lfnetwork.com mark read register faq members calendar

Thread: TSLPatcher v1.2.10b1 (mod installer)
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 07-21-2005, 12:28 PM   #41
T7nowhere
Did you reset?
 
T7nowhere's Avatar
 
Join Date: Jan 2004
Location: Vancouver, BC
Posts: 2,972
Veteran Modder Forum Veteran Helpful! Notable contributor 
Re: Bugfix version released.

Quote:
Originally posted by stoffe -mkb-
I have uploaded version 1.1.4 here, it's a quick bugfix version for a bug that I just ran into.

Sorry about not spotting this error earlier, but since I haven't heard from anyone else about it I guess no one else has run into it yet anyway.
I suppose its better that the programmer finds the bugs rather than the user.

Thanks for the update, personally I purpously use 2da's in my mods now . This is the kind of tool I have wanted since the beginning.
T7nowhere is offline   you may: quote & reply,
Old 07-21-2005, 12:46 PM   #42
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
Re: Re: Bugfix version released.

Quote:
Originally posted by T7nowhere
Thanks for the update, personally I purpously use 2da's in my mods now . This is the kind of tool I have wanted since the beginning.
You Too!?!?

I thought I was the only one.. hehehe

I have several ideas for mods now incorporating baseitems and spells 2da... but was always hesitant cuz' many of my older mods tended to include those quite often (along with hate mail afterwards )...

Thanks for the update stoffe!


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 07-22-2005, 07:05 PM   #43
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
FYI, version 1.1.4 has been added (updated) on the StarWarsKnights.com Tools Section

as a side note, does the 1.1.4 update contain the command line ability that 1.1.3 had?
If not, let me know and I'll re-add the 1.1.3 version as well, (noted with the command line ability)

and as always, if you would prefer the tool (and updates) be removed, just let us know

Pardon the double-post, but I thought a site update would warrant it rather than an 'overlooked' edit .. hehehe


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 07-25-2005, 04:16 PM   #44
ermo
Rookie
 
Join Date: May 2005
Location: Definitely not in Kansas anymore...
Posts: 10
@TheOssusKeeper
Quote:
wouldn't that be a step in the right direction to making a comprehensive guide, then someone could take all the answers and make an understandable guide from it and even place all of the questions and answers in the guide, kinda' like an appendix
Maybe a wiki would be better suited to this kind of thing than the forums?

(Not that I know where that wiki would be hosted or anything...)


Can't respond to an assertion that's semantically nil, sorry.
ermo is offline   you may: quote & reply,
Old 07-25-2005, 05:36 PM   #45
ermo
Rookie
 
Join Date: May 2005
Location: Definitely not in Kansas anymore...
Posts: 10
stoffe,

Let's say I'd like to change a few existing stringrefs in dialog.tlk (20-50).
Instead of distributing the entire modfied dialog.tlk file, I'd rather just distribute
the changed strrefs and have TSLPatcher patch them up.

Is that possible right now?

Or is the ''correct'' approach to create an append.tlk file, append it to dialog.tlk
and point the affected game ressources to the new strrefs?


Can't respond to an assertion that's semantically nil, sorry.
ermo is offline   you may: quote & reply,
Old 07-25-2005, 07:07 PM   #46
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally posted by ermo
stoffe,

Let's say I'd like to change a few existing stringrefs in dialog.tlk (20-50).
Instead of distributing the entire modfied dialog.tlk file, I'd rather just distribute
the changed strrefs and have TSLPatcher patch them up.

Is that possible right now?

Or is the ''correct'' approach to create an append.tlk file, append it to dialog.tlk
and point the affected game ressources to the new strrefs?
The TSLPatcher is currently unable to edit existing entries in a dialog.tlk file, since I assumed there was minimal use for such a feature.

If it's text for something new it's probably better to add a new entry anway and just point whatever you intend to use it for to that StrRef instead. There are plenty of duplicate strings in dialog.tlk already so this seems to be how Bioware or Obsidian did it as well.

If you really need to be able to edit an existing dialog.tlk entry I suppose I could add that feature, but I just don't see what kind of mod that would be useful for.
stoffe is offline   you may: quote & reply,
Old 07-25-2005, 08:22 PM   #47
mrdefender
 
mrdefender's Avatar
 
Join Date: Jun 2002
Location: Ottawa, Ontario
Posts: 160
I've sucessfully made a tslpatch thingy but found something odd...

