Author Topic: How to build one file into an existing mod?  (Read 243 times)

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Offline Adehmar

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How to build one file into an existing mod?
« on: 19 February 2021, 21:23:13 »
So let's say I have the xmaxftw- mod, which increases spawns and loots.

Now, I know how to make mods, build them and play them.

Suppose I want to change potion stacking. The gameengine.dbr has "maxpotionstack = 10", and I want to change it to 100. I can do that in ArtEditor, but, how can I include it in the whole mod?

I don't see a way of doing that without importing EVERY single database record from the mod.

Help?


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Offline sauruz

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Re: How to build one file into an existing mod?
« Reply #1 on: 20 February 2021, 11:06:49 »
If im not mistaken, that is the only way.

You need to export whole xmaxftw mod files and change the potion cap in gameengine file placed (xpak) on Art manager.
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Offline nargil66

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Re: How to build one file into an existing mod?
« Reply #2 on: 20 February 2021, 16:43:49 »
There is a way, it's the same method as building a custom map mod into your main game database.arz. Its explained here:
https://titanquestfans.net/index.php?topic=653.msg6574#msg6574
Only in this case you build your file into another custom maps arz.
Tell me if something is unclear.
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Enhanced Gameplay Mod: https://titanquestfans.net/index.php?topic=30.0
My Models & Textures Thread: https://titanquestfans.net/index.php?topic=32.0
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