM... • Modifying file "spells.2da" found in Override folder... • Updated 2DA file C:\Games\Kotor2\override\spells.2da. • Modifying GFF blueprints... • Copying file "wristconsole.uti" to Override folder... • Modifying GFF file wristconsole.uti... • Invalid memory token 2DAMEMORY1 encountered, unable to insert a proper value in the 2da! • Finished updating GFF file wristconsole.uti • Installing unmodified files... • Copying file dcc.uti to the override folder... • Copying file defmod_bench.ncs to the override folder... • Copying file defmod_giveitem.ncs to the override folder... • Copying file defmod_givepower.ncs to the override folder... • Copying file defmod_startduel.ncs to the override folder... • Copying file defmod_training.ncs to the override folder... • Copying file duelist_atton.utc to the override folder... • Copying file duelist_briana.utc to the override folder... • Copying file duelsaber.uti to the override folder... • Copying file itemscustom.2da to the override folder... • Copying file itemsdroids.2da to the override folder... • Copying file itemsgame.2da to the override folder... • Copying file itemsmedical.2da to the override folder... • Copying file itemsupgrade.2da to the override folder... • Copying file -seperator1-.uti to the override folder... • Copying file -seperator2-.uti to the override folder... • Copying file -seperator3-.uti to the override folder... • Copying file -seperator4-.uti to the override folder... • Copying file wristconsole.ncs to the override folder... • Copying file WristConsole.dlg to the override folder... • A file named wristconsole.uti already exists in the override folder. Skipping file... • A file named defmod_wc_readme.txt already exists in the Game folder. Skipping file... • A file named defmod_wc_version.txt already exists in the Game folder. Skipping file... • Done. Some changes may have been applied, but 1 errors and 3 warnings were encountered! Link to comment Share on other sites More sharing options...
stoffe Posted July 29, 2005 Share Posted July 29, 2005 Originally posted by mrdefender ARGH!!! Still doesn't work... :mad: *cries* why won't this work!!!!! The "install package" This is when I have NO spells.2da file in my override folder. Remove wristconsole.uti from the list of Install files. It is already being put in override when the installer modifies the GFF, and should not be on the install list as well, or it will cause trouble (ie undoing the modifications the installer just made to the file by copying the unaltered version and overwriting the modified version with it.) Hmm, I should probably add some safety net in ChangeEdit preventing you from adding modified files to the Install files list as well. *puts on todo list...* Originally posted by mrdefender This is what I have when I do have a spells.2da file in my override Uh oh.... Oh hell... I'm very sorry about that, this appears to be a major goof-up on my part. Seems like I was using an older version of the Patcher class when I compiled the last version of TSLPatcher.exe... a version which didn't have the replace functionality implemented yet. (Must have happened when I made v1.1.3 to add the commandline feature, since I'd already started on v1.2 by then.) Download this update to the TSLPatcher.exe and use that instead, and this problem should go away. This should be the most up-to-date version of the Patcher again. Again, sorry for the headache I've caused you. I really should get more organized... Oh, and as for the two "file already exists" warning near the bottom, that's because you've already installed once so the readme-files are located in the game folder, but you haven't instructed the patcher to replace them. So it'll just skip copying them. If you want to get rid of the message for sure you could set it to replace those files, but it's no big deal since it'll only show up if you install again when the mod already has been installed. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted July 29, 2005 Share Posted July 29, 2005 OOPS! seems stoffe has fixed that... hehehe... The version I did below was made with the 1.14 version, not this latest update Hmm.. I think I may have found the problem... I noticed when making a changes.ini for your mod that if I put the entry: 2DAMEMORY1=RowLabel As the very first entry, I would get an error message when installing... when I put the entry at the very end of the list, everything worked fine..?? here's the final changes.ini I did that seemed to work. Though users will need to uninstall any previous versions of your mod before using this one: ; =================================================================== ; 2DA/TLK/GFF PATCHER - MODIFICATIONS FILE (7/25/2005) ; =================================================================== ; This file is automatically generated and as such has no formatting ; to speak of. You can insert blank lines between sections and add ; comment lines starting with semicolon without breaking anything. ; ------------------------------------------------------------------- ; Defender's