Page 1 of 1

Loading saved cores in mods

Posted: Mon Mar 15, 2021 6:17 am
by captainjack
I was playing Nico's MPC mods and couldn't import saved cores.
I've checked that the GUIDs match in the campaign file and in the save core and am not sure what to check next

Is there a simple guide to how importing saved cores should work and what can break it?

And a related question - is there a restriction on the format of the GUID code? Can I give it any name I like - for example MPC40Custom - or is there a particular formatthat has to be followed?

Re: Loading saved cores in mods

Posted: Mon Mar 15, 2021 9:41 am
by Loamshire
If you’ve got lots of GUIDs in your program you may have run into the birthday paradox phenomenon – a duplication.
We don’t know the mechanics of the online GUID generators and could it be possible they add to this paradox by somehow simplifying part of the algorithm process. It is an algorithm though so MPC40Custom can’t work.
Try a new GUID?
https://ericlippert.com/2010/03/22/sock ... ollisions/

Re: Loading saved cores in mods

Posted: Mon Mar 15, 2021 3:39 pm
by dalfrede
There are two purposes of GUIDs, one is to give unique ids,
the other is to confuse people.

BfE used a Guid of: Battlefield:_Europe_MOD_v1.9
So no complicated algorithm necessary, just no spaces.

The most likely problem is the Tabs in the campaign file, if edited with a text editor they can be hard to keep track of.
Open two different campaign files with a spreadsheet and compare.

Edit: changing the GUID might require restarting the campaign, so I wouldn't recommend it.

Re: Loading saved cores in mods

Posted: Wed Mar 17, 2021 6:03 am
by captainjack
Thanks for the advice, I feel more confident about where to from here.

Someone posted a link to GUID generator a couple of months back so maybe I should track that down.