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installing a mod

Posted: Mon Sep 06, 2004 11:26 am
by ruiner
So I just saw the spell mod and it looks like a good addition to add to my realm, problem is I cannot find any direction on how I install it to my board. I searched and looked thru literally hundreds of threads in here and cannot find any info on it. Maybe i'm blind and it's too late for searching and it's right in front of my face but I give up on searching as it's hurting my eyes staring at the monitor for so long. Anyhow if someone could please direct me towards some proper info that would be great. Thanks.

Re: installing a mod

Posted: Mon Sep 06, 2004 1:39 pm
by syntax53
So I just saw the spell mod and it looks like a good addition to add to my realm, problem is I cannot find any direction on how I install it to my board. I searched and looked thru literally hundreds of threads in here and cannot find any info on it. Maybe i'm blind and it's too late for searching and it's right in front of my face but I give up on searching as it's hurting my eyes staring at the monitor for so long. Anyhow if someone could please direct me towards some proper info that would be great. Thanks.




download the mod

extract it with whatever zip/rar program you use

in NMR, go to databases --> import

select the database that was extracted

select all record types and all ranges

select 'update' for the existing records option

do a preview to see if it conflicts with any records you currently have (some records should conflict [aka, need to be changed], especially the spell mod where they all will conflict)

import it



wala

Re: installing a mod

Posted: Mon Sep 06, 2004 1:41 pm
by iNViSiGOD
You mean the user submittable MODS? Load up NMR Tools>Databases>Import Records. Under "Exsisting Records" select "Update", check the box for Spells, and the box to Import All for spells. Import records and compile a database update.

Re: installing a mod

Posted: Mon Sep 06, 2004 1:42 pm
by iNViSiGOD
Looks like syntax was a faster typer than i was, oh well.

Re: installing a mod

Posted: Mon Sep 06, 2004 2:47 pm
by ruiner
Would the user created areas give the same type of warnings of things conflict? Like if I've already used some of the map/room #'s? And if that's the case for either is there a way to change the numbers or at that point are you just unable to install without deleting one or the other? I was thinking about maybe putting another one of the mods on just for the hell of it but I don't want to accidently screw anything up since I've done a fair amount of editing myself.

Re: installing a mod

Posted: Mon Sep 06, 2004 2:51 pm
by syntax53
Would the user created areas give the same type of warnings of things conflict? Like if I've already used some of the map/room #'s? And if that's the case for either is there a way to change the numbers or at that point are you just unable to install without deleting one or the other? I was thinking about maybe putting another one of the mods on just for the hell of it but I don't want to accidently screw anything up since I've done a fair amount of editing myself.

yes, they could conflict. i am in the process of making a record number chager for the export files, but i'm not finished with it. that is why you just do a preview first to see what is going to be changed.

Re: installing a mod

Posted: Mon Sep 06, 2004 6:50 pm
by iNViSiGOD
Would the user created areas give the same type of warnings of things conflict? Like if I've already used some of the map/room #'s? And if that's the case for either is there a way to change the numbers or at that point are you just unable to install without deleting one or the other? I was thinking about maybe putting another one of the mods on just for the hell of it but I don't want to accidently screw anything up since I've done a fair amount of editing myself.



I installed the Lair MO and Spell MOD and yes, if you just have it overwrite (like i foolishly did) it will conflict. I had to re-edit a few minor things but all work out ok.