My mod is ready for packaging but if I package it in one dazip file it is over 100 mb and if I want to change a small part of it I have to upload the whole package or upload a zip file that contains the changed part. It would be counterproductive in the long run especially if I change the same part multiple times.
Is there a way to patch a user mod without uploading the same files multiple times as well?
[Question] Implementing a way to install a mod with multiple files for better maintenance
Débuté par
Apolyon6k
, mars 31 2011 04:31
#1
Posté 31 mars 2011 - 04:31
#2
Posté 31 mars 2011 - 09:30
I bet you could upload .erf files to place in the module's override folders. Like if I wanted to give an alternate morph file for a character, I could package an .erf and inform the user to place it in the addins/*addinname*/core/override. If it was a conversation file or creature file (or anything in the palette that is unique to the module), I could package them in and .erf and ask it to be placed in the addins/*addinname*/module/override.
I'm not sure, it *should* work as a patch-like update (it has worked in replacing OC files), but I haven't checked it on user modules and my DAO install got screwed recently.
Edit: I forgot...
I'm not sure if one can make more than one "patch." Each "patch" would have to replace the old one (delete the old patch .erf and replace with the new patch.) So each patch would have to have all the files changed in every patch, at the newest version. I can't really see a way around that. (I think official OC patches have a priority list thing going, but I don't think user modules can do that.)
I'm not sure, it *should* work as a patch-like update (it has worked in replacing OC files), but I haven't checked it on user modules and my DAO install got screwed recently.
Edit: I forgot...
Is there a way to patch a user mod without uploading the same files multiple times as well?
I'm not sure if one can make more than one "patch." Each "patch" would have to replace the old one (delete the old patch .erf and replace with the new patch.) So each patch would have to have all the files changed in every patch, at the newest version. I can't really see a way around that. (I think official OC patches have a priority list thing going, but I don't think user modules can do that.)
Modifié par jackkel dragon, 31 mars 2011 - 09:33 .
#3
Posté 31 mars 2011 - 09:47
I thought about that approach but it would result in multiple files (inside different erfs) that are either the same or even not needed anymore. My understanding so far is that it is not possible to package multiple dazip files for the same project and only the dazip file would update the module. implementing a patch that way might be possible but not for the core files meaning the first instants.
What I want to do is for example leave all the dialogue files out of the core package and upload two different versions of them. One without voice overs, one with them. The same can be applied to morphs that use custom elements and one that only use vanilla elements.
The problem is that I don't know how to tell the daupdater that all these files belong into one and the same addin directory. I managed to get two parts inside but the other three didn't work right even though the manifest.xml was the same as well as the directory structure. It copied the added bink files without problem but it had problems with different erfs, not sure why...
What I want to do is for example leave all the dialogue files out of the core package and upload two different versions of them. One without voice overs, one with them. The same can be applied to morphs that use custom elements and one that only use vanilla elements.
The problem is that I don't know how to tell the daupdater that all these files belong into one and the same addin directory. I managed to get two parts inside but the other three didn't work right even though the manifest.xml was the same as well as the directory structure. It copied the added bink files without problem but it had problems with different erfs, not sure why...
Modifié par Apolyon6k, 31 mars 2011 - 09:48 .
#4
Posté 31 mars 2011 - 10:44
Well, if you have all the core files in the proper data folders (not override), I would suggest:
- Install the non-VO conversations with the core game as core files. Use a "VO Patch" .erf to add in VO and compatable conversations (this will help to reduce file size of the core package.) The user will have to install the .erf to the proper overrides manually, so include a readme with instructions.
- For morphs, include the default game versions as core files. Use an "Alternate Morph Patch" .erf, same as done for the VO.
That's how I'd do it, anyway. Thing is, I'm not above manual installing because I know where everything should generally be. ;p
- Install the non-VO conversations with the core game as core files. Use a "VO Patch" .erf to add in VO and compatable conversations (this will help to reduce file size of the core package.) The user will have to install the .erf to the proper overrides manually, so include a readme with instructions.
- For morphs, include the default game versions as core files. Use an "Alternate Morph Patch" .erf, same as done for the VO.
That's how I'd do it, anyway. Thing is, I'm not above manual installing because I know where everything should generally be. ;p
#5
Posté 01 avril 2011 - 05:36
I am not above manual installing as well but it might be better to have system that makes it easier to apply an patch for those who find that approach too confusing. I will do some research into the file structure and try to find out if we are able to use the patch priority somehow in user mods.
Was rushing the upload a little bit maybe with some patience and building the right file structure I might get what I want. Will post any important infos here.
Was rushing the upload a little bit maybe with some patience and building the right file structure I might get what I want. Will post any important infos here.
#6
Posté 01 avril 2011 - 07:03
I believe the author of Craggy Island released a patch recently, with the instructions being to drop the files in the override folder, or alternately to insert them into the ERF using the Toolset. It seems about as simple as it gets, as long as you identify just which updated files you need to include, and where to put them.
Modifié par sea-, 01 avril 2011 - 07:05 .
#7
Posté 01 avril 2011 - 08:27
Looking at it from the player's perspective, it's better to download one package with a one-click install.
When we asked players what would stop them using mods, several cited "complicated installation instructions".
