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FuryoftheStars
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Posted: 18 May, 2010
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Right, update time!! What this does: It enables the use of the before{}/after{} fields that are found within mod_info.lua within all mod manageable mods. This is a tool to make life easier on mod creators, but will be required by everyone to enjoy. It will allow one mod to specify if it should be loaded before or after another in order for the changes it was meant to do to be applied correctly (seems how some mods can overwrite the changes made by another). **WARNING: THIS WILL MOST LIKELY CAUSE DESYNCS IN MULTIPLAYER/LAN IF EVERYONE DOESN'T HAVE IT!!**I have it working to 95%! The current issues that it cannot solve: Straight up contradictions (this will never be solvable). Ex: - Mod A says it comes before{} Mod B. Mod B says it comes before{} Mod A.
- Mod A says it comes before{} Mod B and after{} Mod C, while Mod B says it before{} Mod C. So, Mod A wants an order of C-A-B, and Mod B wants B-C.
Some instances of long daisy chains. Ex: Mod A comes after{} Mod B, Mod B comes after{} Mod C, etc. Some cases of this it will handle fine. Others it will loose track after 3 iterations. Still looking into making it fool proof. Poll: Do people want this integrated into the Bug Fix mods? It is a bug fix only. The pros are as listed above. The cons are simple: The Bug Fix mod will become an .scd in order for this to work. While the main portion of the Bug Fix mod will be Mod Manager compatible, this portion for the mod load order fix will not be and as such you will not be able to turn it off without removing the .scd file. Personally, considering what the benefit is, I see no reason to turn it off unless playing with someone who doesn't have it... but then again, maybe they should be getting it.  Here you go: http://www.filefront.com/17200995/modorderloadfix.scd/To modders: If you start using the before{}/after{} fields and use this mod, you cannot specify a requires{} for this. You have to have it in your install notes to include this one as well.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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FuryoftheStars
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Posted: 14 Aug, 2010
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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HTKatzmarek
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Posted: 01 Sep, 2011
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Joined: 03 Jun, 2007 Posts: 793
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Sorry to necro this thread, but I'm thinking of using this to make sure the multiplayer save mods load before BlackOps ACUs. Two questions:
1) If I understand your notes above correctly, if I use the before/after fields in a given mod, I cannot use the requires field?
2) Does this mod require it be made into a .scd file, and would that scd file have to have a UID that would ensure it loads before anything else?
Thanks
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FuryoftheStars
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Posted: 01 Sep, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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1) No, no, sorry. You can still use the require{} field as you normally would... you just can't stick the UID for modloadorderfix in there... as modloadorderfix does not have a UID....
2)modorderloadfix is the only mod that requires being an .scd. I caution use of it, though, with other .scd mods. If they modify the same file, which ever one is later in the alphabetical order (by mod name) will win out. I ran into this issue when testing with campaign mod enabler.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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HTKatzmarek
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Posted: 01 Sep, 2011
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Joined: 03 Jun, 2007 Posts: 793
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I'm sorry, but I'm still confused... I downloaded your .zip file, and it only contains a 'schook' directory. So I really don't have a .scd file to use at this point? If I create a .scd file from this content, wouldn't I have to then make a mods directory, a mod with UID, and then put this schook directory into this mod to create the .scd file for it? Or, can I just use this code and put it in an existing mod to enable the use of the before/after fields? Would I need this code in every mod that makes use of these fields?
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FuryoftheStars
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Posted: 01 Sep, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Err, sorry.... I can't remember how I uploaded it and (unfortunately) no longer have access to the upload site (work changed its web filtering policies...). If it's coming down as a zip file, then change the .zip to .scd and drop it into your gamedata directory. Done. No UID required or usable. Being an schook, it loads at game start, thus is not mod manager compatible and thus no UID.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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HTKatzmarek
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Posted: 01 Sep, 2011
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Joined: 03 Jun, 2007 Posts: 793
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ahhh...ok...makes sense now. Thanks for the clarification, I'm going to give it a try.
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HTKatzmarek
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Posted: 01 Sep, 2011
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Joined: 03 Jun, 2007 Posts: 793
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One more question...since I have my own custom mod that I use with my friends, I could integrate this schook directory into my mod, and then all mods would have the capability of using the before/after fields?
