Description

Modding STALKER has this annoying tendency to result in conflicts when two different mods overwrite the same file, but not the same variables and sections within that file. DLTX aims to mitigate this by allowing a mod author to only override the values that they actually wish to change in a separate file, which should greatly reduce the amount of needless mod conflicts and the need to manually merge mods.

Preview
DLTX - Differential LTX Loading [OUTDATED, READ DESCRIPTION]
Comments  (0 - 50 of 103)
TheAwesomeGem
TheAwesomeGem

I have no idea why it took so long for a mod like this to appear. This will save countless of headache when trying to create a modpack in Mod Organizer. Speaking of Mod Organizer, does it detect the conflicts properly if a section/setting is being overridden by different files?

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MerelyMezz Author
MerelyMezz

Mod organizer can only detect if the same file is overwritten, but it can't tell if the same section or variables are overwritten, that's something you'd either have to pay attention to yourself or create a specialized tool for.

This isn't going to completely get rid of mod conflicts, but it should cover a large chunk.

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kittyfart101
kittyfart101

Mod Organizer is giving the mod a flag saying it doesn't contain "valid game data". Is this just because it doesn't modify anything in gamedata, where MO would expect mods to edit files?

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MerelyMezz Author
MerelyMezz

I would recommend directly replacing the binary files (after backing them up of course), rather than installing them via MO2. I don't think adding it as a MO2 mod is gonna work properly, because the virtual file system won't be loaded when you initially launch the game.

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Igigog
Igigog

Wow, that's poggers. Have you tried to do merge request? That's a thing we needed for so long... It will also encourage modders to do everything in their own files. Perfect. Cool
You're the best.

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Daisuke14
Daisuke14

so, does this mean that i can finally use this mods without complications?

Moddb.com

Moddb.com

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MerelyMezz Author
MerelyMezz

The mod authors would need to put their mods into DLTX format first. I've had a brief look at both mods, if they both were converted, they probably would be completely compatible with one another.

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MerelyMezz Author
MerelyMezz

Hey could you do me a favor and try and see if this works really quick?

Drive.google.com

You should be able to remove the previous LTX files of the mods, this should replace those fully. Please do let me know if it does indeed actually work properly.

I have at least verified the SMG pistol slot mod to work, I'm not sure about the FullUpgrade one, I struggle to understand what it even is supposed to do.

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Guest
Guest

fullupgrade works well, but smg pistol slot weapons are cause CTD when upgrade in equip slots, but in inventory no problemo, thx for your work

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MerelyMezz Author
MerelyMezz

That particular merge was made with a now outdated version of my merging tool, it has gone through a couple of improvements since. You could try using LTXDiff yourself to make a new version of this merge, that hopefully is more accurate and doesn't cause crashes.

Edit:
Just to make sure I've run the merge myself and haven't actually been able to reproduce the crash. It could possibly be some other installed mod at fault here.

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GabeCPB0
GabeCPB0

Sweet Jesus Christ, dude. Where have you been all this time? You're most welcome!

I believe I already saw similar addons concepts in other modding communities where people also built completely new games based on other games of great prestige with large followings. I think Fallout New Vegas and that California standalone, something like that. Or maybe Skyrim, I really don't recall.
But I always thought that Stalker was the largest coherent modding community, at least that I know of. Mods like CoC, AREA, Misery, Dead Air, Anomaly itself, and so on, and I don't recall seeing something like this before.

This is exceptionally welcome, since most addons are simple .ltx pages, and not scripts of code built from scratch. Most modders that I know of aren't programmers that know how to code nicely, they are just regular dudes with some TI knowledge, and use the easy .ltx pages to do the modifications they want, and share with the community.

Again, you're most welcome.

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izperehoda
izperehoda

How about minecraft? Isn't the most modded game ever?

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cringeybabey
cringeybabey

I'm a little confused by the naming conventions. Does it not matter what you name the file as long as it starts with "mod_" and is in the same directory as what you want to change?

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MerelyMezz Author
MerelyMezz

Every ltx file is part of a tree that gets loaded, the root file is at the top of that tree. The filename needs to start with "mod_[name of the rootfile]_", after which you can add your own suffix.

E.g. if you were to modify something that gets included by "system.ltx", you could call your mod "mod_system_mymod.ltx"

Finding out which file you need to attach your modifications to is mostly accomplished by reverse searching for includes in the file that you are trying to edit.

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Oxayne
Oxayne

I do love that thumbnail

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ImSimClown
ImSimClown

Really hope this becomes standard.

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MerelyMezz Author
MerelyMezz

Good news, you don't have to wait for modders to adopt it anymore, if you want you can convert already existing mods to DLTX on your own. Instructions are in the description.

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ImSimClown
ImSimClown

instructions are unclear to me, can i get a dumbed down version? when i open up the thing in the tools folder it just closes itself.

