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Modding individual rows of tables for better compatibility - how?


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Posted

The 1.9.3 update says:

"System added for modifying individual rows of tables, which allows the functioning of several table-related mods at once"

 

But it doesn't say how this is done. Anyone figured it out?

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  • 3 weeks later...
Posted (edited)

Deleted my old comments. There is a much simpler way than using the databases.

 

Simply change the xml file to "[Table]__[Mod Name]" (2 underscores, all lowercase mod name that matches your manifest, and replace spaces with underscores)

 

No .tbl files are necessary. You can still generate your UUID's via the database and then use them directly in your xml files.

 

You will see the tables patched in the console window when the game is loaded if it worked.

Edited by SimranZenov
Posted (edited)

For some reason the game doesn't pick up some of my changes in rpg_param.xml. It loads my mod files, but says many of the rows modified are "equal" for some reason. Any idea how to solve this?

 

 

EDIT: There should only be three "equal" rows, but there are seven, one of which I know is "MaxSpecialPerfectBlockSlotModifier", which means the player can now master strike all the time again... And it's clearly not only rpg_param.xml that is affected.

 

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Edited by EkErilaz
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