Jump to content

evandixon

Administrator
  • Posts

    5910
  • Joined

  • Last visited

  • Days Won

    84

Tutorial Comments posted by evandixon

  1. 6 hours ago, augustus__ said:

    I'm wondering if I did anything wrong? (I am  using wine with .NET framework 4.6.2 on it. I know it isn't supported, but everything seems to work fine) The portraits from said mod are also provided.

    portraits.zip 233.93 kB · 0 downloads

    I've never tested it outside of Windows. I make no promises I can get it working, but I can take a look at least. What OS are you using? Also could you upload the modpack zip file in the output directory?

  2. 9 hours ago, baki said:

    Hiya, I posted before. Got a new issue.
    I'm able to successfully repack GTI starter mod builds but they don't seem to work when I test them with Citra.
    Is that an emulation-specific problem or something else?

    Here's my modpack for reference.

    ModPack 1.0.0.zip 1.84 MB · 0 downloads

    Fixed in the latest commit. Please let me know how well it works. You've chosen a version of a Pokémon that might experience other issues.

  3. 43 minutes ago, Faangzzz said:

    Is there a way to edit existing pokemon's type/moveset/stats so we can turn them into pokemon from future generations?

    Using some of psy_commando's statsutil (there's a mod for it), it's possible to a certain extent, but I think adding Pokemon from future generations is beyond current know-how. In any case, it'll be quite a lot of work.

  4. 10 hours ago, xanam said:

    If I'm using the starter mod and edit any of these portraits to make a full set, will it still default to the default expression for my new starter pokemon, or will it use the edited images set up in here?

    If you try to use both at the same time, it will fail because my patchers don't know how to safely merge things yet. For the time being, you'll need to either disable the starter mod's portrait patching (right-click the project, click properties, uncheck the appropriate checkbox, and save) or don't use the portrait mod.

  5. 8 hours ago, Vali561 said:

    When I try to load the Decrypted 3ds into Citra is causes memory issues (PSMD using the starter, portrait, and models mods) theres no error outputs when building, but the repeating mesage in citra is 
    HW.Memory <Error> core/memory.cpp:Read:189: unmaped Read32 @ [constantly increasing hex values]

     

    Are you using the starter, portrait, and model projects all at once? The starter mod also modifies portraits and models by default, and the patcher doesn't currently know how to merge those patches. Please either try again without the portrait and model mods, or turn off the starter mod's portrait and model patching by right-clicking the project, clicking properties, unchecking those two options, and using File -> Save All.

  6. On 4/17/2019 at 11:49 AM, Jirachicute28 said:

    I have a question since I am new to this, what kind of external program do you recommend to work here?

     

    I have little experience with image editing. I usually use MS Paint for simple stuff and GIMP for slightly more complex stuff, but actual artists may have different preferences. Actually editing portraits is out of my skill set, unless I do something silly like add a mustache or a top hat, which I'd probably do in paint. And that's the extent of my art skills 😅

  7. On 12/31/2018 at 2:50 PM, pearsth said:

    System.ArgumentNullException: Value cannot be null.
    Parameter name: path2
      at System.IO.Path.Combine(String path1, String path2)
      at SkyEditor.Core.IO.PhysicalIOProvider.WriteAllBytes(String filename, Byte[] data)
      at SkyEditor.Core.IO.GenericFile.<Save>d__84.MoveNext()

    I'm sorry for the late reply. I must have missed the notification for your post.

    I just pushed an update that fixes this, which can be downloaded here.

    On 12/31/2018 at 2:50 PM, pearsth said:

    I am also confused regarding the stack trace.  What is up with the directories staring with "C:\BuildAgent...."  I don't have such a directory with the installation instructions.  Did I miss something?  Thanks!

    Those are the paths to the source code on the machine that built the program, i.e. my build agent. The C:\BuildAgent part doesn't really mean much, but it's super helpful seeing which lines of which files the errors occurred at.

    On 4/17/2019 at 11:45 AM, Quote Izkewl said:

    I'm trying to build the mod, but I do the process, and after seemingly finishing with no problems, there is nothing in the "ModPack\Output" folder. I go back to the editor, and this error is there:

    Quote

    System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch.

    All I'm trying to do is replace two starters with Petilil and Honedge. I have no idea what's going wrong.

    Please make sure you unblock the zip file before extracting it, as shown in the introduction:

    Quote

    Unblock the zip file. This can be done by doing the following:

    1. In Windows Explorer, Right-Click the zip file and click Properties.
      image.png
    2. Click or check Unblock. It may either be a button or a checkbox.
      image.png
    3. Click OK.

     

  8. On 4/16/2019 at 5:21 AM, Jirachicute28 said:

    hello, I'm new to this, and I just want to play with eevee in pokemon super mistery dungeon, I followed these tutorials but I have not had any luck, since it gets blocked when I start the game and I do not know what I did wrong, can someone pass me some patch for private?

    Could you attach the modpack zip located in (Solution Directory)/Modpack/Output? 

