ToEE Front-End X Official Discussion Thread

Discussion in 'ToEE Front-End X' started by Agetian, Oct 14, 2008.

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  1. GuardianAngel82

    GuardianAngel82 Senior Member

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    You might want to preserve your old saves in a separate file, just in case. ;)
     
  2. Scryler

    Scryler Night's Wordsmith

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    I did. And...Thanks.
     
  3. GuardianAngel82

    GuardianAngel82 Senior Member

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    A pleasure, Milady. ;)
     
  4. Scryler

    Scryler Night's Wordsmith

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    Ah...but the pleasure *is* mine, good Sir (and we have got to stop meeting like this, in this forum...IIRC, it was even *your* idea).
     
  5. GuardianAngel82

    GuardianAngel82 Senior Member

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    We DID have legitimate busy here, Milady...at first. :eyebrow:
     
  6. Basil the Timid

    Basil the Timid Dont Mention the War

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    I suppose I haven't been following the discussion carefully enough, for when I saw this on Mod DB I was quite surprised:

    Be aware that if you have a copy of Co8 5.5.0 or any other mod active, any private changes (such as editing the protos.tab) will be lost when the module is de-activated - back up the data folder as necessary!
     
  7. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Thats one of the side-effects of TFE-X, yes: when you activate a mod, it unpacks from an archive. This is not updated with private changes, so each time it unpacks, it does so as originally shipped, and if you are in the habit of changing NPC stats (or whatever) you have to do it over, or bring it in from a backup.
     
  8. Gaear

    Gaear Bastard Maestro Administrator

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    Also note that one of the reasons TFE-X is built this way is because it's designed for module/game stability, not user moddability. Agetian had to take steps to ensure that players could no longer destroy their own installations (though amazingly some still find ways), because so many were managing to do that somehow. The new module format addresses that issue quite well. The fact that it also makes it less convenient to mod your own game is collateral damage, as it were. We're less concerned with you modding your own game than with you having a stable modpack.
     
  9. Basil the Timid

    Basil the Timid Dont Mention the War

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    I am beginning to understand the larger workings here. The other collateral damage is the loss of DH because it cannot be made optional, aside from making it a separate module, which would then become frozen in time (Native 5.0.0, right?).

    I understand your rationale but, to be honest, (minor) modding is what made this game so different from any other I have played. The CMF thread of old encouraged others to send in their files, but now modding seems to be moving towards centralized control. Sure we can backup protos.tab (et al.) all the time but, if we forget before we load another module, then all changes are lost. To me, this makes TFE-X less functional than my old (fortunately stable) ToEEFE. Could the saving of the .tfs be made automatic and perhaps include stuff from the data folder? (IF I understand how this works, backing up is only necessary if you activate a different module and SAVE a game there).

    Anyway, I do understand your rationale for the Greater Good, but I am Chaotic Neutral. Please go easy on me if my understanding as detailed above is in error.
     
    Last edited: Feb 15, 2009
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    2 words, Basil:

    Add on packs.

    Learn to use them, do your private mods as an add-on pack, and they'll always be there. Easy to distribute, too.

    Plus DH and the CMFs will definitely re-appear, in time.
     
  11. Basil the Timid

    Basil the Timid Dont Mention the War

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    I have looked around for instructions to create add-on packs but to no avail. Please, anyone, a little help.
     
  12. Gaear

    Gaear Bastard Maestro Administrator

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    That's actually incorrect. The inability to include DH as an optional add-on with the main modpack, as before, is not due to TFE-X but because we lost our installer guru and the installer utility (wherein the option was made possible before). We thus had to distribute the last modpack as a .rar archive with no installer.

    This really isn't all that complicated. If you're determined to mod your own game, simply create a separate ToEE mod directory that is identical to the game directory structure, and copy all your modded files to it in the appropriate folders. Then, when you deactivate and reactivate the Co8 mod, simply copy that directory overtop your ToEE directory. This is a small price to pay for overall game and module stability.

    The latest Co8 mod is still in beta. When that's done, the CMF will return. No one's preventing anyone from submitting there own mods for the modpack, but the fact is, not many people do it anymore. For my purposes, this means that I can either run with the ball myself (which may have given you the impression of centralized control) or wait around pining for others to send in mods. If I'd done the latter you wouldn't have 5.5 right now. :shrug:
     
  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I don't have ToEE on this machine but the instructions for add-on packs are in the TFE-X docs.
     
  14. Basil the Timid

    Basil the Timid Dont Mention the War

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    OK. That was located in docs_Co8 5.5.0 folder. I think even I can handle it from here.
     
  15. jdwould47

    jdwould47 Member

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    1. xp sp3 original cd and installation runs fine.
    2. patch 2 installed
    3. hit play and got conflict with disk emulator software error.
    4. no tfex-log file
    5. tfex see 3, ha.
    6. windoz fw, avast, superspy and spybot. disabled avast.

    read the bit on securom but didnt understand...

    any help appreciated.
    jd:yes:
     
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