by The Mak » 07 Apr 2015, 19:49
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.