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stoffe
11-13-2007, 11:13 AM
Thanks stoffe, though as I said it worked with RowLabel I just had to put the 2DAMEMORY line after the itemtype was created.

It works in this case, but may be unreliable if some other mod adds lines with values in the row label column that are out of sequence so the row label no longer matches the line number of the row.

The value used for reference in this case is the line number, the row label just happens to match the line number in many (but not all) 2DA files as standard. But there is nothing that enforces this numbering since the row label doesn't seem to be used for anything by the game in the line number indexed 2DAs. :)

Akaiten
11-20-2007, 04:51 AM
When appending tlk files to dialog.tlk the size of existing strings is increased by 1 (probably this appear only when size of dialog.tlk file exceed 10Mb).

To stoffe:
Heh, that's half the reason why I haven't posted the source code for my tools yet (it's not pretty).
Why you scare to open the source code of this tool? Like said russian proverb: "four eyes see more than two" :)

Thanks.

Halarion
11-23-2007, 05:01 PM
I cant download the patcher from that site and i cant find another site. can you upload it somewhere so i can get it? I got alot of mods i want to install
/thx for the help

RedHawke
11-23-2007, 11:36 PM
I got alot of mods i want to install
Just an FYI, but mods that use the patcher already are self contained, meaning you need to do nothing but download a mod and use the installer .exe file contained therein.

Halarion
11-24-2007, 03:58 AM
When i had made the post then i could download the patcher, and i remembered the i did not have the right program for unziping the mods. So now i have the patcher and my mods installed.
It does help to post in forums :)

stoffe
11-24-2007, 07:34 AM
When appending tlk files to dialog.tlk the size of existing strings is increased by 1 (probably this appear only when size of dialog.tlk file exceed 10Mb).

Hmm, I haven't noticed that. I'll have to look into it and see what causes it. Thanks for the heads-up. :)

Soulforged
11-24-2007, 10:36 PM
I've a request, if it's not much to ask (that's what I don't know actually, how much work it will take): Is it possible for you, stoffe, to make this program handle all kinds of 2da files? Rather than just binary ones.

The reason I'm asking this is because I'm using your program to install NWN2 modifications, but as you probably know NWN2 uses 2da binary files.

If you can't do it yourself then could I've a look at the source code? That will really help the NWN modding community (not just me, of course).

Thanks.

stoffe
11-25-2007, 07:23 AM
I've a request, if it's not much to ask (that's what I don't know actually, how much work it will take): Is it possible for you, stoffe, to make this program handle all kinds of 2da files? Rather than just binary ones.


It should be possible to do, I've just been too lazy to get to it since it wasn't really needed and string matching of that variety is quite tedious work in a language without regular expressions or other advances string matching functionality. :)

But if there is need for it I can add it to the To Do list and try to implement it.

I'd have to update it to be able to handle the ERF V1.1 format as well so it can read NWN2 MOD files for it to be all that useful. If I recall correctly the differences were fairly minor, just implementing the longer 32 character ResRefs for the contained resources instead of the 16 character ones KOTOR/NWN1 uses? The ResType <--> File extension conversion table may be different as well.

Soulforged
11-25-2007, 10:48 AM
It should be possible to do, I've just been too lazy to get to it since it wasn't really needed and string matching of that variety is quite tedious work in a language without regular expressions or other advances string matching functionality. :)

But if there is need for it I can add it to the To Do list and try to implement it.

I'd have to update it to be able to handle the ERF V1.1 format as well so it can read NWN2 MOD files for it to be all that useful. If I recall correctly the differences were fairly minor, just implementing the longer 32 character ResRefs for the contained resources instead of the 16 character ones KOTOR/NWN1 uses? The ResType <--> File extension conversion table may be different as well.
Thanks then. :) I really don't want to be a bother, I even tried to use your 2DA converter, but when I tried to convert the 2DA files of NWN2 to binary format, the results weren't always happy (sometimes the data on all columns was concatenated all together in the first column). Even if they were it wouldn't be user friendly since anyone using a mod like that would have to run the patcher and then use the converter to convert file by file back to a text 2DA. Anyway, thanks again for keeping your support to the modding community.

