Forged Alliance Forever Forged Alliance Forever Forums 2015-04-09T12:00:54+02:00 /feed.php?f=41&t=9729 2015-04-09T12:00:54+02:00 2015-04-09T12:00:54+02:00 /viewtopic.php?t=9729&p=98039#p98039 <![CDATA[Re: Etiquette for modifying mods]]> Statistics: Posted by Aurion — 09 Apr 2015, 12:00


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2015-04-08T18:01:37+02:00 2015-04-08T18:01:37+02:00 /viewtopic.php?t=9729&p=97981#p97981 <![CDATA[Re: Etiquette for modifying mods]]>
The Mak wrote:
Another way to do it is to use hooks and have your mod set the mod you are using as a requirement. This way since you are only changing a few things, you do not have to include the other person’s complete work. Think of this in the same way as the way balance mods work.

Their mod stays separate and is downloaded in its entirety. Your mod has the other mod as a requirement, has a UID that is greater than the original mod, and has a number of hook or merge blueprint folders/files.

Now some files need to be copied whole in to your mod, such as model, animation, texture, and script files. (Technically you do not need the model file if you are just hiding a bone, take a look at how the map Survival Run adds a MonkeyLord with no laser on its top.) In these cases you need to make sure you have the same folder structure and file names and make sure the file contents are complete including your changes.

If you have not made any changes to the above file types and all your changes are in blueprints then it is a matter of merge blueprint statements.

Think of it as layers stacking up. You start with the base Forged Alliance game on the bottom, then you have the FAF changes layer, then you have each individual mod layer ordered by UID from low to high. If you have multiple mods changing the same thing, then the top mod changes are the ones that go into the game.

If the mod changes a stat from the original games and you want to the remove that change, then in your mod you include a change for that stat to the original value.

I hope you follow what I am saying. I would have posted an example but I am a bit busy, perhaps when I have some time.


This !

Statistics: Posted by Resin_Smoker — 08 Apr 2015, 18:01


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2015-04-08T12:08:49+02:00 2015-04-08T12:08:49+02:00 /viewtopic.php?t=9729&p=97956#p97956 <![CDATA[Re: Etiquette for modifying mods]]>
Sheeo wrote:
Unlikely that there is anything you would use that I made, but just to clarify: I reserve no rights to any code that I publish without a license.

namestuff!

same for me: feel free to upload any variation of my mods as long they are not licensed and it's clear what their base is

Statistics: Posted by Myxir — 08 Apr 2015, 12:08


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2015-04-08T01:51:46+02:00 2015-04-08T01:51:46+02:00 /viewtopic.php?t=9729&p=97936#p97936 <![CDATA[Re: Etiquette for modifying mods]]> Statistics: Posted by nine2 — 08 Apr 2015, 01:51


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2015-04-08T00:50:31+02:00 2015-04-08T00:50:31+02:00 /viewtopic.php?t=9729&p=97935#p97935 <![CDATA[Re: Etiquette for modifying mods]]>
partytime wrote:
There are mods that I am personalizing ... some things are improvements but some features I get rid of because I don't want them.

Perhaps some other people would want my variations.

What is the etiquette for putting variations of mods on the mod vault? Obviously 95% of the work was done by someone else in each case.


Unlikely that there is anything you would use that I made, but just to clarify: I reserve no rights to any code that I publish without a license.

Statistics: Posted by Sheeo — 08 Apr 2015, 00:50


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2015-04-07T19:49:23+02:00 2015-04-07T19:49:23+02:00 /viewtopic.php?t=9729&p=97917#p97917 <![CDATA[Re: Etiquette for modifying mods]]>
Their mod stays separate and is downloaded in its entirety. Your mod has the other mod as a requirement, has a UID that is greater than the original mod, and has a number of hook or merge blueprint folders/files.

Now some files need to be copied whole in to your mod, such as model, animation, texture, and script files. (Technically you do not need the model file if you are just hiding a bone, take a look at how the map Survival Run adds a MonkeyLord with no laser on its top.) In these cases you need to make sure you have the same folder structure and file names and make sure the file contents are complete including your changes.

If you have not made any changes to the above file types and all your changes are in blueprints then it is a matter of merge blueprint statements.

Think of it as layers stacking up. You start with the base Forged Alliance game on the bottom, then you have the FAF changes layer, then you have each individual mod layer ordered by UID from low to high. If you have multiple mods changing the same thing, then the top mod changes are the ones that go into the game.

If the mod changes a stat from the original games and you want to the remove that change, then in your mod you include a change for that stat to the original value.

I hope you follow what I am saying. I would have posted an example but I am a bit busy, perhaps when I have some time.

Statistics: Posted by The Mak — 07 Apr 2015, 19:49


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2015-04-07T19:29:15+02:00 2015-04-07T19:29:15+02:00 /viewtopic.php?t=9729&p=97914#p97914 <![CDATA[Re: Etiquette for modifying mods]]> Statistics: Posted by Legion Darrath — 07 Apr 2015, 19:29


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2015-04-07T18:12:57+02:00 2015-04-07T18:12:57+02:00 /viewtopic.php?t=9729&p=97909#p97909 <![CDATA[Re: Etiquette for modifying mods]]> Statistics: Posted by nine2 — 07 Apr 2015, 18:12


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2015-04-07T18:13:37+02:00 2015-04-07T18:12:21+02:00 /viewtopic.php?t=9729&p=97907#p97907 <![CDATA[Re: Etiquette for modifying mods]]> Since we have no license model with mods (what a overkill, lol)
Just Ask the Developer!

//edit
If he doesn't answer/quit this community - [irony] Assume he likes your changes [/irony]

Statistics: Posted by Frozen_byte — 07 Apr 2015, 18:12


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2015-04-07T14:07:59+02:00 2015-04-07T14:07:59+02:00 /viewtopic.php?t=9729&p=97885#p97885 <![CDATA[Etiquette for modifying mods]]>
Perhaps some other people would want my variations.

What is the etiquette for putting variations of mods on the mod vault? Obviously 95% of the work was done by someone else in each case.

Statistics: Posted by nine2 — 07 Apr 2015, 14:07


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