You can still use weathermods, but you won't be able to convert them to DLTX format.
You can still use weathermods, but you won't be able to convert them to DLTX format.
This is probably related to me saving the corresponding string file in the wrong encoding. Not *all* vanilla bullet points were removed, and some of the one's that weren't probably need to be resaved correctly. Is this affecting all attachments or only particular ones?
If you installed it correctly and nothing is conflicting with the mod, simply putting it in the detector slot should enable it.
The source code is available in "other_stuff" in the download. Read the description for instructions how to apply it.
DLTX already incorporates the FDDA bugfix, so the current build of this should aswell.
I currently don't know why this is happening, all I could find out so far is, that it has something to do with the compilation process, the bug appeared not to happen when another russian modder compiled the same source code.
You could try to compile the build yourself until I've figured out a solution.
Reshade works fine for me, are you sure you installed the binaries correctly? They need to REPLACE the old ones.
Yes, you have to replace the bin files (I would recommend backing them up incase you want to uninstall later). "tools" and "other_stuff" are not required, unless you want to make mods for DLTX yourself, and can be safely ignored otherwise.
The basic unpacker is all you need, that's the one that unpacks all the LTX files, the other ones unpack stuff like textures and meshes, which you don't need for LTXDiff.
Yea, make sure to use double quotes (") around the paths though, not single quotes.
You also need to make sure that the contents of _unpacked are inside another gamedata folder, i.e. it needs to go like this:
_unpacked -> gamedata -> configs, scripts and everything else
If the folder isn't structured like this, LTXDiff may not find the files it is looking for.
You need to know how to use the commandline ("cmd") to enter this command, and then replace the bracketed fields with proper values, i.e. the base folder, where the vanilla LTX files are, the mod folder you are trying to convert, and a unique identifier for the filenames.
If you want me to help you, you will have to specify precisely which part of the instructions you struggle with.
You install DLTX mods the same you do any other mod. You can load them just fine with MO2, just not the binary files themselves.
Either will work fine.
If you experience crashes when trying to sleep, open configs/ui/game_tutorials.xml in a text editor of your choice, go to line 346 and replace
<action id="use" finalize="1">xr_effects.sleep</action>
with
<action id="use" finalize="1">ui_sleep_dialog.sleep_in_zone</action>
Are you sure you are on the latest version? I have pushed a quick update today that should fix the broken PDA issue among other things.
All old versions of DLTX are available in a link in the description, I have already found the bug and am in the process of compiling and releasing a hotfix.
edit: hotfix is out
I pushed an update that should fix the bug that prevents your mod from working, do let me know if it resolves your issue.
I mean in theory it would, and for other mods this is a viable workaround, but I imagine since the point of the mod is to remove items from the game and trader files, you would break its main purpose by reverting these deletions. In my judgement it isn't worth attempting to make it DLTX compatible at the current time, it would be a wasted effort. I'd rather you wait until I properly fixed this bug to avoid a whole lot of headaches.
This crash is caused by a bug related to a mod deleting variables, that I am already aware of but haven't resolved yet. I don't see an easy work around for this unfortunately, so you will have to wait until I have fixed that bug. I'll let you know when I have.
In the mean time you could probably just run the un-dltx'd version of the mod. If you dltxify everything else in your load order, you should be fine and not run into conflicts.
I would recommend directly replacing the binary files (after backing them up of course), rather than installing them via MO2. I don't think adding it as a MO2 mod is gonna work properly, because the virtual file system won't be loaded when you initially launch the game.
np, you are welcome.
Howdy,
LTXDiff will ignore any files that arent .ltx during processing, so a mod containing scripts poses no issue (you can even make LTXDiff copy them to the new mod unchanged with the -c flag).
The file "/gamedata/configs/items/settings/fetch_list.ltx" contains what looks like a botched comment at line 22. LTXDiff doesn't know how to parse that line and terminates itself. I'll keep this in mind and patch in an exception for this (aswell as a more helpful error message), in the mean time you can just comment that line out yourself, both in the mod and in the _unpacked folder and it should work.
Fried just added an uptodate merged version on his modpage. In future releases I will probably incorporate the fix directly aswell, so that installing a separate merge won't be necessary.
Which specific part of the instructions in the descriptions are you struggling to follow? I may be able to help if you tell me.
That particular merge was made with a now outdated version of my merging tool, it has gone through a couple of improvements since. You could try using LTXDiff yourself to make a new version of this merge, that hopefully is more accurate and doesn't cause crashes.
Edit:
Just to make sure I've run the merge myself and haven't actually been able to reproduce the crash. It could possibly be some other installed mod at fault here.
That's a good point, I'll amend it.
Does that actually cause issues? You should be able to just add it manually to the XrCore project.
I'm not sure if they do, but the whole point of this mod is, that the stuff you need to repair outfits drops on corpses now, so you don't have to rely on stashes to do basic maintenance anymore.
The download comes with a tool called "LTXDiff". You have to use it in the commandline (cmd.exe), and call the specified command and fill in the appropriate paths.
The Base folder is a folder containing the gamedata of the vanilla game. You can aquire it by running "db_unpacker", it will generate a folder "_unpacked". Inside that folder, you have to create a gamedata folder, and put the other stuff inside it (i.e. it should go like this: _unpacked -> gamedata -> configs and all the other stuff).
After you set that up you could call LTXDiff in the commandline like this:
"LTXDiff dltxify 'C:\videogames\Anomaly\tools\_unpacked' 'C:\Downloads\SomeMod' 'SomeMod'"
It will create a folder "SomeMod_DLTX" in 'C:\Downloads'
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