[Tutorial] False Patches
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- EmperorJon
- Posts: 7178
- Joined: Mon, 29. Dec 08, 21:58
[Tutorial] False Patches
False Patches
As requested by LV.
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 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.
Remember
- The game knows it's not an official patch, and is therefore you game will still 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.
- You will need to remove the fake patch 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 form 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 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.
As requested by LV.
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 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.
Remember
- The game knows it's not an official patch, and is therefore you game will still 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.
- You will need to remove the fake patch 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 form 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 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.
Last edited by EmperorJon on Mon, 7. Jun 10, 17:53, edited 3 times in total.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
- X2-Illuminatus
- Moderator (Deutsch)
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Was the FAQ entry What is a False Patch? Information and usage not enough?EmperorJon wrote:As requested by LV.
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend and Nopileos as Kindle e-books! (NOW also available: X3: Yoshiko!)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend and Nopileos as Kindle e-books! (NOW also available: X3: Yoshiko!)
- EmperorJon
- Posts: 7178
- Joined: Mon, 29. Dec 08, 21:58
Judging by his post...

I'd say so.Msg to forum minions
someone please create a new topic just on how to create a FP (dir pics of dats /cats etc would be nice)
and i'll add to tutorials
i'm off to play settlers 7 and then spend time with the wife after that (god dam birthdays)
if i don't have a tutorial by morning i'm going to ban every single one of you
no pressure

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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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- EmperorJon
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- apricotslice
- Posts: 13734
- Joined: Sun, 16. May 04, 13:01
- EmperorJon
- Posts: 7178
- Joined: Mon, 29. Dec 08, 21:58
There was a FAQ entry

OH, well this will be more useful as more info can be added as apricot said above, then we can move onto users ignoring the FAQ and this tutorial and posting
"what's a false patch" topics
Cheers Ejon you have saved the day
I felt a great disturbance in the Forum, as if millions of voices suddenly cried out in terror and were about to be suddenly silenced. I fear something terrible nearly happened


OH, well this will be more useful as more info can be added as apricot said above, then we can move onto users ignoring the FAQ and this tutorial and posting
"what's a false patch" topics
Cheers Ejon you have saved the day
I felt a great disturbance in the Forum, as if millions of voices suddenly cried out in terror and were about to be suddenly silenced. I fear something terrible nearly happened
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
- EmperorJon
- Posts: 7178
- Joined: Mon, 29. Dec 08, 21:58
They day passed a long time ago my lord.then we can move onto users ignoring the FAQ

I felt a great disturbance in the Forum, as if millions of voices suddenly cried out in terror and were about to be suddenly silenced.

______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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- Carlo the Curious
- Posts: 15622
- Joined: Mon, 5. Mar 07, 23:03
I assume that this is LV's way to tell EmperorJon to update, expand, and augment the tutorial, or face the Force.LV wrote:OH, well this will be more useful as more info can be added as apricot said above

And [url=http://forum.egosoft.com/viewtopic.php?t=216693]TC Tutorials[/url] has now a link to here.

* So explore what Plugin Manager Lite (PM) can do for fake patches.
* Describe thoroughly, when a merge is required.
* Mention that PM can automatically merge ship-mods, provided that they are in proper format.
* Consider effects of using fakes and mod in 'Mods' together.
* How playing vanilla requires uninstall of fake patches.
* ...
- EmperorJon
- Posts: 7178
- Joined: Mon, 29. Dec 08, 21:58
1. No idea.* So explore what Plugin Manager Lite (PM) can do for fake patches.
* Describe thoroughly, when a merge is required.
* Mention that PM can automatically merge ship-mods, provided that they are in proper format.
* Consider effects of using fakes and mod in 'Mods' together.
* How playing vanilla requires uninstall of fake patches.
* ...
2. No idea.
3. No idea.
4. No idea.
5. It does!?

______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
seems u need some helpEmperorJon wrote:1. No idea.* So explore what Plugin Manager Lite (PM) can do for fake patches.
* Describe thoroughly, when a merge is required.
* Mention that PM can automatically merge ship-mods, provided that they are in proper format.
* Consider effects of using fakes and mod in 'Mods' together.
* How playing vanilla requires uninstall of fake patches.
* ...
2. No idea.
3. No idea.
4. No idea.
5. It does!?

1. The PM can automatically rename all installed fake patches in sequence, so any can be installed together, without having to worry about renaming them.
2. Basically, when 2 fake patches modify the same files, those files will need to be merged into one, however the processing of merging can be difficult and varies from file to file.
3. Any ships installed via the PM, ie XSP files, will merge all the required files together, TShips, TCockpits, Componants, Dummies, etc. This will be added to any installed fake patches you might have and then used as the primary files for the game.
4. Any mod thats in the "mods" folder and selected to be used in game from the launcher will override any files found in fake patchs, so if a fake patch and the mod both include TShips, the only from the mod will be used, and the fake patch is ignored
5. Any files in fake patches are usually classed as modified files, and all fake patches are loaded into the game automatically. This means that it will force the game into modified mode, so cant be used in a vanilla game. There are some exceptions, mainly if the fake patch only contains graphics edits, ie, no types files