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Dec 13 2005, 06:46 PM
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#1
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A fool and a knave Forum Member Posts: 153 Joined: 21-July 04 From: Oxford, UK |
Are the changes made in this mod file direct copy overwrites, or are they done by patching?
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Dec 21 2005, 07:03 PM
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#2
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Forum Member Posts: 70 Joined: 7-September 04 From: Hampshire, UK |
QUOTE(aigleborgne @ Dec 21 2005, 06:39 PM) Assuming I would do this with a script and because changes would require a different script for each cre (adaptation of a modele), this would require about 700 scripts. True, but then again at the moment it requires about 700 .cre files QUOTE Few mods actually modify creatures (except specifically mods like mine, but those shouldn't be installed together anyway). So it's not a real problem. Don't forget that a change made to an existing creature by another mod could be something as simple as giving them a new item. If this item is a key, obviously overwriting the creature would mean it no longer has said key, which would in turn mean the door or container it unlocks could no longer be opened. Alternatively, the new item could be part of a dialogue condition, meaning f.ex you could never retrieve the item a quest giver asks you to bring him. Or it could just be some cool new armor or weapon someone made But yeah, as long as other mods are installed after Enchanced Creatures, there shouldn't be a problem This post has been edited by NiGHTMARE: Dec 21 2005, 07:06 PM |
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Andyr Ovewrite/patching Dec 13 2005, 06:46 PM
aigleborgne Changes are made by overwritting.
I have difficul... Dec 13 2005, 10:21 PM
NiGHTMARE You should probably include a warning about the .c... Dec 21 2005, 12:11 PM
Salk NiGHTMARE,
thanks for the tip!
We won't ... Dec 21 2005, 01:31 PM
aigleborgne Patching cre is not easy.
You probably think this... Dec 21 2005, 04:51 PM
Salk aigleborgne,
there won't be any problem becau... Dec 21 2005, 05:10 PM
NiGHTMARE
It's easy once you've left the learning s... Dec 21 2005, 05:45 PM
aigleborgne Assuming I would do this with a script and because... Dec 21 2005, 06:39 PM
Baronius Advice (to all modders): compatibility is importan... Dec 21 2005, 08:06 PM
CamDawg I couldn't disagree more. Start learning new a... Dec 21 2005, 09:03 PM
NiGHTMARE
Are you suggesting there are things you can do wi... Dec 21 2005, 09:12 PM
Andyr If your modification does something bad like crash... Dec 21 2005, 09:21 PM
aigleborgne Ok, I will try to make to mod a cre with patching ... Dec 21 2005, 10:16 PM
NiGHTMARE The number one resource for such things is IESDP, ... Dec 21 2005, 11:54 PM
Ascension64 PM'ed aigleborgne. Since everyone else seems ... Dec 22 2005, 12:17 AM
Andyr Near Infinity is really good for offsets. And reme... Dec 22 2005, 12:19 AM
Salk I thank you all guys for your help (especially Asc... Dec 22 2005, 09:50 AM
aigleborgne If both mod change the same parameter, the last in... Dec 22 2005, 10:23 AM
Ascension64 Well, hopefully the 'source parameter' and... Dec 22 2005, 10:36 AM
aigleborgne
I didn't understand your example.
I know it ... Dec 22 2005, 02:07 PM
The Bigg Meta-code like ADD_CRE_ITEM makes sure to do all n... Dec 22 2005, 02:26 PM
cujo Maybe this is easier to understand:
Two people wa... Dec 22 2005, 02:54 PM
Baronius
To sum up my opinion: ensure compatibility if po... Dec 22 2005, 10:45 PM
NiGHTMARE In certain circumstances, coding is a heck of a lo... Dec 22 2005, 11:44 PM
Baronius These are not the only two possibilities obviousl... Dec 23 2005, 12:09 AM
CamDawg
I understood. I disagreed. Dec 23 2005, 03:31 AM
Baronius In that case, you say that even an important part ... Dec 23 2005, 03:33 AM
Ascension64 I just hope that, speaking generally and slightly ... Dec 23 2005, 09:08 AM
CamDawg
That's not what I'm saying at all. Overwr... Dec 23 2005, 11:42 AM![]() ![]() |
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