Random_Tank wrote: ↑Thu, 23. May 24, 00:27
You are absolutely correct on what I'm aiming to do, but I wasn't making a mod for Farnham's Legend, more directly editing the files in the existing mod (just for personal use), would you suggest not doing that?
Ok, good to know. Yes, I suggest not doing that with mods which can get auto-updates. Like all mods from the Steam Workshop. With an update, you will very probably (almost certainly) lose all your changes. Probably not because the content/code has changed, but simply because the files are overwritten.
You could prevent this by either modifying the other with your own mod. Or you change the ID of the Steam mod in its content.xml and unsubscribe it in the workshop. But then, of course, you will no longer receive updates. Not recommended!
However, there are also examples where it makes sense to change things in the mod directly. E.g.
FOCW, which contains a file that you should customize for your own needs. However, this is also a mod that does not receive updates automatically.
[...] and flat out removed the gate in windfall 3
It would be more sustainable to simply comment it out, so that the game no longer reads/processes it. With "<!--" and "-->". Just like
Code: Select all
<!--Windfall I Union Summit Gate-->
[...] and edited its existing connection in zones to this:
Ok. That should work.
Also one thing I've realised, I'd forgotten to add entries to the index file, would that break it?
Yes, you have to add the macro to the index file, this breaks it.
Is it something to do with the co-ordinates?
Nope.
Question: Have you actually removed the .cat and .dat files from the mod folder? These would overwrite the unpacked files.
For the future, I recommend that you have a debug log created by the game if you want to continue modding. This can help you and others:
viewtopic.php?f=181&t=402452#p4768514