What if two addins for a module change the same ressource, a conversation file for instance: does the last loaded addin override the preceeding's version of the file, or are both somehow "merged"?
Thanks for the clarification.
Addin stacking: are assets overriden or "merged"?
Débuté par
E.C.Patterson
, oct. 19 2009 03:16
#1
Posté 19 octobre 2009 - 03:16
#2
Posté 19 octobre 2009 - 04:45
override, it will use one conversation file which of them i don't know.
#3
Posté 19 octobre 2009 - 06:08
Depends on how the add-ins are related. If they are in a hierarchy then the they will override each other according to that hierarchy. If they are not (i.e. they are two unrelated add-ins with resource conflict) then the client will report the conflict and you'll only be able to have one active at a time.
At least that is what I picked up from the builders event.
At least that is what I picked up from the builders event.
Modifié par Sunjammer, 19 octobre 2009 - 06:09 .
#4
Posté 19 octobre 2009 - 06:17
If it's similar to how NWN has worked before (I don't know if it is) then last one wins. Whichever asset is listed last will be the one you end up with.
#5
Posté 19 octobre 2009 - 06:36
Thanks for the clarifications guys.
I had hoped, of course, that Addins would have allowed for more "merging" (not sure how though...).
In this case then, if two different addins each add a quest giver to the same area (that takes the player on quests to different areas), then only one of those two addins can be used by the player at any one time.
At first glance, it seems to put a slight damper on OC modding (which I thought at first was the great boon Addins represented), but it's still a pretty neat option to have.
I had hoped, of course, that Addins would have allowed for more "merging" (not sure how though...).
In this case then, if two different addins each add a quest giver to the same area (that takes the player on quests to different areas), then only one of those two addins can be used by the player at any one time.
At first glance, it seems to put a slight damper on OC modding (which I thought at first was the great boon Addins represented), but it's still a pretty neat option to have.
#6
Posté 19 octobre 2009 - 07:30
Hmm, I thought that the scenario above would in fact work as long as your two quest givers do not share the same resource as in a conversation which is what you talked about in the 1st post. Perhaps I'm wrong.
#7
Posté 20 octobre 2009 - 12:19
Isn't the area they are both placed in considered the "same" resource, or is that different?
#8
Posté 20 octobre 2009 - 09:33
you can expect conflicts if you add mods from diffrent authors. unless the community open up a project that works to avoid this.
#9
Posté 21 octobre 2009 - 09:54
thanx 4 the clarification. I was curious about this 1 also
#10
Posté 27 octobre 2009 - 05:04
I would take a look at the new M2DA format here social.bioware.com/wiki/datoolset/index.php/2DA
The mergable 2DAs should go a long way toward reducing conflicts between mods. I'm quite impressed with a number of innovations here.
The mergable 2DAs should go a long way toward reducing conflicts between mods. I'm quite impressed with a number of innovations here.
#11
Posté 27 octobre 2009 - 06:20
Yes, the 2DA handling is slick. Unfortunately, that doesn't prevent resource name conflicts (e.g. two conversations with the same name).





Retour en haut






