I made my own basic gamestart where I start at an Argon wharf with the cheapest ship and no money. I was thinking I could add this 'extensions' folder to that but is there anything I need to do to tell the game to prioritize the load order?Clownmug wrote: ↑Thu, 20. Aug 20, 14:06I don't think you need to patch their file since the difficulty is set as a global variable, it should be accessible from other mdscripts.user1679 wrote: ↑Thu, 20. Aug 20, 05:04 How would I patch an MD script from another mod?
For example, I use the mod Rise of the Ossian Raider and usually set it to difficulty Normal or Hard. Since this defaults to "very easy", how would I patch the MD script instead of having to package the whole 300 Mb mod into a separate version? Would I use a DIFF patching method or could I package my modified \md\ror_setup.xml into a 'sub_01.cat' (I don't know what sub cats are)?
The line I'm interested in changing is:
and I want to create two patches that can be enabled as mods that change it to:Code: Select all
<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="Ror_setup" xsi:noNamespaceSchemaLocation="md.xsd"> <cues> <cue name="Ror_Setup_root" version="3"> <conditions> <!-- <event_cue_signalled cue="md.Setup.GameStart"/> --> <event_player_created/> </conditions> <delay exact="10s"/> <actions> <set_value name="global.$RorSetting.$Difficulty" exact="0" comment="Very Easy - No Invasions"/>
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<set_value name="global.$RorSetting.$Difficulty" exact="2" comment="Normal - Invasions"/>
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<set_value name="global.$RorSetting.$Difficulty" exact="3" comment="Hard - Invasions"/>
If you do need to make a patch though, you would have to create an extensions folder within your own mod, then put the file being patched from the other mod in there.
Example: your_mod\extensions\ror\md\ror_setup.xml
Thanks!