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MerelyMezz Author
MerelyMezz

The download comes with a tool called "LTXDiff". You have to use it in the commandline (cmd.exe), and call the specified command and fill in the appropriate paths.

The Base folder is a folder containing the gamedata of the vanilla game. You can aquire it by running "db_unpacker", it will generate a folder "_unpacked". Inside that folder, you have to create a gamedata folder, and put the other stuff inside it (i.e. it should go like this: _unpacked -> gamedata -> configs and all the other stuff).

After you set that up you could call LTXDiff in the commandline like this:

"LTXDiff dltxify 'C:\videogames\Anomaly\tools\_unpacked' 'C:\Downloads\SomeMod' 'SomeMod'"

It will create a folder "SomeMod_DLTX" in 'C:\Downloads'

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WeebSlav
WeebSlav

Hi there, i'm getting this crash after running this, with and without addons..

did i ****** up something while installing?



FATAL ERROR

[error]Expression :
[error]Function : invalid_parameter_handler
[error]File : xrDebugNew.cpp
[error]Line : 1040
[error]Description : invalid parameter

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MerelyMezz Author
MerelyMezz

Try disabling debug mode. If that doesn't fix it, I would have to see the rest of the log to really figure out what's going on.

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WeebSlav
WeebSlav

ok, i'm back

The game is still not running.. i tried disabling the debug mode, also removed all the addons that touches the debug settings, and tried again with no addons nor debug mode.. but nothing new, the same crash again.

i'm really starting to think i ****** something up.. however the game runs without problems with the vanilla bin...

this is the full log i deleted some text for privacy reasons but you can get a general idea

=====================================================================

* Detected CPU: Intel(R) Celeron(R) CPU N2805 @ 1.46GHz [GenuineIntel], F6/M7/S3, 1467.00 mhz, 35-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU cores/threads: 2/2

Found commandline file!
Initializing File System...
using fs-ltx fsgame.ltx
File System Ready...
FS: 54471 files cached 66 archives, 13676Kb memory used.
Init FileSystem 10.539616 sec
'xrCore' build 8179, Jun 29 2021

-----loading c:/users/[REDACTED]/onedrive/desktop/[REDACTED]/stalker anomaly/anomaly-1.5.1\gamedata\configs\system.ltx [2]
Initializing Engine...
Starting INPUT device...
Available render modes[1]:
[renderer_r1]
command line "c:\users\[REDACTED]\onedrive\escritorio\[REDACTED]\stalker anomaly\anomaly-1.5.1\bin\anomalydx8.exe" -smap1536
Executing config-script "user.ltx"...
[c:/users/[REDACTED]/onedrive/escritorio/[REDACTED]/stalker anomaly/anomaly-1.5.1\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
* [x-ray]: Full Memory Stats
* [win32]: free[137434507232 K], reserved[4281640 K], committed[164536 K]
* [ D3D ]: textures[0 K]
* [x-ray]: process heap[49293 K]
* [x-ray]: economy: strings[38539 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present

FATAL ERROR

[error]Expression :
[error]Function : invalid_parameter_handler
[error]File : xrDebugNew.cpp
[error]Line : 1040
[error]Description : invalid parameter

stack trace:

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MerelyMezz Author
MerelyMezz

It seems like it's an issue with the DX8 and DX10 versions of the executables. I'll try to figure out what's wrong with them and upload a fix, in the meantime all you can do is try to use either DX9 or DX11. I'll let ya know when I sorted it out.

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WeebSlav
WeebSlav

Thanks it works on DX9, i'll be waiting for the next patch... again thank you for the trouble

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MerelyMezz Author
MerelyMezz

I released an update that should fix your problem.

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WeebSlav
WeebSlav

Thanks dude it is running good, i'll rework my gamedata based on this, thanks for making everyone's life easier.

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morgannoor1991
morgannoor1991

wow just in right time 1000000000000/10

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Mobsi
Mobsi

its seems to be the holy grail xD noice work

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Feel_Fried
Feel_Fried

mezz_stringbuffer.cpp is contained in diff but isn't declared into solution =(

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MerelyMezz Author
MerelyMezz

Does that actually cause issues? You should be able to just add it manually to the XrCore project.

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Feel_Fried
Feel_Fried

yes, but it's better to mention it in desc =) some tupid ppls like me will run all engine versions compile and only after 3h will see the error xD

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MerelyMezz Author
MerelyMezz

That's a good point, I'll amend it.

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toto1991
toto1991

i dont understand how to use this with my addons can anyone please explain how

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MerelyMezz Author
MerelyMezz

Which specific part of the instructions in the descriptions are you struggling to follow? I may be able to help if you tell me.

