Talk:Making a patch mod

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"Problem: You want to mod a certain resource, but it's already a part of another mod. That mod might come after yours numerically, thus erasing any change your mod makes if a player installs both mods. It seems that your only option is to mark your mod as incompatible with the other one, so the player has to choose which one to install."


Hm I think the patch mods can actually solve another problem:

Problem: You have the default characters jump_bk_punch_TRAMS modified to include the 'DropWeapon' flag. However someone releases a new character, unfortunately it doesn't come with the 'DropWeapon' in the TRAM. Solution: You can provide a patch mod that will affect every character that your AE contains. For example to apply the 'DropWeapon'Flag to every character you could use the following command:


@COMMAND addvalue -element:Flags -value:DropWeapon

in a file named TRAM-jump_bk_punch.oni-patch.

This is indeed a big advantage over the regular .oni files mods since it works even in new mods. (not sure if AEI allows patching over non vannila files however) --Script10k

Yes, that was one possibility we considered, that adding data (like glass-breaking, too) to new characters would work with a patch file with a name like ONCC-.oni-patch. I haven't actually tried this yet, but probably will soon. In some cases, a patch mod will unfortunately require more advanced logic from XmlTools in order for this to work; maybe we can talk about that another time.
And the AEI will either apply the patch to a vanilla .oni or else, if any active mods have that .oni file, it will use the .oni from the highest-numbered mod. So patches actually stack on top of the highest-priority regular mod. --Iritscen (talk) 23:35, 17 April 2013 (CEST)