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Making a patch mod: Difference between revisions

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==Overview==
==Overview==
A patch mod, or XML patch mod, is a solution to the problem of conflicting mod packages. The [[AE]] releases prior to Seven dealt with this conflict for certain mods by pre-modding certain base .oni files, forcing the player to have them installed. However, like [[OniSplit]] allowed us to create optional mods for level files by splitting the levels into modular .oni files that could be replaced, so patch modding extends our control over the data even further, allowing us to modify specific properties of .oni files. It does this by providing the [[AEI]] with just the changes that should be made to an XML export of a resource, which are then applied using [[XmlTools]]. This provides a way to stack any mods which modify data like ONCCs and TRAMs (but not media resources like TXMPs and SNDDs). The full process for how the AEI handles patch mods is described [[Anniversary Edition/Framework|HERE]].
A patch mod, or XML patch mod, is a solution to the problem of mods which affect overlapping game data files. It used to be the case that these mods would overwrite each other even if they were making separate changes to the same files, simply because mod installation required whole files to be supplied by each mod. In the same way that [[OniSplit]] improved the modding process by splitting the levels into .oni files that could be replaced individually, now patch modding extends our control over the data even further, allowing us to modify only specific parts of .oni files. It does this by providing the [[AEI]] with just the changes that should be made to an XML export of a resource, which are then applied using [[XmlTools]]. This provides a way to stack mods which modify data like character classes and animation properties (but not media like textures and sounds). The full process for how the AEI handles patch mods is described [[Anniversary Edition/Framework|HERE]].


==Purpose of patch modding==
==Purpose of patch modding==