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Editor fixes?

Posted: Mon Nov 07, 2011 10:35 pm
by El_Condoro
I was going to reply to Kerensky's assertion that the new campaign system is great on the open forum but I thought I'd keep it to the closed forum.

The campaign system is great for the DLCs but has been a source of angst for custom modders. There has been a deafening silence about a fix for the Editor and problems with 1.04 and *not* having the DLCs. Can someone give some idea about:

- why custom campaigns and scenarios cease to work in 1.04 if saved in the Editor first (if the player does not have the DLCs)?
- how to merge custom mods in 1.04 given the move away from a Generic Mod Enabler?
- when the system will be fixed and documented so guys can get back to modding?

I assume someone is working on these serious problems (perhaps not for the majority of SP campaign players but for modders) but there has been no word on progress. I won't mention again that 1.04 should have been beta tested to trap these problems - oh, I just mentioned it again. (Knights of Ni coming to mind! :) )

Posted: Mon Nov 07, 2011 10:54 pm
by VPaulus
A word would be nice.

Re: Editor fixes?

Posted: Tue Nov 08, 2011 7:21 pm
by Rudankort
El_Condoro wrote: - why custom campaigns and scenarios cease to work in 1.04 if saved in the Editor first (if the player does not have the DLCs)?
Because of a bug which took time to repro because my local files worked perfectly. The fix is posted here: http://slitherine.com/forum/viewtopic.php?t=29466 If you still have problems, let me know.
El_Condoro wrote: - how to merge custom mods in 1.04 given the move away from a Generic Mod Enabler?
Not sure I understood this question.
El_Condoro wrote: - when the system will be fixed and documented so guys can get back to modding?
See above.
El_Condoro wrote:I assume someone is working on these serious problems (perhaps not for the majority of SP campaign players but for modders) but there has been no word on progress. I won't mention again that 1.04 should have been beta tested to trap these problems - oh, I just mentioned it again. (Knights of Ni coming to mind! :) )
You are right. But on the other hand, not all people working on mods are part of the beta team, and even if they are, I'm not sure they will routinely check all their mod with each beta we put out. I would like to stress that modding support is an extremely tricky thing. Every mod is unique, it replaces its own set of game files, and all kinds of single-mod-specific bugs are possible, which are almost impossible to detect, even if we do proper beta testing next time.

For this reason, we cannot guarantee that all the mods out there will work every time a new patch comes out, but we listen to feedback and do our best to correct any issues asap. Thanks for understanding. :)

Posted: Tue Nov 08, 2011 7:57 pm
by El_Condoro
how to merge custom mods in 1.04 given the move away from a Generic Mod Enabler?
There seems to be some problems with using mods that change content (sounds, AT and AA) and campaign mods. They used to all be under the same folder structure and could be made to work by activating each in the right order in the GME. Now, campaign mods are in a separate folder structure to the content mods so there can be conflicts - e.g. a file used in the mod is also used in the campaign mod.

I haven't heard any comments about this in a few days so maybe the issue has been resolved? Perhaps someone who uses the custom content mods can verify.

Posted: Tue Nov 08, 2011 11:02 pm
by VPaulus
El_Condoro wrote:
how to merge custom mods in 1.04 given the move away from a Generic Mod Enabler?
There seems to be some problems with using mods that change content (sounds, AT and AA) and campaign mods. They used to all be under the same folder structure and could be made to work by activating each in the right order in the GME. Now, campaign mods are in a separate folder structure to the content mods so there can be conflicts - e.g. a file used in the mod is also used in the campaign mod.
It will be an issue when when the campaign mod will be full implemented. Let me remind that the efx file, for example, is still not loaded from campaign mod folders. When full implemented, this will take precedence over GME. The only workaround is for the player to copy all the contents of the mod into the campaign mod.
Maybe in the moment we will have full campaign mod support, we may also have some support for the other kind of mods.