My custom mod loads last...would this matter? It would be the same as the poll where the mod would have been integrated into the bug fix mod?
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FuryoftheStars
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Posted: 01 Sep, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Correct. If you integrate it, your custom mod would have to be .scd (if it isn't already) and the schook folder would go on the same level as the hook folder from your custom mod (not inside it). As I noted for the poll, once integrated, modorderloadfix will always be active, regardless of the state of your mod in mod manager unless you remove it from gamedata, or simply rename the .scd extension.
The order in which your mod loads will not affect the loading of modorderloadfix.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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HTKatzmarek
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Posted: 01 Sep, 2011
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Joined: 03 Jun, 2007 Posts: 793
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Great! Thanks so much for the help in understanding this! 
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FuryoftheStars
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Posted: 01 Sep, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Mithy
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Posted: 01 Sep, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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HTKatzmarek wrote: One more question...since I have my own custom mod that I use with my friends, I could integrate this schook directory into my mod, and then all mods would have the capability of using the before/after fields? No. The load order fix MUST be an .scd mod, not a mod manager mod. The file it's changing to fix mod load order obviously has to be loaded before mods are loaded, because it's hooking the file that does the mod loading. Makes sense, right? If you use the mod load order fix, everyone you play multiplayer games with has to have the .scd in their \gamedata folder, and identical, modified copies of all mods with before/after fields.
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mexicangamer
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Posted: 03 Sep, 2011
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Joined: 29 May, 2008 Posts: 73
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I'm sorry but i am confused abit. the file is "mods.LUA" do i put the folder shook into "gamedata"? And thats it?
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HTKatzmarek
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Posted: 03 Sep, 2011
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Joined: 03 Jun, 2007 Posts: 793
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Don't unzip the file, just rename the .zip to .scd. Then put the .scd file in your gamedata directory.
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mexicangamer
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Posted: 03 Sep, 2011
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Joined: 29 May, 2008 Posts: 73
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ok thanks. Quick question, how can i tell if its working or not.I just threw the zip now .scd file into the gamedata folder and loaded the game, added about 5 mods and went into a game and there where no enemies at all?
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HTKatzmarek
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Posted: 03 Sep, 2011
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Joined: 03 Jun, 2007 Posts: 793
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Well all this mod does is fix the before and after fields in the mod_info.lua file of your other mods to work properly. So it's working if you had problems with the load order, but don't after loading this mod...
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mexicangamer
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Posted: 03 Sep, 2011
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Joined: 29 May, 2008 Posts: 73
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right right, well thats a little hard for me to tell.I've been trying to get the black ops series to work with Total Mahyem and also Orbital wars ...
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OrangeKnight
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Posted: 03 Sep, 2011
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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Honestly sounds like you don't even know what the problem is and are just trying random things and hoping it works. What you need to do is enable the Log and try to figure out where the problem is originating, as well as what the problem actually is. Although I'd be willing to bet the problem lies more with Total Mayhem or Orbital wars with Orbital Wars being the key suspect, OW is an older mod and TM being by a "new" modder. But really without know the problem its hard to say anything... Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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mexicangamer
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Posted: 03 Sep, 2011
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Joined: 29 May, 2008 Posts: 73
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thanks Mike i'll look into that thread.
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Mithy
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Posted: 03 Sep, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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Start with no mods enabled. Enable one at a time and play a minute or two, see if things are working. Even without the log enabled (which is relatively simple, see further down in this post: viewtopic.php?t=1847), this will tell you if a mod is breaking things or is incompatible with others. When enabling a mod causes problems, disable all mods again, and start with only the last mod you added, and add the others you hadn't tried last time. This should give you a good idea of which two mods are incompatible. Normally it'd be known when two mods don't work together, but not many people try to run Orbital Wars anymore, and some of the other mods you listed are relatively new, and I haven't heard much about their compatibility yet. If you can post a log from a game with problems on http://www.pastebin.com and link that here, we might also be able to tell you which two mods are conflicting or which is causing the problems.
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mexicangamer
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Posted: 03 Sep, 2011
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Joined: 29 May, 2008 Posts: 73
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great, will do and thanks for the ideas! It was def Total Mayem....totally causing Mayhem! 
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