updating a mod

So I'm sure you all know about the irritating qualities of an update...its kills existing mods.  What I want to know is, how do you update a mod to make it work?

4,654 views 12 replies
Reply #1 Top

Essentially, you need to make the same changes to the new entity files and such as you did to the previous version ones. There are some file comparison tools that help a lot, most notably something like Beyond Compare.

I was actually going to write a guide with screenshots using BC to update a mod from 1.1 > Entrenchment 1.01 > Entrenchment 1.02 to show how easy it can be. But that won't be up until tomorrow, most likely.

Reply #2 Top

Thing is, its not a mod that required any entity file changes.  Would it work to copy the new entity files from entrenchment into the gameinfo folder from my tweak mod?  It was just something to boost cap ships a little and so didnt require any entity or string changes.  Thanks.

Reply #3 Top

Which files did you modify, exactly?

In theory, you should be able to take the GameInfo files from the install, drop it in the new Mods-Entrenchment v1.02 folder in the mod path, and overwrite with yours.

Reply #4 Top

Got it fixed, you were right :grin: .  Thanks Annatar, helpful as always.

Reply #5 Top

Glad I could help :P .. and that it was an easy mod to do!

Reply #6 Top

The only change in entities from 1.01 to 1.02 that I'm aware of so far is that all structures (planet modules, starbases) have a new/changed line for controlling "rotate to planet" settings.  Simply replacing that line in all affected entities in my own mods seems to have restored compatibility with 1.02.

I have not checked to see if there any additions to the string file for 1.02.  That's also a common thing that changes from patch to patch.

It's possible that there may be other changes but my own mods contain pretty much all entity types commonly modified and those were the only ones affected by 1.02.  It's not that daunting a task to update fore 1.02 but it will vary from mod to mod.

-dolynick

Reply #7 Top

Scout attack ranges were also changed, and some Advent mine stuff (smaller activation radius, inability to target starbases/modules).

Reply #8 Top

Quoting Annatar11, reply 7
Scout attack ranges were also changed, and some Advent mine stuff (smaller activation radius, inability to target starbases/modules).

Right.  But those are just adjustments to stats and would not prevent a mod from loading or working.  I was refering to changes that MUST be made in order for a mod to not minidump at load.

-dolynick

Reply #10 Top

oh man i am psyched on the prospect of you guys putting something up that explains how to make easy update fixes!

Reply #11 Top

I can confirm that 1 new entry has been added to the Entrenchment String file.  Mods will have to have their english.string updated as well if they are updated for 1.02.

-dolynick