Post
by apricotslice » Tue, 8. Jun 10, 07:22
I've just added this into the X3 Handbook. However, I felt the need to add a few things.
The version now in the Handbook, looks like this :
False Patches
What are they?
A false patch is a way of adding a Mod to a game, as opposed to using the 'Mods' folder.
What are the benefits?
You can have as many mods as you want false-patched in to the game.
What are the disadvantages?
When you get a new patch it will have a set number. This will overwrite a false-patch of that number if you have one. More on this later.
How does the game use its files ?
There is a specific order in which the game determines which actual file it will use.
1. It starts at patch 01 and applies all patches sequentially over the top of each other. That means that any file duplicated in a higher numbered patch, is overwritten. Tships for example is in patches 04, 06, 08 and 11. The file used is the one in 11.
2. Any selected Mod package, overwrites all of the fake patches. If this is a ship mod, then the tships in the mod will overwrite the one in patch 11.
3. Any individual file within the director structure of the game itself will override the Mod and all Patches. So if you place the tships file in the Terran Conflict\types directory, then this is the file the game will use, overriding the one in the Mod and the one in patch 11.
4. If a ship mod is then added as a false patch, say 12, its tships file will override the files in 11, 08, 06 and 04. But the selected ship mod, will override 12. And the tships in the types directory will still override the mod.
5. To clarify the order of selection : The game will use a file in the directory structure if one exists. If one doesnt exist, it will use one in the selected mod if it exists. If a mod does not exist, it will use the one it finds in the highest numbered patch.
6. Not all files are included in any patch, mod or directory. So the files the game actually uses can be scattered through all patches, mod and directories. 01 to 04 are always in use, as these were the original shipped game, and some of these files have never been modified.
How do I do it?
False patching is not that hard.
1. Download the mod.
2. Check the Cat/Dat numbers in your Terran Conflict directory. Here you can see they are both 11, as my game is patched to 2.7.
3. Rename the Cat/Dat files of the mod so they are one more than that number... in my case, 12.
4. Now, play the game. The game thinks that it has had another patch installed with the changes given in the mod.
5. If, in my case, I wanted to add another false-patch in, I'd call it 13, then the next one 14, 15, and so on.
6. Numbers must be contiguous. 10, 11, 12, 13, 14 will work. 10, 12, 13, 14, 15 - will ignore everything after 10.
7. Game patches are specifically numbered. 09 was patch 2.5. 10 was patch 2.6. 11 was patch 2.7. The next official patch will be released as 12. When this happens, BEFORE you install the patch, you must shuffle all patches numbered 12 and above up a number first, or else patch 12 will be overwritten by the egosoft patch. This has to be done everytime you install a new Egosoft patch.
Remember
- The game knows it's not an official patch, and therefore your game will be *MODIFIED*.
- When you download a new patch it will automatically be called the next number after the previous official patch, so the next patch after 2.7 will be Cat/Dat 12. This would overwrite your false patch number 12, without asking you. For that reason, it is a good idea to keep in mind how many patches you have installed and what number the next official patch will be, so you can just rename them all one higher number and then download the official patch.
- Not all mods are compatible. For example, mods which change ships. If 2 of your mods at any point change the same object, then you'll have problems. ALL ship mods are incompatible with all other ship mods, unless specifically stated. The same applies to all mods containing factories, docks, guns, wares.
- You will need to remove the fake patch(s) to return to vanilla.
- Fake patches overwrite the previous fake patches in terms of the files changed. The top number will always be prominent, unless you select a mod from the 'mods' folder, in which case that is the prominent one.
- If two fake patches change the same file (eg. TShips) they'll have to be merged so both work together. The process of merging can be difficult and varies from file to file.
- It is important to note that mods only changing graphic files and no 'T' files will not result in a *modified* tag whether installed on their own or as a fake patch, as long as the game is not already modified. Examples of this include low-poly asteroid and complex tube mods.
The Plugin Manager:
- The Plugin Manager automatically renames fake patches to the correct numbers that they should be.
- Any ships installed via the PM, ie XSP files, will merge all the required files together, TShips, TCockpits, Components, Dummies, etc. This will be added to any installed fake patches you might have and then used as the primary files for the game.