A community resource for people to create their own compatibility patches.
Eng:
This is a guide that is meant to allow players to create their own compatibility patches without having to rely on mod authors or modpackers to update their mods.
There are a lot of mods out there and eventually something will conflict. This is meant to save both your time and the time of modders so you can get to playing a version of Anomaly that is tailored to your vision without having to choose which mods to keep and scouring the mod list for a compatibility patch.
I believe I have covered the basics but let me know if there is anything that requires clarification or rewording.
Update:
Now with Russian Translation. I did proofread it so hopefully there isn't any misinterpretation.
Ru:
Это руководство предназначено для того, чтобы игроки могли создавать свои собственные патчи совместимости, не полагаясь на авторов модов или разработчиков модов для обновления своих модов.
Есть много модов, и в конечном итоге что-то будет конфликтовать. Это предназначено для экономии вашего времени и времени разработчиков модов, чтобы вы могли играть в версию Anomaly, адаптированную к вашему видению, без необходимости выбирать, какие моды оставить, и просматривать список модов на предмет патча совместимости.
Я считаю, что рассмотрел основы, но дайте мне знать, если есть что-то, что требует уточнения или изменения формулировок.
Обновление:
теперь с русским переводом. Я вычитал его, так что надеюсь, что нет неправильного толкования.
This Could Be a Heaven's Add-On And I'll Never Have To upload modpacks
this has High Potential bro. well freaking done you are changing history here !
I appreciate the kind words. :D
You're a saint, Jack. A SAINT.
`Great idea ,thanks for posting.
Should come in useful with all the mods available on here.
edit:
Good guide ,clear ,concise and easy to understand ,well done.
You are best my friend! ^-^
please add the Russian language version
Updated
If this guide does what I think it does, I'll mention it in my model-texture mods.
Good job on making it.
That's exactly what this guide is for, thank you.
Only if i knew about WinMerge before, thanks man!
It's been around a long time ,comes in useful with a few games that require certain types of mods merging together.
Pretty sure there's other programs out there too that do something similar ,if my memory is correct.
There's a little bit of a learning curve involved but reasonably easy once you work it out.
Is it really this simple? Even for mods which are potentially more complex?
I'm sure you'd run into certain cases where it gets tricky, but this guide should serve as a basic tutorial for a majority of mods out there.
Excellent job dude!
Я вообще профан, подскажи если сможешь в чем может быть проблема?
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: [string "txr_actor_effects.use_weapon(0)"]:1: attempt to index global 'txr_actor_effects' (a nil value)
stack trace:
Вообще как правильно диагностировать из-за чего крашит?
Какие два мода ты объединил? Вы всегда можете обратиться за помощью к сообществу моддеров на Discord, если я не могу с вами связаться.
Это все делается программой Beyond Compare 4 ! Она лучшая для этого моддинга!
If you have time, make a guide to adding new outfits
hey uh i tried doing the instructions and when i open the particles.xr it just greets me with nonsense, any solution?
WinMerge works great but it only supports certain file types. Keep in mind that the easy part to learn is for files that can basically be opened with notepad. Audio, Visual, 3d models, etc are all file formats that you're not going to be able to use WinMerge to address.
A quick google search indicates an .xr file refers to a proprietary 3D model fileset. Unless you are familiar with those formats you're probably not going to be able to do anything about it, so it's a case of either deciding to roll the dice, pick/test which mod you want to have priority and say a prayer, or pick which mod is more important to you and discard the other.
okay ill try doing that once i get back on my laptop (its 5 am and you responded at 5:08)
quick response the mods i was using was a JASM(just another snow mod) and BaS
the snow mod has 3 files, 1 is gamedata and the other 2 are some base game files that will probably break the game if they didnt work (thats why i got to this resource, but cant blame you for the limitations of the mod compatilities)
This is great! I have one question, I get all the way to save left as, and don’t understand the path situation. If it is two scripts conflicting for example, and I am creating a patch to fix them, how does said patch get saved? I see the hierarchy example, but don’t understand how I would come to that conclusion with a given patch I created. Not sure if I provided enough info to justify my question. Would just like to know that when i save left as, into its own patch folder, what is the path I am supposed to be creating?
great help thank you