The files are supposed to be replaced, but I got 38 errors saying "file exists, skipping it"

I made a patch thing for a future release, if it ever comes. I have the old files ready and all I would need is update the files and give it a go.

The files in the patcher thing are the exact same as the ones it's supposed to replace. Is this why It gives me a skipping error thing? Once the files have been updated, will tsl patcher replace them?

I'd like to thank Chainz.2da for letting me use his tslpatcher thing as a template

mrdefender is offline   you may: quote & reply,
Old 07-25-2005, 09:14 PM   #48
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally posted by mrdefender
I've sucessfully made a tslpatch thingy but found something odd...

The files are supposed to be replaced, but I got 38 errors saying "file exists, skipping it"
Hard to say for sure without knowing more about how you've configured the installer. Here are a few things I can think of:

Are these unmodified files that are just installed, or are they files that have been modified by the installer?

You shouldn't put any files on the Install list that has already been modified by the application. Only unmodified files should be put there.

If the files are on the Install list, have you checked the Replace box (if you are using ChangeEdit) or named the key "Replace#" (if you are using a text editor) for the files you wish to overwrite existing copies of? The file installer should only complain about existing files when they aren't set to be replaced.

Which version of the TSLPatcher application are you using? The replace feature was added in v1.1.2 if I remember correctly, and will not be recognized if you use an earlier version.

If none of these things help, post your changes.ini file and I'll have a look at it and see if I can spot anything.
stoffe is offline   you may: quote & reply,
Old 07-26-2005, 03:01 AM   #49
mrdefender
 
mrdefender's Avatar
 
Join Date: Jun 2002
Location: Ottawa, Ontario
Posts: 160
I've downloaded 1.1.2 and the 1.1.4 patch thing...

Was abit confused with your reply. Not sure if that has anything to do with the fact it's 3am here and I've been up all night testing other stuff lol.

here's my changes.ini... I'm guessing your browser will open it as a webpage instead of a download

http://jediarchives.ca/changes.ini


I like the patcher alot, easy to use too

*falls asleep on the keyboard*



Last edited by ChAiNz.2da; 08-06-2005 at 11:11 PM.
mrdefender is offline   you may: quote & reply,
Old 07-26-2005, 04:10 AM   #50
TheOssusKeeper
Forumite
 
TheOssusKeeper's Avatar
 
Join Date: Jul 2005
Location: Missouri, USA
Posts: 534
Quote:
Originally posted by mrdefender
I've downloaded 1.1.2 and the 1.1.4 patch thing...

Was abit confused with your reply. Not sure if that has anything to do with the fact it's 3am here and I've been up all night testing other stuff lol.

here's my changes.ini... I'm guessing your browser will open it as a webpage instead of a download

http://jediarchives.ca/changes.ini


I like the patcher alot, easy to use too

*falls asleep on the keyboard*


if the files already exist in your override folder, my guess would be to update the tslpatcher by checking the replace box at the bottom of the install files window, you will have to select each file and check the box for each file, this will replace any existing files in your override folder with the ones in the tslpatchdata folder, if i'm not mistaken, Stoffe correct me if i'm wrong, but i think thats how it works



Last edited by ChAiNz.2da; 08-06-2005 at 11:12 PM.
TheOssusKeeper is offline   you may: quote & reply,
Old 07-26-2005, 06:19 AM   #51
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally posted by mrdefender
I've downloaded 1.1.2 and the 1.1.4 patch thing...

Was abit confused with your reply. Not sure if that has anything to do with the fact it's 3am here and I've been up all night testing other stuff lol.
Probably has more to do with the fact that I have trouble explaining things in an understandable way. I'll make another attempt.

Quote:
Originally posted by mrdefender

here's my changes.ini... I'm guessing your browser will open it as a webpage instead of a download
Strange, at a quick glance I can't spot anything that would be obviously wrong with that instructions file. The problem probably lies elsewhere.

1) Where are you running the patcher from? If you have it inside your override folder you should move it elsewhere.

2) Do you have all the files that should be installed inside the tslpatchdata folder? Is the changes.ini you posted inside the tslpatchdata folder. Is the tslpatchdata folder located in the same folder as the installer application?

3) Are the files you are trying to replace already located within the override folder?

4) Could you post the progress log the installer makes when it runs? Check for a file named installlog.rtf that should have been created in the same folder as the installer EXE.

If the problem remains elusive, could you send me the whole thing with the installer, tslpatchdata folder and all files that should be installed, like you currently have them when it causes the problem? I'll have a look at it and see if I can spot the problem.

