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Author Topic: Spawnclass Renaming Technique - Known or Not?  (Read 1060 times)

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Spawnclass Renaming Technique - Known or Not?
« on: »
Hi guys! (My first topic ;D)

While working on my Potion of Insight mod and discussing merchant option with @Aherin, I found out that there's an easy way to add merchant's stock without modifying original game content. Its a breakthrough news for me but I don't know about you guys...

Initially (for a long time now), my perception in data overriding/mod load order is like this

Quote
Mod A changes the "Catacombs_EchoPass" Spawn Class to only spawn Skeletons.
Mod B changes the "Catacombs_EchoPass" Spawn Class to only spawn Zombies and also alters the lighting to be pink in the "DefiledCrypt" Level Rule Set.

If Mod A is higher than Mod B in the Selected Mod Order list in the Mod Launcher then Skeletons will appear in the Defiled Crypt and the lighting will be pink. If Mod B is higher then Zombies will appear and the lighting will be pink. At no point will both Skeletons and Zombies appear as the edited Spawn Class files from each mod are not combined, but regardless of mod order the pink lighting in Defiled Crypt from Mod B will be used as there was no conflict with it.

Now I found out its not simply so and there's a non-conflict way, it was already pointed out by my long time idol in modding, lyravega.

Here's his explanation about this.

Spoiler (hover to show)

That's it guys! :)
« Last Edit: March 30, 2017, 02:41:35 am by doudley »

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Re: Spawnclass Renaming Technique - Known or Not?
« Reply #1 on: »
Thanks for this doudley!  Good to know this if ever I need to work with SPAWNCLASSES stuff ;)

I use a similar technique to add new sounds (make a new SOUNDS_UNIQUE_NAME.DAT file and add new sound definitions with...

Code: [Select]
[SOUNDDATA]
[SOUND]
[/SOUND]
[/SOUNDDATA]

So far it doesn;t give me any trouble :D


Re: Spawnclass Renaming Technique - Known or Not?
« Reply #2 on: »
Hello @doudley, like you pointed this method for merging spawnclasses without conflict has been know from that time, obviosly people that get into modding now or haven't worked on spawnclasses may not know it, so the reminder is always good.

Let me add that this also work with the WardrobeSets.Dat file, to make not conflicting addition to the wardrobe list, this is how I handled the wardrobe additions for the TL1CP.  8)
There may be other files that can work this way, like the SoundData PhanJam pointed,but I haven't tried. Well, I tried on unit files and it didn't work, so there is that.

Re: Spawnclass Renaming Technique - Known or Not?
« Reply #3 on: »
Thank you guys for the response! :)

But I like to think that WardrobeSets and SoundData files are like Affixes and TriggerableActions. All of these are non-GUID files, which we can create even without using GUTS. A Spawnclass on the other hand, has a specified "name" just like an Affix or a TriggerableAction, they are all registered in the game by their specific code "names" unlike some files that are dependent by their GUID.

*code name is <STRING>NAME:BASE inside the data and file name is BASE.DAT

A unit data cloned with different code "name" but uses only one GUID, will be read by the game as one (actually conflicts like this are discarded by the game). These make sense to me and I know for the fact the changing file names won't matter as long as the code name and GUID were remained intact.

That's why the spawnclass file renaming technique is a big shock to me...apparently changing the file name of a spawnclass while assigning it to an already been used code name, will make this renamed spawnclass an appendage of an existing spawnclass!!

.

.

.

Sorry, I'm still shocked by it... :P

 

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