To patch an item or spell I'd need to exactly know what I'm patching, and adjust the patching code consequentely.
Not necessarily, and that's the great advantage about patching: you needn't concern yourself with existing attributes that aren't consequential to your mod, though they may be to another mod. And if you do, you can mass-delete, add or change effects with one fell function.
Let's say we have two mods (A and B) which alter the same file IR or SR want to revise:
- if mod A is installed IR/SR code needs to do X
- if mod B is installed IR/SR code needs to do Y
- if mod A and B are installed IR/SR code needs to do Z
- the end result of X, Y and Z should be more or less the same, because more often than not we don't want to keep features of A and B, or we simply can't keep them for technical/compatibility reasons; but we'd have to add manual checks for each instance because there may be times where we want to keep A, or B, or both of them, or part of them
So the solution is to wipe out any prior modded features via mass overwrite? Not only is that ill-considered, but you seem to be missing the larger point which Wisp reiterated. What happens with two overwriting mods that mod the same resources? One inevitably wipes out the other, and players and modders alike probably don't even know about it. Because that is exactly what happens on the
BWP "expert" install, where the default (and recent) install order has SpellPackB5's Spiritual Hammer, and no doubt quite a few other spells have overwritten yours. Apparently, Galactygon has revised his mod (which, unpacked, is roughly twice as large as yours) to be completely patching, so there's no real reason you couldn't. Because if Galactygon *wasn't* doing that, either most
BWP players (which seems to be most players nowadays) would be missing your content, *or* you'd end up in a futile install-order struggle.
IR's main component doesn't add small and standard changes here and there, we re-make almost everything, adding hundreds of different custom .spl files, EFF files, etc., what's the point of patching in an entirely new concept?!
See above, but what's with *hundreds* of new spells when I thought your purpose was just to tweak existing vanilla spells and items?
Tweaks are better handled via patching codes, but "complete revisions" are not.
What some might call a distinction without a difference, but I don't even think there's a distinction. Your "revision" is not much more expansive than other tweaks (such as
BG2 Tweaks) and indeed, the subcomponents you mention address more files (namely mod-added as well as vanilla ones) - they just do it by patching instead of overwriting.
But anyway, this should really be in the Modding Discussion forum or perhaps the
SR/IR forums. Whatever you do, don't let people translate your mod into 6 different languages because updating your mod will make individually patching 500+ files look like child's play
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Edit: translation info split to original topic
Edited by Miloch, 20 October 2010 - 10:54 AM.