* * *

A few things I did notice when checking out your changes.ini file though:

1) If you intend the installer to replace a previously installed version with a new one, you should add a key named ExclusiveColumn to the top of your AddRow modifier list, and set its value to the name of the label column. That will ensure that you won't get duplicate rows added to spells.2da if you run the installer multiple times. Like (in your changes.ini):
Code:
[101]
ExclusiveColumn=label
label=WristConsole
name=****
spelldesc=****
(etc...)
It makes the installer check if there is already a line in the 2da file with a value matching that you are trying to add, in the column you specify. If a match is found, the existing line is modified instead of adding a new one. If no match was found, the new line is added as intended. In this case, it would check if there already is a line in spells.2da with the value WristConsole set in the label column.

2) You don't have to set all the column values to **** when you add a new line. If you leave out a column in the modifier list for your new line, the installer will automatically set the value of that column to ****. Makes your modifier list a bit shorter and means less work for you. (Well, at least it would have meant it if you hadn't already added all those columns. )
stoffe is offline   you may: quote & reply,
Old 07-26-2005, 06:25 AM   #52
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
Quote:
Originally posted by stoffe -mkb-
2) You don't have to set all the column values to **** when you add a new line. If you leave out a column in the modifier list for your new line, the installer will automatically set the value of that column to ****. Makes your modifier list a bit shorter and means less work for you. (Well, at least it would have meant it if you hadn't already added all those columns. )
Sorry, that's my bad!

That's how I usually tend to do it in my installers... and mrdefender was probably following it (mine) as an example.

I'm paranoid so I usually put everything in the line info just to make sure... though now I'm tempted to try it (being the lazy person I am.. heheh)...


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 07-26-2005, 02:59 PM   #53
Commas
Junior Member
 
Commas's Avatar
 
Join Date: Feb 2004
Location: If you're going to San Francisco, Be sure to wear some flowers in your hair...
Posts: 320
Quote:
Originally posted by stoffe -mkb-

2) You don't have to set all the column values to **** when you add a new line. If you leave out a column in the modifier list for your new line, the installer will automatically set the value of that column to ****. Makes your modifier list a bit shorter and means less work for you. (Well, at least it would have meant it if you hadn't already added all those columns. )
ok, i have two questions about this:

1) if i am modifying an existing line in a 2da and there is a value already in a column that i need to change to **** do i need to make an entry for that column, for example in appearance.2da in the column RaceTex for blue mandalorians the value is N_Mandalorian, but i need to change this value to ****, do i just not do anyting for that column and it will automatically change it to **** or do i actually need to say racetex=****

2)if i am modifying an existing 2da and there is a value that does not need to be changed, and i want to leave them as is do i need to include an entry stating the orignal value? basically, if i need it to stay the same as it was, do i need to tell it to stay the same or if i leave it with no entry will it replace the value with ****?


Zaphod Beeblebrox is my hero
DOWNLOAD THE STUFF I MADE!
Commas is offline   you may: quote & reply,
Old 07-26-2005, 03:20 PM   #54
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally posted by Commas
ok, i have two questions about this:

1) if i am modifying an existing line in a 2da and there is a value already in a column that i need to change to **** do i need to make an entry for that column
No, left out columns will only get the default value **** set if you don't assign any value to them when you are adding a new line from scratch to the file, since there are no existing values it could use.

When modifying a line, the only changes that will be made are those in the modifier list. All other column values will remain untouched on the modified line.

The same is true when copying a line. The new line will then get all the values from the line you copy, and only the changes in your modifier list will be applied. All columns left out will get the value the line that was copied had.


Quote:
Originally posted by Commas

2)if i am modifying an existing 2da and there is a value that does not need to be changed, and i want to leave them as is do i need to include an entry stating the orignal value? basically, if i need it to stay the same as it was, do i need to tell it to stay the same or if i leave it with no entry will it replace the value with ****?
Just don't add the columns to the modifier list which you don't want to change. Only the listed columns will be modified by the application, everything else will be left alone. If you want to change an existing value to ****, you'll need to assign that value though, just like any other.
stoffe is offline   you may: quote & reply,
Old 07-26-2005, 05:03 PM   #55
Commas
Junior Member
 
Commas's Avatar
 
Join Date: Feb 2004
Location: If you're going to San Francisco, Be sure to wear some flowers in your hair...
Posts: 320
awesome, thanks! thats a huge relief, i thought i was going to have to go back and change a bunch of entries. thanks again!


