Adapt Manifest.xml for use with non-standard mods
Reported by John Vanderbeck | December 2nd, 2009 @ 04:35 PM | in Beta 2
Part of supporting non-standard mods
We need a way to know the mod is non-standard. We can co-opt the
use of Manifest.xml since we would want to store most of that same
data anyway. I propose to use the TYPE attribute of AddInItem. All
mods i've seen use a Type=1. Non-standard mods could set that to
say, Type=5 to identify themself.
Comments and changes to this ticket
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Alex "Alexspeed" Bachner December 2nd, 2009 @ 04:46 PM
is this TYPE attribute set by the modder when hes making the mod or is that made by the application while installing?
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John Vanderbeck December 2nd, 2009 @ 04:57 PM
It is set by the toolset when it creates the manifest for you. Type=1 means AddIn, but you can't change it. Its always set to that. And every mod i've looked at including Bioware DLCs and completely new campaigns all are set to 1. Someday that MAY changed, but byt gogin with say 5, we should be safe.
DAModder would set it for the builder when packaging the mod.
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Alex "Alexspeed" Bachner December 2nd, 2009 @ 05:07 PM
i see, thank you for the explanation, i agree that should be safe then.
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John Vanderbeck December 3rd, 2009 @ 11:10 AM
- State changed from new to resolved
Found an easier way to do this, and implemented in B1.6
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