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Giving A Mod Priority Over Another


Nonestil

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This thread is not about any specific mod. The following is simply an example.

 

At the moment I'm usingthese two mods which conflict with each other:

 

1. JBtextures

2. White Teeth

 

Although "White Teeth" is active the "JBtextures" take priority over them which isn't what I had hoped for because they may be of better quality but they're not white. How can I tell the game to give a mod priority over all other mods if they change one and the same texture?

 

I'm using the following file structure to keep an overview of all the mods I installed:

 

 |-> packages
   |-> core
        |-> override
             |-> mod #1
                  |-> content of mod #1
             |-> mod #2
                  |-> content of mod #2
             |-> mod #3
                  |-> content of mod #3
             |-> etc.

 

Any help is appreciated. I really want to use both mods.

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My Documents\BioWare\Dragon Age\packages\core\override has the priority so if you put the file you want to have the lesser priority in your [installation Drive]:\Program Files\Dragon Age\packages\core\override it should work out (or so the toolset wiki says.)
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There is a "Priority" field that can be set in the Toolset. Qwinn, (the author of "Qwinn's Unofficial Fixpack") has a long discussion of it over on the BioWare Social. He came to some conclusions:

 

1. the higher the value inserted in the field, the LOWER the actual priority, so a mod with an entry of "20" was a HIGHER priority mod than one with an entry of "100". (The highest priority therefore being: "1". :laugh: )

 

2. It was impossible for him to determine if the "Priority" field was actually being read by the game engine and was having any impact at all. :tongue:

 

3. What DID seem to matter was the hierarchy level and alpha-numeric order of the fully qualified pathname. It APPEARED that whenever the game engine ("Infinity" is its name, BTW) needed to search for something, a face, a texture, a plot flag, it would correctly look in the user's "override" folder first, and sequentially though everything there. If it found a matching item, it would stop looking.

 

So for the "two textures - which one is applied?" situation, it would appear that if you named the folders the obvious way, and they are on the same "level" in the directory structure, "JB's" will be used and "Whiteteeth" won't.

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Those are some excellent pieces of advice which I will test as soon as I get up tomorrow.

 

I never got the Toolset to work correctly on my system (why didn't they just make it as accessible as the G.E.C.K. - and what's all that MySQL business?) so I hope at least one of these possible fixes will work :)

 

+ Kudos!

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Basically what they are saying is that in order for white teeth to take priority, you need to rename the folder it's in to something like " A_WhiteTeeth" so that it's at the top of the alphabetic list in the override folder.

 

Now, not entirely sure if White Teeth is just an example, or you're actually having problems with it. But keep in mind that White teeth isn't compatible with a lot of morphs. One of the reasons why I never tried it, with a preference for Realistic Teeth.

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I think the main problem is that White Teeth is an erf and the only way it will get priority over a mod that isn't in an erf is to move the other mod into the Program Files override. The game is going to go for the easily available files before searching the erf.
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I think the main problem is that White Teeth is an erf and the only way it will get priority over a mod that isn't in an erf is to move the other mod into the Program Files override. The game is going to go for the easily available files before searching the erf.

"Realistic Teeth" also packages its textures in ".erf" files. (Guess that's the preferred method for something like this.) So it may be RB's approach (one mod in the user's override folder, one in the program's) that does the trick.

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