Guys, there's a mod here that allows unistalation of mods.
Why do people say it's difficult to uninstall a mod?
Débuté par
Rolenka
, janv. 23 2010 03:37
#26
Guest_MrHimuraChan_*
Posté 26 janvier 2010 - 06:48
Guest_MrHimuraChan_*
#27
Posté 26 janvier 2010 - 06:59
Yep, that's DAModder, which was mentioned.
#28
Guest_MrHimuraChan_*
Posté 26 janvier 2010 - 07:08
Guest_MrHimuraChan_*
FollowTheGourd wrote...
Yep, that's DAModder, which was mentioned.
It was? whoops
#29
Posté 27 janvier 2010 - 12:30
May i ask a question about packaged/core..
When exporting the demo module, lot of files get put there. Does this happen to any module you create from scratch too?
You say you need to delete this folder. But what is the purpose of exporting then? Are these files just the "dependent resources" which are copies of the original? Are they core resources?
Well if they are copies, then i can understand deleting. But i dont know.
When exporting the demo module, lot of files get put there. Does this happen to any module you create from scratch too?
You say you need to delete this folder. But what is the purpose of exporting then? Are these files just the "dependent resources" which are copies of the original? Are they core resources?
Well if they are copies, then i can understand deleting. But i dont know.
#30
Posté 27 janvier 2010 - 12:06
Yes, this happens to new modules, too, and it's a minor bug. Most of the resources are just harmless script headers, but you can still get a few plot files, which cause problems.Eshme wrote...
May i ask a question about packaged/core..
When exporting the demo module, lot of files get put there. Does this happen to any module you create from scratch too?
You say you need to delete this folder. But what is the purpose of exporting then? Are these files just the "dependent resources" which are copies of the original? Are they core resources?
Well if they are copies, then i can understand deleting. But i dont know.
We were told that the bug arises when the toolset tries to check that the dependent core resources in its data base are identical to those in the game.
I believe the script headers are a spurious mismatch - since they are never compiled (except as a component of another script), they never exist in game, so the toolset shouldn't be trying to export them IMO.
There was a serious bug in release 1.00 of the toolset (fixed in 1.01). The versions of the plot files in the toolset data base were out of date. My guess is that a couple of these plot files are still out-of-date.
At any rate, I've never had any problems as a result of deleting the contents of the folder.
#31
Posté 31 janvier 2010 - 04:14
i delated the text from my Addins.xml folder by mistake.........
enyone know the default text?
enyone know the default text?
#32
Posté 01 février 2010 - 01:56
Probably easier to reinstall the module.MEmeMEmeMEme13 wrote...
i delated the text from my Addins.xml folder by mistake.........
enyone know the default text?
#33
Posté 05 avril 2010 - 06:49
Excellent information everyone. Thank you Proleric1 for keeping it on track and making sure everyone understood the solution from start to finish.
Just to be clear, here is what I need to do to backout of any changes made with my custom mod, which was just a few weapons, armor and some potions. Nothing crazy was being done outside of the base script provided by Werikk and a few others I found.
1) Delete my mod from the Add-ins directory
2) Clear anything related to my mod in the Addins.xml file (if it's still there)
3) Delete everything from packaged/core
Am I understanding this properly? It's been a while since anyong has responded to this, so I'll give it a couple days.
Thanks.
Just to be clear, here is what I need to do to backout of any changes made with my custom mod, which was just a few weapons, armor and some potions. Nothing crazy was being done outside of the base script provided by Werikk and a few others I found.
1) Delete my mod from the Add-ins directory
2) Clear anything related to my mod in the Addins.xml file (if it's still there)
3) Delete everything from packaged/core
Am I understanding this properly? It's been a while since anyong has responded to this, so I'll give it a couple days.
Thanks.
#34
Posté 06 avril 2010 - 05:22
Correct.
#35
Posté 07 avril 2010 - 11:17
nud mods workhttp://social.bioware.com/brc/967354





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