2 extensions going for same file: who wins ?

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
Browser_ice
Posts: 485
Joined: Sun, 5. Feb 06, 17:15
x4

2 extensions going for same file: who wins ?

Post by Browser_ice » Sun, 18. Mar 18, 15:48

Hi, I am currently looking at how some extensions work to understand things.

I see one case where the MOD Faster Capital Ships has the following diff file as the Teladi DLC:
\assets\props\EngineSystems\macros\engine_size_l_te_kit_liquid_03_macro.xms

Faster Capital Ship MOD

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
  <!-- Changes construction speed-->
  <replace sel="//acceleration[@forward='10']">
  <acceleration forward="15" reverse="15" strafe="7.5" pitch="1.5" yaw="1.5" roll="0.3" />
  </replace>
<replace sel="//speed[@forward='80']">
<speed forward="120" reverse="-30" strafe="30" pitch="15" yaw="15" roll="3" />
</replace>
</diff>
Teladi DLC

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<!--Exported by: Lino (192.168.3.137) at 18.01.2016_11-15-11-->
<macros>
  <macro name="engine_size_l_te_kit_liquid_03_macro" class="engine">
    <component ref="props_enginesystems_engine_m" />
    <properties>
      <identification name="{20104,1201}" description="{20104,1202}" unique="0" />
      <acceleration forward="10" reverse="10" strafe="5" pitch="1" yaw="1" roll="0.2" />
      <angular roll="20" pitch="60" />
      <speed forward="80" reverse="-20" strafe="20" pitch="10" yaw="10" roll="2" />
      <hull max="30000" threshold="0.25" integrated="0" />
      <effects>
        <explosion ref="explosion_engine_l" />
        <sefx_shield ref="sefx_shield_l_01" />
      </effects>
      <sounds>
        <ambient ref="engineambient_large" />
      </sounds>
    </properties>
    <connections>
      <connection ref="connection_booster01">
        <macro ref="enginebooster_size_m_01_macro" connection="engine" />
      </connection>
    </connections>
  </macro>
</macros>
Both are modifhing the acceleration and speed of the same ship.

Who gets to midify the vanilla file ?
Steam X-Superbox, XR, playing X4
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060

UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader » Sun, 18. Mar 18, 16:10

there is no Core (non-dlc) Game File being modified in the DLC Case (it is the one actually providing the file), so your question is moot.

Also in the Teladi DLC Case it is added to the Core Game Files because it is in a subst_**.cat/dat (and if already present replacing them - not in this case though) - opposed to the mod file which is either provided as plain file or in the ext_**.cat/dat which is added to the Mod files and if applicable applied to the core game files afterwards.

Regarding load order of Mods: this is regulated by the content.xml, in such a way that Mods depending on other mods are loaded after their dependencies are satisfied. Optioal dependencies only influence the load order if the dependency is present ofc. I assume the Faster Capital Ships Mod has the Teladi DLC as optional Dependency, to make sure it loads after it.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Browser_ice
Posts: 485
Joined: Sun, 5. Feb 06, 17:15
x4

Post by Browser_ice » Sun, 18. Mar 18, 17:15

thx

The Teladi DLC is dependant on version 3.00

The FCS MOD is dependant on version 4.00
Steam X-Superbox, XR, playing X4
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060

Post Reply

Return to “X Rebirth - Scripts and Modding”