Iamme Posted February 21, 2005 Share Posted February 21, 2005 Thanks too TSLs override folder system organization is a snap! Just make sure you keep your mods in a seperate folder and no editing is needed. (has been tested on a limited basis) If you don't understand at all then let me explain. In TSL you can have sub folders in your override folder. Keeping mods seperate so they don't directly overwrite eachotehr allows you to play both. If this is old news please excuse me. Link to comment Share on other sites More sharing options...
Darkkender Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by Iamme Thanks too TSLs override folder system organization is a snap! Just make sure you keep your mods in a seperate folder and no editing is needed. (has been tested on a limited basis) If you don't understand at all then let me explain. In TSL you can have sub folders in your override folder. Keeping mods seperate so they don't directly overwrite eachotehr allows you to play both. If this is old news please excuse me. This isn't quite true. Here is why, the game is going to take the first file it comes across in the overide folder then it will proceed to subfolders within there in alphabetical order and take it's first choice. Also the biggest compatibility issues are caused in your 2da files and GFF files. If a reference in a GFF file does not match a reference in a 2da file then you will have a conflict. Either the conflict will cause the game to crash or do something you don't want it to do. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted February 21, 2005 Share Posted February 21, 2005 ^^ Agreed. I've already adjusted my spells.2da and corresponding .uti so that Darth333's wherami band will be compatible with other fun stuff... (powers, portable bench, etc.) Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted February 21, 2005 Share Posted February 21, 2005 Since this is related, and seems to be a good thread to keep alive rather than start a new one...have we determined yet what's "safe" & what's "merging may be required" .2da files?(items only that is,.... heaven forbid we list ALL of them...ugghh) I believe that upgrades.2da is a free for all, but not sure about the others. (upcrystals.2da, chemicalcreate.2da, upgradetypes.2da, etc.) From what I gathered, appearance.2da, baseitems.2da, spells.2da are "tread carefully" areas. Anyone else? Would be nice to compile a list of these for future reference.... Just a thought... Link to comment Share on other sites More sharing options...
Mav Posted February 21, 2005 Share Posted February 21, 2005 The following I know don't have .uti files correspond to row numbers: itemcreate.2da itemcreatemira.2da upcrystals.2da upgrade.2da chemicalcreate.2da that's all I know of for certain right now, that we should have no problems keeping compatible as long as everyone agrees to it. Link to comment Share on other sites More sharing options...
Darkkender Posted February 21, 2005 Share Posted February 21, 2005 The safe for all 2da files are as follows. upgrade.2da upcrystals.2da itemcreate.2da itemcreatemira.2da chemicalcreate.2da the tread as you go 2da's are as follows. spells.2da baseitems.2da appearance.2da portraits.2da heads.2da planetary.2da globalcat.2da The above would be considered the most commonly modified 2da files that can be merged. the following would be considered unmergeable or always conflicting. classes.2da xptable.2da skills.2da feats.2da and many many more. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted February 21, 2005 Share Posted February 21, 2005 MUCH thanks Darkkender! So, until cchargin has the new MDLOps available (take your time man, no rush...enjoy the game first), we don't need to worry so much on the upcrystals.2da, until saber model # clashes come into the picture? Or is this taken care of with the new upgrade system? ... sorry if this is a bit 'jumping ahead'... or if I seem to be reverting back to 'n00b' status... hehe Also, I thought 'globalcat.2da' was "safe" as long as the entry name itself wasn't the same (low probability rate), of course I may be thinking of something else...?? Plus, a note to all that's not familiar with the .2da structure ... the term 'merging' is a loose translation. Obviously merging will have to occur if the entries themselves aren't even present, pretty much a given if you're wanting to add several mods not containing pre-compatible .2da's. This relates to 'merging' accompanied by other dependant files (.uti, scripts, etc.) Link to comment Share on other sites More sharing options...
tk102 Posted February 21, 2005 Share Posted February 21, 2005 globalcat.2da is safe as far as row numbers are concerned, since they are not used. However if you have two mods w/ globalcat.2da, you will have to merge them... maybe that goes w/o saying... Link to comment Share on other sites More sharing options...
Darkkender Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by tk102 globalcat.2da is safe as far as row numbers are concerned, since they are not used. However if you have two mods w/ globalcat.2da, you will have to merge them... maybe that goes w/o saying... I wasn't sure I threw it there figuring better to err on side of caution rather than brazen foolhardyness. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by tk102 globalcat.2da is safe as far as row numbers are concerned, since they are not used. However if you have two mods w/ globalcat.2da, you will have to merge them... maybe that goes w/o saying... Well, yeah...your version is much more eloquent (and understandable) than my last paragraph 'ditch' to try and say the same thing hehe Link to comment Share on other sites More sharing options...
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