Zaphod Beeblebrox is my hero
DOWNLOAD THE STUFF I MADE!
Commas is offline   you may: quote & reply,
Old 07-26-2005, 11:26 PM   #56
RedHawke
Shadow Lord Of The Sith™
 
RedHawke's Avatar
 
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
Stoffe,

I just wanted to say thanks for the patcher and the work you have put into it.

I used it for the first time last night and it was really easy to use (For me anyway! ).

Thanks again stoffe!

EDIT: (From post below...) Thanks for the test inatall tip stoffe!


"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'"
----------------------------------------------------------------------

Last edited by RedHawke; 07-27-2005 at 11:11 PM.
RedHawke is offline   you may: quote & reply,
Old 07-27-2005, 02:36 PM   #57
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
I got this question recently, and thought everyone who uses this application might want to know about it (if you haven't figured it out yourself already).

If you have made a mod using the TSLPatcher and want to make a test install to ensure that everything installs and is modified properly, but don't want to run the risk of ruining your game install if something goes wrong, you can easily fake a valid install location.

Just make a new folder and copy your dialog.tlk file to this folder. This is all that is necessary, since the patcher only checks for the presence of dialog.tlk in the selected folder to determine if it's a valid game folder.

If you want to see if already modified files are updated correctly, make an override folder inside this folder as well, and dump your test files inside it.
stoffe is offline   you may: quote & reply,
Old 07-27-2005, 03:16 PM   #58
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
thanks for the tip stoffe!

I usually just crossed my fingers, gritted my teeth.... and hoped i was right.. hehehe

I think I'll try your way next time


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 07-29-2005, 12:36 AM   #59
TheOssusKeeper
Forumite
 
TheOssusKeeper's Avatar
 
Join Date: Jul 2005
Location: Missouri, USA
Posts: 534
Stoffe, that is a cool idea... thanks


TheOssusKeeper is offline   you may: quote & reply,
Old 07-29-2005, 08:07 AM   #60
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Bugfix update (1.1.5) again...

I've discovered another problem with the TSLPatcher that mrdefender made me aware of. It seems like when I compiled v1.1.3 and v1.1.4 I accidentally used an outdated version of the TSLPatcher class, which caused some newly added features to "disappear".

You can download a fixed version here, which should have the full functionality again.

Like before, the archive contains only the fixed TSLPatcher.exe and not the support applications TalkEd.exe and ChangeEdit.exe (which can be found in the v1.1.2 archive).

If your mod using the TSLPatcher doesn't make use of the "update existing install of mod" features, it shouldn't be affected by this oversight.

Sorry everyone for the goof-up.
stoffe is offline   you may: quote & reply,
Old 07-29-2005, 08:29 AM   #61
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
Quote:
Originally posted by stoffe -mkb-
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).
aahh! Thanks stoffe!

I was using RowLabel because in KotOR Tool the column name for the numbers are "(Row Label)" and I could never find the mysterious "Row Index"

Would it be safe to leave out the "RowLabel" entirely (using RowIndex instead), or does it need to be included as well as a precaution?

I'll be sure to do that from now on


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 07-29-2005, 08:38 AM   #62
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally posted by ChAiNz.2da



I was using RowLabel because in KotOR Tool the column name for the numbers are "(Row Label)" and I could never find the mysterious "Row Index"

Would it be safe to leave out the "RowLabel" entirely (using RowIndex instead), or does it need to be included as well as a precaution?
For 2DA's indexed by line number it's probably best to use RowIndex to refer to a line. Many of the "big" 2DA's, like spells.2da, feat.2da and placeables.2da use line number indexing (ie the value in the RowLabel column isn't used to access a row).

This is not valid for all 2DA's though. Some, like visualeffects.2da, use to RowLabel column to access an individual line. For those 2DA's, you should use the RowLabel since the line number of an entry may change, as such 2DA's safely can be sorted, reshuffled or have lines deleted without messing things up.


This is probably getting a bit off-topic in this thread though, but since you're a moderator and have the final say in such matters I figured it was okay to answer.


