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Author Topic: Unearthed Arcana Compatability  (Read 2641 times)

Offline Avocados

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Unearthed Arcana Compatability
« on: March 06, 2017, 11:47:14 PM »
Im working on my own personal balance mod that basically touches every monster, eventually items, stat graphs, and some spawn classes. But I'd really like if it "built off" of unearthed arcana because I can't possibly fathom why anyone wouldn't be using that gem. In modding skyrim I could just add it as a dependency but there's no such feature or ability to compare conflicting records for TL2. I could just mod directly in the unpacked Unearthed Arcana mod, but if I ever finish I'd probably want to release it and I don't think it would be kosher to just have UA packaged inside. Do you guys have an tips/tricks/ideas for comparing mod files/conflicting records/mod compatibility?

Offline RnF

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Re: Unearthed Arcana Compatability
« Reply #1 on: March 11, 2017, 04:40:20 AM »
Hi Avocados!

I had a similar issue before I started LAO III.  I asked DeeZire (the mod maker) if I could use parts of his mod and build my mod around his to help create compatibility, and he agreed to let me! It was a game saver for me because I also wanted to change so many of the same things, but wanted his balance/changes left in tact.

So the best way to get around this is to ask the mod maker for permission to use parts of their mod.  He resides on the Runic Forums primarily, so you can ask him there.

Good Luck!

Offline DeeZire

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Re: Unearthed Arcana Compatability
« Reply #2 on: March 16, 2017, 12:29:32 AM »
Go ahead and build on it with my blessing :)

As for distributing it, I'd rather it wasn't, perhaps you could build your mod using UA as a base somehow and then distirbute yours stating UA is a dependancy? I think that's a common practice with Skyrim as you say. AFAIK there's no simple way to check conflicting files with GUTS so it would be the arduous task of going through each file in each directory, then packaging your mod with just the 'changed' files - effectively, you;d be modding a mod if that makes sense?

In that instance, users just need to get the load order right, the same thing they'd face with Skyrim :)

Offline Phanjam

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Re: Unearthed Arcana Compatability
« Reply #3 on: March 23, 2017, 02:13:10 PM »
Hey @Avocados after youve made your alterations, i think you should be able to use the WinDiff program to help you sort just those files which changed vs "vanilla" UA...



Offline Chthon

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Re: Unearthed Arcana Compatability
« Reply #4 on: March 24, 2017, 12:48:10 AM »
As Phan said, you can do your modding work in an unpacked UA, then diff your directory against a clean unpacked UA, and delete the unchanged files. If loaded after UA, you will get the desired (or DeeZired) result. (Sorry, pun. Couldn't help myself.)

Now, things go all to hell if you want to remove something from UA. Depending on what it is, you might be able to mod away all references to it, or you might be stuck copying the entire remainder of UA. So long as you're only adding and changing things, it's relatively straightforward.

Offline doudley

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Re: Unearthed Arcana Compatability
« Reply #5 on: March 31, 2017, 11:49:40 AM »
I want to give a shout out to @DeeZire for his glorious work on Uneathed Arcana! My Unlocked All Spells mod looks like a dust compared to yours, in making unused content be resurfaced :D

I recently downloaded UA to help out another modder...now, I'm glad I have it my mod load order! But I stumbled upon an error, opening the MAINMENUS Background of 1X1SINGLE_ROOM_TOWN5, I found out that MEDIA\LEVELSETS\TOWN1\MENU_BILLBOARD_ALPHALEAVES_ANIMATED mesh is not linked properly, placing these files outside its folder fixes the problem.

Offline DeeZire

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Re: Unearthed Arcana Compatability
« Reply #6 on: January 18, 2018, 01:26:00 PM »
doudley, I'm not seeing that problem at my end, seems to look ok.

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