Eefluxx
03-04-2008, 10:36 PM
I got a quick question

If I released something with the patcher and then decided to go back and add something that would override the original (ie. a TGA that I modified for darkside transistions) would I have to redo the whole thing or can I just add the new TGA's to the tslpatchdata folder and override the old TGA's

goodtobi
04-21-2008, 08:02 PM
i hav a problem i went to properties and accadentallly clicked on the change button and now it opens up some internet page with nothing on it then the page quickly closes i then have no clue how to fix this and i seem to be suffering the same effect from a mod i recentlly downloaded (this is like my first time ever modding anything and i really need help

Sgt. Strike
04-22-2008, 12:08 AM
I have a few questions. I'm not a modder, but I do use mods. Some mods install great, while others, I have to replace the file that I put into my override directory. Some of those are .2da's. Now, if I use the TSLPatcher, will this combine the .2da files that I have, or do I have to use some other tool to do that? I prefer to know before I try this tool. If needed, I'll download and use Fred Tetra's tool. But if this will do it for me, I'll use it. Anyway, I think that those who make mods are doing a good thing, and also you all keep up the good work.

*Edit* The reason I'm asking is because I have some mods that have some of the same files, and I prefer either combining them, or even editing one to have aspects of the other. I'll make a new thread telling you all what mods I am using, which may help you all, as well.

stoffe
04-22-2008, 08:02 AM
I have a few questions. I'm not a modder, but I do use mods. Some mods install great, while others, I have to replace the file that I put into my override directory. Some of those are .2da's. Now, if I use the TSLPatcher, will this combine the .2da files that I have, or do I have to use some other tool to do that?

TSLPatcher is capable of adding new lines/columns or editing existing lines in 2DA files already present in the override folder, but it needs to be configured to do so. Depending on what 2DA file it is and what changes has been done to it this can be a mostly painless process. The config utility can compare two 2DA files and create patch instructions of the differences between them, though in many cases you need to manually tweak some of these instructions to insert dynamic values or links to dynamic values in other files (using StrRef ad 2daMemory tokens).

The TSLPatcher is mostly intended as something a mod maker can use to make it easier to dodge some types of mod compatibility issues for the mod users. Since you need some knowledge of how the mod is built and how things fit together (to be able to link things properly) it may be hard to use as a compatibility tool for players with a mod that wasn't shipped with it.

If you just want to merge some 2DA files there is a 2DA Converter utility which can do this instead more easily (it takes 2 modified 2DA files and one unaltered copy of the same 2DA file, compares them and put the changes in the two files together into one file). You still need to be aware of how the 2DA files are used by the game though, since some lines in 2DA files are referenced by line number, and if the line number changes you need to update all places that point to that line as well.

Sgt. Strike
04-22-2008, 01:42 PM
Thank you Stoffe for that. I think I may have to write to all the bloody modders, and ask them to please up date their mods, and to use the TSLPatcher, so that us players can install the mods, and not have to worry about compatibility issues between one mod and the next. The next, biggest, mod problem I have is some of the .ncs files are the same. I am debating to install the mods that have those same things, or even put certain things into separate directories, and and keeping the major stuff in the main override directory. That may eliminate some minor problem with those files.

As a side note, this is not really a complaint against you modders, but something to keep an eye out for. I love all the mods I have, and I would like to use them all, just that some aren't fully compatible with each other. But, again, keep up the good work, and please try to use the TSLPAtcher, as it makes life easier all around.

stoffe
04-22-2008, 03:28 PM
TSLPatcher, so that us players can install the mods, and not have to worry about compatibility issues between one mod and the next. The next, biggest, mod problem I have is some of the .ncs files are the same. I am debating to install the mods that have those same things, or even put certain things into separate directories, and and keeping the major stuff in the main override directory.


The problem is that the way the KOTOR game uses to store game data and assets isn't really well adapted for mods and making things from different sources play nice with each other. Some problems can be mitigated with utilities like TSLPatcher, but it's not a universal solution to all kinds of mod compatibility problems. Some things, like scripts, cannot easily be automated to provide compatibility. Using mods for Kotor will never be as beginner friendly as it is for other games that have been designed with 3rd party modding in mind.

In the case of scripts you'll either need to merge them by hand, or choose what mod you prefer the most if several modify the same standard game scripts. Merging them by hand usually isn't all that hard if you got the script compiler and basic knowledge about how to use it, if the mod makers have documented the changes they've done to the scripts. But it does require some modding knowledge.