Yah... we'll keep pertinent posts in your tools thread from here on out. But at least it will help mrdefender It's my fault, so you're in the clear...hehehe - ChAiNz.2da
stoffe is offline   you may: quote & reply,
Old 07-31-2005, 12:53 PM   #63
hkoldrat
Lurker
 
Join Date: Jul 2005
Posts: 2
hi i'm new here please forgive me should i act noobish or for my english as i'm not native.....

back on topic, i can't seem to run the files of the patcher, it only shows an error message like "RichEdit line insertation error" or something of that manner
since i got a few mods with same modded files, it seems i must merge them, and unfrotunately this patcher is the only tool i can find on the net....
any ideas would be welcome
thanks for the attention
hkoldrat is offline   you may: quote & reply,
Old 07-31-2005, 09:26 PM   #64
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Re: RichEdit line insertion error

Quote:
Originally Posted by hkoldrat
i can't seem to run the files of the patcher, it only shows an error message like "RichEdit line insertation error"
This is an external error caused by the RichEdit DLL files in your system. RichEdit is a component that comes with Windows, though it seems some other applications install (and unfortunately overwrite) those DLL files as well.

From what I have been able to figure out, that error occurs when the version of the RichEd DLL files you have installed in your system is either some peculiar version, outdated or whatever it might be. I haven't been able to recreate the error myself so I don't know for sure.

It works just fine on my computer, if you want the RichEd DLLs from my computer you can download them here. Unzip and put those in the System32 folder inside your Windows folder. Back up the original files that exist there first before replacing them.

If you don't want to do this or can't get it to work anyway, download the latest version of the TSLPatcher.exe and use instead of the one you have now. Then open the changes.ini file you are working with in Notepad and, under the [Settings] section, add this line:
PlaintextLog=1

This will disable the formated, color-coded progress log and show the install progress as rather ugly plain text instead. That should hopefully bypass the RichEdit error. (Hopefully since I can't reproduce the error myself, so I don't know for sure what's causing it. )

Last edited by stoffe -mkb-; 01-12-2006 at 01:45 PM.
stoffe is offline   you may: quote & reply,
Old 07-31-2005, 09:35 PM   #65
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
Quote:
Originally Posted by stoffe -mkb-
(Hopefully since I can't reproduce the error myself, so I don't know for sure what's causing it. )
Hey stoffe, I got to thinking on this.

Could it perchance be caused by depending on what program the modder used to create their .rtf file? I had noticed that during my most recent mod, when I created the .rtf through MS Word, the file size was substantially larger than when I re-did it with Windows Wordpad.

That, or even if you create it in Wordpad, but either intentionally or accidentally opened it up in MS Word (spell checking, file association, etc.)...

Just a thought.... more like a shot in the dark, but who knows... hehehe


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 07-31-2005, 09:42 PM   #66
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally Posted by ChAiNz.2da
Could it perchance be caused by depending on what program the modder used to create their .rtf file?
Hmm... I doubt it, since the error apparently occurs when the installation process starts (after clicking the button) rather than when the application starts. Thus the info text has already been displayed and the box cleared to make room for the progress log instead. At least that's how I understand it.

It appears those who had the problem before got it working when they replaced the RichEdit DLL files too. And a quick google search for "RichEdit line insertion error" seems to indicate that other applications that use the RichEdit control has similar problems with a handful of users.

I suspect that those effected have installed some other application or OS component that replaces the RichEdit DLLs that come with Windows as standard. But that's just a wild guess.

Whatever the problem is, it sure is annoying. Seems like the installer is creating more problems than it solves for some people, and that was hardly what I had in mind when I made it...
stoffe is offline   you may: quote & reply,
Old 07-31-2005, 09:56 PM   #67
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
Quote:
Originally Posted by stoffe -mkb-
Whatever the problem is, it sure is annoying. Seems like the installer is creating more problems than it solves for some people, and that was hardly what I had in mind when I made it...
meh.... It's mostly contributed to "player too lazy to read the damn readme" error ... hehehe

You'd be surprised on how many 'problems' spring up with simple drag-n-drop installs

Just too nip this little problem in the 'bud', I'm probably going to start putting a "Troubleshooting" note pointing out this particular nuisance (that only seems to be happening recently)... at least then I can tell them "it's in the readme!"


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 08-01-2005, 12:02 PM   #68
hkoldrat
Lurker
 
Join Date: Jul 2005
Posts: 2
thanks.....now the patcher works.....thanks for the assistance
hkoldrat is offline   you may: quote & reply,
Old 08-02-2005, 06:51 PM   #69
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
ChangeEdit 0.98 - update released

I've put together a new version of ChangeEdit, the utility you can use to make TSLPatcher instructions in a somewhat more userfriendly manner than plaintext editing.

