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Alternate UPKs


azxeus

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Hi, I was wondering if it is possible to rename the main .upk files and use those alongside the originals so that you wouldn't have to have a the whole game installed more than once to have multiple versions of the game at the same time to save switching files around.

for example you could have a different game folder with extra copies of the ini config files and a symlink so the cookedpcconsole folder then have say xcomgame_modded.upk which would be referenced by the config ini files for the mod

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I'm pretty sure that won't be possible. The reason would be that the game uses the "loose files" it finds in the expected folders that match the names of the same files that are "cooked in" to the executable. Check out the "Details" section of the "Basic Guide" for how this works. The INI files don't have a method of referring to alternate names for the "main UPK" files, last I knew. Only for adding new resources.

 

-Dubious-

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I see that it probably isn't possible to edit the files themselves that are packed into the exe as there isn't a repacker but is it possible at all to edit their names so that you could have a separate exe for the mod?

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Theoretically, perhaps. But this is unexplored territory. The only reported instances of locating the embedded file names in the EXE are related to changing them to "disable hash checking". (The game doesn't attempt to actually load the file in that instance.) You would need to locate all the instances where the EXE referred to the specific UPK filenames you wanted to change, and then make sure your variant filenames retained the same number of characters, so the EXE file size remained the same. And then trying the result. No telling what other checks may be embedded. This would definitely require hex editing of the EXE, so be sure to maintain a backup if you go that route. In which case, do let us know how it goes.

 

Have you considered increasing your disk space, perhaps by adding an external drive? Copying/renaming folders is by far the simpler approach and used successfully with many games, even from CD.

 

-Dubious-

Edited by dubiousintent
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Well from having a look into the upk files it seems that it's quite possible they get their package names from their filenames in which case what i'm trying to do wouldn't be possible without editing each upk to reflect the change and that isn't really isn't worth it.

The way I look at it is that's it's kinda silly you should have to use an extra like 10GBs for (relatively filesize wise) small mod(s).

I think the other way to do what i'm trying to is use a sort of modloader which would either patch or replace the upk files when the game is run

Edited by azxeus
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PatcherGUI/UPKUtils creates an "unmod" file when it installs a mod. As long as you revert them in "Last In-First Out" sequence, you should be able to simulate a "mod loader". Of course you would need to create and track lists of mods you want to install/revert in various "save game sets". If you find one out there, or create your own, do let us know.

 

It's people like you, who find a need that bugs them and create a solution that advance the modding community.

 

-Dubious-

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why thank you this made my day. I could throw up a batch script to do this but don't have much experience in any 'proper' types of programming languages.. maybe we could ask the author of patcherGUI if they wouldn't mind making it into a loader

Edited by azxeus
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