There isn't much modders can do about this other than avoid modifying the standard scripts whenever possible, and document what they have changed when it's unavoidable.

Just putting scripts with the same name in different sub-folders will not solve the compatibility problems. The game can only use one resource of each type with a particular ResRef, so only one of the scripts would be used while the others are ignored.

Sgt. Strike
04-22-2008, 05:21 PM
Thank you Stoffe for that. I'm going to just be careful of the mods I use, now, until I get ready to make my own. Won't be anything spectacular, maybe just use what I have, and place them in different places, and actually make them work a little better.

One thing I want to try is using some of the other containers that are in the game, so I don't have to with doors, and entering stuff. This way, I avoid the necessity of using some of the files other modders use.

Star Dragon
04-23-2008, 11:33 AM
Have I just got the bad luck of trying to DL the tool on the day the site is down? Every site I searched leads to a Swkights.tool link and it is error. (Or posts asking about a TSL Patcher link)

For such a critical tool are there any other DL mirrors?

Any help would be appreciated.

stoffe
04-23-2008, 01:05 PM
Have I just got the bad luck of trying to DL the tool on the day the site is down? Every site I searched leads to a Swkights.tool link and it is error. (Or posts asking about a TSL Patcher link)

The Starwarsknights site has some technical difficulties at the moment. Hopefully it will be fixed within a day or so, and the file should be available after that again.

LEEch37
05-05-2008, 07:50 AM
Sorry for being a bit of a noobie but i need help....I've tried to download the TSLPatcher several times and it doesn't seem to work, all i get is some file the computer does not recognize can anyone tell me what im either doing wrong or what the problem is...

Help would be Much Appreciated :D

JeffS417
06-18-2008, 02:38 PM
If the Patcher keeps mods compatible then could the TSL Patcher required mods just go in the Override or something else, Thanks:D

stoffe
06-19-2008, 07:04 AM
If the Patcher keeps mods compatible then could the TSL Patcher required mods just go in the Override or something else, Thanks:D

Mods that come with a TSLPatcher installer should not be manually placed in the override folder. The installer will copy the files to where they need to be when you run it, and sometimes make changes necessary to existing files. Depending on how the installer is configured you might break your game if you just copy files from the tslpatchdata folder into your override folder on your own.

Jedil3thal
06-20-2008, 03:44 PM
TSL patcher messes things up alot in your game by installing same files in override it gets on my nerves^^

Inyri
06-20-2008, 03:51 PM
The patcher doesn't 'mess things up'. If anything, the person who set it up did. Make sure when you install any mod you always consult the read-me file first. Not reading them is a good way to install mods wrong, even if you are using a great tool like the TSL Patcher. :)

TriggerGod
06-22-2008, 08:46 PM
Ahh, the great TSLPatcher. Whenever I try to spell you, I wanna put an R before the P (TSLRPatcher; did u c wut i did thar?). That just explains how epic this thing is. :) [/buttkissing]

Now, I debated whether to post it here or in KTool's forum, but since my problem comes from this program, I decided to post it here :)

With this file, a modified(?) nwscript was included and whenever I try to open it with KTool's Text Editor, an error shows up. It tells me to continue or quit. If I click continue, a completely folded up KTool pops up (nothing open, just the option to open the K1 or TSL tree). I don't know if its a problem with THAT nwscript, or KTool.

I also have another problem, which I think might be solved quick:
When I open the ChangeEdit.exe program, I was looking at a tut on KOTORFiles. It showed that program. I opened it, and it looked nothing like it.
Heres the pic:
Too Big for here (http://static.filefront.com/images/personal/s/SithRevan/67098/xssrdcfjgg.jpg)
But When I open it, it just shows the word Changes (Without the ini) and when I click on the plus sign, nothing emerges. Strange, right?
Now, when I open the File tab, and click on open, it wants me to find a changes.ini file. I don't know where to find one of those...

EDIT: I clicked on New, and saved somewhere, and I've fixed my bottom problem....

stoffe
06-23-2008, 08:28 AM
With this file, a modified(?) nwscript was included and whenever I try to open it with KTool's Text Editor, an error shows up. It tells me to continue or quit. If I click continue, a completely folded up KTool pops up

If you mean the nwscript.nss file it's just a normal text file which you can open with just about any text editor. It's just the standard file from the game with a few errors in it that have been corrected.