You can get the new version here. Be advised that it's still a beta-version so there may be bugs I haven't run into yet.

This new version contains two changes, one small and one a bit bigger:

1) Added a toggle to the Settings screen that allows for changing of the log window style from Normal to Plaintext, that was added in TSLPatcher 1.1.6. This can be used for those who have problems with their RichEdit DLLs to (hopefully) still run the TSLPatcher correctly, though in a somewhat less eye-friendly way.

2) Added a 2DA Compare button on the 2DA Files screen next to the trashcan button. When you click this button, it will ask for two 2DA files. Select an unmodified copy first, and then a modified copy as the second file.

ChangeEdit will then compare the two 2DA files and fabricate AddColumn, AddRow and ChangeRow modifiers matching the differences between the two files.

This can hopefully be useful to reduce the amount of data entry necessary for use with mods with lots of 2DA editing, though it should be noted that some manual hand-tweaking may be necessary to the modifiers it creates.

For example 2DA values that should use some form of tokens (StrRef, 2DAMEMORY, high() etc...) will need to insert the tokens by hand, since the comparison function will only grab the value that differs from the second 2DA file and insert it into the modifiers.

Since this is a fairly new feature it's a little rough around the edges and it may be that there still exist some bugs, but from what testing I have made it appears to work.

Also note that since my programming skills are abyssmal the comparison may take a few seconds if you compare two large 2DA files (appearance.2da, spells.2da), depending on how fast your computer is. There is no progress bar and the application appears to freeze while it works, this just means that it's working, not that it has crashed (hopefully). I'll add a progress bar or something in a future version.

If you want to try it, remember: Pick the unmodified 2DA first, and the one with modification second, when the Open dialog boxes pop up. Needless to say, bad things will happen if you pick two 2DA files who aren't of the same kind. (Ie comparing spells.2da to appearance.2da probably won't work too well.)


Bugs, questions or suggestions? Please let me know.


(Uh, why do the posts in this thread become extremely wide? Annoying to have to scroll horizontally to read things...)

Last edited by stoffe -mkb-; 08-06-2005 at 05:35 PM.
stoffe is offline   you may: quote & reply,
Old 08-02-2005, 07:17 PM   #70
tk102
Well past expiration date
 
tk102's Avatar
 
Join Date: Jan 2004
Posts: 5,767
Current Game: FTL
Forum Veteran Helpful! Notable contributor 
Quote:
Originally Posted by stoffe -mkb-
2) Added a 2DA Compare button on the 2DA Files screen. When you click this button, it will ask for two 2DA files. Select an unmodified copy first, and then a modified copy as the second file.

ChangeEdit will then compare the two 2DA files and fabricate AddColumn, AddRow and ChangeRow modifiers matching the differences between the two files.
Excellent. I'm glad I didn't have time to delve into that. Low hanging fruit tastes good, eh?

Quote:
Originally Posted by stoffe -mkb-
Also note that since my programming skills are abyssmal the comparison may take a few seconds if you compare two large 2DA files (appearance.2da, spells.2da), depending on how fast your computer is.
There's just no way around it that I've found. The progress feedback is a pacifier, but even then we're still talking about seconds, not minutes. If you want to talk about slow -- talk about DLGEditor vs. kreia.dlg.


tk102 is offline   you may: quote & reply,
Old 08-03-2005, 01:29 PM   #71
Commas
Junior Member
 
Commas's Avatar
 
Join Date: Feb 2004
Location: If you're going to San Francisco, Be sure to wear some flowers in your hair...
Posts: 320
awesome! thank you so much stoffe! this new feature is going to save a lot of people a lot of time (and hopefully it will get a few more people into using the the patcher now )! this is truly one of the best apps available for kotor modding. Brilliant! keep up the excellent work!

now if you'll excuse me i have got to go try this out!


Zaphod Beeblebrox is my hero
DOWNLOAD THE STUFF I MADE!
Commas is offline   you may: quote & reply,
Old 08-06-2005, 11:15 PM   #72
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
Quote:
Originally Posted by stoffe -mkb-
1) Added a toggle to the Settings screen that allows for changing of the log window style from Normal to Plaintext, that was added in TSLPatcher 1.1.6. This can be used for those who have problems with their RichEdit DLLs to (hopefully) still run the TSLPatcher correctly, though in a somewhat less eye-friendly way.
ACK! I completely missed this version!
Is this just recent?? (I noticed it was posted on SWK) ahh well... I've got it now... hehehe

Quote:
Originally Posted by stoffe -mkb-
(Uh, why do the posts in this thread become extremely wide? Annoying to have to scroll horizontally to read things...)
Fixed it There was a run-on img tag placed side-by-side, and if you're like me... you have sig images turned off?...

