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Register Unique Modding IDs

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#11
MrEmjeR

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I am very sorry about this, but with modding tools version 2 we had to change the way the autoincrements work. Instead of global ID offset, they now use local offset against the highest ID in original game files(=mod author chooses offset, all autoincrements are offset by that value). There were two reasons to do this:

* the original offset recommendation was too low, some tables start at 150k

* some tables are backed by arrays in game. using excessively high IDs will allocate a lot of memory that would never be used

 

If you have already started filling your databases, i do apologise, but you will probably need to convert to these new IDs. There will be no further changes to this system in the future.

But if i understand it, nothing really has to change in terms of the system I set up here. It's still smart to have people offset their ID's differently from each other. and a thousand still seems reasonable distance for most mods. And also the numbers we are registering now are not necessarily that high right?

What is it that people need to do if they did go through the whole installation process but didn't start filling in the database?



#12
Anthropoid

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ID: 115000

Name: Anthropoid

Mods: "Perks Be Praised!" (inspired by Perkaholic, basically a Perks/Skills/Stats system that isn't so luke warm, but retains the 'historical realism' intent of the game)

 

It is my understanding that this will involve the database, if not then disregard. I'll probably figure that out forthwith, come back and edit this post.



#13
dayrim

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ID : 166000
Name: Dayrim
Mods: Cosmetics/Hairstyles prob.

Edited by dayrim, 26 November 2019 - 11:37 PM.


#14
ZOBARCIK

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ID:125000

Name: ZOBARCIK

Mods: TBA



#15
gruntie

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I am very sorry about this, but with modding tools version 2 we had to change the way the autoincrements work. Instead of global ID offset, they now use local offset against the highest ID in original game files(=mod author chooses offset, all autoincrements are offset by that value). There were two reasons to do this:

* the original offset recommendation was too low, some tables start at 150k

* some tables are backed by arrays in game. using excessively high IDs will allocate a lot of memory that would never be used

 

If you have already started filling your databases, i do apologise, but you will probably need to convert to these new IDs. There will be no further changes to this system in the future.

But if i understand it, nothing really has to change in terms of the system I set up here. It's still smart to have people offset their ID's differently from each other. and a thousand still seems reasonable distance for most mods. And also the numbers we are registering now are not necessarily that high right?

What is it that people need to do if they did go through the whole installation process but didn't start filling in the database?

 

You can start at zero instead of 100000. It's not that big of a deal, we have tested it with 400000 offset and the game worked (although at that point it does start to increase RAM consumption).

If you have set up database, it would be best to drop it and run the setup command again, then run sequences with the new offset.



#16
ZOBARCIK

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Can someone help me about where to write ID in v2.0. On wiki says "Edit Data_reference/sequences.sql number 10578 to something higher than 100000. 

But it's different for V2.0 and I don't know what to do.



#17
waratah25

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ID:145000

Name: Shenglian

Mods: TBA

 

Edit: Can't get this to work in v2, where do I write the ID and what ID am I using?


Edited by waratah25, 29 November 2019 - 05:27 PM.


#18
irfanahmed1979

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ID: 155000

Name: irfanahmed1979

Mod: High Meat Prices


Edited by irfanahmed1979, 01 December 2019 - 01:07 AM.


#19
BrainyJuan

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ID:144000

Name: BrainyJuan

Mods: Henry's Castle



#20
lasoft

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ID:211000

Name: Lasoft

Mods: TBA







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