What is the greatest scope of module building you can get?

Discussion in 'Modding and Scripting Support' started by Mesteut, Jul 23, 2009.

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  1. Mesteut

    Mesteut New Member

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    As I understand it, a great deal of Global Flags, Scripts and other stuff are reserved by the Arcanum module itself. (I am mostly concerned with the scripts). Is there any way to release up that space by deleting the Arcanum module itself? For instance, if I copied the Arcanum game folder somewhere else, deleted the Arcanum.dat and then created a new module, would I be able to set all the scripts, descriptions and other stuff without worrying about conflict with Arcanum?

    Also, I'll probably need help/+info with adding new decorations and other artistic stuff into the game.
     
  2. Anonymous

    Anonymous Guest

    Everything that is stored in a module is module specific. The game reads content only from one module at time. E.g. if you switch to the Vormantown module in options, the game doesn't care for Arcanum.dat. I mean, why there would be support for modules in the first place, if they would overlap each other? And yes, dialogs and scripts can be stored in modules as well.
     
  3. Crypton

    Crypton Member

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    When I was making MultiArcanum, I had extracted Arcanum.dat module to new module folder, everything worked fine, but when I created a server and I've connected to that from another computer, game crashed due conflict (even when maps were renamed and I've used a module template later).

    So you can use arcanum module, as base for another module, but it will be working only in singleplayer.
     
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