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126
Yeah, we're getting to the Promised Land now over on the 7thHeaven thread. Most of the kinks have now been worked out. We can now imbed the authors' readmes in the .iro files, even. I'm just wondering, totally understandable if you guys don't want me tearing apart your installers (it's a job I'm not sure I want), would it maybe be OK to release model packages grabbed out of a bootleg install that include files your installers put into the lgp archives like... world_us.lgp? That was sort of the suggestion I was hearing from the bootleg people.

The main type of mod I would be missing from a 7thHeaven collection is the World Map Overhaul. And then the standalone TA packages. Really don't like the thought of hosting a collection of qhimm.com ff7 mods and not having those TA stuffs included, would just feel so incomplete.

127
I stared at that a while, man. I was totally onboard for a while, too. I was gonna suggest we ask Aali. But then I'm thinking maybe... there's a bit of an optical illusion going on in your screenshot. It looks like a fairly normal pattern of extreme jaggy sloped railing that has been upscaled, but here the palette "swirls" of the railing compliment the floor, which has the same effect on it. But when your eyes see the transition from that almost subliminal pattern of fractalized upscaling to the sheer native hi-res models with their shading being calculated correctly, it just makes it look like the bumps in the rail are more pronounced. That bump pattern continues throughout the rail, but both Barret and Tifa happen to be standing in front of bumps, and they make them look larger than the others. Maybe I don't have the right answer at all, but I gave it some thought!

128
FF7 Tools / Re: 7thHeaven
« on: 2013-08-07 08:16:50 »
OK, yeah, I think we can do the Gdrive xmls if we decide, but I did go ahead and make a free account with pastebin which allowed me to edit the code as much as I wanted. It's actually probably a lot more convenient the way pastebin has it set up than doing it with Gdrive. It took some squinting to get the pathing correct on all that when I tried to paste code from Notepad++ to pastebin, however. The thing is, the mod generator does almost all of the xml monkey work for you. For me, now it's just a question of learning the complex tricks about config which Kaldarasha's mod offers a small taste of. There must be something that 1.05 doesn't like about that particular package he made, though. It won't load with it active period. I'm just gonna verify rq that it does work on 1.03.

Yeah that same 3Unshaded Models .iro Kaldarasha packed works fine on 1.03 but crash to blackscreen on 1.05. I'm afraid my usefulness ends right about there.

129
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-08-07 08:07:22 »
Hiya,
Almost all of your issues are discussed on the FAQ
1. Looks like you are using an old driver version for your AMD graphics card. Update to 13.5beta2 as advised in the FAQ. Do not update to a newer driver than 13.5beta2, that is the latest driver that WORKS for bootlegged FF7. It's not very old either. Anyway, it's best to uninstall your drivers first (you can do that with the 13.5 installer even), then restart your computer, then run the installer again and put on the newer drivers.
2. Turn PBO and Post Processing off. VBO works fine, you might consider turning on Texture caching if you haven't--it will make things run smoother once textures have been cached once.

130
FF7 Tools / Re: 7thHeaven
« on: 2013-08-07 07:46:00 »
To make 1.05 crash? I went back to 1.03 for now.
It seems to crash off anything I feed it. Was using Kaldarashas #3 part. I'll go back to 1.05 and test. I thought it would be something simple and pop out right away. Maybe I did something wrong.
K I loaded up that foldered BarretHQ mod on 1.05 no problem so I probably screwed up something. I was using iros before. Let me set them up and check.
No, I'm sorry Iros, it's only crashing on this original 3Unshaded Models mod. All the other stuff is fine. It works ok on 1.03 tho

131

Make sure the highlighted option is unchecked. As your mouse pointer passes over different mod options they will often display preview pictures in the upper left. I personally like the ship and tank.

If you know how to inject mods into lgp files manually then you could choose between the two models or both. Since Kuroda Masahiro has given permission to mirror that mod through 7thHeaven (Iros's new mod-manager for FF7) I may set it up so you have the option to install either of the two models. In 7thHeaven if you decide to change a mod like you are wanting, you won't have to reinstall bootleg if you have it, this will probably be implemented through "vanilla patches" from 7thHeaven subscription or via download available here when and if they are completed. 7thHeaven is completely compatible with bootleg40.