TriggerGod
06-23-2008, 03:08 PM
Ah. But that answers part of my question (I guess). But I still don't know if its a problem with the actual script, or KTool.

ElecManEXE
06-24-2008, 05:16 PM
I'm sure this is a noobish question, but I want to make sure I don't screw anything up right off the bat :xp:

Going through the TSLPatcher Readme, it says the following for setting up your mod...

2.4.Copy all the files that belong to your MOD into the tslpatchdata folder.

2.5.Extract UNALTERED copies of any 2DA and standard game GFF format files you want the TSLPatcher to work with. These files will be copied to override and then modified if the file did not already exist in the user's override folder. Put these files in the tslpatchdata folder.

Now, I'm not doing any new content or anything for this mod. Just some edits to existing .2da's and items. That's all I can actually do right now, being a modding newb. So my modded file names are identical to the unaltered ones. If I try to do the above, one set of files will just overwrite the other, since they have the same file names.

What am I missing? Does 2.4 above only apply to NEW files your mod adds, and I should just add the unaltered copys to the folders if I'm just editing? Or am I supposed to create a sub-folder inside "tslpatchdata" for one set?

Inyri
06-24-2008, 05:19 PM
If you're just installing files (ie copying from tslpatchdata to override without having the patcher alter the files) then you will follow the directions in 2.4. If you have a 2DA or GFF file that you want the TSLPatcher to actively alter (such as you want to add a line to a 2DA, or change something in a GFF that is already in the user's override) then you follow step 2.5. The unaltered copy is to cover an instance where the user doesn't have that file already -- the patcher will copy the unaltered version you have with your mod, then make the necessary changes to it.

Does that answer your question? :)

ElecManEXE
06-24-2008, 05:39 PM
Yep, that covers it. Its one or the other, not both (at least not for the same file). Thanks.

iPod916
07-07-2008, 07:29 AM
I'm trying to install the 'Super Skip Taris' mod.

Can be found here:

http://knightsoftheoldrepublic.filefront.com/file/Super_Skip_Taris;71749


Unfortunately, I beleive that there is the possibility that this mod THINKS it might have already been installed. [Even if that is true, the program does not work in any way shape or form]

For some reason, the 'button' at the bottom right hand corner of the screen does not appear. [It never has]

Here is a picture of how it SHOULD look... [not mine]

http://img369.imageshack.us/img369/2907/blahzi1.jpg

Here is a picture of how it looks when i use it;

http://i167.photobucket.com/albums/u...dan916/lol.png

My theory is, that i need to uninstall the program. Since as you noticed, the dirrectory was already present on the bottom left hand side of the window [part of it is visible] This program may have already been installed, but then the entire game itself was uninstalled.

Any tips on how to solve the problem would be good. But i can tell you now it has NOTHING to do with what extractor i am using.

I've also noticed that if i take the Tsl patcher, STRICTLY for that file [if you need a picture i'll show you one] and remove it from it's other folders... it will not be able to locate any of the information it needs for installation, so when it opens it will appear blank. But even then it STILL doesn't have the button in it's bottom right hand corner.

stoffe
07-07-2008, 10:53 AM
For some reason, the 'button' at the bottom right hand corner of the screen does not appear. [It never has]


That's a weird interface glitch that some people have reported seeing, but I've never been able to figure out since I can't reproduce it. Essentially the content of the window ends up larger than the window itself, so the button (and right side scrollbar in the text box) gets pushed outside the window boundrary and thus becomes invisible. (I suspect it might have something to do with using certain resolutions or DPI settings, but that's just speculation.)

Anyway, as a workaround you can use the keyboard quick key to "press" the install button. Hold down the ALT key and press S, and the installation should start.

Pikmin
07-13-2008, 01:48 PM
Ohh, I see you like ME?

Heh, I've run into a problem while testing an installer, and it has the strangest thing happen when it starts to compile the scripts.


• Error: Unhandled exception: Cannot create file "C:\Documents and Settings\....\TSLRP Compatibility Installer\backup\Modules\506OND.mod". The system cannot find the path specified (0)


It didn't look for a Modules folder in the backup when modifying the GFF stuff.

knight 12167
02-02-2009, 12:35 AM
Where can one find the readme for this?