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Noxilian
Noxilian

Would it be possible to merge in the engine fix from Food, Drug, and Drink Animations with this mod? Moddb.com

They have a change that:
"patch that fix "[error]Arguments : Can't find variable item_visual in" CTD and wrong items animations ( when instead of beer for example actor tries to drink syringe xD)"

According to the author, it's a bug that can affect vanilla Anomaly animations also, so the fix should be included in any custom builds of the engine.

They offered a version that had DLTX included, but it's based on v4, and who knows when that will be updated for any new versions here.

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MerelyMezz Author
MerelyMezz

Fried just added an uptodate merged version on his modpage. In future releases I will probably incorporate the fix directly aswell, so that installing a separate merge won't be necessary.

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Great_Day
Great_Day

I, I have been trying to create a DLTX mod from this Moddb.com , but I get the errors:

Unhandled exception. System.Exception: Exception of type 'System.Exception' was thrown.
at LTXDiff.LTXDB.LTXDataFromFile(String Filename, Boolean bIgnoreIncludes, String BaseDir, String ModDir)+MoveNext()
at LTXDiff.LTXDB..ctor(String RootFilePath, String BaseDir, String ModDir)
at LTXDiff.Routines.MakeDiffFromMod(String BaseDir, String ModDir, String RootFileName)
at LTXDiff.Routines.DLTXify(String BaseDir, String ModDir, String ModName)
at LTXDiff.Program.Main(String[] args)

Does LTXDiff work with mods that contain scripts?

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MerelyMezz Author
MerelyMezz

Howdy,

LTXDiff will ignore any files that arent .ltx during processing, so a mod containing scripts poses no issue (you can even make LTXDiff copy them to the new mod unchanged with the -c flag).

The file "/gamedata/configs/items/settings/fetch_list.ltx" contains what looks like a botched comment at line 22. LTXDiff doesn't know how to parse that line and terminates itself. I'll keep this in mind and patch in an exception for this (aswell as a more helpful error message), in the mean time you can just comment that line out yourself, both in the mod and in the _unpacked folder and it should work.

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Great_Day
Great_Day

Thanks a lot! It worked! And thanks for your mod :-)

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MerelyMezz Author
MerelyMezz

np, you are welcome.

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Great_Day
Great_Day

Hi, I've tried running the LTXDified main mod on a clean install (except the bin files), but I'm getting this:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...sktop/anomaly test\gamedata\scripts\death_manager.script:67: attempt to perform arithmetic on a nil value

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MerelyMezz Author
MerelyMezz

This crash is caused by a bug related to a mod deleting variables, that I am already aware of but haven't resolved yet. I don't see an easy work around for this unfortunately, so you will have to wait until I have fixed that bug. I'll let you know when I have.

In the mean time you could probably just run the un-dltx'd version of the mod. If you dltxify everything else in your load order, you should be fine and not run into conflicts.

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Great_Day
Great_Day

OK, thanks a lot. I did not make the first version of Less Items, but I have patched and maintained the mod for a while, and for me the matter is mostly that of making it available in a DLTX version.
The mod is about having fewer kinds of items in the game, and some items were commented out in the spawn lists, while others were deleted outright (in some cases I simply was sloppy, in others I noticed that they wouldn't disappear just by commenting them; now I wonder if I was using the wrong comment format).
Would adding back the deleted items and commenting them instead avoid triggering the bug?

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MerelyMezz Author
MerelyMezz

I mean in theory it would, and for other mods this is a viable workaround, but I imagine since the point of the mod is to remove items from the game and trader files, you would break its main purpose by reverting these deletions. In my judgement it isn't worth attempting to make it DLTX compatible at the current time, it would be a wasted effort. I'd rather you wait until I properly fixed this bug to avoid a whole lot of headaches.

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Great_Day
Great_Day

OK, got it. I was hoping that commenting out instead of deleting could circumvent the issue, but yea, the best thing is to wait. Thank you for your work!

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MerelyMezz Author
MerelyMezz

I pushed an update that should fix the bug that prevents your mod from working, do let me know if it resolves your issue.

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jlee35225
jlee35225

after install v6, my Nosorog can wear backpack and helmet now, my pda disappear too, so... any fix ( just install bin folder, that's all)

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alfredoh
alfredoh

You can reinstall v5, after that it works again with the old save files. Saves done with v6 are broken.
btw: For the people which deleted the old version: is it possible to load an older version of a mod?

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MerelyMezz Author
MerelyMezz

All old versions of DLTX are available in a link in the description, I have already found the bug and am in the process of compiling and releasing a hotfix.

edit: hotfix is out

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darkwarhammerbykhoru
darkwarhammerbykhoru

the pda disappears from the inventory.

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MerelyMezz Author
MerelyMezz

Are you sure you are on the latest version? I have pushed a quick update today that should fix the broken PDA issue among other things.

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