So, for example, you could make two .dazip files, one with VO and one without. That's easily done if you put the VO in a sub-folder so you can exclude it when making the .dazip. Then the player just has to download the one they want.
Having said that, the patch method will work. You could make a folder which goes in the module override, optionally distributed as .erf and/or in some other compressed container such as .zip, .rar, .7zip or whatever.
The patch version issue could be overcome in several ways. For example, if the patch folder always has the same name, Windows gives the player the option to overwrite earler patches. Or you could give each patch folder a version number, then ask the player to delete earlier patches.
There is an official patch mechanism, of course, but I'm not sure if / how it works for custom modules.
When we asked players what would stop them using mods, several cited "complicated installation instructions".
So, for example, you could make two .dazip files, one with VO and one without. That's easily done if you put the VO in a sub-folder so you can exclude it when making the .dazip. Then the player just has to download the one they want.
Having said that, the patch method will work. You could make a folder which goes in the module override, optionally distributed as .erf and/or in some other compressed container such as .zip, .rar, .7zip or whatever.
The patch version issue could be overcome in several ways. For example, if the patch folder always has the same name, Windows gives the player the option to overwrite earler patches. Or you could give each patch folder a version number, then ask the player to delete earlier patches.
There is an official patch mechanism, of course, but I'm not sure if / how it works for custom modules.
#8
Posté 01 avril 2011 - 11:21
The less files to install the better might be good and simple but looking at the file size without voice over being at about 70 mb and with voice over at about 100 mb for a mod that has just about 10 minutes of playtime so far makes you think about methods to improve the distribution process. making voice over an optional add-on would safe a lot of server space(which is limited at 400 mb afaik). Splitting the mod up in different parts has the other advantage that I can update one of the parts easier, for example I wanted to make a real animated intro with 3D Studio Max with a book opening and the background story written on the pages. If the intro is part of the core package I have to change and upload the whole package again.
Like I said earlier I will research the patch system and how to configure the packages for the best method but thanks for your ideas guys. If I find some info I will post it and expand the wiki as well.
Like I said earlier I will research the patch system and how to configure the packages for the best method but thanks for your ideas guys. If I find some info I will post it and expand the wiki as well.
Modifié par Apolyon6k, 01 avril 2011 - 11:23 .
#9
Posté 02 avril 2011 - 04:14
There's always the option of simply removing the original version of the mod. While uploading 100+ MB isn't that easy for many people on DSL or cable connections, for the average user, most won't care whether a download 100 MB or 500 MB. Smaller is nicer if possible, but I'd prioritise richer content over file size. Unless the patch is something simple, i.e. dropping one file into an override directory, and not critical to playing/enjoying the mod, I'd just replace the original DAZIP.
As for optional voice-acting, that's a lot of effort considering the extra animation etc. required. I'd say stick to one version, and only scale down once you're content-complete. You mentioned to me that the game uses Bink videos, which are ludiocrously small size-wise (though also tend to look awful next to other codecs), so that's not much of a concern either. Again, convenience for both you and the end user should overrule file size.
If you really do find yourself running out of space on the BioWare Social page, there are plenty of free alternative hosts for files out there... even something like Rapidshare, Mediafire, MegaUpload etc. will get the job done. Heck, my mod is looking at close to 400 MB for the level layouts alone (and I haven't even done 1/3 of them yet), so don't intentionally limit yourself just for the sake of it.
As for optional voice-acting, that's a lot of effort considering the extra animation etc. required. I'd say stick to one version, and only scale down once you're content-complete. You mentioned to me that the game uses Bink videos, which are ludiocrously small size-wise (though also tend to look awful next to other codecs), so that's not much of a concern either. Again, convenience for both you and the end user should overrule file size.
If you really do find yourself running out of space on the BioWare Social page, there are plenty of free alternative hosts for files out there... even something like Rapidshare, Mediafire, MegaUpload etc. will get the job done. Heck, my mod is looking at close to 400 MB for the level layouts alone (and I haven't even done 1/3 of them yet), so don't intentionally limit yourself just for the sake of it.
Modifié par sea-, 02 avril 2011 - 05:16 .
#10
Posté 02 avril 2011 - 05:35
Are we saying that BSN limits files to 400Mb per project?
I thought (perhaps mistakenly) that the limit was on individual file size. Authors of large campaigns seem to be posting multi-part .rar, which I assumed was to work around that?
Does anyone have definitive information?
Even if the 400Mb is "per project", you could still offer the player a simple choice between the 170Mb "with VO" and 70Mb "without VO" .dazip downloads.
I thought (perhaps mistakenly) that the limit was on individual file size. Authors of large campaigns seem to be posting multi-part .rar, which I assumed was to work around that?
Does anyone have definitive information?
Even if the 400Mb is "per project", you could still offer the player a simple choice between the 170Mb "with VO" and 70Mb "without VO" .dazip downloads.
#11
Posté 02 avril 2011 - 06:33
The limit is 400 mb per project and a maximum of 25 files. You can see those infos at your project when uploading files. But I could also be mistaken and the information is not clear on that part. I heard complains about space limits by other modders and that they prefer the nexus.
So far I will stick with the BSN and upload my files here.
So far I will stick with the BSN and upload my files here.





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