fix for .dds error from new patch

blitzkrieg80

ðrymes ðēoden
Joined
Mar 15, 2004
Messages
707
For those of you who mod / tinker and have had recent frustration such as myself with the new patch...

I discovered that my new .dds errors were because the new verison of Modbuddy with the patch, which now adds a 'Property' (bottom right for most people) on files / art, Import into VFS , which you change to true, so all one needs to do to fix prevously working custom art (in this case), is to change your previously 'taken for granted' associations of your art with your mod- and make it explicit rather than implicit

This change is good, while frustrating for me- with a working mod then broken, because it is actually more accurate to what we should be expect in Visual Studio- all who have used custom art in Visual Studio should remember the ordinary necessity of using the Property: "Build Action: Content" None/Compile/Embedded Resource
 
I discovered that my new .dds errors were because the new verison of Modbuddy with the patch, which now adds a 'Property' (bottom right for most people) on files / art, Import into VFS , which you change to true, so all one needs to do to fix prevously working custom art (in this case), is to change your previously 'taken for granted' associations of your art with your mod- and make it explicit rather than implicit
Could you give a specific example of what you're talking about? I don't quite understand what I'm supposed to change and where. (Is this just about using lua or is there something we can change in our XML to fix the problem?)
 
You want to make the changes from within ModBuddy. Here are a couple of images illustrating how to access and change the Import into VFS option for a particular file.

Spoiler :
qn7keq.jpg


Spoiler :
24q5lkw.jpg
 
For XML files replacing files already in the core game: Yes
For XML files that merely update the database (OnModActivated UpdateDatabase entries): No
 
For XML files replacing files already in the core game: Yes
For XML files that merely update the database (OnModActivated UpdateDatabase entries): No

The same applies to Lua. Files that replace the existing game's files (AssignStartingPlots.lua) need it Yes, but your homemade Lua files for your mod, no.

Basically, if there's some other way to tell the mod to access that file (the OnModActivated for XML, the Content tab or InGame.xml for Lua), you don't need to turn on VFS, although I'm not sure it'd hurt anything to do so, so there's little reason to ever leave it on False. This is yet another reason why it's dumb that the default is now False; it's just more work for us.
 
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