Adding mods as patch : what comes after 09???

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Krim
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Adding mods as patch : what comes after 09???

Post by Krim » Tue, 16. May 06, 19:15

i have now reached 09

But what do i call the next one

010
or
10

:? :? :?

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LV
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Post by LV » Tue, 16. May 06, 19:17

I would assume with a simple bit of testing you could answer this for yourself ;)
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Krim
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Post by Krim » Tue, 16. May 06, 19:22

and so i did :oops:

it was 10






----------------------------------------------------------------------------------
Just delete this post

Galaxy613
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Post by Galaxy613 » Tue, 16. May 06, 21:42

Wow, why would you ever need 10 "patches"?
10,000 Lightyears of awesomeness

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Post by Saint-Ashley » Tue, 16. May 06, 21:56

Galaxy613 wrote:why would you ever need 10 "patches"?
Probally because he doenst know how to combine mods like rest of the 90% of this community.

As much as I have seen this question asked it almost needs to be a sticky! :lol:

fud
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Post by fud » Tue, 16. May 06, 22:05

Acutally, after the 1.4.3 patch, it'd only be 3 patches. Since that one writes in 07.cat. :)


FWIW, I've got cats up to 13 on mine. I tend to group different bits together. Makes changing/editing them easier.

ie: ships, cockpits, shields are all in one cat. missles, lasers, bullets are in another. Factories is in it's own. No mini roids, no fog in it's own. Etc, etc. :)

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LV
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Post by LV » Tue, 16. May 06, 22:24

SaintAshley wrote:Probally because he doenst know how to combine mods like rest of the 90% of this community.
looks like i'm part of the 10% then :)
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

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Post by rustybucket » Wed, 17. May 06, 00:22

LV wrote:
SaintAshley wrote:Probally because he doenst know how to combine mods like rest of the 90% of this community.
looks like i'm part of the 10% then :)
That 10% must cover most of this community. :lol:

Trigg004
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Post by Trigg004 » Wed, 17. May 06, 03:32

yea i don't get that, i still don't understand how to make DDRS a patch, i read the post about it, but im not a smart guy :P , it said to rename all the patch # by adding +1 to each one, i did it, and i got a error when trying to play my game :evil:

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Post by Saint-Ashley » Wed, 17. May 06, 03:43

Trigg004 wrote:i did it, and i got a error when trying to play my game :evil:
Heres an example...

It doesnt matter whats in the files as long as you dont have two files of the same name added.

Ex : haveing a TFactories.txt in two of the mods that YOU add, will simply take the highest numbered one and overwright the other. Hence the one before it will not be used.

The files should be numbered like 01.cat/01.dat, 02.cat/02.dat, currently Egosoft supplies up to 07.cat/07.dat.

Any false patches YOU add will now be numbered 08.cat/08.dat, 09.cat/09.dat, 10.cat/10.dat... And so on. (Thats if you have 1.4.03 installed)


Hope that makes that a little clearer...

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Post by Cycrow » Wed, 17. May 06, 03:54

just one question, y do you even want to make DDRS run as a fake patch ?

Trigg004
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Post by Trigg004 » Wed, 17. May 06, 19:47

well of course i want another mod in my game, i was told you can't have 2 mods running at same time. or was that not right? :?

This is what iv been hearing from everyone


----people telling me what to do-----

1) Install DDRS as a patch and u can run another mod

2) You can run DDRS as a mod and have another one on at the same time

3) you can't run DDRS as a patch because the other mods wont let it

3) you can run DDRS as a patch but you can only use some mods

4) You can run DDRS as a mod but it wont work with another

5) You can run another mod with DDRS if the other mod is a patch


-------------------------------------------


WHY DO YOU THINK IM POSTING ABOUT IT SO MUCH

people can't make up there mind or are trying to confuse me

i'll try what (SaintAshley) gave me, i just hope he/she is right
iv been at this for a long time and its been wasting my time, lets hope

cuz people are telling this and that :? [/code]

Saint-Ashley
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Post by Saint-Ashley » Wed, 17. May 06, 20:07

Trigg004 wrote:well of course i want another mod in my game, i was told you can't have 2 mods running at same time. or was that not right? :?

i'll try what (SaintAshley) gave me, i just hope he/she is right
iv been at this for a long time and its been wasting my time, lets hope
No, you caint have 2 mods running at a time.

However, the DDRS mod isnt compatible with most mods around. Because the fact that it contains many files that many other mods also change.

DDRS changes:

Code: Select all

Tbullets.txt
Tcockpits.txt
Tdocks.txt
Tfactories.txt
Tlasers.txt
Tmissiles.txt
Tsheilds.txt
Tships.txt

x3_universe.xml
x3_universe_v13.xml

And
TwareT.txt (From the EMP mod)
Note: Inside a Cat/Dat the files listed all have the extention *.pck

Therefore, good luck trying to find a mod that is compatible with DDRS as a patch. Only the false patch mods like No Cililians and Better spoken Text are compatible to run as a mod! :lol:

My suggestion! Run DDRS as a MOD! :lol:

Cycrow
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Post by Cycrow » Wed, 17. May 06, 20:21

when trying to run 2 mods at a time
you should always have the biggest one run as the mod itself and the others as patches.

its also a good idea to only run small mods as patches.

DDRS isn't small so you really shouldn't be trying to run it as a patch.

what other mods are you trying to run with it ?

Trigg004
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Post by Trigg004 » Wed, 17. May 06, 20:28

well...i was thinking of running Galactica/viper mod pack (with update)
and maybe Xtended mod maybe (if possible( :?

Saint-Ashley
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Post by Saint-Ashley » Wed, 17. May 06, 20:32

Trigg004 wrote:well...i was thinking of running Galactica/viper mod pack (with update)
and maybe Xtended mod maybe (if possible( :?
both are incompatible with DDRS. which ever one would be the mod, would actually overwrite all the others in the Tships.txt.

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Red Spot
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Post by Red Spot » Wed, 17. May 06, 23:26

Cycrow wrote:DDRS isn't small so you really shouldn't be trying to run it as a patch.

er ... why would that be ......

making a mod to what people refer to as a 'patch' ..
is basicly making the mod a part of the game ...
(just like ES does ... hence the term 'patch' .....)



G

Saint-Ashley
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Post by Saint-Ashley » Wed, 17. May 06, 23:46

Red Spot wrote:er ... why would that be ......
No need to confuse people more then they alerdy are. They alerdy think a false patch can be placed and then a mod run, and that their wont be any conflicts when two different versions of Tships.txt collides!

Although, I do get your point :wink:

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Post by Red Spot » Wed, 17. May 06, 23:53

SaintAshley wrote:No need to confuse people more then they alerdy are.
They alerdy think a false patch can be placed and then a mod run, and that their wont be any conflicts when two different versions of Tships.txt collides!

People have to make up there mind and pick one;
-running a mod
-'patching' their game (and reading *readme*'s etc .... :roll: )

(give people a hand and they take an arm ..... :D)


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Cycrow
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Post by Cycrow » Thu, 18. May 06, 00:23

Red Spot wrote:
Cycrow wrote:DDRS isn't small so you really shouldn't be trying to run it as a patch.

er ... why would that be ......

making a mod to what people refer to as a 'patch' ..
is basicly making the mod a part of the game ...
(just like ES does ... hence the term 'patch' .....)



G
that wasn't my point red spot.

what i mean is that the usual reason ppl want to use mods as fake patches is so they can run more than one at a time.

so its best that you use big mods ad mods so they always take priroty. Theres likly to be less problems if a small mod that only changes one file gets overritten than a mod that uses many and only a few of the files getting overwritten

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