Plus the run-on was quoted so it made it doubly bad


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 08-09-2005, 08:37 AM   #73
Lord Hydronium
Lurker
 
Join Date: Aug 2005
Posts: 5
How compatible is the patcher with KOTOR? I tested it on 2das and GFFs and everything worked fine, memory tokens and all, but it doesn't seem to work with dialog.tlk. I first tried running it with an append.tlk and 2da modification with StrRefs in the 2das, and it simply didn't finish the installation (no backup, install log, or anything). Then later I ran it with just an append.tlk, and it claimed to have finished the installation, but nothing was changed. Running an append.tlk and several other changes to the 2das and GFFs without any references to the .tlk works fine, except for the fact that it skips over the append.tlk step entirely (it's not even in the log). I'm assuming the problem is that the program is designed for TSL, and the dialog.tlk is somehow fundamentally different from that of KOTOR. If that is the case, is there any chance of a version that can patch KOTOR's dialog.tlk? If that's not the case, and it's some other problem, what could it be?
Lord Hydronium is offline   you may: quote & reply,
Old 08-09-2005, 09:16 AM   #74
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally Posted by Lord Hydronium
How compatible is the patcher with KOTOR? I tested it on 2das and GFFs and everything worked fine, memory tokens and all, but it doesn't seem to work with dialog.tlk.

I first tried running it with an append.tlk and 2da modification with StrRefs in the 2das, and it simply didn't finish the installation (no backup, install log, or anything).

I'm assuming the problem is that the program is designed for TSL, and the dialog.tlk is somehow fundamentally different from that of KOTOR. If that is the case, is there any chance of a version that can patch KOTOR's dialog.tlk? If that's not the case, and it's some other problem, what could it be?
I have no idea if it's compatible with the first KotOR since I haven't tested it. I haven't done much modding for KotOR1 so I don't know if the file format differs in some way. If you can open KotOR1's dialog.tlk file with TalkEd the TSLPatcher shouldn't have any trouble with it since they use the same class for TLK manipulation.

However, if the TSLPatcher program is configured to use StrRef tokens you should potentially get a few progress log entries before it even tries to open the dialog.tlk file:

If you are running the patcher with detailed progress logging enabled (loglevel 4), doesn't it mention anything about the TLK at all? It should at least say "Loading StrRef token table..." before beginning to load the StrRef token list from the INI file. If it does not, something very strange is going on.

If there is at least one valid StrRef token in the ini file under the [TLKList] section, append.tlk exists in the tslpatchdata folder and a dialog.tlk file exists at the install location, you should get a "Appending strings to TLK file..." message in the progress log as well.

A valid StrRef token has to start with StrRef followed by a unique number.

Open your changes.ini file with notepad and find the [TLKList] section. Please post that section here and I'll see if it looks like it should.

Last edited by stoffe -mkb-; 08-09-2005 at 12:40 PM.
stoffe is offline   you may: quote & reply,
Old 08-09-2005, 05:05 PM   #75
Lord Hydronium
Lurker
 
Join Date: Aug 2005
Posts: 5
Quote:
Originally Posted by stoffe -mkb-
I have no idea if it's compatible with the first KotOR since I haven't tested it. I haven't done much modding for KotOR1 so I don't know if the file format differs in some way. If you can open KotOR1's dialog.tlk file with TalkEd the TSLPatcher shouldn't have any trouble with it since they use the same class for TLK manipulation.
Actually, I can't. TalkEd simply closes when I try to open dialog.tlk.

Quote:
Originally Posted by stoffe -mkb-
However, if the TSLPatcher program is configured to use StrRef tokens you should potentially get a few progress log entries before it even tries to open the dialog.tlk file:

If you are running the patcher with detailed progress logging enabled (loglevel 4), doesn't it mention anything about the TLK at all? It should at least say "Loading StrRef token table..." before beginning to load the StrRef token list from the INI file. If it does not, something very strange is going on.

