voodoo47 on 4/8/2017 at 13:17
Quote Posted by R Soul
NewDarkLoader allows you to have a store of dmls (and replacement files, e.g. fixed textures, strings files with fixed typos, bugfixed missions etc) which get copied into the installed FM's folder after installation.
that probably is the best place for a fm fixup dml repository. so let me get this right, as long as the user starts the FM, its dml will be autoloaded?
Quote Posted by LarryG
folk would have to muck about with the zip and add the dml to the root of the zip
not sure what do you mean - what I'm saying there is that the most lowtech thing you can do is download the fm, download its dml patch, activate/unzip the fm with a loader of your choice, and then stick the fixup dml into the root of the fm. and that with proper software, it will be possible to automate this process.
LarryG on 4/8/2017 at 14:33
But then you would have to drop it in each time you had the loader uncompress the zip. Surely you don't keep all the FMs around uncompressed?
Yandros on 4/8/2017 at 14:50
But that's how FMSel and NDL work...
R Soul on 4/8/2017 at 15:18
It can be, but NDL will re-apply dml fixes each time an FM is installed (if you use the '.fix' folder as mentioned in its readme). But haven't we become distracted? I thought this thread was about the resource mods that come with the 3rd party game installation programs.
LarryG on 4/8/2017 at 15:57
Quote Posted by R Soul
But haven't we become distracted? I thought this thread was about the resource mods that come with the 3rd party game installation programs.
I agree. But it includes the use of mods no matter how they got into the installation folder, not just via 3rd party game installers.
What can be done to detect the use of mods, automate author warnings regarding the use of mods,
and automate removal of mods for specific FMs as requested by the player's responses to the warnings? The idea is to make it obvious that there is an issue with playing that specific FM with mod(s) enabled, and to make it simple to disable the mod(s) while playing that FM without affecting the use of mods with any other missions.
Just putting warnings and instructions in the readme is not enough, I don't think. It is better than nothing, sure, but can we do better?
Nameless Voice on 4/8/2017 at 16:04
If you run TafferPatcher a second time, can you untick NTEX to remove it from your installation?
Or can the patcher only be run once?
LarryG on 4/8/2017 at 16:25
I don't see a help file, so maybe. (
http://www.ttlg.com/forums/showthread.php?t=131106) Here is the announcement page for tafferpatcher. It isn't clear if it does that. I do see the enhanced textures as the defaults, however.
voodoo47 on 4/8/2017 at 16:46
yes, you can repatch infinite amount of times, picking any component combination desired. this should also correct any inappropriate user edits/modifications.
also, I have to take back what I said about NTEX not being selected as default - turns out TP remembers the last component combination used when you start it up again, and I have no way of knowing whether I deselected NTEX or not when I ran the patcher for the first time on this particular machine.
LarryG on 4/8/2017 at 18:25
Quote Posted by Nameless Voice
If you run TafferPatcher a second time, can you untick NTEX to remove it from your installation?
Or can the patcher only be run once?
Regardless of whether you can or not, it would be bloody inconvenient to do so unless you want to leave it that way. It wouldn't a per FM thing.