polytope Posted December 16, 2022 Share Posted December 16, 2022 I don't want to make assumptions about vanilla game files being left untouched, but also don't want to needlessly make a mess of the override folder by adding many extraneous files that are functionally identical to things already present in game. Is there anywhere a library of overwritten or changed vanilla spell files and .EFFs? Quote Link to comment
Guest Graion@Work Posted December 16, 2022 Share Posted December 16, 2022 MiH and EET includes code to clean them up from SPELL.IDS, which frees those slots up to ADD_SPELL This allows theoretically to all of them. EET's code is highly tailored to itself though EET/EET.tp2 at master · Gibberlings3/EET · GitHub I'd say that the best assumption would be to tailor the detection towards SPELL.IDS; if the original ID stayed there, then assume the slot is wasted, but it was changed, assume it's a functional spell (or if this is about spell additions, implement this method along). Quote Link to comment
polytope Posted December 16, 2022 Author Share Posted December 16, 2022 2 hours ago, Guest Graion@Work said: I'd say that the best assumption would be to tailor the detection towards SPELL.IDS; if the original ID stayed there, then assume the slot is wasted, but it was changed, assume it's a functional spell (or if this is about spell additions, implement this method along). Yes, if an ids entry has been changed it's a strong assumption that the spell was too, but the reverse isn't true, I know some mods alter vanilla .spl and .eff files with no corresponding update to spell.ids. Reversion of the files to original is easy enough, but likely incompatible with whatever mod changed those, since the change was probably made for reasons important to that mods intended function. Quote Link to comment
Jarno Mikkola Posted December 17, 2022 Share Posted December 17, 2022 This is easy to resolve, make a BWS install and --change-log the f out of it. Ouh yeah... BWS doesn't work anymore. Quote Link to comment
Graion Dilach Posted December 17, 2022 Share Posted December 17, 2022 What kind of changes are you trying to handle? Yes, there are mods which affect the dummy components but those are just dumb generic implementations of spell tweaks IIRC and nothing extremely specific. Quote Link to comment
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