If there is at least one valid StrRef token in the ini file under the [TLKList] section, append.tlk exists in the tslpatchdata folder and a dialog.tlk file exists at the install location, you should get a "Appending strings to TLK file..." message in the progress log as well.
I stand corrected. It does get to that step, in fact. Those two messages display on the logging screen; however, after that is where it goes wrong. The patcher simply closes, the log is never saved, and no backups or changes are made. This only happens if it tries to build the StrRef token table. If it's simply appending, it just skips that step entirely (and from your comments, it sounds like at least that part's intentional, since there's no need to add entries that are never referenced). All other memory tokens work fine. Between that and the behavior of TalkEd, I'm assuming it is just a compatibility issue.

Quote:
Originally Posted by stoffe -mkb-
Open your changes.ini file with notepad and find the [TLKList] section. Please post that section here and I'll see if it looks like it should.
It's straight out of ChangeEdit:

[TLKList]
StrRef0=0
Lord Hydronium is offline   you may: quote & reply,
Old 08-09-2005, 05:26 PM   #76
stoffe
Mostly dormant
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,834
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally Posted by Lord Hydronium
Actually, I can't. TalkEd simply closes when I try to open dialog.tlk.
(snip)
Between that and the behavior of TalkEd, I'm assuming it is just a compatibility issue.
Hmm, that's very strange. I just tested to open my KotOR1 dialog.tlk file with TalkEd and it opened without any problems. Though my K1 file has a few custom entries added and is not the original untouched file.

Unfortunately I don't seem to have an unaltered copy of that file, and I'm not too keen on reinstalling KotOR1 now just to get that one file.

Could someone else confirm if TalkEd.exe is unable to load an unaltered KotOR1 dialog.tlk file, please?

Both the TSL and KotOR1 dialog.tlk file appears to be using the TLK V3.0 format. Unless they've changed the format without changing the version number they should be the same.

Last edited by stoffe -mkb-; 08-09-2005 at 05:42 PM.
stoffe is offline   you may: quote & reply,
Old 08-23-2005, 03:50 AM   #77
TheOssusKeeper
Forumite
 
TheOssusKeeper's Avatar
 
Join Date: Jul 2005
Location: Missouri, USA
Posts: 534
Question Add a line to the upcrystals.2da file

ok i am sure i am doing something wrong ... i need to add a line to the upcrystals.2da file... but i can't get it to work right... here is what i have so far for the .2da part...

First column _________________ Second column

ExclusiveColumn ______________ high()
Label _______________________ Light
template ____________________ g1_w_sbrcrstl22
shortmdlvar __________________g1_w_short03
longmdlvar ___________________g1_w_lghtsbr03
doublemdlvar _________________g1_w_dblsbr003
2DAMEMORY1 ________________RowLabel

what am I missing, please help... this i driving me bonkers not that i didn't have very far to go in the first place, hehehe


TheOssusKeeper is offline   you may: quote & reply,
Old 08-23-2005, 05:02 AM   #78
RedHawke
Shadow Lord Of The Sith™
 
RedHawke's Avatar
 
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
Quote:
Originally Posted by TheOssusKeeper
First column _________________ Second column

ExclusiveColumn ______________ high()
The only thing I can see wrong is this one...

There is no ExclusiveColum in upcrystals.2da!

Delete this entry and it should run fine. Also why assign a 2DAMemory token to an upcrystals.2da row number? They aren't refrenced anywhere or used in any .uti files.


"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'"
----------------------------------------------------------------------
RedHawke is offline   you may: quote & reply,
Old 08-23-2005, 05:06 AM   #79
TheOssusKeeper
Forumite
 
TheOssusKeeper's Avatar
 
Join Date: Jul 2005
Location: Missouri, USA
Posts: 534
well thats what i was wondering, how does the patcher know to add a new line or what number to assign?


TheOssusKeeper is offline   you may: quote & reply,
Old 08-23-2005, 05:09 AM   #80
RedHawke
Shadow Lord Of The Sith™
 
RedHawke's Avatar
 
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
Quote:
Originally Posted by TheOssusKeeper
well thats what i was wondering, how does the patcher know to add a new line or what number to assign?
You are doing like I did... you are reading a little too much complexity into the process...

If you use the function to add a new row or copy a row it assigns a new row number automatically... and you only need 2DAMemory tokens if you are needing to refrence that new 2da row number later on for things like uti files and such.


"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'"
----------------------------------------------------------------------
RedHawke is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > Knights of the Old Republic > Editing / Modding > T3-M4's Astromech Droid Center > TSLPatcher v1.2.10b1 (mod installer)

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:03 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.