Logo Platform
logo amplifiers simplified

[Solved] Could really use some help

Reply
Copied to clipboard!
7 years ago
Dec 3, 2017, 10:47:01 PM

I tend to have a really hard time understanding how to get my mods to work. I understand code pretty well, but it seems like things just don't work the way I would expect them to when I'm modding and I always get stuck doing a lot of extra tinkering before things work out for me.


I do pick apart other people's mods all the time to examine their structure.


So, one big question that I have:


If I wanted to make a change to xml that already exists, can I just pull the entire SimulationDescriptor out, and put it in a new file of the same name and just have it overwrite the existing SimulationDescriptor when it load my mod?


I've seen this done successfully, and it seems to work (sometimes).


---


The problem I'm currently having is that I'm editing the base stats of the various weapons, and all my changes are showing up, but my accuracies (at different ranges) are missing or showing up improperly and I have no idea why.

Updated 7 years ago.
0Send private message
7 years ago
Dec 3, 2017, 11:16:46 PM

Okay, so the problem I was having was that in SimulationDescriptors[ModuleWeapon].xml in my public folder, when I look at the base weapons, I don't see any modifications for weapon ranges.


I created a mod off the file I have in my public folder, and all the weapon ranges were wrong.


So when I manually tried to set the ranges to what they look like in the base game, it updated just fine.


I feel like I'm missing something somewhere. Why is it set properly in the base game, but I have to make a change to "fix" it in my mod?

0Send private message
0Send private message
7 years ago
Dec 4, 2017, 12:21:54 PM

Thanks for responding! Yes, I did fix it, but I have to admit that I don't understand why what I did worked.


If you're able to provide an easy answer, maybe it would clear up the confusion.


I took a file in the public folder, SimulationDescriptors[ModuleWeapon].xml, and pasted it into my mod's folder. I edited out everything but the Simulation Descriptors that I wanted to change--the base weapons--and all of my changes worked just fine, but all of the weapon ranges were messed up when it loaded.


I never touched any of the range penalties. I was able to easily fix the range penalties back to default by manually editing them.


So I'm not sure where I missed the change in the base, unedited game. Is there another place where you guys make edits? Is there some sort of load order in the vanilla game that would cause the behavior?


And finally, I notice all the files in the public folder were last modified on May 18th. I know you've made changes since then. Are those changes located (and loaded) from somewhere else?


Thank you so much for taking the time to respond, and if this is too complicated, I know I can figure it out on my own. I am very grateful either way!


P.S. And I just found the Amplitude Discord, which I'm sure will be a big help!

Updated 7 years ago.
0Send private message
7 years ago
Dec 4, 2017, 1:59:03 PM

I'm not a combat expert nor am I the reference on the matter of modding and without having the thing right here in front of me it's hard for me to visualize what you've tried.

Sometimes you might forget a file, take the wrong one or add one you didn't intend to. I know I'm not helping much here, but I'd rather say nothing than spread misinformation.


One thing I always recommend when making changes in general, though: always double-check that your files are correctly loaded in Endless Space 2.xml

A lot of times I've seen people wondering why only half their changes were in effect. The answer was often because they forgot to reflect their modifications in Endless Space 2.xml




And finally, I notice all the files in the public folder were last modified on May 18th.

Weird, the files for my Public version of the game (not where we make or store our changes, it's literally the files Steam gives everyone else) are marked as last modified on the 17/11/2017 (DD/MM/YYYY format) which would be the Galactic Statecraft update. Have you checked within the folders themselves maybe?



0Send private message
7 years ago
Dec 4, 2017, 2:05:34 PM
WeaponizedCaffeine wrote:

I'm not a combat expert nor am I the reference on the matter of modding and without having the thing right here in front of me it's hard for me to visualize what you've tried.

Sometimes you might forget a file, take the wrong one or add one you didn't intend to. I know I'm not helping much here, but I'd rather say nothing than spread misinformation.


One thing I always recommend when making changes in general, though: always double-check that your files are correctly loaded in Endless Space 2.xml

A lot of times I've seen people wondering why only half their changes were in effect. The answer was often because they forgot to reflect their modifications in Endless Space 2.xml




And finally, I notice all the files in the public folder were last modified on May 18th.

Weird, the files for my Public version of the game (not where we make or store our changes, it's literally the files Steam gives everyone else) are marked as last modified on the 17/11/2017 (DD/MM/YYYY format) which would be the Galactic Statecraft update. Have you checked within the folders themselves maybe?



Yeah, that could be the problem. I installed from Steam, and I have all the DLC activated, and I've validated my files before. My game seems to play up to date (with all the DLC activated), but all the files in my public folder at steamapps/common/Endless Space 2/ were last modified in May 2017.


If I'm somehow using older files as the basis of my changes, that would explain everything.

0Send private message
7 years ago
Dec 4, 2017, 2:07:17 PM

Haha! Yes, that is exactly it. I found another install folder for ES2 in another steam library, and it is indeed up to date. Thank you for solving my problem! You've helped me so much!

0Send private message
0Send private message
?

Click here to login

Reply
Comment