0 Members and 1 Guest are viewing this topic.
skillConnectionSpacing,62,
driftMin,6.000000,
driftMax,6.000000,
skillProjectileNumber,3,
projectileLaunchNumber,1,
Okay, if I do the seemingly obvious in the art manager:Database -> Import Record -> Ternion I get an error message. Is there something wrong with my install (?). Am I supposed to copy database.arz into the working directory it has set up? Is there a *very basic* mod tutorial on how to change numbers for skills and the like? There's a lot of more advanced info on this forum but I feel there's a fair amount of heavy lifting before I would try adding a dragon-rider or something. Other basic question - are .arz and .arc files actually different? If I pack my database records into database.arc and just rename it database.arz, and dump that into the database directory, should that work?------ Ah, indeed, iceshard also has:Code: [Select]skillConnectionSpacing,62, but has none of the following fields defined:Code: [Select]driftMin,6.000000,Code: [Select]driftMax,6.000000,Code: [Select]skillProjectileNumber,3, but it has insteadCode: [Select]projectileLaunchNumber,1, which is weird, but I guess references the templates somehow?
...OR - if I want to play the main game with mods instead of just a custom map , do I need to hardmod the original database.arz (it looks like having extracted the entire database, I can now *rebuild* the entire database and slot that in to replace database.arz? Is that how hardmods work?)
Quote from: DrPraetor on 18 August 2018, 01:14:41...OR - if I want to play the main game with mods instead of just a custom map , do I need to hardmod the original database.arz (it looks like having extracted the entire database, I can now *rebuild* the entire database and slot that in to replace database.arz? Is that how hardmods work?)You don't need to rebuild the entire database to make a hard mod. Here is an easier way:1. Copy the original game database.arz and place it in the Database folder of you mod.2. Rename or delete your mod's "xxxx.arz" (whatever it's name is) and after rename the original database to the name or your mod's database.3. In Art Manager, load your mod and click "Build". This way the changes will be integrated into the renamed main database.4. Copy this renamed database back to the TQAE/Database folder. Backup or rename the normal database.arz from whic you made a copy, and rename the changed one to databaze.arz instead. 5. Launch the game and play from main. If you did everything right, the game will have your changed skills.In your case tho, you extracted the entire database, so you can try first to import only the files you altered to a new mod, before doing the above steps.