I'm starting to get the Readme for Build 12 together and I wanted to start this thread so I can post questions on any features that I am unclear about and also use it as an opportunity to give everyone a basic idea of what I'm trying to do.
The Build 12 Readme will identify all of the new mods and also incorporate the information from the Build 11 Readme. The mod information will be broken up into 5 tables that identifies each of the mods as they apply to the following areas:
1. Character & Crew, (mods affecting your character and crew)
2. Your Ship, (mods affecting ships in the game)
3. Gameplay, (mods and fixes affecting gameplay)
4. Quests, (New Quests and fixes to Quests)
5. Added Features & Fixes, (mods and fixes that affect the game, but do not necessarily fall into the categories above)
The idea behind this is that breaking the mods up into the above categories will make it easier to find the information a person wants about a particular mod.
Each of the tables will have 6 columns identifying;
1. The name of the mod,
2. The modder(s) who created, or contributed, to it,
3. A description of what the mod does,
4. Directions on using the mod,
5. Whether the mod can be toggled on and off,
6. The Build the mod was released with.
<i>(mods prior to Build 11 will be identified as Build 11)</i>
If anyone has any suggestions for information you think I should include, and that you don't see above, please post your suggestions in this thread and I will add them in.
First question:
Mad Jack, here are the installation instructions, in italics, that I took from the Build 11 Readme. Can you take a look at these and let me know if any changes need to be made to it for Build 12? Thanks!
<i>Note: These instructions apply whether you are installing a build for the first time OR upgrading from a previous build. However, see the file Changelog.txt; you may be able to keep your old save games if you are upgrading. If so, do NOT delete the files in the SAVE folder. If you want to be safe, however, you should delete the savegames and start a new game even if the changelog says you don’t have to.
1. Open your POTC folder
2. Open SAVE and delete all files you see there (but see note above if upgrading!)
3. Open PROGRAM and delete all the files you see there.
4. Find where you extracted the build archive and `double-click` the EXE (Build Something.exe).
5. Point it to your POTC folder (the path shown may be incorrect). Click Install
6. Choose to overwrite all if it asks you
7. Switch back to your POTC folder
8. Make sure file "Changelog.txt" is there; if it is, that means the build was installed correctly.
9. If you have a `non-US` version of POTC--or are unsure which version you have--and you have not already copied your localized files in the RESOURCE folder into their main folders, `double-click` the file RunMe.bat (it may just show up as RunMe) in your POTC folder, and follow its instructions. If you have already copied the localized files manually, you may skip this step.
10. Open Notepad and open the file NK.c in the PROGRAM folder. Change the values to taste.
Note that if you are upgrading from a previous version of the build, you may or may not have to start a new game, only `re-initialize`.</i>
The Build 12 Readme will identify all of the new mods and also incorporate the information from the Build 11 Readme. The mod information will be broken up into 5 tables that identifies each of the mods as they apply to the following areas:
1. Character & Crew, (mods affecting your character and crew)
2. Your Ship, (mods affecting ships in the game)
3. Gameplay, (mods and fixes affecting gameplay)
4. Quests, (New Quests and fixes to Quests)
5. Added Features & Fixes, (mods and fixes that affect the game, but do not necessarily fall into the categories above)
The idea behind this is that breaking the mods up into the above categories will make it easier to find the information a person wants about a particular mod.
Each of the tables will have 6 columns identifying;
1. The name of the mod,
2. The modder(s) who created, or contributed, to it,
3. A description of what the mod does,
4. Directions on using the mod,
5. Whether the mod can be toggled on and off,
6. The Build the mod was released with.
<i>(mods prior to Build 11 will be identified as Build 11)</i>
If anyone has any suggestions for information you think I should include, and that you don't see above, please post your suggestions in this thread and I will add them in.
First question:
Mad Jack, here are the installation instructions, in italics, that I took from the Build 11 Readme. Can you take a look at these and let me know if any changes need to be made to it for Build 12? Thanks!
<i>Note: These instructions apply whether you are installing a build for the first time OR upgrading from a previous build. However, see the file Changelog.txt; you may be able to keep your old save games if you are upgrading. If so, do NOT delete the files in the SAVE folder. If you want to be safe, however, you should delete the savegames and start a new game even if the changelog says you don’t have to.
1. Open your POTC folder
2. Open SAVE and delete all files you see there (but see note above if upgrading!)
3. Open PROGRAM and delete all the files you see there.
4. Find where you extracted the build archive and `double-click` the EXE (Build Something.exe).
5. Point it to your POTC folder (the path shown may be incorrect). Click Install
6. Choose to overwrite all if it asks you
7. Switch back to your POTC folder
8. Make sure file "Changelog.txt" is there; if it is, that means the build was installed correctly.
9. If you have a `non-US` version of POTC--or are unsure which version you have--and you have not already copied your localized files in the RESOURCE folder into their main folders, `double-click` the file RunMe.bat (it may just show up as RunMe) in your POTC folder, and follow its instructions. If you have already copied the localized files manually, you may skip this step.
10. Open Notepad and open the file NK.c in the PROGRAM folder. Change the values to taste.
Note that if you are upgrading from a previous version of the build, you may or may not have to start a new game, only `re-initialize`.</i>