No area files are over-written. What you are seeing is a number of code blocks being added to the top of the area file scripts, (as well as a couple of new areas) this way, the mod is compatible with any other mod that also modifies those areas. Also, make sure you are using v2.6b, now linked from the downloads center (as of last night) thanks to SConrad.Can someone explain to me how exactly travel to AR0421 with the Nightmares in it occurs? Is it done by dialog or script? I'm looking at possibly running this mod in my game, but then when looking at the .tp2, the very 1st thing that occurs is a bunch of area overwrites (AR0412, AR0419, AR0420) and for the life of me I can't see any difference between the files that are overwriting as compared to the files that currently exist in my game, so the question remains,, Why overwrite existing resources???
The various area switching is done via dialog boxes and triggered scripts.
The command used is:
LeaveArea(S:Area*,P:Point*,I:Face*)
Done for each member of the party. You can look at the psPort0x .dlg's to see what was done.
AUTO_TRA ~PlanarSphereMod/%s~ LANGUAGE ~English~ ~english~ //~PlanarSphereMod/english~ ~PlanarSphereMod/english/setup.tra~ BEGIN ~PlanarSphereMod v2.6b~ SUBCOMPONENT ~PSM~ // TOB Check prior to compiling. REQUIRE_FILE ~Data/25Dialog.bif~ @1 // ToB check// Base Copy Overs COPY ~PlanarSphereMod/are~ ~override~ // Area Files ~PlanarSphereMod/Pics~ ~override~ // Mos and Bmp files ~PlanarSphereMod/eff~ ~override~ // Eff Files ~PlanarSphereMod/misc/SPPSQ22.2da~ ~override/SPPSQ22.2da~ // Non-.pro file copy ~PlanarSphereMod/bam~ ~override~ // Bam filesThese are all overwrites if the files located within the called directories already exist in game (which several of the area files do). If anyone or any other mod has made patches to these areas (AR0412, AR0419, & AR0420) prior to installing PSM, those changes are gone.
Edited by erebusant, 23 March 2008 - 12:52 PM.