gaming junk

I want to make a mod for entrenchment during a term break and was wondering was is required to make it work?

Do i need the entrenchment folder and the other folders from vanilla?

If I need them both, do I have to make changes to both vanilla and entrenchment's folders to make it work in entrenchment? (for example would I have to change entrenchment's gameinfo and vanilla's gameinfo if im taking out planets?)


Comments
on Mar 01, 2009

entrenchment is a hybred addon, meaning it takes data from both games. now to make a mod you got to download forge tools, that contains all the reall data you need. after that, you got to make sure that you edit the Entity.manifest with all the new files you edited.  theres documentation in those tools. also keep in mind that the data you edit is in the reference folder of the tools.

on Mar 02, 2009

Depends on how comprenhsive you want to mod to be.

 

The most comprehensive mods i have seen on here *cough, star trek, Sins++, etc" have not just gameinfo and mesh folders but also have Particle, Pipeline effects, textures, windows, and the textureanimation folder, however, if you might just only need the gameinfo and mesh

on Mar 02, 2009

A general question about the Mod-GameInfo folder: Does it have to include ALL entity files from ForgeTools, or just the ones I changed? For example I wanna change just the free extractors of the Akkan, can I just put that single file into \MyMod\GameInfo\ and load the mod?

Most bigger mods around here see to have all entity files... I'm unsure... Please help

on Mar 02, 2009

I believe all

on Mar 02, 2009

Mooster is right, even unedited entity files that you are using are needed

on Mar 02, 2009

Why not just load in the entire gameinfo files and just change it and name it extrator change?

 

edit: why not just to stick in only one file and try if it works?

on Mar 02, 2009

OK, thanks.

Could it maybe be changed so that the game loads all modded files first, everything else (they are defined in the new manifest files, right?) from the original game folder. That way mods would become smaller and it easier to see which files have been modded.

on Mar 02, 2009

Mooster
I believe all

 

Nope. You only need the one's you've edited. (At least, provided that they're in binary form.)

on Mar 03, 2009

Hm, in the Celestial Bodies Mod 0.7 there are definitely NOT ALL entity files. So maybe the new system allows selective loading of the changed ones

on Mar 03, 2009

I can definitely say that at least with entrenchment they are correct.  I just tested it multiple times modifying starbases to move, and I only needed two entity files (converted to binary), and it worked flawlessly.  No structures were missing, or anything strange like that.