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Module changes affecting other modules


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#1
Charsen

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Been reading and re-reading tutorials and threads, but still having some confusion over the ownership and isolation of file edits. Sorry if this has been asked, I really did look, but I appreciate any links.

Say you have a module UID "test_modX" with extended module & hierarchy set to the Single Player module. And then you make a modification to a conversation file from the Single Player game, say zevran_main.dlg. You save this edit and then close the module. 

Then you open a new module UID "test_modY" with extended module & hierarchy set to Single Player again, and you open up the same dialog zevran_main.dlg, the change still stands from "test_modX" even though "test_modY" only inherits from the Single Player module!

I assume this has to do with the Single Player campaign using the Addins folder? How can you make a module that ignores changes made by other mods and only uses the files from the Single Player module? (for a "pristine" mod that ONLY pulls files from the Single Player game default files?)

Thanks for any advice. :)

Modifié par Charsen, 15 mars 2010 - 11:32 .


#2
Proleric

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Even though you're making new extension modules, when you edit the Single Player resources directly, you're changing Single Player globally. So, it's logical that every extension module you make will inherit the new version.

The quick-and-dirty method for doing what you want is to override the resource in one module only. Duplicate the Single Player resource - give it a new name, and ensure that its Owner Module property is set to your module. Edit and export. In the export folder, rename your copy to the original name (this is necessary because the toolset doesn't allow duplicates).

A cleaner method would be to intercept the conversation event with a script that substitutes your conversation resource for the official one.