Is it possible for 5 modules to co-exist with each other and all function in perfect harmony?
Can 5 modules co-exist with each other?
Débuté par
JackFuzz
, janv. 30 2010 10:23
#1
Posté 30 janvier 2010 - 10:23
#2
Posté 30 janvier 2010 - 10:51
It depends, to be honest. As long as they don't attempt to edit the same abilities in some way or affect other aspects of the game in ways not expected, they should work together fine.
#3
Posté 30 janvier 2010 - 11:07
ladydesire wrote...
It depends, to be honest. As long as they don't attempt to edit the same abilities in some way or affect other aspects of the game in ways not expected, they should work together fine.
If 5 modules all have: EVENT_TYPE_MODULE_LOAD
Then all 5 modules will safely fire off EVENT_TYPE_MODULE_LOAD correcty?
This is good to know.
#4
Posté 30 janvier 2010 - 11:14
um... as far as i know, that is a poor example
*i think*
EVENT_TYPE_MODULE_LOAD is an event that the engine fires off
your modules when activated by whatever will grab that are respond accordingly, independently of each other, in some sequence
they could NOT all send to the engine an identified variable, file or anything else of the like as the last to send the info will be kept and overwrite the other modules work
*i think*
EVENT_TYPE_MODULE_LOAD is an event that the engine fires off
your modules when activated by whatever will grab that are respond accordingly, independently of each other, in some sequence
they could NOT all send to the engine an identified variable, file or anything else of the like as the last to send the info will be kept and overwrite the other modules work
#5
Posté 30 janvier 2010 - 11:36
Baracuda6977 wrote...
um... as far as i know, that is a poor example
*i think*
EVENT_TYPE_MODULE_LOAD is an event that the engine fires off
your modules when activated by whatever will grab that are respond accordingly, independently of each other, in some sequence
they could NOT all send to the engine an identified variable, file or anything else of the like as the last to send the info will be kept and overwrite the other modules work
As long as each module load is doing something unique from each other it should be fine though right?
#6
Posté 31 janvier 2010 - 12:02
i believe so
#7
Posté 31 janvier 2010 - 12:35
I find it useful to make a distinction between campaigns (independent adventures) and extensions (tweaks to core resources or campaign resources). Unfortunately, both are sometimes called "modules", "mods", "add-ins" and even "DLC" , but they're not the same thing.
A campaign consists of a campaign module and any extensions which tweak its campaign-specific resources.
As I understand it, only one campaign is loaded at a time, so the player can safely have any number of campaign modules and campaign-specific extensions enabled.
The risk to co-existence comes with extensions which tweak core resources ("core extensions").
When a module loads, its specific extensions and any enabled core extensions also load. If there are multiple versions of a resource with the same resource name, one (and only one) is loaded, following the source directory priorities. 2DA files and talk tables are merged and/or overwritten, too.
When an extension loads, any script specified in its module properties will execute (provided it has a unique name).
The opportunities for conflict are legion, but they can be greatly reduced by exporting to the correct folders, not overwriting core scripts and observing the protocols for 2DA / M2DA and talk tables.
At any rate, that's how I understand it so far
A campaign consists of a campaign module and any extensions which tweak its campaign-specific resources.
As I understand it, only one campaign is loaded at a time, so the player can safely have any number of campaign modules and campaign-specific extensions enabled.
The risk to co-existence comes with extensions which tweak core resources ("core extensions").
When a module loads, its specific extensions and any enabled core extensions also load. If there are multiple versions of a resource with the same resource name, one (and only one) is loaded, following the source directory priorities. 2DA files and talk tables are merged and/or overwritten, too.
When an extension loads, any script specified in its module properties will execute (provided it has a unique name).
The opportunities for conflict are legion, but they can be greatly reduced by exporting to the correct folders, not overwriting core scripts and observing the protocols for 2DA / M2DA and talk tables.
At any rate, that's how I understand it so far
#8
Posté 31 janvier 2010 - 02:38
Good explanation Proleric





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