You'll need to unpack the patch files from each mod and add the entitylibrary files from this mod to Redux (or merge the changes manually), then repack the patch. If you just replace the entitylibrary files in Redux then a lot of stuff Redux changes will probably be reverted. There's no easy way to combine both mods because they change the same files afaik.
Hey there, I unpacked both patches from both mods as well as the "entitylibrarypatchoverride" files and extracted the corresponding XMLs.
Since a lot of them overlap in names, it looks like I need to go in and manually edit and copy over your edits into the other mod.
Can you please let me know if ALL the changes in all the XMLs are required to be edited? From reading, it looks like some of these changes don't correspond to NPCs at all? Of course, maybe i just dont understand how it all works. Im not a software engineer...
It looks like a lot of the files are identical (Using Np++ with Compare Plugin), though a few just replace entire sections of a few XMLs.
Oddly, one really common change is the addition of this line of code "<value hash="599225A9" type="BinHex">00</value>" under the "<object type="CGraphicComponent">"
Out of curiosity, what does this bit of code do? It's SUPER common, and while the other values have names that are somewhat self-explanatory, this one is a hash value that looks arbitrary to me...
Besides merging the XMLs within "entitylibrarypatchoverride", is there anything else critical I need to do as well?
Honestly, I don't know. If the CD version installs the game to the disk, then just backup the original patch files and replace them with the modded ones.
Is it possible to add a feature that would disable the "Night cycle" and just have the game constantly in the Day cycle? Its really difficult to see and navigate when its night time.
Hello. I used to play on a locked frame rate, so I don't have a lot of experience with uncapped FPS yet. Is there anything besides NPCs to worry about? Does this downgrade any functionality?
Thank you for this nice and simple mod.
BTW, using `diff` I found that the only files changed are worlds -- world1 -- generated -- entitylibrary.fcb -- world2 -- generated -- entitylibrary.fcb if anyone wants to create their patch images with this mod.
The two main bugs I hear about pertaining to unlocked framerate are the silent phone call bug and saves getting corrupted. Neither of which I have ever experienced myself. I know the phone call bug exists but this is not a huge problem because you can read the mission intel in the pause menu.
Regarding save corruption, I'm skeptical this is related to framerate, but I can't say anything for certain because again I've never experienced this myself. Even if you do experience this problem, the game's quicksave/load system negates it anyway due to the game creating new saves rather than overwriting the old ones. Because of this you can always load a recent save if you quicksave often.
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Since a lot of them overlap in names, it looks like I need to go in and manually edit and copy over your edits into the other mod.
Can you please let me know if ALL the changes in all the XMLs are required to be edited? From reading, it looks like some of these changes don't correspond to NPCs at all? Of course, maybe i just dont understand how it all works. Im not a software engineer...
Oddly, one really common change is the addition of this line of code
"<value hash="599225A9" type="BinHex">00</value>" under the
"<object type="CGraphicComponent">"
Out of curiosity, what does this bit of code do? It's SUPER common, and while the other values have names that are somewhat self-explanatory, this one is a hash value that looks arbitrary to me...
Besides merging the XMLs within "entitylibrarypatchoverride", is there anything else critical I need to do as well?
buddies.xml
enemy_archetypes.xml
However, you should also unpack:
worlds\world1\generated\entitylibrary.fcb
worlds\world2\generated\entitylibrary.fcb
and do the same with these files. Hope this helps!
Thanks
Thank you for this nice and simple mod.
BTW, using `diff` I found that the only files changed are
worlds
if anyone wants to create their patch images with this mod.-- world1
-- generated
-- entitylibrary.fcb
-- world2
-- generated
-- entitylibrary.fcb
Regarding save corruption, I'm skeptical this is related to framerate, but I can't say anything for certain because again I've never experienced this myself. Even if you do experience this problem, the game's quicksave/load system negates it anyway due to the game creating new saves rather than overwriting the old ones. Because of this you can always load a recent save if you quicksave often.