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DF Modding / Re: DF Mod Manager [0.7.1 release]
« on: April 20, 2013, 01:34:18 am »
I'm not entirely following what's going on here, but a few tips:
1. DFMM won't try to interpret the contents of an object in any way. So if two mods make complex changes to the same object, there's a decent chance that the merged result will be corrupted. There is an option in the main menu to not attempt to merge changes, and simply overwrite changes instead.
2. The first time you run DFMM, it will copy all the data from the DF raws folder to a "core" folder. After that, it will totally ignore anything you do in the DF raws folder. If the raws were modified when you ran the program for the first time, it will have cached the modified raws and will be very confused about what is a change and what isn't from then on. Try deleting the "core" directory, restoring the DF raws to vanilla, re-running, and re-importing.
3. If a mod doesn't have a vanilla file, it will assume it is supposed to have everything in that file unmodified. So a total conversion mod would need to have vanilla files with just the [OBJECT:] header and no entries. It occurs to me that if a mod renamed a vanilla file, then DFMM would assume the objects were unmodified but then add them again because of the new file, which would probably cause serious problems.
Let me know if any of this helps.
1. DFMM won't try to interpret the contents of an object in any way. So if two mods make complex changes to the same object, there's a decent chance that the merged result will be corrupted. There is an option in the main menu to not attempt to merge changes, and simply overwrite changes instead.
2. The first time you run DFMM, it will copy all the data from the DF raws folder to a "core" folder. After that, it will totally ignore anything you do in the DF raws folder. If the raws were modified when you ran the program for the first time, it will have cached the modified raws and will be very confused about what is a change and what isn't from then on. Try deleting the "core" directory, restoring the DF raws to vanilla, re-running, and re-importing.
3. If a mod doesn't have a vanilla file, it will assume it is supposed to have everything in that file unmodified. So a total conversion mod would need to have vanilla files with just the [OBJECT:] header and no entries. It occurs to me that if a mod renamed a vanilla file, then DFMM would assume the objects were unmodified but then add them again because of the new file, which would probably cause serious problems.
Let me know if any of this helps.