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  1. CM3D2 Mod Priority Patch

    Makes the CM3D2 Update 1.11 "Mod as GameData" function prioritize the Mod folder over the GameData one.
    Meaning it will work similarly to Deflarc/ArchiveReplacer/ModManager on a "stock" game.
    All the patch do is flip a boolean flag on, no hooks, no plugins.

    Download: 1.0.0.0
    Password: byreisen
    Source: GitHub
    Signature Space Critical, You can find most of my links and stuff Here now.
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    SBPR: Loaders

    CM3D2 HF Patch (v120.0)
    CM3D2.ToolKit - Pre Release

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  • Thanks.
    I just noticed that the readme talk about "TextureResolution" , I hope some people are not lost because of this.
    #### Installing

    Place the **CM3D2.TextureResolution.Patcher.dll** in your CM3D2 ReiPatcher Patches directory, and execute ReiPatcher.

    ---
    #### Building

    Make sure you have MSBuild v14 installed (Comes with VS2015)
    Place **Mono.Cecil** and **ReiPatcher.exe** references in the References folder, then Execute **build.bat**

  • Quote Originally Posted by wolfen1994 View Post
    Thanks.
    I just noticed that the readme talk about "TextureResolution" , I hope some people are not lost because of this.
    Oops. That's what you get for doing lots of things at the same time, you copy the wrong readme to the folder.

    The dll is CM3D2.ModPriority.Patcher.dll
    Signature Space Critical, You can find most of my links and stuff Here now.
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    SBPR: Loaders

    CM3D2 HF Patch (v120.0)
    CM3D2.ToolKit - Pre Release

  • Usagirei, I'd like to ask few questions:

    1) It is safe to use both de flarc AND the mod priority plugin, or one breaks the other?

    2) If I decide to not use anymore said plugin, all I need to do is to remove it from the patches folder and run again reipatcher, no ini editing or the likes required?

    3) When using mods that requires the use of deflarc, can I just make a new folder inside the mod directory and put there the modded files (ex: a mod comes with 2 folders, texture and texture2, so I just make a new folder called bean and put them there), or do I need to recreate a gamedata folder inside the mod directory? I know what I'm saying sound a bit confused and stupid, I'm still new when it comes at modding so I'd like to understand a bit of it.

  • 1) It's safe to use, but if you're not modding scripts, Deflarc has no advantage over this.
    2a) Simply Delete the .Patcher.dll on the ReiPatcher Patches folder, then call ReiPatcher -c <ConfigName> -r (only append a -r to the usual, it'll repatch with the last backup)
    2b) Same as above, but you may opt to restore the .dll manually instead of using the -r flag
    3) If they don't use scripts, simply create a folder inside the Mod directory, and drop the stuff there, there's no explicit need to create GameData and the likes, except for convenience. It's just for organization purposes.
    CM3D2\Mod\ModName\ <- files go here however you want, be it loose, inside directories or w/e
    Signature Space Critical, You can find most of my links and stuff Here now.
    CM3D2: Loaders | Translation | Signboard | Body-Writing
    SBPR: Loaders

    CM3D2 HF Patch (v120.0)
    CM3D2.ToolKit - Pre Release

  • Quote Originally Posted by usagirei View Post
    1) It's safe to use, but if you're not modding scripts, Deflarc has no advantage over this.
    2a) Simply Delete the .Patcher.dll on the ReiPatcher Patches folder, then call ReiPatcher -c <ConfigName> -r (only append a -r to the usual, it'll repatch with the last backup)
    2b) Same as above, but you may opt to restore the .dll manually instead of using the -r flag
    3) If they don't use scripts, simply create a folder inside the Mod directory, and drop the stuff there, there's no explicit need to create GameData and the likes, except for convenience. It's just for organization purposes.
    CM3D2\Mod\ModName\ <- files go here however you want, be it loose, inside directories or w/e
    I see, thank you very much for clearing all these things to me! (And also for making so many awesome plugins/tools!)

  • Hey Usagirei,After i installed 1.15 it seems that this patch is causing a null morphtarget=karadal error right before the skill select screen.

  • Quote Originally Posted by Maximum92 View Post
    Hey Usagirei,After i installed 1.15 it seems that this patch is causing a null morphtarget=karadal error right before the skill select screen.
    Are you sure its THIS patch, and not any of the mods loaded BY this patch?
    Signature Space Critical, You can find most of my links and stuff Here now.
    CM3D2: Loaders | Translation | Signboard | Body-Writing
    SBPR: Loaders

    CM3D2 HF Patch (v120.0)
    CM3D2.ToolKit - Pre Release

  • Quote Originally Posted by usagirei View Post
    Are you sure its THIS patch, and not any of the mods loaded BY this patch?
    Oh your'e right it was the penis replacement mod from upkiss 3031 that did it sorry for the trouble.

  • someone reported this mod cause new multiplemaid mod to not working, any info ?

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