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Addons & Mods: Organizing the Override


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#1
Guest_Lunarionsilver_*

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I had made this post in a comment over at DA:O Nexus and was asked if I had made a post here about it. I decided it would probably be best to share what I learnt about the override folder to the main DA:O community. Some of you may already know this. Others of you may not.

The DA:O override accepts a single sub-group of folders. The best way to
organize your mods would be to go into your override folder and create a
folder for each mod you have. So long as those mod specific folders
don't contain any other folders your mods will work fine and remain
organized for easy uninstall. The only thing you need to be wary of is
when you're dealing with mods that may have similar 2DA files.

My override looks like this and works perfectly. Something to keep in mind.


I hope this helps the community when dealing with addons and mods to the game which are not absed on the *.DAZIP. Personally I prefer the use of the override folder when dealing with modding a game. This way of organizing your addons and mods is great when updateing, uninstalling, reinstalling, or backing up.

I hope this helps. Feel free to add whatever other knowledge you have in helping people organize their addons and mods, or just general information. The more we know the better!

- Lunarion Silver

Modifié par Lunarionsilver, 18 novembre 2009 - 02:12 .


#2
BryanDerksen

BryanDerksen
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I have a feeling that once more mods are released the authors of the most popular ones, or perhaps even the fans, will start merging 2DA files for compatability purposes. This was done in other games such as NWN2 and KotOR, so I don't see it as a problem.


This shouldn't be needed (and isn't really advisable) for DA's 2DA files. DA uses M2DAs ("multi-2DAs") that auto-merge with each other when the game loads them up. To ensure compatibility all you should have to do is change the line IDs so that they don't overlap with each other, they can remain in their separate files.

Addins can also be enabled and disabled with a checkbox in the "downloaded content" pane, so incompatible addins could coexist in relative comfort on the same system as long as the user only enables one of them at a time.

#3
BryanDerksen

BryanDerksen
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Oh, certainly, something like that will likely be needed for the popular mods. I was just reacting to the suggestion that this would involve "merging 2DA files". It really shouldn't, since merging stuff into one big lump like that makes it really hard to change parts later on.



Actually, stuff in the addin's override directory doesn't get loaded into memory by the game at all unless that addin is explicitly part of the currently active module hierarchy. For example if you had two stand-alone campaigns, they could in theory have overlapping 2DA IDs without fuss since only one of them would be loaded into memory at a time. So coordinating IDs may not be quite as pressing a need as it first seems. Still a good idea, though, since there are potential gotchas (stuff in an addin's _core_ override directory gets loaded into memory regardless of whether the addin is in the heirarchy or not, for example. These various override directories make my head hurt sometimes).



A few 2DAs have limits on their row IDs but for most 2DAs it might be handy to pick some big random number to start with and you'll be less likely to collide that way. Start your sword pack's 2DAs at row ID 2937487, for example, and you're less likely to step on anyone else's toes. Not a perfect solution but something to consider until a perfect solution comes along.

#4
BryanDerksen

BryanDerksen
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In the very next thread I read after replying to this one, I came across a great bug found by elys: http://social.biowar.../index/218226/2



It looks like the ExcelProcessor.exe we included with the toolset will produce incorrect binary versions of the 2DA for row IDs larger than around 8 million. So when picking random numbers keep that in mind for now, until we can get a bugfix out for that. :)