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List: Unified .cre Patching in Mods

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3 hours ago, jastey said:

@Mike1072 In your example, is "exampe_dv" a variable I can use with OUTER_SPRINT for the rest of the mod?

Yes.  Any time that variables are assigned (except within functions), those variables can be accessed anywhere.

On 3/25/2019 at 8:41 AM, DavidW said:

(Incidentally, it needs to be an action rather than a patch function because as far as I'm aware there's no totally reliable way of finding the resref of the file being patched.)

You should still have access to SOURCE_RES.  If you were writing a generic patch function, you might not want to rely on it (since it can easily be overridden by an INNER_ACTION) but for something simple like this, it should be okay.

That being said, this works perfectly fine as an action function.

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Added Brandock and Grey NPC mods to the list:


/* Give the ogre in AR2800 (Coastway) a unique DV (possessions quest) */
COPY_EXISTING ~%tutu_scripto%GREUNSH.CRE~ ~override/%tutu_scripto%GREUNSH.CRE~
WRITE_EVALUATED_ASCII 0x280 ~OGREUNSH~ #32 // script name / DV
WRITE_EVALUATED_ASCII 0x268 ~%tutu_scriptw%TASIGHT~ #8 // Default script

/* doppelgangers in Candlekeep: Shistal */
COPY_EXISTING ~%tutu_var%SHISTA.CRE~ ~override/%tutu_var%SHISTA.CRE~
WRITE_EVALUATED_ASCII 0x280 ~Shistal~ #32 // script name / DV

/* doppelgangers in Candlekeep: Monk */
COPY_EXISTING ~%tutu_var%POGHM9.CRE~ ~override/%tutu_var%POGHM9.CRE~
WRITE_EVALUATED_ASCII 0x280 ~POGHM9~ #32 // script name / DV


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