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builder to player package manifest selection


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#1
rpg4now

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I just noticed that when I "builder to player package" the selections in the manifest include all my mods (and other peoples mods I've downloaded) so I probably was 'packaging them up as well'

I realize I can deselect those, so my question is: what is the bare min you can deselect?
Do I need to select "C:/......" or can I just select " [myMod]/"  and do I even need to have, both, or can I just have one or the other core or module?

I also realize this is probably a basic question but I can't find any info on it. If you want to just point me to an article I'm willing to read it for my self....and then ask questions again : )

lastly, do I need to include the manifest.xml, strings.tlk and mymod.tlk

this mod is just adding a note so no scripting, levels, areas, or items.

thx,

Modifié par rpg4now, 17 décembre 2009 - 09:13 .


#2
Gocek

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I' not sure if I understand your question ;) did you mean the minimum of files that need to be selected for your module to work?

Because it's not that obvious, it really depends on your module. But in general, selecting only your module's folder should be enough and ok in most cases. Both the "core" and "module" inside of this folder should be in as well. If you used any custom strings for your module then of course the *.tlk files are needed. I believe those *.xml files inside are needed as well (not sure about that).

What you definitely can deselect from your module's directory is any *.nss file (it's an uncompiled script and your module only needs the compiled version -> *.ncs). But as your module doesn't have any scripts - don't bother ;)



Oh and of course you should always check if your packaging works - you can move the AddIns\\Your_module_folder somewhere out, to desktop or something and install the mod with DAUpdater and then check in-game if it's all ok. You can even view the *.erf files in the toolset to check what really got exported and packaged.

#3
rpg4now

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Gocek...what can I say. you're a mind reader - that is exactly what I was asking and even how to try it out - and you hit that too!



. So, in summary,

1. I can just select my myMod directory and deselect anything upstream from it.

[edit]just tried it and if I select my dir it selects everything up to C:\\...but I guess that should work.



2.I do have strings so I will not deselect those.

3. I'll leave *.nss and *.plo files (though I have no scripts, but I do have a plot)

4. I can remove the Manifest.xlm ????



If that's it..I will package, try it out, and if it works...I'll upload it to the community



Thx for your help!

#4
Gocek

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Ok, that's how it looks in my case. I have a test module with custom level build by me, an area which uses that level, another area with DA's layout, a trigger, a placeacble and one script. I don't have any items, plots or string, but it's not important.

The things is: don't select \\\\packages\\\\core\\\\override directory under no circumstances (unless your mod should override core game files, but it really shouldn't)
So if you don't have any custom scripts in your module, then you shouldn't export any *.ncs or *.nss files! Always check the names of exported files and see if they match stuff you've created ;)

Here's my screenshot with marked what should be unchecked.
Posted Image

Modifié par Gocek, 17 décembre 2009 - 11:23 .


#5
rpg4now

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that's about it. I tried it out for a bit with different characters, races, and points in the game and there didn't seem to be anything wrong.



Thx for your help. I really would have been stuck b/c I wouldn't want to package something that could be detrimental to someone.(or me)



let me know when you're done with your level - unless it just a test. I started on a house, but ran into some snags so I took a break from it and just started playing DAO again. I'll see how this mod does and then try and improve on it...but modding can suck you in and never let you out

#6
Gocek

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Ah, no, this mod is a just a test. I have one mod in which I put all the testing stuff, so it's all in one place - way easier to get rid of that later ;)

Actually I don't have enough free time to create any interesting standalone module so as for now I just learned how to use the toolset and maybe in the future I'll commit to something more serious.

But good luck with your module - modding indeed can suck you in and I try to resist the temptation ;)