132
FF7 Tools / Re: 7thHeaven
« on: 2013-08-07 05:05:59 »
Boy, yah, I really didn't get why the mod magic folder out of bootleg40 looked the way it does... but the magic.lgp file itself has folders in it... uLGP .7 can handle it, though. Hadn't actually got that far yet, but I hadn't planned on adding any magic mods outside of aali's modpath. People will have to get the Team Avalanche stuff from the installers, I think, which is fine.

Good news, following Iros's instructions and the examples he has left I was first able to mimic his small catalog, and then I got my own catalog running by posting the xml on pastebin. I don't suppose you know some magical html>xml trick to get my catalog.xml to run off gdrive itself? This really isn't important. Anyway the download for HQBarretRedux took about 1 second and installed in 2, from a 7zip file with extract to set for battle.lgp. This frikkin program is amazing...

133
Aha, I think I get it. 1.2.9 seems to be working fine then, I just can't help but wonder if you have plans to adapt TS to work with the 2012 and STEAM flevel versions. I didn't realize they were different in a way that would make them incompatible with ToughScript but Dan mentioned it the other day. I could imagine that not really being in your plans. It only matters in that people who use GameConverter (keeps new files other than the exe) wont be able to use ToughScript (MO installer) without using something like bootleg first that overwrites using the 1998 flevel.

134
FF7 Tools / Re: 7thHeaven
« on: 2013-08-06 21:20:40 »
Unable to launch in 1.05 blackscreens with oops something bad happens. Only 1 small mod activated.

Sorry  :oops: I don't think it's on this end.

Perhaps a lead.. it's crashing the exact same way it did when battle.lgp folder was capitalized.

135
FF7 Tools / Re: 7thHeaven
« on: 2013-08-06 20:53:14 »
Batch import from .iro with all same files as previous stress test was much faster than import from folders. It did still say it was not responding, but it was done pretty quick after. I'll do a little savegame scavenger hunt with Ensala's savepack to test the .iro Facepalmer install.

This seems almost unreasonable to ask about, but what do you think about drag and drop ordering in the active Mods tab, Iros?

Edit: cool, I'll get rid of the facepalmer.iro, thanks for saving me the trouble. Is that a limitation we're gonna have to learn to live with? No problem at all if so, just getting an idea for what's gonna fit and what wont.

136
FF7 Tools / Re: 7thHeaven
« on: 2013-08-06 19:18:21 »
I haven't looked at Xpontus OR the advanced variables yet. I'm really just running around like trying to keep up with the laundry and still keep an eye on my inbox since I just sent out like 70 some odd PMs in 1 day.
I use Notepad++. I like how it makes everything different colors! :P

One thing:
I was thinking about requesting a place to add a text file from the author (if available) to the preview and/or installs.
7thHeaven, as it is turning out, will allow you to:
Preview mods, download them, install them, UNinstall them, swap them, configure them, rearrange their active order to avoid conflicts should they arrise, not to mention it allows special events to modify mod interactions with the game... For instance, if you wanted to alter a particular scene you could easily change entire groups of models without changing any game files.   

Ideally the authors of the more complex mods would get involved in the process so they have total control over what options are configurable in the modManager via the xml files. I think I may ask Iros if a readme or text file can be included in the preview or at least the installed .iro mods. To me, the readme file is the ultimate form of ownership on a mod. If a designer chooses not to include one, it's fine, but I would like to be able to totally legitimize the subscription by including the authors' notes where possible.

137
I was thinking about requesting a place to add a text file from the author (if available) to the preview and/or installs.
7thHeaven, as it is turning out, will allow you to:
Preview mods, download them, install them, UNinstall them, swap them, configure them, rearrange their active order to avoid conflicts should they arrise, not to mention is allows special events to modify mod interactions with the game... For instance, if you wanted to alter a particular scene you could easily change entire groups of models without changing any game files.   

Ideally the authors of the more complex mods would get involved in the process so they have total control over what options are configurable in the modManager via the xml files. I think I may ask Iros if a readme or text file can be included in the preview or at least the installed .iro mods. To me, the readme file is the ultimate form of ownership on a mod. If a designer chooses not to include one, it's fine, but I would like to be able to totally legitimize the subscription by including the authors' notes where possible. 

