Beemer Posted August 28, 2021 Hey all, So I started modifying the OG Golden Souls' enemies and weapons by rebalancing and implementing faster reloads. I then decided I'd make a separate pk3 with only the actors I replaced in decorate and load it after Golden Souls' pk3, but sadly it didn't work. So I was wondering if this would even be possible, and if it is, what would be the best way of approaching this? Bless... 0 Quote Share this post Link to post
2 snapshot Posted August 29, 2021 (edited) You also have to rename dec_enem in your addon to something else (eg: cust_enem) and #include that instead in your addon's decorate lump Edited August 29, 2021 by sluggard 1 Quote Share this post Link to post
1 snapshot Posted August 28, 2021 (edited) You have to find the actor definitions from the original file and inherit then replace them https://zdoom.org/wiki/Using_inheritance Edited August 28, 2021 by sluggard 1 Quote Share this post Link to post
1 snapshot Posted August 29, 2021 (edited) Rename R_Red_Plant to something else like R2_Red_Plant, error says there's already another actor using that name, same for the Editor number, change it to something else too or remove it then it will work. Edited August 29, 2021 by sluggard 0 Quote Share this post Link to post
0 Beemer Posted August 28, 2021 (edited) 5 hours ago, sluggard said: You have to find the actor definitions from the original file and inherit then replace them https://zdoom.org/wiki/Using_inheritance Thanks, I'll give it a shot :) Edit: Not sure how to execute it tho, I get a lot of errors and can't load into the game... -This is an example of an actor I want to replace... TGS_rebalance.zip Edited August 28, 2021 by bluemoss Updated my Situation 0 Quote Share this post Link to post
0 Beemer Posted August 29, 2021 (edited) So I changed 'R_Red_Plant' to 'bluemoss_Red_Plant' and removed the editor number, still gives the same problem when loading after Golden Souls: ... Spoiler "LoadActors: Load actor definitions. Script error, "TGS_rebalance.pk3:dec_enem.txt" line 1: Parent type 'Red_Plant' not found in bluemoss_Red_Plant Script error, "TGS_rebalance.pk3:dec_enem.txt" line 1: Replaced type 'Red_Plant' not found for bluemoss_Red_Plant Script error, "TGS_rebalance.pk3:dec_enem.txt" line 1: Parent type 'Red_Plant' not found in bluemoss_Red_Plant Script warning, "TGS_rebalance.pk3:dec_enem.txt" line 1: Tried to define class 'bluemoss_Red_Plant' more than once. Renaming class to 'bluemoss_Red_Plant@TGS_rebalance.pk3@dec_enem.txt' Script error, "TGS_rebalance.pk3:dec_enem.txt" line 1: Replaced type 'Red_Plant' not found for bluemoss_Red_Plant@TGS_rebalance.pk3@dec_enem.txt Script warning, "TGS_rebalance.pk3:dec_enem.txt" line 33: Unknown class name 'Plantball' of type 'Actor' Script warning, "TGS_rebalance.pk3:dec_enem.txt" line 33: Unknown class name 'Plantball' of type 'Actor' Execution could not continue. 2 errors while parsing DECORATE scripts" I thought this would just patch over the 'Red_Plant' actor in the original mod if I loaded my edit after it, turns out it's a bigger process to just replace the properties Edited August 29, 2021 by bluemoss Changed formatting to be easier to read 0 Quote Share this post Link to post
0 Beemer Posted August 29, 2021 (edited) 37 minutes ago, bluemoss said: So I changed 'R_Red_Plant' to 'bluemoss_Red_Plant' and removed the editor number, still gives the same problem when loading after Golden Souls... Here's my load order: Spoiler Edited August 29, 2021 by bluemoss 0 Quote Share this post Link to post
0 Beemer Posted August 29, 2021 ...and just like that, solved Thanks a lot mate :) 1 Quote Share this post Link to post
Question
Beemer
Hey all,
So I started modifying the OG Golden Souls' enemies and weapons by rebalancing and implementing faster reloads.
I then decided I'd make a separate pk3 with only the actors I replaced in decorate and load it after Golden Souls' pk3, but sadly it didn't work.
So I was wondering if this would even be possible, and if it is, what would be the best way of approaching this?
Bless...
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