Someone update Neutral Monster Increaser mod for 1.3 :)))

Mods and development for mods. Including WoG & Equilibris (RU) subforums.
Sathasarus
Leprechaun
Leprechaun
Posts: 24
Joined: 31 May 2006

Someone update Neutral Monster Increaser mod for 1.3 :)))

Unread postby Sathasarus » 20 Sep 2006, 16:47

thanks!!

User avatar
omegaweix
Scout
Scout
Posts: 177
Joined: 12 Jan 2006
Location: mainly the land of grumbling... oh yes, and Mozart

Unread postby omegaweix » 20 Sep 2006, 21:42

I'm already trying (see: "mod for a mod" thread)... but 'til now i suppose that the mod is incompatible with version 1.3...

...on the other hand i'm far away from being a "modding pro" :D
plastic people

silicone

never let them in your home

User avatar
Sir_Toejam
Nightmare
Nightmare
Posts: 1061
Joined: 24 Jul 2006

Unread postby Sir_Toejam » 21 Sep 2006, 12:47

i haven't even tried this one out yet, but try this:

open the mod (the .pak file) in winzip/winrar.

you will see a/some directories.

extract those directories into a folder outide of the .pak file.

go into the now extracted directories and open each of the files you see with a text editor.

once open, save it and it should update the timestamp on the file.

do that for all the files.

the use winzip/winrar to repack the directories back into the original .pak file (DO NOT USE COMPRESSION! - only use "store")

copy the new .pak file back into your data directory.

done.

edit:

oooh, i took a gander at this one; it uses a file that sets the standards for the entire game! it contains all the difficulty settings, what will be found when you search mage banks, resources available at different difficulty settings, chance of getting specific artifacts as bonuses, etc., etc.

it's a HUGE file and contains so many things I can't really recommend playing with it unless you cross check it against any changes that Nival has made in their most recent patch.

in fact, what i would recommend is that you extract the same file from the newer data pak, it's located here (in your data directory):

p2-data.pak\GameMechanics\RPGStats

there is only one file named "defaultstats.xdb"

extract the RPGStats directory into an external folder, and go through that file line by line until you find the thing that sets the number of neutral creatures.

set it to suit you, then create a pak file out of the changed file (do remember to maintain the directory structure:\GameMechanics\RPGStats). A cursory glance suggests you might have to manually edit the stack sizes (min and max) for each neutral creature stack. I hope not, as that would take a couple of hours to do. perhaps there is a master "line" that you can adjust to change all the stacks at once.

(trust me, it sounds harder than it is).

I'd do it myself, but this file has thousands of lines in it, and it's just too tedious to wade through them to find the right ones to change.

other than that, I would suggest leaving a PM for the author of the mod, to see if they would be willing to do it for you.

cheers

User avatar
omegaweix
Scout
Scout
Posts: 177
Joined: 12 Jan 2006
Location: mainly the land of grumbling... oh yes, and Mozart

Unread postby omegaweix » 22 Sep 2006, 11:38

Sir_Toejam wrote: open the mod (the .pak file) in winzip/winrar.
you will see a/some directories.
extract those directories into a folder outide of the .pak file.
go into the now extracted directories and open each of the files you see with a text editor.
once open, save it and it should update the timestamp on the file.
do that for all the files.
the use winzip/winrar to repack the directories back into the original .pak file (DO NOT USE COMPRESSION! - only use "store")
copy the new .pak file back into your data directory.
done.
As you already mentioned and could be able to see in my thread "mod for a mod please" this strategy does no longer work, i tried!


And the other way you suggested.... it may be easier as it sounds but still appears to be rather difficult....
Sir_Toejam wrote: other than that, I would suggest leaving a PM for the author of the mod, to see if they would be willing to do it for you.
.... pitily i have absolutely no idea who did this mod, a moderator from CH/HRT just gave me the link for it...... i'd really like to ask the author if he could think of a revamp!

Too bad!
plastic people

silicone

never let them in your home

User avatar
Sir_Toejam
Nightmare
Nightmare
Posts: 1061
Joined: 24 Jul 2006

Unread postby Sir_Toejam » 22 Sep 2006, 20:33

the author's name is listed in the table in the mods section on this site.

the author is one of the moderators here, Gaidal Cain.

you can easily reach him in any of the forums that he has posted in; just click on the send PM link in one of his posts, or just use the memberlist:

memberlist.php

User avatar
Gaidal Cain
Round Table Hero
Round Table Hero
Posts: 6972
Joined: 26 Nov 2005
Location: Solna

Unread postby Gaidal Cain » 23 Sep 2006, 08:06

I don't have the files at hand right now, but I'll try and update it tomorrow.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

User avatar
omegaweix
Scout
Scout
Posts: 177
Joined: 12 Jan 2006
Location: mainly the land of grumbling... oh yes, and Mozart

Unread postby omegaweix » 23 Sep 2006, 11:38

Uh oh, sorry Gaidal, didn't realize that this was actually your mod, thought your retrieved it once somwhere from the net for me!

Do you have any idea why it refuses working with patch 1.3?

BTW, great job with this one, my favorite mod so far...
plastic people

silicone

never let them in your home

User avatar
Gaidal Cain
Round Table Hero
Round Table Hero
Posts: 6972
Joined: 26 Nov 2005
Location: Solna

Unread postby Gaidal Cain » 23 Sep 2006, 12:43

Nival has most likely updated the file which it modifies, and the newer file then takes precedence. Which makes sense, since there a lot of other things it also modifies.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

User avatar
Sir_Toejam
Nightmare
Nightmare
Posts: 1061
Joined: 24 Jul 2006

Unread postby Sir_Toejam » 24 Sep 2006, 02:12

gaidal -

indeed.

I made a new post to discuss how to deal with mods to this file.

your suggestions in that thread would be welcome.

cheers

User avatar
Gaidal Cain
Round Table Hero
Round Table Hero
Posts: 6972
Joined: 26 Nov 2005
Location: Solna

Unread postby Gaidal Cain » 24 Sep 2006, 16:44

Mod updated. Get it here if you can't wait until Sir_Toejam has updated the mods page.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

User avatar
omegaweix
Scout
Scout
Posts: 177
Joined: 12 Jan 2006
Location: mainly the land of grumbling... oh yes, and Mozart

Unread postby omegaweix » 24 Sep 2006, 19:49

Gaidal Cain wrote:Mod updated. Get it here if you can't wait until Sir_Toejam has updated the mods page.
Again, thank you very much :applause: and maybe even a :hug:
plastic people

silicone

never let them in your home


Return to “Modcrafting Guild”

Who is online

Users browsing this forum: No registered users and 1 guest