Thread: CM3D2 Mod Priority Patch
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10-03-2015, 11:27 AM #1
CM3D2 Mod Priority Patch
Makes the CM3D2 Update 1.11 "Mod as GameData" function prioritize the Mod folder over the GameData one.
Meaning it will work similarly to Deflarc/ArchiveReplacer/ModManager on a "stock" game.
All the patch do is flip a boolean flag on, no hooks, no plugins.
Download: 1.0.0.0
Password: byreisen
Source: GitHubSignature Space Critical, You can find most of my links and stuff Here now.
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10-03-2015 11:27 AM # ADS
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Thanks.
I just noticed that the readme talk about "TextureResolution" , I hope some people are not lost because of this.
#### Installing
Place the **CM3D2.TextureResolution.Patcher.dll** in your CM3D2 ReiPatcher Patches directory, and execute ReiPatcher.
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#### Building
Make sure you have MSBuild v14 installed (Comes with VS2015)
Place **Mono.Cecil** and **ReiPatcher.exe** references in the References folder, then Execute **build.bat**
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CM3D2: Loaders | Translation | Signboard | Body-Writing
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CM3D2 HF Patch (v120.0)
CM3D2.ToolKit - Pre Release
Usagirei, I'd like to ask few questions:
1) It is safe to use both de flarc AND the mod priority plugin, or one breaks the other?
2) If I decide to not use anymore said plugin, all I need to do is to remove it from the patches folder and run again reipatcher, no ini editing or the likes required?
3) When using mods that requires the use of deflarc, can I just make a new folder inside the mod directory and put there the modded files (ex: a mod comes with 2 folders, texture and texture2, so I just make a new folder called bean and put them there), or do I need to recreate a gamedata folder inside the mod directory? I know what I'm saying sound a bit confused and stupid, I'm still new when it comes at modding so I'd like to understand a bit of it.
1) It's safe to use, but if you're not modding scripts, Deflarc has no advantage over this.
2a) Simply Delete the .Patcher.dll on the ReiPatcher Patches folder, then call ReiPatcher -c <ConfigName> -r (only append a -r to the usual, it'll repatch with the last backup)
2b) Same as above, but you may opt to restore the .dll manually instead of using the -r flag
3) If they don't use scripts, simply create a folder inside the Mod directory, and drop the stuff there, there's no explicit need to create GameData and the likes, except for convenience. It's just for organization purposes.
CM3D2\Mod\ModName\ <- files go here however you want, be it loose, inside directories or w/e
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CM3D2 HF Patch (v120.0)
CM3D2.ToolKit - Pre Release
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Hey Usagirei,After i installed 1.15 it seems that this patch is causing a null morphtarget=karadal error right before the skill select screen.
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CM3D2: Loaders | Translation | Signboard | Body-Writing
SBPR: Loaders
CM3D2 HF Patch (v120.0)
CM3D2.ToolKit - Pre Release
- Join Date
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- Posts
- 39
someone reported this mod cause new multiplemaid mod to not working, any info ?



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