  9. On 4/7/2019 at 8:57 PM, Slereide said:

    This is for PSMD and I am only using the Starter Mod. Even if I don't change the player/partner, I still get the crash upon a portrait being loaded.

    Sorry for the delay. This has been fixed in the lastest build. You will need to create a new solution, to avoid corrupted data.

     

  10. On 3/30/2019 at 8:44 PM, Slereide said:

    I'm not entirely sure if I did something wrong but if I have "Portrait Patching" enabled my game crashes every time a portrait is loaded on screen. The issue goes away when I disable it but the portrait boxes don't show the pokemon. Any advice on what I can do to fix this?

    Is this for PSMD or GTI? And do you have any other projects besides the starter mod?

  11. 3 hours ago, Schatteneis said:

    everytime when i try to open fixed_pokemon.bin the program crashes with the following error

    https://pastebin.com/4M6ZZ72d

    I pushed an update that should solve the immediate problem. Only thing is that the error shown is an error in showing the real error, so it's likely it still won't work. However, as long as the update works, the next error message will be more relevant.

  12. 2 hours ago, Khadgars_Servant said:

    In the tutorial, it stated that I could use any .3ds file as the rom source for applying modpacks. Does this mean I can use any decrypted rom I got off the internet as the source, and not specifically the one saved to my 3ds SD?

    Technically yes, but we don't condone piracy on this site. Please try to dump your game yourself. If GodMode9 isn't an option, try braindump.

    2 hours ago, Khadgars_Servant said:

    I'm also unsure on how to apply the edited ROM to my digital copy. I don't have Luma, and currently only have homebrew launcher through the steeldivers exploit. Any help would be greatly appreciated, thank you! :)

    Check "HANS" in the modpack properties:

     

     

  13. On 2/21/2019 at 3:23 PM, Laskey said:

    Only the first evolution in the index of a branched line will work, but for fully evolved pokemon with alternate forms, like sawsbuck, vivillon or meowstic, can you choose any of them or are you still restricted to the first one in the index?

    Would like to know if you could have a mega evolution as the evo, also

    It's restricted to the first form. And mega evolution works a little differently and won't happen with scarf evolution.

  14. Just now, Slimy Sliggoo said:

    Hello! I have tried to build the modpack, but the portrait mod seems to be stuck on "packing", even after an hour or so. Is this normal?

    Are there any errors in the errors dialog? It's pretty bad about putting stuff in there without telling you.

  15. 19 hours ago, Scupake said:

    I  have a question I actually don't know how to get the rom I have the sd card folder but what do i do with it

    That depends on how you want to run the hack. If you have Luma 3DS, simply enable game patching in the settings menu (hold select on boot), then copy the contents of the SD Card folder to your SD card. If you want a ROM for Citra, Gateway, Sky 3DS+, etc, then you'll need to choose an appropriate option in the modpack settings:

     

  16. 56 minutes ago, Scupake said:

    I know he said that if you have a pokémon with branched evolution you'll be getting the first on on the index but I really want to get a ralts that evolves into a Gallade 

    So could you please make a way to do that

    Not possible without a lot more advanced editing, unfortunately. I don't see why you wouldn't be able to evolve into a Gallade post game, however. Just not with the harmony scarf.

  17. On 2/2/2019 at 5:32 PM, Wanya said:

    Can transparency affect the colour count?

    Transparency counts as a single color, but I'm not aware of any portraits that have any.

    On 2/2/2019 at 5:32 PM, Wanya said:

    Since I don't have a program to count the colours (I'm using affinity photo and I this is the first time I've done pixel art), I counted the colours manually.

    Since some of the colors can be very close to each other, manual counting will not only prove difficult but also unreliable.

    I didn't check all of them, but Pained has one too many colors:

    image.png

    To get here in GIMP, use Colors -> Info -> Colorcube Analysis

    Grin works because it only has 13. The maximum is 15.

  18. 19 hours ago, Volcano said:

    After creating a model mod, can I open the files right away or do I have to do something before opening them in spica or ohana? Because I did the mod and tried opening the files in both programs and it said unsupported file or something like that. 

    You shouldn't have to do anything more. Just be sure you're opening the correct files. Spica and Ohana won't be able to read the BGRS files, but they can read the BCH files. After opening a BCH, you can then import the BCHSKALA and BCHMATA (or whatever they were) files, which are animations for the BCH. You can mix and match models and animations for extra fun.

  19. On 1/30/2019 at 5:49 PM, Wanya said:

    Hi There! I'm getting this error after I attempt to build my portrait and starter mod. System.BadImageFormatException: Too many colors in the image. I know the portraits can't have more than 15 colors, but horsea (the poke i'm modding for) has about 18 colors in its standard portrait. Is that the actual limit, or is horsea somehow an exception? Also attached are the portraits for horsea I have made. 

     

    Horsea.zip

    I'm only seeing 15 colors in the standard one you uploaded.

    image.png

    Having repacked the portraits a lot without error, I'd be very surprised if any of the existing portraits had more than 15 colors. The image format can only physically store 16, and one of those is for transparency. (I don't remember if Sky Editor supports transparency.)

×
×
  • Create New...