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So, doing daily packs is not something I want to get into for obvious reasons, so let's do something else.  I've activated KKS on the KKManager servers now, but only activated one pack for it, basically plugin updates. This isn't a good way to deal with it, thus why I don't do it for any other pack, but it works for quick turnaround for plugins, and what's more... I made it open for users not using BetterRepack, aka selfmanagers, so if they want a plugin pack, now before HF is a thing they can use, here's a bone.

Will be quick turnaround to keep up here, so some bugs may happen, but yeah, risk vs reward and all that.

Also, this is a temporary thing till things slow down, by the time R2 hits, the risk to doing things like this outweighs the rewards. But for now, here y'all go \o/

TLDR: KKS users, no matter if they use my pack or no, can update plugins using KKManager.

Started focusing on zipmods now, so that will probably start dripping in eventually as well, so stay tuned ;-)

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Comments

Eric

Does the updater debug file for kp that allows for faster speeds for kkmanager also work for kks?

BetterRepack

KKManager isn't fully activated yet, I'll activate the rest slowly over the few next few days

BetterRepack

Partially. Male uncensors is now downloadable via KKManager. Female will probably come sooner rather than later

Eric

Thanks :) I really appreciate how hard you have been working on kks, I have been looking forward to kks since it was announced and I appreciate how quickly you have been releasing stuff.

MJ Out

Hello, I have a little problem with some skins and costumes AI Shoujo. THey are distorted to the ground in the middle between the feets and I have no idea how I can fix this. Any idea?

BetterRepack

This part is added for the patreon download spots now as well. Also dropped in a female uncensor now \o/

BetterRepack

No idea based on that description. I'd recommend dropping by the discord to get help with that. it will require some exchanging logs and screenshots to troubleshoot, and patreon really isn't the best platform for that stuff.

Anonymous

Dumb question, but I couldn't find if it had been answered before: now that Illusion is using unity for their engine (PlayClub and up), what is the mod porting process generally like from game to game? I'm checking back regularly on KKM to see when the sideloader packs are ready for KKS cause I want to have muh cards.

BetterRepack

The sideloader plugin has been ported like 3 months ago for KKS, so that's all well and good. Just need to get every mod tested before I enable it for all users

Anonymous

I see, I guess I was asking how testing for mod assets (custom hairs, clothes, etc) was done, out of morbid curiosity. Like is it a matter of just confirming if everything works as intended when copied directly over to the new game? Or does each mod have to have a version built for each game?

BetterRepack

For the most part it's about testing the mods, and modifying those that do not work so that they can be moved away or organized differently. For the most part that process is done now though. None of the mods in the main modpack at this time breaks anything and seem to load fine, so that's ready for R1.2 now, and will be activated for download on friday. Due to similarities between games, a lot of mods can be used as is, while some mods will need to be modified. Maps for instance, that's not just drop in reusable, same for mods that spesifically target something special for the game in question (thus why you end up with a ghost if you try to apply all modpacks to KKS) So in short, basically doing quality assurance on the existing mods

Anonymous

That makes sense. My knowledge of cross game mod porting is mostly in the Bethesda games, which is all based off item IDs and scripts. Even between Skyrim and SSE or FO4 to SSE there's a good bit of work that goes into porting mods, so I was curious how it was for KK/AIS/etc. Thanks for explaining it to me

Anonymous

what exactly is a "kkmanager"?? I havent run into any problems with it after playing your repacks for maybe over a year now. I can't update my mods through initsetting because of it telling me to update kkmanager. I get a zip from github but its just abunch of useless files with no .exe and the "readme" gives no real explanation of what to do with it. just trying to check hs2 for updates.

BetterRepack

It's the application responsible for updating the game. you can download the new version from https://www.patreon.com/file?h=41869238&i=8762045. Just extract the contents into the '[UTILITY] KKManager' folder and overwrite any conflicts and you should be good