Star Admiral
02-02-2009, 12:24 PM
If you downloaded the file from the link provided by stoffe, it should contain a ReadMe in pdf format.

- Star Admiral

HK-42
02-02-2009, 04:56 PM
If you downloaded the file from the link provided by stoffe, it should contain a ReadMe in pdf format.

- Star Admiral

Quite a good one indeed. Even I could understand it.

GeorgNihilus
03-28-2009, 08:28 PM
I need your help Stoffe!! again :D ... I have problem in ChangeEdit with the global.jrl, I changed the fields after doing the append.tlk but the StrRef entries are added to STRUCT ID 0 instead of the last one (117 or bigger) so I'll overwrite the garage tutorial I guess :xp: ...
How do I indicate through the GFF Field and Value boxes that the STRUCT must be added following the last one? :(

ah! almost forgot ... can I type text like it is seen in the global.jrl regular structs in the field Tag, I mean, not using a StrRef?

thanks on advance! :bot2:

GeorgNihilus
03-29-2009, 06:28 PM
Found how :D ... thanks anyway folks ... :)

darth-me
04-05-2009, 04:01 PM
None of the mod downloads on StarWarsKnights work for me! Does anyone know if I could find it somewhere else?

tk102
04-05-2009, 09:07 PM
None of the mod downloads on StarWarsKnights work for me! Does anyone know if I could find it somewhere else?

Have you tried right clicking and choosing Save As...?

Miltiades
04-07-2009, 11:29 AM
A question, if I may. I want to edit existing journal entries, but am at loss how to do this using the TSL Patcher.

From what I understand, the TSL Patcher can't edit existing StrRefs in the dialog.tlk file, which would've been the easiest way of editing the journal entries. So I need to turn to the global.jrl file. I've read that the TSL Patcher treats the global.jrl as a GFF, and can add new entries to the global.jrl. But can it also edit existing entries in the global.jrl file? If so, I could redirect the StrRefs in the global.jrl entries to new entries in the dialog.tlk file, which could then be easily used by the TSL Patcher.

If it isn't possible, can someone point out to me another easy way of editing the global.jrl file?

My apologies is this has been asked before.

Qui-Gon Glenn
04-12-2009, 02:21 PM
A question, if I may. I want to edit existing journal entries, but am at loss how to do this using the TSL Patcher.

From what I understand, the TSL Patcher can't edit existing StrRefs in the dialog.tlk file, which would've been the easiest way of editing the journal entries. So I need to turn to the global.jrl file. I've read that the TSL Patcher treats the global.jrl as a GFF, and can add new entries to the global.jrl. But can it also edit existing entries in the global.jrl file? If so, I could redirect the StrRefs in the global.jrl entries to new entries in the dialog.tlk file, which could then be easily used by the TSL Patcher.

If it isn't possible, can someone point out to me another easy way of editing the global.jrl file?

My apologies is this has been asked before.
How very odd that I have very nearly the same question. :scare5:

In your case, it depends on which existing .jrl entries you are talking about - specifically original .jrl STRUCTs or modded/added ones. The original .jrl STRUCT ID #'s are fixed, and so the original entries should have correct references to the .tlk as well considering we only append to the end of the .tlk. If you are wanting to edit/replace original .jrl entries, you would be able to enter STRUCT ID of your entry, and replace that entry with your new one, using the TYPE ID with that specific STRUCT number rather than "ListIndex".

I could be totally off base... but that's my 2c.

I just finished working with TSLPatcher for the first time, and worked things out pretty well. However, I was not sure how I might be able to detect existing duplicate STRUCTs in a modded global.jrl. I know that the merging of the .jrl does a comparison and then appends, and I may have simply missed a step that does this check. It seems reasonable that this is not possible or very time consuming/difficult, which is similar to Miltiades' query. I hope that I also have not also posted an old/answered question, and would be happy to know the thread link if I missed it!

LEEch37
06-30-2009, 09:39 PM
Umm, i kinda asked for help almost like a year ago now but no one answered my question lol. The download link on 'StarWarsKnights.com' doesnt appear to work, as everytime i download the TSLPatcher i am given an unknown file that the computer doesnt recognise instead of an '.exe' file or a compressed folder, ether one i am guessing is suppose to be the correct file format.