138
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-08-06 10:27:14 »
Would it be OK to use any of your personal stuff from the modfolder after MO install for 7thHeaven .iro options, Dan? I think at least some of it is Felix's? I sent out this dumb form letter to like 60 people asking for similar permission for .iro conversion and mirroring on 7thHeaven subscription... but I forgot to put a link to Iros's 7thHeaven thread and it doesn't say WHAT mod it is I'm asking permission for. Mostly everyone seems fine with it but couple people are kinda not sure what I'm asking. I think Felix was on the carbon copy list, but I'm not positive I'm talking about the right Felix :P 
I was hoping to set it up so that I can kind of emulate bootleg40 with some new stuff added all through 7thHeaven (all options totally configurable but easily uninstallable and swappable), such that all users subscribed can do the same. I don't think .exe mods will fly so proper MO is probably out but I can include pretty much anything else from any ff7 file or from the modpath the way Iros has it set it up. So I was thinking, the maps, the nice alternate credits, and I'm forgetting something. No sweat if you'd rather me keep them off the list, though. Just wanted to try to include as much as I could. Anyway people are going to install MO outside of 7thHeaven, of course. It's not that they wont be compatible. And for all I know 7thHeaven will do things to the exe, too.

Here's a copy of the silly form letter. Sorry if I come off snooty. I was a little drunk.
Quote
Hello,
I am requesting permission to repack your mod for Final Fantasy VII, available on qhimm.com, in .iro file format for use with the newly developed mod-manager, 7thHeaven, written by Iros. If permission is given, your mod would become available on a download mirror that works through the modmanager. Credit to you and links to your original release page on qhimm.com will always be included, as well as a preview screenshot and some info on the mod itself. If you update your mod, the database must be updated as well, allowing 7thHeaven to automatically alert users of new versions of your mod when they become available.

This is a form letter--I have many many developers to attempt to contact. One downside to the .iro format is that it does not leave the authors' readme files intact, if they included any. In the future, this issue may be addressed. Unfortunately, for this project to work well, as many of the qhimm.com sanctioned mods as possible must be ported. Because of this, I have made the decision to treat a non-response to this request as tacit permission. This also could mean that by the time you read this, your mod may have already been converted to an .iro file and put on the database. If this is undesirable for any reason, please let me know and I will be happy to remove it at your request. To save you time, you are invited to ignore this letter completely if you wish to give permission. Of course, if you have any special requests or instructions, by all means reply.

Thanks very much for your time,
-Template
   

139
Getting accurate .iro versions of the original TA files from the two official installers is definitely my priority, if it is approved. I'm not really sure how to best go about that, but it will be very uncomfortable if I have to do it the only way I can think of. The rest of the stuff (Chibi Cloud, Battle Model, Guard Scorpion, Sweeper, Battle Scenes, Save Point, and Materia) is packaged separately. 

As for the rescaling of the menus... it's just something I was kicking around. For that, unless someone has font files still left over from when they built the TA Hi-Res Overhaul, I'll have to pull the tex files out, upscale them and mess with them and turn them to PNGs. I think it's doable... possibly more doable than replicating the installers in simple lgp insert ready form.

Don't think this is gonna end up being labor for anyone but me. I guess I really just need help from the guys that did the installers, unfortunately. Of course, this is a lot to ask, and this part of my plan for a 7thHeaven subscription just may not be possible.

140
Releases / Re: [Project] Mike's custom models
« on: 2013-08-06 05:38:36 »

Rip or no, probably won't fly here--but boy is she smokin'. Trying to register for a website in another language is pretty tough :-P

141
Some questions about official Avalanche releases:
1). Looking into repackaging all possible qhimm.com approved ff7 mods into .iro format for use with new modmanager: 7thHeaven. Normally this is easy business, but for mods that have installers like TA Hi-Res and Avalanche GUI the conversion process may be somewhat more difficult. I am asking for permission, first of all, to repackage official TA releases into .iro form and distribute via a subscription service (like a live version of bootleg's supported mod list).

2). I am also asking for assistance in locating/identifying the proper files from these two TA installers for injection into either lgp archives or aali's modpath, and thus into proper iro format, with options and all. This will facilitate these installers being compatible with 7thHeaven mod subscriptions. I am simply unclear what all files are coming from which mod with these installers. Some options are more clear to pick out than others. The map stuff and the menu stuff is really a dark and unknown area of the .lgp file structure for me.

