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Anniversary Edition/Framework: Difference between revisions

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Tthe import of this is that the folders of .oni files in Edition/GDF/ ''are never used again'' after the globalization is done. In the old way of doing things, these folders were what you modded files in, and then recombined to generate new .dat/.raw(/.sep) files. However, if you tried that approach now, and altered those folders' files, and recompiled them, you would find yourself playing an Oni with only your mod and no AE mods, because the <tt>-import</tt> command used on the "_Final" folder left out the actual mod packages. And the next time you installed or removed a mod from within the Installer, you would find yourself playing an Oni with only the AE mods, and not your own. Your modded files would still be in the "_Final" folder you placed them in, but the <tt>-import</tt> command that the Installer used didn't look at those "_Final" folders, it worked from the giant singleton .oni files for each level that were in VanillaDats instead.
Tthe import of this is that the folders of .oni files in Edition/GDF/ ''are never used again'' after the globalization is done. In the old way of doing things, these folders were what you modded files in, and then recombined to generate new .dat/.raw(/.sep) files. However, if you tried that approach now, and altered those folders' files, and recompiled them, you would find yourself playing an Oni with only your mod and no AE mods, because the <tt>-import</tt> command used on the "_Final" folder left out the actual mod packages. And the next time you installed or removed a mod from within the Installer, you would find yourself playing an Oni with only the AE mods, and not your own. Your modded files would still be in the "_Final" folder you placed them in, but the <tt>-import</tt> command that the Installer used didn't look at those "_Final" folders, it worked from the giant singleton .oni files for each level that were in VanillaDats instead.


Put even more simply, your new modded files have a mutual exclusion with the AE's modded files, even though no actual harm is being done in terms of lost data if you attempt to mod in this old way. The only way to get your mod integrated with the existing AE is to make your own package, which is a simple process.
Put even more simply, your new modded files have a mutual exclusion with the AE's modded files, even though no actual harm is being done in terms of lost data if you attempt to mod in this old way, unless you accidentally reinstall packages. The easiest way to get your mod integrated with the existing AE is to make your own package, which is a simple process.
 


==Making a mod package==
==Making a mod package==
[We can basically copy this text from Gumby's post in the AE forum. For now, just read it in-situ so I don't have to take the time to reproduce the formatting: http://oni.bungie.org/community/forum/viewtopic.php?pid=13624#p13624]
[We can basically copy this text from Gumby's post in the AE forum. For now, just read it in-situ so I don't have to take the time to reproduce the formatting: http://oni.bungie.org/community/forum/viewtopic.php?pid=13624#p13624]
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