Overwriting existing content?
Overwriting existing content?
on January 14, 2015 - 10:30
So how does one go about overwriting existing content in the game through a mod, rather than accessing the existing neoscavenger file itself?
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There's a few things I want to change, and would like to share with you guys by means of modding, but don't want to edit the existing file itself.
Do you just copy out the specific table-chunk you want and edit the stats and it'll overwrite it in loading? Same id etc?
Please enlighten me!
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The game comes with a pre-made sample mod - it basically only adds a preview version of the plastic bag to the starting locations. It does contain two parts - the mod itself and the, so-called, mod "0 (zero)". The mod zero is used to overwrite the data entries from the vanilla game.
Check out how the Sample Mod does that (or, if you need more examples, check out the already existing mods and how they do this).
<--Mighty (mini)Mod of Doom-->
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I've checked it, and what it looks like it does is add a NEW item that happens to use most of the same stats as the plastic bag, that's even called "SampleMod Bag" or something.
But if I changed its stats, those wouldn't be inherited on every plastic bag, would it? By virtue of said plastic bag already existing. I mean, with the sample mod all plastic bags aren't suddenly name "samplemod plastic bag" are they?
I want to be able to add a mod that would, say, change the damage on one of the weapons, and change it for ALL those weapons you find.
Not the main mod, the "0" folder - it is the overwrite mod. In case of Sample Mod, it overwrites a single TreasureTable (Cryo Idle Loot) which makes the newly added bag show up along the vanilla glass shards in the starting location.
<--Mighty (mini)Mod of Doom-->
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Ok, more specifically then, if I wanted to add an existing item to an existing loot table it's not normally on, how would you mod that?
Would I need to copy all of its existing stats from the main game and just add the new loot table, or is there a more specific way?
What exactly is the loading-order and how does it interact with the game instance?
I think this is what you mean. So to add an item to an existing loot table, you need to take the loot table from the main game code and add it to your "0" mod. Then you want to add the item you want to the treasureID list I think. That should work, sorry if it's confusing.
My Mod: I-Neo-More Remastered
- Jake
Right. It just doesn't work any way that any documentation or your hints have said.
So Here's the basic idea.
My getmods.php
The mod (which is in NEO Scavenger\Mods\YukonEdMod\Over)
So this literally does nothing, that's an exact copy of the treasuretable from the main neoscavenger.xml file.
I've tried it with everything having a 0:, and with everything NOT having a 0:,
But it always hangs at row 16 in the load, sometimes giving an error #2032 and sometimes just stuck at "parsing".
What the hell guys?
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IT DOESN'T LOAD.
And yes, I know that's not part of the code, it was me experimenting with taking out stuff.
<-- is a comment --> so doesn't factor.
And AS I SAID I've tried it without the 0:'s, and with the 0:s.
I've added stuff with 0: and without 0: but it never loads, either throwing an error or sticking at "row 16".
Like, are treasure tables additive, or are they overwriting?
As in, if I duplicate a treasure table and then add stuff to it, will the game load BOTH the original and the new one? Or do I need to copy the content of the original as well?