3). This is more of a long-shot. I am interested in repackaging the TA fonts/AvalancheGUI menu into a format that will scale to HD output resolutions (1920x1080) as well as extreme high internal-resolutions (like 5120X3840, a multiple of 320X240, with which hardware anti-aliasing works well) without any resulting artifacts. This is currently only possible with the menus from DLPB's MenuOverhaul. I was kinda half-hoping I could take the opportunity to try to learn to fix the little issues myself, if it were possible. Here I've installed both the TA Hi-Res Menus and the Avalanche Menu Overhaul, but I have removed all of the font PNGs from the mods menu folder, as the fonts from the Avalanche GUI introduce considerable scaling problems.

As it is, if you'll look at the screenshots in their original res, the GUI is nearly perfect this way. My interest is in showing the advantage of using both high internal resolutions w/1980X1080 output AND super-sample anti-aliasing, which looks really really nice. This setup, perhaps just without the lines under the menu numbers (which are feint at high res, I admit) would make these slightly older and completely overshadowed menus a valid alternative for hi-res menus. The missing link is that for anti-aliasing to function the internal resolution needs to match the ratio of the original game res--320X240, thus the 5120X3840. Along with output res of 1920X1080, it makes the game look like this:

The font characters very occasionally have almost imperceptible transparent lines through/around them. Not terribly concerned about this, but would like to fix if possible.


The battle screens are stunning and everything is pretty much perfect font wise.


Character Name screen shows some small artifacts around the font characters, but strangely the numbers are flawless here.


Here are the main graphical issues I wanted to address. The lines under the numbers in the menu, as well the few I noticed under item icons.
You can view the original resolution screenshots by downloading them here or I think you can just navigate to them in my photobucket by clicking on them repeatedly and choosing view original. Photobucket annoys me. Anyway...

Is it feasible to amend these files from wherever they are hiding? Anyone want to lend a hand on this or just a couple opinions on if it was worth a shot? I really like this menu style because it looks pretty old and "stock" but no jagged lines. Thanks for your time.

142
FF7 Tools / Re: 7thHeaven
« on: 2013-08-05 21:31:12 »
The only other thing I can think of to add at the moment is that when I did the import of the corrected 3.2GB Facepalmer.iro file into my library it appeared to hang (briefly, about 5-10 seconds) after windows flagged it as "Not responding". This was of course not the case, and it imported just fine. I am happy to report that after adding all of these large iro files the initial startup on the launch is still nil.

My next test is to switch to a whole bunch of foldered mods instead of the .iro files I made and see how bad the launch delay is. I am even gonna do facepalmer :evil: no mercy

1st step... attempt to crash 7thHeaven's batch import to Library feature. Setup:

After that, as anticipated, Windows told me 7thHeaven was "not responding". I waited, and waited, and went to the bathroom. When I came back my mods were ready to go. (Suggest that after successful import, Library be auto refreshed {search button}.) So, First attempt at crashing 7thHeaven failed. ;D
Here I used this magical button to move over all these foldered mods from my library to my Active Mods tab, pre-activated.

I then hit Launch.
It literally took 1 minute before the game opened. But it still works 8-) So, second attempt to crash 7thHeaven total failure also, but it does show the superiority of iro files. Next I have to load up as many iro files as I can possibly gather and see how that goes. I expect it will be fine and the subscription service will be up and running in as little as a few days.

Q: Can I separate mods in a subscription by type? Have bunches of avatars, bunches of models, etc. For now, if I can get up and running, I'll use simple tags.
Q: Can 7thHeaven do movie mod installs? That seems like it would be weird in an iro file. Can't think of any other weird mod types like that I want to include. Let's get really crazy and allow
       users to stream-preview music mods! ...That's really not necessary.

.iro package conversion requests are going out to everyone and anyone with a working mod link I could possibly include. If people don't get back to me pretty quick I'll have their mods up unless they are requested to be removed. I admit this is pretty presumptive... but I'm not planning on including anything old that isn't already on bootleg, and nothing new that isn't already expressly designed with 7thHeaven in mind, so I really don't feel like I'm being pushy.