Can anyone tell me what i am doing wrong or provide me with a different download link for the TSLPatcher?

Any help would be appreciated :thmbup1:

RedHawke
07-01-2009, 01:51 AM
LEEch37, I just tried the link and it works fine the file is a .7z file extension and that is a 7Zip file. You can open them with newer versions of WinRar and the 7Zip program.

Anytime you have a file format you don't recognize simply put it into a search engine like Google (http://www.google.com/#hl=en&q=7z&btnG=Google+Search&aq=f&oq=7z&aqi=g10&fp=dMlfxuRvj0I) and you can get your answer far faster. ;)

LEEch37
07-01-2009, 09:01 AM
Thank you for your help RedHawke :) I shall get the 7Zip program now :fett2:

Kado Sunrider
08-29-2009, 07:17 PM
Is there a version of the readme not in pdf format? for some reason my computer doesnt want to open it.

CrisG
11-15-2009, 05:19 PM
Is there an easy way to uninstal ..ie restore the back up files? or do we have to search out their location one by one and restore them by hand> I may have to turn off or revert to the vanilla game to get a sequence to run, and may need to ininstall the REstored Content mod. thanks for any suggestions on this.

jimbo32
04-11-2010, 11:37 PM
I was wondering if anyone knows if it's possible to modify a dlg file with the same name in two different rims. I tried setting it up with two "!Destination" entries separating the sections, and it looks to have failed miserably (I wasn't terribly surprised, but you never know until you try it).

In case anyone's curious, it's "unk41_carth.dlg" - it's the same filename used for both the discussion on the Ebon Hawk when landing on the Unknown World (in "ebo_m41aa_s.rim"), and the beach scene following the temple (in "unk_m41aa_s.rim").

newbiemodder
07-21-2010, 03:38 PM
My fist attempt with the TSL patcher did not go so well. I followed the instrux, at least I thought I did, as well as stoffe's step-by-step instrux in this thread. Her step by step instrux helped me with heads.2da's. I was able to get the correct tokens into the appearance.2da for the correct npcs.

My problem is with appearance.2da and placeables.2da. The appearances are off, characters on referring to the wrong appearance line. My custom placeables do not show up at all - I do have the mdls and mdx and woks in override as well as utp's.

What I did for each is created a specific 2damemory token and assign it to the RowIndex for each per insturx. It was my understanding that is all I needed to do. Is there more? Do I need to include the RowLabel from my own 2da's as well?

Any help or clarification would be much appreciated. I'm going to start over from scratch and redo my changeedit.

EDIT:

OK, I think I figured out what I need to do. I need to edit the each individual gff file appearance 'tokens' for the utc's and utp's in order to get them to show right. My question, can the destination for the gff editor using the tslpatcher be the new .mod folder or should I put them to override. What is the order in which they are installed? Does the gff editor do the changes before the mod files are installed thereby being useless or after the files are installed to the respective folders?

stoffe
07-25-2010, 06:15 AM
OK, I think I figured out what I need to do. I need to edit the each individual gff file appearance 'tokens' for the utc's and utp's in order to get them to show right. My question, can the destination for the gff editor using the tslpatcher be the new .mod folder or should I put them to override. What is the order in which they are installed? Does the gff editor do the changes before the mod files are installed thereby being useless or after the files are installed to the respective folders?

Files that are just moved to a location (like .mod, .erf, .rim etc) will be done first before any of the files that should be modified are touched. This is done so modified files can be inserted into archive files. IIRC the patcher processes things in this order:
TLKList - new entries that need to be inserted into the dialog.tlk file. If the patcher finds an existing entry that exactly matches a new one it'll use that one instead of creating a duplicate.
InstallList - files that are just copied to the game folder (or sub-folders) as they are. This shouldn't contain any other files that gets directly modified by the sections below; only files that does not need to be modified, or custom archive files (ERF, MOD, RIM) that will get modified files inserted into them by the sections below.
2DAList - 2DA files that need to be changed are processed next. This allows storing relevant line numbers and such in memory tokens so they can be inserted into other file types (usually GFF files) as needed. Individual 2DA files are processed in the order they are listed, which is important when 2DA files refer to lines in other 2DA files. The 2DA files to edit are first taken from the existing files in the game folder, and if not present it uses files from the TSLPatchData folder that gets copied to the proper location. As such 2DA files listed here shouldn't be on the InstallList (above).
GFFList - GFF type files are updated and installed next.
HackList - file byte hacks gets done next.
CompileList - Scripts that needs token substitutions made before being compiled and inserted into the correct location.
SSFList - Soundsets that needs the proper TLK table references updated.


