Oh. Just read the modern guide a few minutes ago.A lot, but most importantly Mini is standalone and installing mods in Mini is simple drag & drop.
Oh. Just read the modern guide a few minutes ago.A lot, but most importantly Mini is standalone and installing mods in Mini is simple drag & drop.
I downloaded aa2 from the mega link on page 1 a few months ago and most of the mods from other sources (also on page 1)Are you using AA2MiniPPX from the Modern Installation Guide link in "Other Sources"? My first suspicion is outdated AAU, but that would mean you have AA2Mini from the OP links instead, which is both outdated and no longer supported by the community (read: card creators).
okVikovo
1.Since you used the DDLs in this topic - meaning you have Mini -, I am going to recommend you switch to MiniPPX (theYou must be registered to see the linksthingy I mentioned). Peace of mind regarding compatibility since it is being actively maintained, if nothing else.
2. Even if you stay with the Mini - your reply fails to mention this: did you updateYou must be registered to see the linksand try the editor/cards again? As I mentioned, the problems you describe are reminiscent of oudated AAU builds.
3. The file extracting process for cards: one, it seems irrelevant to your case, and two, just to make it clear, you are meant to click "Yes" on that window - those card files hold additional resources required for the card to look as intended. The lacking resources are what gets unpacked when you try to load the card in the editor/game.
NVM,manned the fck up and did the torrent downloadCan someone upload the most up-to-date version of AA2 mini ppx on mega/gofile(so I can do DDL instead of torrent),the one available on tsukiyo pls..
Just to make sure: did you install the requirements listed for MiniPPX in the modern guide? More than once in this thread people had issues with MiniPPX because they skipped past the Requirements part of that page and were missing NET Core.ok
I have downloaded MiniPPX from the modern guide, torrent and extracted the same as usual, but the launcher freezes when I click the launch the game/editor button
first time launching, I hadn't touched any settings, crash. followed the troubleshooting steps in modern guide, still crashing
I'm guessing the mega link leads to an outdated version, but I know I can run that, I've tried matching the settings on the outdated and minippx launchers, no change
sorry If I'm being a pain, new to both this site and aa2
ah right... was missing net coreJust to make sure: did you install the requirements listed for MiniPPX in the modern guide? More than once in this thread people had issues with MiniPPX because they skipped past the Requirements part of that page and were missing NET Core.
It's something on your end. Did you successfully complete the F95 warning captcha? Anyways, I'll send a PM over.can you reupload it it got flagged as virus and can't download (malformed attachment???? ). it's basically a real time editor and it works on unlimited as well source i did use it back then.
If (MostHate == 0) then
.....Actions:
.....MostHatedGuy = 25
MostHatedGuy
was a seat indicator, I figured that it would have to be retrieved and stored in a variable, not a hardcoded int. What is this code actually doing? It seems a fairly common convention across other modules. In particular, I am very interested in what it does as part of the LOVE OF YOUR LIFE module, which I currently am struggling to make sense of.Took a quick look, it seems that it is for seat numbers. Value 0-24 is for in game characters with 24 being the teacher. 25 is used for seat number if none of the in game chara fit for the requirements thus making the modules target none.What is the significance of the number 25 with respect to modules?
For example, from the Yandere Type C module (bottom of the OhYouHateThisGuyHuh trigger):
If (MostHate == 0) then
.....Actions:
.....MostHatedGuy = 25
If that number being updated toMostHatedGuy
was a seat indicator, I figured that it would have to be retrieved and stored in a variable, not a hardcoded int. What is this code actually doing? It seems a fairly common convention across other modules. In particular, I am very interested in what it does as part of the LOVE OF YOUR LIFE module, which I currently am struggling to make sense of.
Adds a bunch of of clothes to the game, alot of it being underwear or swimsuit attire. And, from what I understand, utilizes so-called "Symbolic Links" to keep the outfits it comes with in one folder (its own) to make adding more clothes easier.Extreme retardation inbound lads,so sorry in advance...
Can anyone explain what exactly is 'hardlinker'? Like what is it's purpose and how do I use it(start with an elementary explanation if possible)?
No, you do not. If a card requires additional assets, it asks permission to unpack them when you load the card into editor/game roster. Once you hit that "yes" button, you are done. In a sense, you do not need to re-run the batch file EVER...unless you are reinstalling harderlinker, which means it is no longer a "re" at that point. Semantics.I have already installed and did everything mentioned in the guide ran the batch file and filled it textures provided in the mega folder.Now I noticed that some cards I download from database came with their own texture and override folders,which I put in them in their appropriate folders and now do I need to run the batch file again to make use of them?
When you put it like that - character creation. And, of course, making the card that uses the assets work without needing to extract said assets to the game folder. Keeps the place nice and tidy.What does harlinker do when I am playing the game or is it something like a tool for character creation?Thanks.
If you have a mod called ##_face_sliders_pack_v5##, there should be a folder \data\override\Meshes\face\FaceParts\Ears with object overrides. There are bunch to choose from.How to get elf ears without changing the face