Sorry if I double PMd you... sending out carbon copy PMs on here is a pain. Somehow one of them went through twice. I'm also sorry the letters ask permission but don't include reference to the specific mod or mods I plan on using for the 7thHeaven subscription. This was really only done because I was sending carbon copy PMs out 10 at a time (which is the limit...) and I was too lazy to write personalized requests. Well, I'm learning a little about communication here, too, so that's good. If you sent me a response that wasn't a question or a concern I probably didn't respond, but really my only excuse is that I don't actually have enough time to do everything I need to do right now.

143
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-08-05 19:31:48 »
Hext is only the future for prob foreign installs or others who want to use it.  I've gone back to file editing for Reunion, although hext is used for small edits like cheats.
There is interest in using Hext for injecting changes to game files without changing the actual file (well, obviously, that's what it does). I'm sure you guys can imagine all the possibilities this invention opens up as far as trying out different mods on the fly. Say mods that are normally very difficult to combine or uninstall or swap. I can't claim to have thought of that, though, and perhaps the scope of that implementation is not practical.

144
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-08-05 19:17:20 »
There definitely were some hiccups with STEAM FF7 conversion because they did a couple tricky things with the file system to keep the download small. The author of GameConverter, Kompass63, was forced to adapt his utility without a copy of the STEAM version to test with. It was not clearly understood early on how to change languages in STEAM etc etc. There are valid reasons why it took time to work these things out.

GameConverter handles STEAM ff7 like a champ now.

The original new-to-old patch (which is what bootleg40 uses) works perfectly fine on the 2012 version.

Sorry for continuing off-topic but to tie it all together: MenuOverhaul as it is and as it will be in the future is only compatible if you use one of those 2 conversion processes with your 2012 or STEAM FFVII. Use GameConverter immediately after installing base ff7 is my advice, it installs DLPB's hext for you (which will be part of the future of mod injection), the code smells newer, and it may solve some esoteric problem with language compatibility that no one understands completely.

145
FF7 Tools / Re: 7thHeaven
« on: 2013-08-05 18:59:49 »
To be clear about the MR mod: I thought it was bigger than it was and it was slow to initialize even in folder format because I put in the WHOLE folder Bloodshot packed. It includes folders that have duplicate files in them, one is set up for 7thHeaven just fine (but with an uppercase B on the battle.lgp folder) and the other is set up for just basic lgp file insertion. This was really what we needed to debug this so I am grateful he did it that way. He knew he didn't need a mod.xml file for his mod.

Now that we know this modmanager is not going away (and I think Iros is probably making it so it isn't case sensitive, though he doesn't need to) we won't need to pack mods that way anymore, and the uploads will be half the size. You can pack the mod just like you normally would for lgp insertion, add the .lgp on the end of the folder names, and people still doing lgp insert can bloody well figure it out--that way it will automatically work for 7thHeaven. Alternately it would be best to just include the iro files pre compiled with mod.xmls already imbedded in them for complex mods that do model swaps and variant based changes.

Honestly I've been packing my HQmods for STEAM folders with .lgp on the end of their names even before Iros hopped along and decided to build this amazing thing.

If you right click on a mod in the Library screen, there is an 'uninstall' option that removes it (and deletes the files - if you haven't already)
That is very sexy. Didn't see that... right clicks... just awesome. It has settings for automatic updates, even. :-o Can you add support for mouse wheels? j/k

Edit: OK So I decided next to test Iros's pastepin download/install mod feature. It ran without a hitch on my very own (fixed by cmh175) alternate unshaded Cloud battle stance animation. The download speed was 15kbps (not a surprise) and didn't take long because it's a very small mod. The install portion took quite a while. Surprisingly long. Around 1-2minutes. Of course since that mod is in simple folder format (Iros fixed it, set up the folder name correctly), it installs as a folder mod in your library. No surprise there. Still, I'm going with my gut and exclusively hosting .iro mods on subscription because they load so much faster. Just adding that simple battle animation mod of mine in folder form increased the initial game load considerably. Like, you start wondering if it crashed. So far, no matter how many iros I add, there is no increased load time. If I add more folder mods will the load time of ... 5 seconds or whatever just stay the same? Or will it get worse? If it stays the same, then it's not an issue.