With reservations for a hazy memory. I haven't touched this thing in over 3 years so I might not remember everything correctly. :)

Rtas Vadum
08-18-2010, 08:39 PM
On adding a line to a 2da file - would I have to specify something for each column, or would it just fill in the unspecified columns with the needed "****"(meaning the asterisks)?

Andrei Gijgorev
10-06-2010, 02:10 PM
Can I overwrite a dialog.tlk entry instead of just appending it? The readme doesn't really help me here...

Edit: It seems overwriting dialog.tlk is indeed impossible. So what do I do if I want to use StrRefs in a 2da file that should completely overwrite an existing one, i.e. not just modify some lines?

Edit2: Nevermind...

bellboy
07-14-2011, 02:18 AM
uuuuh am i the only one having the issue of tslpatcher not applying changes to appearance.2da, baseitems.2da, or spells.2da, i went and looked through the changes that were supposed to be made and from what i can tell everything was typed in right it just isnt applying them. is this a re-occuring issue or just my bad luck, cause i keep having to go into kotor tool and manually enter in all the changes which is beginning to become just plain annoying.

Hassat Hunter
07-04-2012, 04:48 AM
So, according to the first post, you can use TSLPatcher to insert files directly into .mod files already existing in modules.

Question is... how? Since I really need that feature for some of my own mods (.git can't be in override and many files that share their name across many modules)

Any help would be welcome, since I couldn't find how to do so...

Darth DeadMan
07-04-2012, 01:37 PM
So, according to the first post, you can use TSLPatcher to insert files directly into .mod files already existing in modules.

Question is... how? Since I really need that feature for some of my own mods (.git can't be in override and many files that share their name across many modules)
If I remember right, you just need to set your *.mod as install_folder in changes.ini.

For example, we need to add some files to 903Mal.mod and some other files to Override. So [InstallList] part in changes.ini should look like this:

[InstallList]
install_folder0=Modules\903Mal.mod
install_folder1=Override\

At the end of file we write the list of files which should go to our module and to override:

[install_folder0]
Replace0=g_dark_app01f001.utc
Replace1=g_dark_app01m001.utc

[install_folder1]
Replace0=pmbhm.mdl
Replace1=pmbhm.mdx

Files from [install_folder0] section will be addded to ou 903mal.mod, and files from [install_folder1] will be copied to Override.
Of course, you can have more than just one module as install folder, just be sure to give them proper numbers.

I'm not sure if it's possible to configure this with ChangeEdit, 'cause I've never really used it (I configure all my installers by hand with text editor).

Hassat Hunter
07-07-2012, 07:19 AM
Post #1:
Thanks... will give it a try :)

Would be very handy if it works...

Post #2:
Sorry for double-post but...

Worked like a charm. And made me realize I made an error too in my previous mod using TSLPatcher which I should fix...

Post #3 (new):
Okay, new question. I have a lot of smaller mods on deadlystream, and plan to make many more. Eventually I want to compile them all into one installer so I don't take up so much space in the downloads section :).

I know you can use TSLPatcher to set up many different installs, which is why I'll make this installer with tslpatcher, using a different info.rtf and changes.rtf per mod.
Is there some way that allows users to checkmark multiple mod installs at the same time and then run them all? Or do they *have* to restart the installer after each mod for the next mod...?

Hassat Hunter
01-14-2013, 01:55 PM
New question...
For a mod I have to have 4 different versions of 1 .ncs. Do I really have to make 4 seperate installations (not that this makes the installer really big).
Or is it possible to name then xxx1.ncs, xxx2.ncs etc, install the proper one and have TSLPatcher rename the file in override?

NightStalker786
10-24-2013, 03:07 PM
Trying to install "Brotherhood of Shadow: Solomon's Revenge" for KOTOR 1. It keeps saying
"WARNING! Cannot locate the INI file "Changes.ini" with work instructions!" even though the file is there in the patch data.
Then directly after that, it says "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" even though it already is.
What the hell is going on?