korsss Posted March 3, 2015 Share Posted March 3, 2015 NO!!!!!! It s very easy in the body (assets). but i can` t do it in the asset/mods/modename/ May be I do wrong things. May you give me the working example of 1 plain mode ? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted March 3, 2015 Share Posted March 3, 2015 korss, if you want to ask for help with a thing you are modding, please make another thread dedicated to it. Quote Link to comment Share on other sites More sharing options...
llunak Posted March 3, 2015 Author Share Posted March 3, 2015 The second sentence of the first post refers to a whole section of examples. Quote Link to comment Share on other sites More sharing options...
korsss Posted March 3, 2015 Share Posted March 3, 2015 (edited) korss, if you want to ask for help with a thing you are modding, please make another thread dedicated to it. ok. sorry. dellete my messages here plz. I just seek the working example.... I`m really surprized that it is not the part of the documentation ))) Edited March 3, 2015 by korsss Quote Link to comment Share on other sites More sharing options...
korsss Posted March 3, 2015 Share Posted March 3, 2015 The second sentence of the first post refers to a whole section of examples. hmmm... Have you read my messages correctly ? Quote Link to comment Share on other sites More sharing options...
Nattfarinn Posted April 9, 2017 Share Posted April 9, 2017 Does XCE Base Mod follows these XML rules? I guess it's not. Does anyone knows what's the logic behind it then? My first guess would be: any XML file from XCE Base Mod has MODMERGE="replace" on the root node. Can anyone confirm if I'm right? I wonder it there exceptions of this rule. I'm in the middle of writing external parser and merger for game assets. Quote Link to comment Share on other sites More sharing options...
Charon Posted April 9, 2017 Share Posted April 9, 2017 37 minutes ago, Nattfarinn said: Does XCE Base Mod follows these XML rules? I guess it's not. Does anyone knows what's the logic behind it then? My first guess would be: any XML file from XCE Base Mod has MODMERGE="replace" on the root node. Can anyone confirm if I'm right? I wonder it there exceptions of this rule. I'm in the middle of writing external parser and merger for game assets. Check my signature or follow the link: For the logic behind The XCE base mod you will have to ask @Solver. Quote Link to comment Share on other sites More sharing options...
Nattfarinn Posted April 9, 2017 Share Posted April 9, 2017 Oh, thanks! Good to know. I'll have to reimplement few things then Quote Link to comment Share on other sites More sharing options...
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