@jastey I see, thanks. I'll look into it later since I still have to get a new install for testing because I don't want to break the already modded one I've got.
Hello, first of all, I always like the idea, to have Yoshi in the whole saga, its a great idea. But I cant find, anywhere, in any web site or in this forum, a link to download this mod. Any help please? Is this mod not ready yet? I don't understand. Take care all.
Hello, first of all, I always like the idea, to have Yoshi in the whole saga, its a great idea. But I cant find, anywhere, in any web site or in this forum, a link to download this mod. Any help please? Is this mod not ready yet? I don't understand. Take care all.
I'm not a coder but I wrote the story and dialogue for Keeping Yoshimo almost two decades ago now, somewhere around 2007 or 2008. Well, I wrote probably 98% of the dialogue, that is. It's been so long now. I see a couple minor dialogues may have been written by Icendoan or Crevsdaak like the interjections by Jan.
Anyway, until the last week all these years I never actually played the thing! So I'm finally doing that. I'm now playtesting and using Claude to see if I can continue to bugfix it and eventually package this mod with an auto-installer. I never learned coding and I am not going to. (Too late in my life for such an investment of time and energy.) So realistically I think this the only way it's is going to happen, i.e., through me using Claude.
I know there are very strident anti-AI sentiments in the community that I do respect the reasons behind. But again I am a non-coder who can now actually make significant progress with such tools. And this is a hobby, etc. For what it's worth I put in a lot of time following its suggested solutions. It's a still a labor of love, etc.
Is it alright with the mods of this forum if I consult here and seek feedback about what I'm finding through my efforts using Claude? I think that is probably required in order for the Claude-suggested code tweaks to work and be safe for people to use. Or my thought is that it would be ideal to get some human assistance from actual human coders with Claude doing the heavy lifting, if that makes sense.
Hi, I tried to download your mod and I just want to say that it breaks a lot of things on the install. Things like CDTweaks and SCS have many components that won't install if you have Yoshimo's mod for some reason. Another thing, is the coding error regarding the English Version of the code. The pinned PDF-file on Gibberlings doesn't list it, but apparently - in addition to all the things you've already listed on the document (weidu file, lowercase letters etc) there's a coding error on the following line:
ACTION_IF GAME_IS "bg2ee" BEGIN
___INCLUDE ~7c-yoshi/lib/exe_patch.tpa~
___PRINT @9902
END
This code doesn't work on the current ee-install, and if you don't edit it out, the mod will simply not install at all due to error. I fixed it by rewriting it as:
ACTION_IF GAME_IS "bg2ee" BEGIN
___// INCLUDE ~7c-yoshi/lib/exe_patch.tpa~
___PRINT @9902
END
(where "_" indicates empty space you get via tab)
Basically "//" makes the command invalid, which makes it possible to install it on EE-game. This is the only way I could fix it, and naturally you will need some sort of coding editor to open TP2 files. However I'm not sure if I can tolerate playing without SCS these days as the base game is simply too easy, so I haven't checked it out. Honestly though, the game is hard-coded to nuke Yoshimo and every other modder makes mods with that assumption, so I guess whatever it is that fixes the death also fucks up the inter-connected scripting required for other mods.
I wonder if it will simply be easier to create a clone-character named Yoshimo who has all the same voice lines and dialogue, but none of the attached self-termination scripting. That way I think it would be possible to bypass the entire drudgery altogether. You let the old one "die" to satisfy the coding, and have a new copy replace him. Just a thought.
Comments
You can find the link here: https://www.gibberlings3.net/forums/topic/26562-keeping-yoshimo-download-link-and-version-updates/?do=findComment&comment=233170
Anyway, until the last week all these years I never actually played the thing! So I'm finally doing that. I'm now playtesting and using Claude to see if I can continue to bugfix it and eventually package this mod with an auto-installer. I never learned coding and I am not going to. (Too late in my life for such an investment of time and energy.) So realistically I think this the only way it's is going to happen, i.e., through me using Claude.
I know there are very strident anti-AI sentiments in the community that I do respect the reasons behind. But again I am a non-coder who can now actually make significant progress with such tools. And this is a hobby, etc. For what it's worth I put in a lot of time following its suggested solutions. It's a still a labor of love, etc.
Is it alright with the mods of this forum if I consult here and seek feedback about what I'm finding through my efforts using Claude? I think that is probably required in order for the Claude-suggested code tweaks to work and be safe for people to use. Or my thought is that it would be ideal to get some human assistance from actual human coders with Claude doing the heavy lifting, if that makes sense.
ACTION_IF GAME_IS "bg2ee" BEGIN
___INCLUDE ~7c-yoshi/lib/exe_patch.tpa~
___PRINT @9902
END
This code doesn't work on the current ee-install, and if you don't edit it out, the mod will simply not install at all due to error. I fixed it by rewriting it as:
ACTION_IF GAME_IS "bg2ee" BEGIN
___// INCLUDE ~7c-yoshi/lib/exe_patch.tpa~
___PRINT @9902
END
(where "_" indicates empty space you get via tab)
Basically "//" makes the command invalid, which makes it possible to install it on EE-game. This is the only way I could fix it, and naturally you will need some sort of coding editor to open TP2 files. However I'm not sure if I can tolerate playing without SCS these days as the base game is simply too easy, so I haven't checked it out. Honestly though, the game is hard-coded to nuke Yoshimo and every other modder makes mods with that assumption, so I guess whatever it is that fixes the death also fucks up the inter-connected scripting required for other mods.
I wonder if it will simply be easier to create a clone-character named Yoshimo who has all the same voice lines and dialogue, but none of the attached self-termination scripting. That way I think it would be possible to bypass the entire drudgery altogether. You let the old one "die" to satisfy the coding, and have a new copy replace him. Just a thought.