Wrist Console > 1.1b > [url]http://jediarchives.ca/[/url] [settings] FileExists=1 WindowCaption=Defender's WristConsole 1.1 ConfirmMessage=Are you sure you want to install? Be sure if you have a spells.2da file, it is in your main override folder, NOT in a sub-folder. LogLevel=3 InstallerMode=1 BackupFiles=1 [TLKList] [2DAList] Table0=spells.2da [GFFList] File0=wristconsole.uti [installList] install_folder0=override ; =================================================================== [spells.2da] AddRow0=WristConsole [WristConsole] label=WristConsole forcepoints=0 goodevil=- usertype=4 guardian=0 consular=0 sentinel=0 weapmstr=0 jedimaster=0 watchman=0 marauder=0 sithlord=0 assassin=0 inate=1 maxcr=3 category=0x1808 range=T impactscript=wristconsole conjtime=170 conjanim=hand castanim=self casttime=1330 catchtime=0 proj=0 itemimmunity=0 exclusion=0x00 requireitemmask=0x0000 forbiditemmask=0x0000 itemtargeting=1 hostilesetting=0 formmask=0x00 [color=yellow]2DAMEMORY1=RowLabel[/color] [wristconsole.uti] PropertiesList\0\Subtype=2DAMEMORY1 [install_folder0] Replace0=itemscustom.2da Replace1=itemsdroids.2da Replace2=itemsgame.2da Replace3=itemsmedical.2da Replace4=itemsupgrade.2da Replace5=WristConsole.dlg Replace6=defmod_bench.ncs Replace7=defmod_giveitem.ncs Replace8=defmod_givepower.ncs Replace9=defmod_startduel.ncs Replace10=defmod_training.ncs Replace11=wristconsole.ncs Replace12=duelist_atton.utc Replace13=duelist_briana.utc Replace14=dcc.uti Replace15=duelsaber.uti Replace16=-seperator1-.uti Replace17=-seperator2-.uti Replace18=-seperator3-.uti Replace19=-seperator4-.uti I re-packaged your mod with the modifications I made mrdefender. I can PM you a download link if you wish? I'd rather not post it "publicly" because: 1) I think you'd be better off so you can look it over and see how I did it.. and 2) I'd rather people download the mod from you rather than grabbing it from me here I'll PM you the download link so you can look it over I did however take out your custom spells.2da. With this installer, people won't need it and it may cause more confusion than anything. I've found alot of PCGM'ers don't like reading instructions before installing something, then blame you for a faulty mod... when it could've been easily avoided had they actually read the readme hehehe... Link to comment Share on other sites More sharing options...
stoffe Posted July 29, 2005 Share Posted July 29, 2005 Originally posted by ChAiNz.2da Hmm.. I think I may have found the problem... I noticed when making a changes.ini for your mod that if I put the entry: 2DAMEMORY1=RowLabel As the very first entry, I would get an error message when installing... Yes, that's another "interesting" quirk with how the TSLPatcher works. The line isn't added until one of its columns has a value assigned/modified. So you can't assign the RowIndex or RowLabel to a memory token until you've assigned at least one column a value, since the row doesn't exist before that (and as such as no RowIndex). You should probably use RowIndex instead of RowLabel when dealing with spells.2da to be safe, since it is indexed by line number. As long as the row label is identical to the line number it doesn't really matter, but just in case. RowLabel = The column to the far left in KotorTool's 2DA-editor, whose values you can edit. It usually mirrors the line number of the row, but must not necessarily do so in all files. RowIndex = Perhaps confusingly named, this is the line number in the 2DA file. This starts at 0 and counts up one for each line in the file. This obviously can't be edited (unless indirectly by deleting lines, which never should be done in line number indexed 2DA's). Link to comment Share on other sites More sharing options...
mrdefender Posted July 29, 2005 Author Share Posted July 29, 2005 This might sound like a stupid question but.... If I remove wristconsole.uti, how does patcher know what my file is supposed to be? Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted July 29, 2005 Share Posted July 29, 2005 Originally posted by mrdefender This might sound like a stupid question but.... If I remove wristconsole.uti, how does patcher know what my file is supposed to be? Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ? stoffe means remove "wristconsole.uti" from the "Install Files" section (within changeedit.exe). You'll still list the .uti in the "GFF Section" along with the PropertiesList\0\Subtype" value (set to 2DAMEMORY1) The patcher will automatically add any files listed in the TLK Entries / 2DA Files / GFF Files Sections, so there's no need to "double-up" on them by including them in the "Install Files" section The Patcher loads the files in sequence as to how it's placed in the changeedit.exe... 1) TLK Entries (if any) 2) 2DA Files 3) GFF Files 4) Install Files if you put edited items in "Install Files" it will basically overwrite the ones that it had adjusted previously in the sequence...causing your item to be "Un-Patcher-ed" Link to comment Share on other sites More sharing options...
