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Working with chargen files and the compiler


folgore62

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I play DAO with multiple mods. Many of the mods - which I download with winrar - have chargenmorph files. When I extract the mod and its chargen file to override, it will ask me whether I want to overwrite the chargen file already in override. I assumed that if I said yes to overwrite, some valuable info/programming woutd be lost. So instead, rather than extract the chargen files of the mods I download directly to the override folder, I would extract the chargen file to a folder within override. My thinking was that when I use the compiler on chargen in the override folder, it will call upon all the chargen within the subfolders of override as well.

 

So, is my thinking sound? Or have I royally screwed up in the way I use the chargen files and the compiler?

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The game engine will only use read and only use one chargenmorphcfg.xml file.

 

You are correct in that overwriting one chargenmorphcfg.xml with another will result in lost information, in a way, as it will render the mod with the chargen XML that is overwritten pointless, at for the purpose of using its assets in the in-game Character Creator. (As its name idicates, the chargenmorphcfg.xml tells the CC what cosmetic assets are available for character creation > Char(acter) gen(eration) morph cfg(abbrv. 'configuration'))

 

You are also correct that the recommended procedure IS to extract each cosmetic mod (assets and XML) to its own folder, and then compile/merge all the XML files to a single file. Again, the game will only read one XML at character creation. Having more than one in override negates all the other cosmetic mods you've installed.

 

Running TerraEx's compiler merges the information from all the chargen XMLs in override into a single XML. It also makes a backup of each of the original XMLs, and removes them from the override folder.

 

To sum:

 

Install each cosmetic mod + XML to its own folder in override.
Run TerraEx's CharGen Morph Compiler utility.

Override now has one Chargenmorphcfg.xml file, which will be used in the in-game Character Creator.

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Or, you can always edit the cgmc.xml file by-hand to incorporate the appropriate lines of code from each CC mod you want to use. :wink:

 

Old skool! :dance: :thumbsup: :yes:

 

 

Yes, and I've only done it a couple times. (And while the option exists, I don't really recommend it. :laugh: )

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Or, you can always edit the cgmc.xml file by-hand to incorporate the appropriate lines of code from each CC mod you want to use. :wink:

 

Old skool! :dance: :thumbsup: :yes:

 

 

Yes, and I've only done it a couple times. (And while the option exists, I don't really recommend it. :laugh: )

 

 

It's how I do it for my own game all the time and I don't recommend it either. :wallbash:

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Or, you can always edit the cgmc.xml file by-hand to incorporate the appropriate lines of code from each CC mod you want to use. :wink:

 

Old skool! :dance: :thumbsup: :yes:

 

 

Yes, and I've only done it a couple times. (And while the option exists, I don't really recommend it. :laugh: )

 

 

It's how I do it for my own game all the time and I don't recommend it either. :wallbash:

 

 

I do it by hand when I want only one or two items from a mod (or want to remove an item or two) but then I run the compiler to make sure that I didn't do anything that will cause the game to choke and die a horrible death because I have no faith in my ability to not screw it up.

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