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| 1 | +How to Create a Patch for an existing MOD PAK ? |
| 2 | + |
| 3 | +Background: |
| 4 | + Mods in NMS are loaded from top to bottom (when listed in alphabetical order). |
| 5 | + Lower mods that modify the same file in any above mod will win all changes to that file |
| 6 | + |
| 7 | +So, to make a Patch for a mod named xyz.pak, you could do: |
| 8 | + 1. Extract from that mod PAK the file you want to change, it gives you a .MBIN |
| 9 | + 2. Decompile the .MBIN to .EXML format using the appropriate MBINCompiler version |
| 10 | + 3. Find what you want to change and make these changes by hand to the .EXML file |
| 11 | + 4. Recompile the .EXML file to .MBIN using the "latest" MBINCompiler version |
| 12 | + 5. Pack this new .MBIN file to a new .PAK (name it as you like) as "ZZZPatch_xyz.pak" |
| 13 | + 6. Make sure the name is lower than the original PAK file in ascending alphabetical order |
| 14 | + so it load later |
| 15 | + 7. Place both files into your NMS MODS folder |
| 16 | + 8. Verify that the DISABLEMODS.TXT file in PCBANKS folder is still deleted |
| 17 | + 9. Enjoy |
| 18 | + |
| 19 | + Using the .EXML file from the mod xyz.pak ensure that most, if not all, of the changes made by the MOD |
| 20 | + will be saved and the MOD will continue to work as intended. |
| 21 | + In using the ZZZPatch_xyz.pak, only if you changed something that affects that MOD, will that change how the MOD works |
| 22 | + otherwise the MOD AND YOUR CHANGES will work as planned by you. |
| 23 | + |
| 24 | +MODBUILDER can help in creating the "ZZZPatch_xyz.pak" |
| 25 | + A. Create a simple "ZZZMyScript.lua" script with the changes you want to make to the .EXML file (covers steps 1., 2. and 3. above) |
| 26 | + ***** We have included plenty of examples and a Script_Rules.txt file to help in creating a script ***** |
| 27 | + Note: "ZZZ" in the name tryies to make it load ~last in MODS. Change the name to suit our paks |
| 28 | + B. Copy the script AND the MOD PAK you want to patch to the ModScript folder (and steps 4. thru 8. are handled by MODBUILDER) |
| 29 | + Note: Having more than one pak in ModScript will NOT combine both paks, only the last one will combine |
| 30 | + if it mofidies the same .EXML file |
| 31 | + Note: A future version will probably be able to handle correctly multiple paks in ModScript |
| 32 | + C. MODBUILDER will attempt to use your MBIN_FILE_SOURCE named in the script by searching for it in the mod PAK |
| 33 | + *** If found, that will preserve the mod PAK changes UNLESS you have changed the exact same values with your script *** |
| 34 | + *** which could be what you want to do... *** |
| 35 | + D. A new mod PAK will be created in the CreatedModPAKs folder (give it the name you want in the script) |
| 36 | + or after by renaming it |
| 37 | + E. Use that new PAK in 7. above if you did not let MODBUILDER copy it for you |
| 38 | + F. Verify that the DISABLEMODS.TXT file in PCBANKS folder is still deleted if you did not let MODBUILDER delete it for you |
| 39 | + G. Enjoy |
| 40 | + |
| 41 | +NOTES: * The name of the lua script "ZZZMyScript.lua" can be changed. |
| 42 | + * Any other script can be put in ModScript at the same time, they will all be COMBINED in the resulting PAK |
| 43 | + * The name of the resulting pak "ZZZPatch_xyz.pak" can be changed, but should be at the BOTTOM of the NMS MODS folder |
| 44 | + for optimum effect |
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