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Author Topic: how do you do total conversion ?  (Read 1591 times)

phyrex

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how do you do total conversion ?
« on: April 07, 2013, 06:24:19 PM »

as the title say.
how do you do to suppress the vanilla files to avoid conflict with modded material.
e.g.: the refit simulator, how to replace the vanilla ship with my modded ship per example. (that also goes for the campaign itself)
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LazyWizard

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Re: how do you do total conversion ?
« Reply #1 on: April 07, 2013, 06:43:10 PM »

You can use the 'replace' tag in your mod_info.json. Here's an example from the Ascendency total conversion so you can see how it works:

Code
  "replace":[
  "data/config/sounds.json",
  "data/world/factions/player.faction",
  "data/world/factions/independent.faction",  
  "data/campaign/sim_opponents.csv",
  "data/missions/mission_list.csv",
  "data/hullmods/hull_mods.csv",
  "data/world/factions/factions.csv",
  "data/config/title_screen_variants.csv",
  "data/hulls/ship_data.csv",
  "data/hulls/wing_data.csv",
  "data/weapons/weapon_data.csv",
  "data/characters/skills/aptitude_data.csv",
  "data/characters/skills/skill_data.csv",
  "data/strings/ship_names.json",
  ],

You don't need to do this for scripts, as those will always overwrite their vanilla equivalents.
« Last Edit: April 07, 2013, 06:46:48 PM by LazyWizard »
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phyrex

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Re: how do you do total conversion ?
« Reply #2 on: April 07, 2013, 07:03:43 PM »

oh ! nice  ;D

much simpler than what i thought, awesome thanks !
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Teh_Wolf

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Re: how do you do total conversion ?
« Reply #3 on: April 08, 2013, 05:01:29 AM »

In case you didn't already know, you can use this:
Code
"totalConversion":"true",
To prevent other mods (not counting utility mods) being used with it.
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