RE: Hiding Core settings

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Cat_Fuzz
Posts: 101
Joined: Mon Sep 10, 2012 2:30 pm

Tue Apr 08, 2014 12:05 am

Hi there, been awhile since I've been on here

Anyhoo, RE: the forgotten construction set. I've enjoyed modding this game now for sometime. I don't mod alot, but I make my own changes for my own personal use.

My question / request is whether there may in the future be a way to hide some of the core elements of the game so that some of the basic mechanics of the game can be altered, and within the FCS - this isn't a request for source code or anything.

Case in point. I'm trying to edit the game starts. Not adding new ones but altering the existing ones. This is easily done, and I can swap in different characters, change their stats and so on. The difficulty comes when you save and quit. Upon reloading your mod file with the game, the original options are still there, as well as the changes you've made. My work-around to this was to delete the original game starts but they automatically load in when the game starts up.

In other words, is there a way that we can hide the default game starts, so only my versions are in there. Alternatively, will we see in the future a different way to load mods into the game, so that changes you make are not included with the default setting.

Sorry if this sound balls, it's late and I have work tomorrow.

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Hvizeu
Posts: 57
Joined: Sun Apr 15, 2012 10:48 pm
Location: Brasil

Tue Apr 08, 2014 2:10 am

you can just go to "starts" in the CS and right click the starts and delete them, that should get rid of them.

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Cat_Fuzz
Posts: 101
Joined: Mon Sep 10, 2012 2:30 pm

Tue Apr 08, 2014 9:00 am

My work-around to this was to delete the original game starts but they automatically load in when the game starts up.
Unfortunately your suggestion doesn't work as it loads the base game up with the mod, so it therefore includes them regardless of what other changes I've made.

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Hvizeu
Posts: 57
Joined: Sun Apr 15, 2012 10:48 pm
Location: Brasil

Tue Apr 08, 2014 10:47 am

I think i figured out what is troubling you here;

So, when you create a mod, you load gamedata.base on the background and yourmod.mod above it, so all the alterations are saved on the yourmod.mod and since its a secondary file it cannot remove something from the .base one, only add or change, because as soon as you start the game the .base will tell your game to load what the .mod told it to not load;

A way to fix this could be editing the gamedata.base directly without any .mod file, just be careful with what you do or backup your gamefiles befor doing so.

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Cat_Fuzz
Posts: 101
Joined: Mon Sep 10, 2012 2:30 pm

Tue Apr 08, 2014 11:38 pm

Bingo! I think you've hit the nail on the head with my problem.

I had done this previously, but it got wiped with the more recent updates. Prior to 6.4 I could just load up my mod and make a few tweaks and it'll normally be fine, however with the arrival of the new medical system, I believe that the FCS now hates my mod and refuses to load it at all :(

So I realize I'll have to re-make everything. Luckily I'd written down my changes, so it's more of a time commitment than a case of trying to remember everything I changed.

Since this happened though, I was hoping to create everything from scratch this time round to avoid this problem in future, but like you say, the base game overwrites most of my changes, rendering them redundant.

I guess I'm hoping for an option in the future for Chris to add a feature to the FCS that allows the game to leave out some parts of the base game as you see fit. This way you can replace the base game.

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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Wed Apr 09, 2014 3:16 pm

I have very little knowledge in regards to modding Kenshi, but here's a rule of thumb of mine when it comes to modding/programming anything.

Always make backups of your work. :)
Make incremental backups of your work in case something breaks along the way for easier debugging. :D

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