Also: I have begun to see some scroll slowdown and jitter as I add more mods. It appears to be straining visually somehow. Closing the 15 other windows I had open seemed to help without closing 7thHeaven itself. Then I decided to restart my computer for August. The scroll bar is a little funny about moving your mouse off of it quickly. Otherwise if you stay steady with the scroll bar it works fine.

And then: I decided to throw the kitchen sink at 7thHeaven. I fed it Omzy's field pack as an .iro. It made the iro fairly quickly. I am realizing now I did it wrong or it would have worked. You need to specify mods that are meant for aali's modpath with folder names like "battle" or "field" not "battle.lgp" or "flevel.lgp" (I tried doing the Omzy's field pack iro with flevel.lgp folder). So then I did an iro of EQ2Alyza's PNG battle scenes mod and it works fine. She was crafty and did the "battle" folder for the PNG version, and a "battle.lgp" folder for the lgp version.

And after a retest with facepalmer.iro it works without a hitch. I removed my field folder from my aali modpath to be sure the backgrounds were coming from the loaded .iro file.


146
FF7 Tools / Re: 7thHeaven
« on: 2013-08-05 18:36:01 »
Yeah, that fixed it. :D We do make a good team though, eh? You build it I mess it up.  :evil:
I have to go through all these steps to make everything look clean in the GUI again:
Delete all the 3485-1348751random.iro files and folders I've created somehow that end up in my game directory's 7thHeaven folder.
Delete everything from Users\*.*\7thWorkshop\
Reenter new info.
Oh and the issue about just being able to remove mods you've deleted from your library. That would pretty much stabilize everything I have messed with so far.
The next frontier is the subscription I want to host... Should be fun! 8-)


147
FF7 Tools / Re: 7thHeaven
« on: 2013-08-05 18:27:31 »
No, you were clearly on your way to learning how to do complex variables in this, and I was impressed.
Anyway. I think I nailed the issue and it's something stupid and easy to do. The "battle.lgp" folder in his wrapped version was named "Battle.lgp"
I'm getting deja vu.

148
FF7 Tools / Re: 7thHeaven
« on: 2013-08-05 18:18:57 »
Cool! That looks more like it. Why does EQ2Alyza's mod packed as iro work without all that other stuff in her mod.xml?

149
FF7 Tools / Re: 7thHeaven
« on: 2013-08-05 18:06:54 »
You can edit xml with wordpad. That's not the issue, either, I don't think you're really meant to need an xml file for a simple iro mod. Something is going wrong with Motorball Revamp tho. I'll do some more testing.

150
FF7 Tools / Re: 7thHeaven
« on: 2013-08-05 14:50:16 »
K, now I know I wasn't imagining things. I made an .iro file out of Motorball Revamp and with it activated new version won't load.
Edit: Nope, can't figure out how to make a working iro file out of that mod. It contains a folder specifically labeled wrapped, and a packed iro file out of it makes a file 23.5Kb but it won't load when trying to use it. It actually hangs on black screen with mouse cursor sitting on top, no debug.

I'm guessing it's because the MR(Motorball Revamp) wrapped folders do not include xml files? Every time an artist has to learn xml a baby koala dies.  :-P


Tested EQ2Alyza's LGP Battle Scenes as .iro added to Kaldarasha's and load time on game open is nil.
Now I will write an xml for Bloodshot's mod and test to see if it'l load as an iro.
The one for the battle scene mod is super simple so you really couldn't say you learned xml for having filled that out.

Also: Can't figure out how to remove installed mods from my library. Can deactivate them, but even deleting the imported mod from the FF7folder/7thHeaven/ directory won't get rid of them. All I can do is delete library.xml from users area.

Edit: This mod.xml in the Motorball Revamp folder for packing to iro did not help, still hangs on blackscreen trying to launch with the MR iro activated.
Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Bloodshot</Author>
  <Version>1.0</Version>
  <Description>High-Polycount Motorball Boss Model and Battle Scene Revamp</Description>
  <Link>http://forums.qhimm.com/index.php?topic=14510.msg203819</Link>
</ModInfo>
I can see how there maybe needs to be an argument in the xml file for each folder, too? Take a look at the xml files included in Kaldarasha's mod... This really is just a teensy complex for a hippie/tracer/artsy (stereotype joke) person. But I will persevere!

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