md5 needed ?

stlman61

Chieftain
Joined
Oct 7, 2010
Messages
5
I have been looking through the modpacks. I plan to play around with some of them. My question is in the modinfo file there seems to be an md5 value given per file called out

<Files>
<File md5="A07D979F755CD7CEBC0D4DF74F448377">Unofficial Patch.sql</File>
<File md5="CE8BDD2A609B0C4EF89E1E377A73C170">Unofficial Patch.xml</File>
</Files>


Im guessing modbuddy created that entry.
I wanted to change a couple values in a mod pack will that make the mod not load ?
 
I wanted to change a couple values in a mod pack will that make the mod not load ?
That's right, unless you were to rebuild the project in ModBuddy by yourself.
 
I cant just remove the md5 attrib? This no way to create a "simple" mod for myself without going through modbuddy for the correct md5 value.

I didnt want to have to mess with modbuddy to do a couple simple XML tweeks :(
 
Unless they changed it in the last couple of patches, once the mod is installed you can change it however you want and it will run.
 
No. If there's inconsistency between the files and the MD5 hashes in the .modinfo, the mod won't run.

If you don't want to deal with ModBuddy, you can generate new hashes after modifying the files using a third-party program like ExactFile.
 
I never bother changing the MD5s and everything works as it should.

However, it is possible that you need to enter the correct MD5s before you are allowed to upload a mod.
 
The md5 is not need for local use of a mod. I had no issues creating my own mod from scratch without this. I just copied the modinfo file from another mod and went to town. I blanked out most everything and created my own GUID. Worked perfect.

I changed a few values in some other mods I downloaded. (which would break the md5) They still worked just like CyberChrist said.

Im guessing the md5 is used for uploading the mod, but i dont plan on doing that. I didnt want to to use modbuddy since I already had xml editing tools on my PC. Plus I done like those VS IDEs they are single threaded pigs.
 
I never bother changing the MD5s and everything works as it should.
That's odd. I had a different experience myself, before the release of the modding tools. But maybe they made things easier on that front in a recent patch.
 
If I could avoid the md5, I'd never use ModBuddy. If someone has uploaded and downloaded mods without md5 elements at all, I'd love to hear about it.
 
I use a program call Winmd5 its free simple and a standalone app. It will calculate the md5 for a file. I haven't tried to upload a file, but that will give you a valid md5. In my trials I used that app to compare the md5 of files I downloaded from steam and it matched.
 
The thing is I don't think an md5 check is useful for a single lua file, which is what mapscripts are about, so I'd rather jsut get rid of it entirely. It's easy to upload/download and check the download works.
 
Back
Top Bottom