Why do people say it's difficult to uninstall a mod?
#1
Posté 23 janvier 2010 - 03:37
#2
Posté 23 janvier 2010 - 06:42
#3
Posté 23 janvier 2010 - 07:22
gg
#4
Posté 24 janvier 2010 - 04:58
Hammer Fang wrote...
Just deleting the mod from your addin folder orphans any resources you made in the data base for that mod. So to correctly delete a mod, you need to delete each resource, then delete the addin folder, or so I've read in the wikki.
gg
Interesting, I can't find this page on the wiki. Not the builder wiki, the official game wiki or the unofficial game wiki. Got a link?
#5
Posté 24 janvier 2010 - 05:20
If you keep your mods nice and clean, the only things an end user should have to remove are the AddIns\\<youraddinname> folder, and the entry from the AddIns.xml.
Deleting a mod from the toolset is more involved, however. Check here: http://social.biowar...leting_a_module
Ciao, muh!
#6
Posté 24 janvier 2010 - 05:33
#7
Posté 24 janvier 2010 - 05:56
Modifié par Rolenka, 24 janvier 2010 - 05:57 .
#8
Guest_LostScout_*
Posté 24 janvier 2010 - 05:58
Guest_LostScout_*
#9
Posté 24 janvier 2010 - 08:28
thebigMuh wrote...
The database thing is only true for the builder, not for the end user.
If you keep your mods nice and clean, the only things an end user should have to remove are the AddIns\\\\ folder, and the entry from the AddIns.xml.
Deleting a mod from the toolset is more involved, however. Check here: http://social.biowar...leting_a_module
Ciao, muh!
unless you do a builder to builder load, in which case, the module is loaded into your data base. Which means you will need to delete each resource you loaded.
gg
#10
Posté 25 janvier 2010 - 08:55
The toolset puts files in [my docs dragon age folder]/packages/core unnecessarily, so it's good practice for the builder to delete them before making the dazip for the player. That way, the player has nothing to delete except the add-in.
There might be some exceptions to that rule-of-thumb, but I haven't found one yet.
Modifié par Proleric1, 25 janvier 2010 - 08:56 .
#11
Posté 25 janvier 2010 - 09:07
2. If sharing resources over multiple addins (though you may as well duplicate them rather than put them in here unless they are large files such as art resources).
edit: (now with added caffeine
Modifié par fluffyamoeba, 25 janvier 2010 - 09:24 .
#12
Posté 25 janvier 2010 - 09:10
#13
Posté 25 janvier 2010 - 11:53
Are you saying that a player who deletes an add-in folder from Documents (as discussed here) could have this problem? Or simply that deleting random files from the game installation can cause problems (which nobody can deny)?Mordaedil wrote...
My experience has it that just deleting stuff may force you to do a reinstall of the game, the toolset and delete most of your Bioware/Dragon Age resources.
#14
Posté 25 janvier 2010 - 12:16
#15
Posté 25 janvier 2010 - 12:27
#17
Posté 25 janvier 2010 - 01:28
#18
Posté 25 janvier 2010 - 01:47
I was making what I thought was my own stuff in the toolset, so I figured "if I delete this stuff, from my AddIn folder, it won't have any consequence for the game."Proleric1 wrote...
That's really strange. What symptom forced the reinstall?
What I didn't expect, was that the database didn't know stuff had happened and decided to pull a "lulz-wut?" on my main game when I tried to load it.
#19
Posté 25 janvier 2010 - 02:42
#20
Posté 25 janvier 2010 - 02:47
It is. The reaction was that all text and icons vanish.Eshme wrote...
Is the database from the toolset connected to the game? I didnt think so. And i would like to have seen the games reaction lol
#21
Posté 25 janvier 2010 - 04:15
Mordaedil wrote...
It is. The reaction was that all text and icons vanish.Eshme wrote...
Is the database from the toolset connected to the game? I didnt think so. And i would like to have seen the games reaction lol
I've heard that can happen if you fail to delete the core talk table from toolsetexport that's generated whenever you export a custom talk table.
#22
Posté 26 janvier 2010 - 05:38
Regarding players, in summary, the actions for responsible builders seem to be
1. Delete unnecessary files from [my docs dragon age folder]/packages/core before making the dazip
2. Provide uninstall instructions (normally, delete addins folder + xml entry)
So far, the known exception to (1) is a character creation resource you want to have available in the standalone character creator (it doesn't read from the addins folder).
DAModder might be one way of doing (2) but some builders have reservations about it.
Modifié par Proleric1, 26 janvier 2010 - 05:44 .
#23
Posté 26 janvier 2010 - 06:26
Seems to me that having a user edit AddIns.xml themselves might do more harm than good in the general case. I suppose it doesn't hurt to mention it somewhere, but I don't think we should be pushing it over just disabling the mod in the DLC panel for now; any malformed XML, and it'll look like all their DLC just vanished.Proleric1 wrote...
2. Provide uninstall instructions (normally, delete addins folder + xml entry)
So far, the known exception to (1) is a character creation resource you want to have available in the standalone character creator (it doesn't read from the addins folder).
DAModder might be one way of doing (2) but some builders have reservations about it.
Players are going take their choice of using DAModder whether or not builders approve of it, but it seems better to me than having to walk somebody through editing an XML file.
Modifié par FollowTheGourd, 26 janvier 2010 - 06:36 .
#24
Posté 26 janvier 2010 - 06:38
Good point... maybe we should promote disabling, but mention the xml edit option (since some players have been asking "how do I...?").FollowTheGourd wrote...
Seems to me that having a user edit AddIns.xml themselves might do more harm than good in the general case. I suppose it doesn't hurt to mention it somewhere, but I don't think we should be pushing it over just disabling the mod in the DLC panel for now.
I understand that disabling an add-in switches off the resources in the add-in folder only. So, for example, [my docs dragon age folder]/packages/core is unaffected - all the more reason for cleaning it out.
#25
Posté 26 janvier 2010 - 06:44
That's my understanding as well. I've been thinking it might be useful if we had some sort of "mod lint" checking tool that users or builders could run to look for common potential issues like that - and if it gets fancy, check for things like overridden core scripts, 2DAs that overwrite the base sheet instead of extending it as an M2DA (grey areas, but the more info the better).Proleric1 wrote...
I understand that disabling an add-in switches off the resources in the add-in folder only. So, for example, [my docs dragon age folder]/packages/core is unaffected - all the more reason for cleaning it out.
Modifié par FollowTheGourd, 26 janvier 2010 - 06:45 .





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