Is it possible, without copying/renaming everything in arcanum.dat to make expansions to this mod? ifso how to go about it?
The best way to go about this would be compressing all the new files and any modified files from the original DAT into a patch DAT file, for example Arcanum.patch1 (since Arcanum.patch0 is already in use) or just the next useable number, this way there's no need to fiddle around with the original DAT. These patch files are used to either override previous files in the original module database or add new files. I have tried this technique myself while figuring out a proper way to distribute a mod I've been working on (The much anticipated Chapter One of The Killer Inside), and it seems to be the perfect solution. Let me know if this works, and if not, I'll try to help further.
I've some questions concerning this: 1. What do you have to do to put together a patch file? Any special compression methods you need to know of? 2. How do you make Arcanum use your patch file instead of the original one? Does it automatically implement the .patch1 file and override the old file(s)? I'm betting i'll figure it out sooner or later, but it would be sooner if someone answered... I guess :-?
1. patch files are just regular Arcanum DAT files with a different extension 2. The file system automatically detects the presence of any patch DATs, so yes, it is automatic.
I got hung up on this too, until I got pointed in the right direction by other posts and an email from chris: 1. undat the arcanum dat file in arcanum/modules/arcanum - should only be one there. 2. move it somewhere else and rename it - then open it with worlded( this is to prevent confusion later one). 3. after opening the module up, select file/open/ arcanum1-024-fixed ( or at least thats what mine is, yours may be slightly different, but still should be very first map in selection que). 4. this is the world map that has all of the areas you can enter into on it, except for "dungeon" type areas that you have to teleport to. (ie. all of the towns, and world map points you run into). 5. huge map - use the coordinates boxes to enter the x/y area you want to go to and hit SET - there is a delay sometimes, then you end up where you need to be. 6. coordinates can be found in the worldmap.mes file along with thier basic descriptions. ( thank you chris ! I would've never found this one). 7. after you've madE your changes/mod, compress the module to get that dat file they are talking about - rename it as it says in the above post and stick it back into your main arcanum directory. hAVE FUN
Thanks, i did figure it out, i just haven't been active much here lately. Caves and dungeons and such has their own maps yes, but the towns are all on the world map if i'm not mistaken.