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Will Patching PoE1 Risk Breaking Installed Mods?


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Hi All,

Just wondering if someone who's familiar with the PoE1 modding environment can confirm if it's like the old IE games (BG 1 & 2, PsT, IWD 1) and doing any patch updates after mod install risks breaking or corrupting mod changes or data? Or if it will is there a way to identify which mods are at risk of being affected? I'm hoping it's a cleaner system for modding so you can patch safely over the mods?

I saw there was a new (alpha) patch out, and although I have played PoE1 since 2017 it's only recently I returned to it (after a break of 4+ years) and started using mods.

Many TIA.

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I've got the game on Steam and that recently applied the beta patch to my install. Part of that patch was an updated Assembly-CSharp.dll, which is the file a lot of the mods I was using get incorporated. I haven't tried reapplying them using Patchwork (how IE Mod works).

Other mods I have edited other files (e.g. One-Eyed Molina's Gold-Fingered Spike-Flinger patch) which were also updated in the patch.

My working assumption is that all of my mods have been deprecated by the patch.

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  • 2 weeks later...

Thanks @Dragon32 - yes I kinda ended up determining that myself by spending time doing a couple of test installs. I ended up completing my current run through of PoE1 without the patch applied (I was about 50% through when it came out) and I have now moved on to PoE2 for now.  Hopefully once I've finished that a few of the mods I used (I only use a handful) will have bene updated to the new patch. I did see one updated quite soon after... And yeah I am using Patchwork and IE Mod too - basically IE Mod is dead now if you install the latest patch, it wont' get updated.

On a related note talking about Assembly-CSharp.dll and PoE2 I have tried to avoid mods that don't touch this for simplicity (and don't require UMM - Unity Mod Manager) - but I have ended up with 2 smaller ones I do really want to use and both update the Assembly-CSharp.dll similar to what you are referring to for the PoE1 mods. Do you know, off hand, if there is any (easy) way to combine these - does Patchwork have anyway of doing that - to avoid having to try and be a programmer and decompile both versions and manually assemble and recompile a new combined file?

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I think if a mod is distributed as a replacement for Assembly-CSharp.dll then only one of those type of mods can be installed. I don't know if we could use one of those replacement-type mods and then use Patchwork (or UMM) for other mods. I've never tried doing that.

I've got PoE2 myself, never tried it. I'll have to give it a go sometime. But backlogs are backlogs. With the update and mods breaking, I think my run through PoE 1 will have to be retired.

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Yes its very annoying - and I don't have the time to do a dll file myself and merge 2 different ones - I could do it but it would take too long. The only reason it was an issue is because they took the sort by item function out of PoE2 for the stash - insane, who does that, and who the heck play tested PoE2 originally without it??!!! The stash in PoE2 is pretty much unusable by mid-game without a logic sort option... Anyway as UMM won't run in PoE2 anymore (despite being recently updated) my only 2 options are an old Assembly-CSharp.dll file (but I already have another mod that replaces the dll file) or an alternate mod using Patchwork Launcher but that then conflicts with having Unity Console installed by the look of it. 🙄

All would have been a non-event if Obsidian had left 'sort by item' in the engine (or add it back in with all the PoE2 patching they did originally) - why would you design a sequel game that has an inferior interface to the original??

And yes re: PoE1 if you did the patch you might need to reinstall with prior version from an archive and reinstall you mods to finish. I'm expecting my next run will be with the new patch, but likely with no or very few (1-3) mods added... (I only use about 4-8 for PoE1 anyway, so not a major in the grand scheme, but I am using 65 in PoE2 that total about 100 actual override or similar 'installs' so would be if this happened with PoE2, although hopefully that's highly unlikely)...

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