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mods-merging_tips [2017/12/31 06:50]
viz [About outdated mods]
mods-merging_tips [2018/05/23 00:18] (current)
viz [Mods merging tips]
Line 2: Line 2:
 **By: Viz** **By: Viz**
  
-These are just general tips that could help people to merge mods correctly. 
  
 +This is some tips for people who are willing to learn to merge mods. 
  
-1) .RAW, .BINDAT and .BINLAYOUT files from any mods, can be entirely ignored. These files are automatically generated by the editor, so you don't have to copy them for merging purpose. ​ 
  
 +1) There are 5 types of files that commonly used by the game, namely .RAW, .DAT, .BINDAT, .LAYOUT and .BINLAYOUT. The only files that requires merging are the .DAT and .LAYOUT files. This means that the remaining types of files can be safely ignored.
  
-2) Use programs like Notepad++ to merge codes between .DAT files easily. Sometimes its much quicker than editing through the editor. 
  
 +2) Use programs like Notepad++ to merge codes between .DAT files. Sometimes its much quicker than editing through the editor.
  
-3) Make a habit of restarting the editor every time you've done a good amount of editing/​code merging. This to ensure that it detects new changes correctly. 
  
 +3) Make a habit of restarting the editor every time you done a good amount of editing/​code merging. This is to ensure the editor detects new changes correctly.
  
-4) If, for some reason ​your edited/​merged file didn't work, try deleting the related ​.BINDAT/​BINLAYOUT ​files and restart ​GUTS.  + 
-At some rare occurrence, you might need to delete the EDITORMOD.MOD of your current ​mod as well. +4) If the editor did not detect ​your changes, try deleting the corresponding ​.BINDAT/​BINLAYOUT ​file of the file that you have edited. Then restart ​the editor as it will automatically create the .BIN- files again
 +In some rare cases, you might need to delete the EDITORMOD of your mod as well. 
  
  
 5) Sometimes when you unpack a mod (usually happens to a mod that changes or adds a lot of stuff), GUTS will throw a bunch of errors like this : "found property name with a hashcode XX that has no match in tags.dat"​. This error is known as broken tags. 5) Sometimes when you unpack a mod (usually happens to a mod that changes or adds a lot of stuff), GUTS will throw a bunch of errors like this : "found property name with a hashcode XX that has no match in tags.dat"​. This error is known as broken tags.
  
-If you open the corresponding .DAT file, you'll notice an odd code that consist of long numerical hashes. ​+If you open the corresponding .DAT file, you'll notice an odd line of code that consist of long numerical hashes. ​
 This is an[[https://​prnt.sc/​gr7m5p|example]] of such error. Did you see something weird about the code? It's in the line "<​BOOL>​2770992901"​ This is an[[https://​prnt.sc/​gr7m5p|example]] of such error. Did you see something weird about the code? It's in the line "<​BOOL>​2770992901"​
  
-While this error can be left ignored, some of them might be a part of a crucial code that determines ​the functionality of a certain ​aspect ​of the mod. So if we goes by the example, the broken tags in the triggerable //might// causing the related skill to be buggy+While this error can be left ignored, some of these hashes ​might be a part of a crucial code that dictates ​the functionality of a certain ​feature ​of the mod. So if we goes by the example, the broken tags in the triggerable //might// causing the related skill to stop functioning
  
 Ideally, to avoid running into unexpected issue, you should take note all of the broken tags, determine which one of them are affecting any important .DAT files and try to guess what were their original tags. You can use Chton'​s tool called TL2 Tag Fixer found in Ideally, to avoid running into unexpected issue, you should take note all of the broken tags, determine which one of them are affecting any important .DAT files and try to guess what were their original tags. You can use Chton'​s tool called TL2 Tag Fixer found in
mods-merging_tips.1514724620.txt.gz · Last modified: 2017/12/31 06:50 by viz