This is awesome. Would it be possible to make a version that keeps a little icon there just to denote when a decision used to be timed? I feel like it would be good for the mindset of certain moments where maybe I'd want to say "ah well if this was supposed to be timed maybe I'll make like a half-snap judgment and pick a little differently cause Henry's under pressure here," if that makes sense.
Not sure if anyone has experienced this strange bug. During the tutorial at the beginning where you have to do quests for your father. One of the things he requests is cold ale. I get that last and no matter what I do to run back to him, he always complains that its piss warm. Tried multiple times and seems to be the same till I removed this mod, then I was able to complete the quest properly. Not sure if there will more bugs associated with this further into the game?
One of the lines in the file, near the start, ordinarily has Time limit = 5000. I would guess, considering it is so high, that it acts as the time limit for this quest dialogue that is now bugged. Out of interest did you go through the file manually setting every limit to zero or did you automate it somehow?
ah yes, some quests have very long time limits. I wasn't sure if i should also set them to 0, but apparently i did. That probably is the reason for Amoot5918's warm beer.
After manual editing + testing if all is well, i used np++ with regex replace.
edit: so i retested the mod again and i have no problems with the beer
thanks! That really bothered me when creating the mod. I didn't know there was a way to only overwrite the entries that needed changing! Awesome! I verified your file and added it. Thanks man!
The tool that really makes it possible is WinMerge - I learned about it in an undergrad programming class and I've never stopped using it, its just that useful. With it I was able to compare your mod to the unmodded base game file and it highlights all the lines which were changed, then it just becomes a tedious process of removing all the unchanged lines, editing the table name, and editing the file name
ah, i know winmerge - i just didn't know the game would process the file if it only contains my changes. I even tried it, only to have the game crash (probably made a mistake somewhere else). I'm glad the mod is now how it should be, thanks! :-D
Dude, I've gone down a rabbit hole. Like 90% of mods, even new mods for this game are not properly configured, and I don't even mean the basic stuff like incorrect folder structure, missing mod.manifest or that file missing the description line, not even proper PTF formatting... take a look in your KCD.log in the game folder and scroll down to the PTF loading section... SO MANY supposedly PTF mods DO NOT LOAD CORRECTLY and only this little section in the log shows you which ones ARE. The biggest error seems to be putting underscores in the file or table name after the necessary double underscore eg buff__Master_Thief_Enhanced.xml HAD to be buff__MasterThiefEnhanced.xml for it to load... or at least load correctly. There are still a handful of other "PTF mods" which are not loading correctly which I'm not sure *WHY* they are not... but... this shouldn't be this way... If your game requires a BS in Computer Science to mod correctly, you didn't make a mod friendly game... (talking about devs, not you tho)
Oh heck, I realized I did something dumb >.>
I had edited all the folders inside the Mods directory to remove spaces and numbers etc cause I'd read somewhere that that messed something up for someone... so of COURSE the underscores wouldn't work FOR ME. herp derp >.>
The tool that really makes it possible is WinMerge
It's a great tool, but if you want only to see lines differences there are also nice free online code diff checkers, just google "code diff" and try a couple of ones, some are better than others. If your files have less than 10k lines each, I suggest using https://www.diff-code.com/ (Without "pay to unlock new features" popups)
I had edited all the folders inside the Mods directory to remove spaces and numbers etc cause I'd read somewhere that that messed something up for someone... so of COURSE the underscores wouldn't work FOR ME. herp derp >.>
The thing about the underscores it's strange, I followed almost totally the official guide and my mods all working perfectly https://wiki.nexusmods.com/index.php/Modding_guide_for_KCD
In the guide they say the "lowercase format" it's no longer necessary but I'm still using the ALL lowercase format so I can't rule out the possibility that having uppercase letters conflicts with underscores in the mods names. I personally use names without uppercase letters, numbers, symbols or spaces, BUT with underscores (not double ones).
Working with game and mods in english and playing from steam.
24 comments
After manual editing + testing if all is well, i used np++ with regex replace.
edit: so i retested the mod again and i have no problems with the beer
https://www.dropbox.com/s/9a24mc7ty3bx0jk/NoTimedDecisions.rar?dl=1
The tool that really makes it possible is WinMerge - I learned about it in an undergrad programming class and I've never stopped using it, its just that useful. With it I was able to compare your mod to the unmodded base game file and it highlights all the lines which were changed, then it just becomes a tedious process of removing all the unchanged lines, editing the table name, and editing the file name
Oh heck, I realized I did something dumb >.>
I had edited all the folders inside the Mods directory to remove spaces and numbers etc cause I'd read somewhere that that messed something up for someone... so of COURSE the underscores wouldn't work FOR ME. herp derp >.>
It's a great tool, but if you want only to see lines differences there are also nice free online code diff checkers, just google "code diff" and try a couple of ones, some are better than others.
If your files have less than 10k lines each, I suggest using https://www.diff-code.com/ (Without "pay to unlock new features" popups)
In the guide they say the "lowercase format" it's no longer necessary but I'm still using the ALL lowercase format so I can't rule out the possibility that having uppercase letters conflicts with underscores in the mods names.
I personally use names without uppercase letters, numbers, symbols or spaces, BUT with underscores (not double ones).
Working with game and mods in english and playing from steam.