Is it possible to open the voidmulti mod in the editor? I'm guessing players can't get or open any of the official void mod, voidcampaign mod, or voidmulti mod, but if someone knows how to do it, post!
I looked for a way to open it and couldn't find it. Under blizzard mods, the main mods that are usually used as dependencies aren't there.
Are you saying that if I just use it as a dependency, it will show me everything inside it, because it doesn't seem to. unitdata.xml, etc. don't appear until I make a change, for one thing.
It does show everything. If you are in the data module, in XML mode, you will see nothing, because it is looking at the UnitData.xml for YOUR file. Along the top, you will see every dependency listed. Click on them to view their XML data. Note that this gets you the raw XML, but because the data is inherited and composited together to get the final data, you often will see entries that only appear in 1, maybe 2 XML files.
Yes, well I made a sort of copy of voidmulti by copying the xml data from each tab of a map with it as a dependency. But I can't be sure that's all that is in there. How do I know there aren't any icons or sound files or something? Can I check for such things without actually opening the voidmulti mod? Because it still seems that we can't actually open it. Am I wrong?
If we could open the main files, like the void campaign mod, I would be tempted to make a reduced size version, deleting everything I dont plan to use. And it wouldn't need any dependencies. Maybe impractical for battle.net, but for my own personal use, I'd have a mod with vastly reduced load time. I'm pretty sure that would be impossible because it seems you can't actually open it. I just wanted to confirm here.
Of course you can, Imma take a wild guess and say you never purchases lotv.
You don't need to purchase LotV to access it's data. I didn't have LotV for a few weeks but I could still access the data and use the dependencies on my maps.
So, if I were ambitious enough to make a custom, reduced size base mod to replace the standard dependencies, I would need something called a casc editor, and it would be able to find the voidcampaign, swarmcampaign, etc. mods, which could then be opened in the editor, combined, and unneded parts deleted to make an efficient systemthat doesn't have to unpack 5+ giant archives every time you open a map. Probably not going to go through with it, but I'm glad to understand how it works. Am I understanding it now?
So after various rambling, the answer to my original question:
"Is it possible to OPEN the VOIDMULTI mod in the editor?"
is "Yes, if you get something called a casc editor, you can unpack it from its hiding place and edit it as normal. But nobody ever actually does that. In fact, it's so alien a concept that most modders won't understand the question." Correct?
I guess I do have one more question: How much work would it be to do that to just voidmulti?
One reason this is somewhat difficult to do is because so much of the data in these mods is simply tweaks on the data stored in the core dependency. The data objects are either modifications of core data, or based on the core data.
Yeah, I'm guessing it would be way more work than the benefit merits; I was just trying to understand what is possible. Probably half of the assets could be safely removed for my purpose, void shards and non-melee mode doodads and such, but halved loading time for eons of work not likely to happen.
Is it possible to open the voidmulti mod in the editor? I'm guessing players can't get or open any of the official void mod, voidcampaign mod, or voidmulti mod, but if someone knows how to do it, post!
Of course you can, Imma take a wild guess and say you never purchases lotv.
@hobbidude: Go
That will be my assumption too. Anyways just in case Alfx01 has come up with a fix for that on this link.
http://www.sc2mapster.com/assets/void-campaign-fix-void-multi/
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I looked for a way to open it and couldn't find it. Under blizzard mods, the main mods that are usually used as dependencies aren't there.
Are you saying that if I just use it as a dependency, it will show me everything inside it, because it doesn't seem to. unitdata.xml, etc. don't appear until I make a change, for one thing.
It does show everything. If you are in the data module, in XML mode, you will see nothing, because it is looking at the UnitData.xml for YOUR file. Along the top, you will see every dependency listed. Click on them to view their XML data. Note that this gets you the raw XML, but because the data is inherited and composited together to get the final data, you often will see entries that only appear in 1, maybe 2 XML files.
Yes, well I made a sort of copy of voidmulti by copying the xml data from each tab of a map with it as a dependency. But I can't be sure that's all that is in there. How do I know there aren't any icons or sound files or something? Can I check for such things without actually opening the voidmulti mod? Because it still seems that we can't actually open it. Am I wrong?
If we could open the main files, like the void campaign mod, I would be tempted to make a reduced size version, deleting everything I dont plan to use. And it wouldn't need any dependencies. Maybe impractical for battle.net, but for my own personal use, I'd have a mod with vastly reduced load time. I'm pretty sure that would be impossible because it seems you can't actually open it. I just wanted to confirm here.
You can open it with an MPQ Editor and extract everything you want. Just keep in mind that you also have to extract the assets.
Ok, which file contains the main mods? There isn't anything named voidcampaign, voidmulti, etc. in my starcraft directory.
You don't need to purchase LotV to access it's data. I didn't have LotV for a few weeks but I could still access the data and use the dependencies on my maps.
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you need a casc editor now. the official mods wont be displayed in the filesystem as sc2mods anymore
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
So, if I were ambitious enough to make a custom, reduced size base mod to replace the standard dependencies, I would need something called a casc editor, and it would be able to find the voidcampaign, swarmcampaign, etc. mods, which could then be opened in the editor, combined, and unneded parts deleted to make an efficient systemthat doesn't have to unpack 5+ giant archives every time you open a map. Probably not going to go through with it, but I'm glad to understand how it works. Am I understanding it now?
So after various rambling, the answer to my original question:
"Is it possible to OPEN the VOIDMULTI mod in the editor?"
is "Yes, if you get something called a casc editor, you can unpack it from its hiding place and edit it as normal. But nobody ever actually does that. In fact, it's so alien a concept that most modders won't understand the question." Correct?
I guess I do have one more question: How much work would it be to do that to just voidmulti?
well, the biggest load comes from the assets, which you would need to reimport anyway, so...
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
One reason this is somewhat difficult to do is because so much of the data in these mods is simply tweaks on the data stored in the core dependency. The data objects are either modifications of core data, or based on the core data.
Yeah, I'm guessing it would be way more work than the benefit merits; I was just trying to understand what is possible. Probably half of the assets could be safely removed for my purpose, void shards and non-melee mode doodads and such, but halved loading time for eons of work not likely to happen.
Well, I tried cascview, but it seems to require a listfile, and they only seem to have one for diablo, heroes of the storm, and wow.
@Ramboing: Go
Yea, I ran into the same problem too. :/