[Tutorial] False Patches

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EmperorJon
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Post by EmperorJon »

Have you changed anything?
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apricotslice
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Post by apricotslice »

Not changed anything. Just added to.

Added in a section "How does the game use its files ? "

Added 6 and 7 to How do I do it.

Added to the 3rd point in Remember with "ALL ship mods are incompatible with all other ship mods, unless specifically stated. The same applies to all mods containing factories, docks, guns, wares. "
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CrisGer
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Post by CrisGer »

Is there any advantage to using a False Patch when the Lite Patcher by Cycrows can renumber any patch automatically? I hoped to use the cockpit mod and it looks like it may be easier to just use the Patcher rather than do false patches? can one of the Wise and Learned help me on this? And I was guilty of NOT reading the Sticky and was saved from damnation by a kindly Moderator who sent me here.....sorry about that.
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apricotslice
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Post by apricotslice »

Doing it manually allows you to control the order of the mods, especially when you know there are conflicts and you want to control how the conflicts manifest in the game.

So if say 2 mods alter ships, but they both alter different things and you want the ships from one, and the other stuff from the other, then you can specify the order of the false patches to achieve this.

The main thing about being able to use Cycrows software is if the author of the mod has distributed it in the file format for the software. If its a zip or rar, then you have to manually false patch.

Personally, I'd always do them manually. And I only distribute my mods as a zip, so they would have to be false patched manually.
Cycrow
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Post by Cycrow »

CrisGer wrote:Is there any advantage to using a False Patch when the Lite Patcher by Cycrows can renumber any patch automatically? I hoped to use the cockpit mod and it looks like it may be easier to just use the Patcher rather than do false patches? can one of the Wise and Learned help me on this? And I was guilty of NOT reading the Sticky and was saved from damnation by a kindly Moderator who sent me here.....sorry about that.
both methods are the same, the only difference is the plugin manager renames it automatically, whereas you would have to do it manually

if its a zip or rar, it can also be installed via the plugin manager and have it renamed automatically (at least in most cases).

Also, you can set the order which you want to renumber the fake patches like you can do if done manually

there are several advantages of using the plugin manager.
the first is obviously dont have to worry a bout renaming them and making sure they are in sequence as its done automatically.

also, it keeps track of all the fake patches and easy to see what mods they belong to.

and when uninstalling any, it'll automatically shuffle the patches above. Just deleting a patch from the middle would leave a gap in the sequence, and the game wont load anything after the gap.

so if u had, 12, 13, 14, 15, 16. and you delete 14 manually, u'll end up with 12, 13, 15, 16, so 15, 16 are ignored
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EmperorJon
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Post by EmperorJon »

Manually renaming can be a pig too, if you get numbers wrong thing can go nasty, like I managed to somehow once rearrange them so I didn't know which was what mod... turned out I'd also somehow moved some of the patches too so the game had a really bad fit at me... :oops:
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CrisGer
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Post by CrisGer »

Hi Cycrow, and thanks for the fantastic add ons you have made...ok that makes a lot of sense, and I am glad to hear the Plug in Manager can handle Zips too, i had hoped to use it for the ease of installation and tracking thanks a Lot :)

Hi Apricot! thanks to you too, for all your great work ...and thanks to all three of you for replying to my humble question. thanks that helps me understand immediately. OK, i will proceed then, and will know how to address the different formats thanks to you.

thanks again for making our X Universe better in many ways :)
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Post by EmperorJon »

thanks again for making our X Universe better in many ways
I prefer the term "different". ;)
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