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Thursday 19 September 2013

Separating WoT mods for ease of management.

As with every update, some mods stopped working properly.
But how to tell which mod is causing game to not load?
And even if you find out, how will you distinguish its files from parts of other mods?
Even then, what about mods that overwrite each other files?
Its hell.

So here is simple solution I just implemented in my copy of 8.8:



1. Place all possibly problematic mods (XVM, scopes etc, tank skins are rather safe to use) in separate directories outside of res_mods/0.8.8.
2. Make sure that internal directory structure of mod containers is same as if they would be in res_mods/0.8.8.

Red - a path, it can be exactly anywhere on your machine, but keeping it in res_mods seems logical (and its easier to use)
Green - private directory for mod, in this case XVM
Blue - structure same as it would be in res_mods/0.8.8

3. Modify file paths.xml to load content from new directory. You only need to know that first element on list will be loaded before second one and so on. Also files that already were loaded in higher entry will not be loaded from lower ones (that's why res_mods content overwrites original content). This file is located in game root.
Red - Added content.
Blue - Notepad2 is good and lightweight tool, if you lack monsters like VS, use it instead. (In classic notepad paths.xml will look like shit).

Hint:
You can even make zip package of mod and use it instead of directory (just like .pkg files).
You can use <!-- commented part  --> to disable one mod without deleting its entry.

What NOT to do:

Do not do it with XVM, its shits itself like drunk newborn on laxatives the moment you move it to other directory.
Do not delete directory without removing it from paths.xml, game will cry "file not found!" (and it will tell you which directory/file is missing).
Do not screw up paths.xml. Make backup.

In case you screwed up anyway: here is content of original 0.8.8 paths.xml file:

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