stoffe Posted July 29, 2005 Share Posted July 29, 2005 Originally posted by mrdefender This might sound like a stupid question but.... If I remove wristconsole.uti, how does patcher know what my file is supposed to be? Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ? You should not remove the wristconsole.uti file entirely, you should just remove it from the Install Files list. Why? Because you have already added it to the GFF List, which will copy the file to override and modify the item property in the file. If you add it to the Install files list as well, you will copy the file a second time, this time the unmodified file, which will overwrite the file the installer just copied and modified a second earlier. A file should only ever be on one of the lists (2DA, GFF, Install). The Install files list should only contain files that the installer doesn't modify in some way. Link to comment Share on other sites More sharing options...
mrdefender Posted July 30, 2005 Author Share Posted July 30, 2005 IT WORKS!!!!! and so does tsl patcher... I think... I added 5 "blank" lines to my spells.2da file, Installed using patcher and the uti lists the same line as the spell!!! I still have a little problem though, for some reason tsl patcher doesn't replace the 2 text files, even though its listed as 'replace' :-/ Link to comment Share on other sites More sharing options...
mrdefender Posted August 1, 2005 Author Share Posted August 1, 2005 Just released version 1.3, which can be found here. New Features: Replicate Pazaack Cards (mass replicate, 10 of each card type) Modify Party Member's Influence Spawn Party Member Duelist for every party member except G0T0 and T3. Bug Fixes: None in this version... http://www.pcgamemods.com/15222 Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted August 1, 2005 Share Posted August 1, 2005 This is awesome! Great work mrdefender Link to comment Share on other sites More sharing options...
mrdefender Posted August 1, 2005 Author Share Posted August 1, 2005 Looks like we got TSL Patcher to work Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted August 1, 2005 Share Posted August 1, 2005 Looks great MD! I'll be sure to grab the latest one with the 'new' toys you added Link to comment Share on other sites More sharing options...
mrdefender Posted August 13, 2005 Author Share Posted August 13, 2005 Just released version 1.3, which can be found here. New Features: Replicate Pazaack Cards (mass replicate, 10 of each card type) Modify Party Member's Influence Spawn Party Member Duelist for every party member except G0T0 and T3. Bug Fixes: None in this version... http://www.pcgamemods.com/15222 Link to comment Share on other sites More sharing options...
General Kenobi Posted August 15, 2005 Share Posted August 15, 2005 Hey Defender I noticed that one of my party members is REALLY easy to kill when dueling with them. Does the band make an exact copy of your party member? I'm wondering if it's my own Kreia's low level or something? :ben General Kenobi Link to comment Share on other sites More sharing options...
mrdefender Posted August 15, 2005 Author Share Posted August 15, 2005 Odd. You're the first person who says its easy lol. I used the party member's respective .utc file and changed their class, skills, attributes, powers, feats, levels and inventory... The duelists have a challenge rating of 8 and a character level of 15... Not sure what the 8 one really does though... Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted August 15, 2005 Share Posted August 15, 2005 Not sure what the 8 one really does though... Makes them a bad ass When I was making the Nightsister Witch for the Darksword... I started playing with that value (challenge rating)... needless to say... it took many reloads before I got her down to a "reasonable" level... Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted August 15, 2005 Share Posted August 15, 2005 Nice new features mrdefender This just keeps getting better and better Link to comment Share on other sites More sharing options...
maaneeack Posted August 15, 2005 Share Posted August 15, 2005 @Defender: great mod. suggestion/request: When you close one of the workbenches, have it go back to the console interface instead of back out to the game. That way if you are trying to make three or four things and they are all in different workbenches you don't have to click the (or scroll click) to bring the console interface back up. It might save what, 3 seconds? but I think it might be a nice addition. Feel free to ignore me though, hehe. Link to comment Share on other sites More sharing options...
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