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  #1  
Old February 21st, 2001, 03:38 PM

Kimball Kimball is offline
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Default MOD directory

I am a little confused about how to use the mod directory in the path.txt file. Before, I had created a separate directory, copied all the files from the Data directory into it and then modified the files that I wanted to.

With the new structure, do I only need to copy the files I have modified into the directory? Do I have to copy everything into the new directory, basically having two installations of SE IV?

I don't see how the mod directory is different than it was prior to this patch. Am I missing something here?
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Old February 21st, 2001, 03:57 PM

Sinapus Sinapus is offline
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Default Re: MOD directory

I think if you have mods in one game directory and set the path to look for it in the mods directory, then you have to have everything in that directory. Except for bitmaps.

So, if you modified things in the Data directory and put a copy of the Data directory in the mods folder, you have to have all the files there.

Do you have to have multiple Versions of that line in path.txt for each directory you've modded?


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  #3  
Old February 21st, 2001, 04:26 PM
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Daynarr Daynarr is offline
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Default Re: MOD directory

Well, I have been messing with the mod folder structure almost all of the time since I got the patch and I think I have figured it out (at least most of it). Everything what Sinapus said is correct, but there are some points that need to be explained:
- If you put new races in the mod folder you also need to put all the default races there as well. This may seem like a bug, but it is a feature and a good one. By not putting some race in the mod race folder you actually ban that race. Can be very useful for guys that would like to play with Star Trek or Babilon 5 empires only.
- You don't need to specify anything but the name of the mod folder in the path.txt file. E.g. you make a 'Sinapus mod' folder and put your modified data folder there. All you need to put in path.txt is 'Sinapus mod' and the game will use all the folders located there.

This thing works great and will allow us to have lots of different mods without any hassle.
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Old February 21st, 2001, 04:50 PM

Kimball Kimball is offline
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Default Re: MOD directory

Let me see if I have the right. If I want to modify the techarea.txt file I

1. create a new directory
2. copy the entire 'data' directory into the new directory
3. modify the techarea.txt file within the copied 'data' dirctory
4. adjust the path.txt file to reference the new directory

If I don't want to mess with the race files or AI files I am done at that point?

[This message has been edited by Kimball (edited 21 February 2001).]
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Old February 21st, 2001, 06:53 PM
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Daynarr Daynarr is offline
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Default Re: MOD directory

quote:
Originally posted by Kimball:
Let me see if I have the right. If I want to modify the techarea.txt file I

1. create a new directory
2. copy the entire 'data' directory into the new directory
3. modify the techarea.txt file within the copied 'data' dirctory
4. adjust the path.txt file to reference the new directory

If I don't want to mess with the race files or AI files I am done at that point?

[This message has been edited by Kimball (edited 21 February 2001).]



You got it.
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  #6  
Old February 21st, 2001, 07:10 PM

Kimball Kimball is offline
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Default Re: MOD directory

I can see the advantages of that. Seems like a lot of work to modify one line of one files, but it does make sense. I wonder if Aaron will ever add an interface at game setup to eliminate the need for the path.txt file all together? You choose which mod directory you want and the computer does the rest. Makes sense to me, anyway .

[This message has been edited by Kimball (edited 21 February 2001).]
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