Thanks very much for all your hard work on this mod!
I'm a relative newbie - played about 120 hours so far I guess, over the last few weeks. I'm just about to start a new embark and I'd thought now would be a good time to add a couple of simple mods, with the primary aim of improving FPS wherever possible. So I'm going to install Modest Mod + Accelerated+Pedestals (pedestals sound like a good use of artefacts!
)
I'm playing on Windows and I use PyLNP to manage my game. I run Spacefox 16px, the version last updated by fricy in July 2015 and supplied with PyLNP; I've also been trying to use LeoCean's new TWBT override versions of Spacefox, but have had some problems at the moment, seemingly mostly related to TWBT (crashes and slowdowns.)
I was a bit concerned that using PyLNP might complicate the install procedure a bit, as it manages the game files including applying the graphical tilesets for me. But now I look at the Modest Mod zip for Spacefox, and compare it to the PyLNP folders, I think I see how to do it.
What I think I need to do is:
- Extract raw/objects from the Modest Mod Spacefox ZIP into a temp dir
- Extract raw/objects from the Accelerated+Pedestals Module ZIP (Spacefox version) over the top of that temp dir, overwriting
- Copy the files from that temp dir into LNP/Baselines/df_40_24/raw/objects, overwriting as necessary - this will mean LNP itself will be updated
- Also copy the files from the temp dir into my DF/raw/objects folder, to ensure my current version of DF is updated
- Although now I think about it, this probably means PyLNP will now only work for Spacefox - see below..
I must admit I don't fully understand the interaction between mods, raws and graphics sets. In order to investigate this, I downloaded Modest Mod Phoebus and Starfox ZIPs, extracted their raw/objects directories and compared them with WinMerge. So I see now that some of the definitions in the raws reference a TILE number, which will differ between tilesets.
Then I also see that PyLNP has the folder
Graphics/Spacefox/raw/objects (as well as equivalents for Phoebus, Gemset, etc), containing 28 raw files, which must be the raws that PyLNP installs over
LNP/Baselines/df_40_24/raw/objects when I choose Spacefox in PyLNP.
So actually now I think about it, I'm wondering if the install method I defined above is the best way? Maybe in order to get Modest Mod working for all tilesets through PyLNP, I need to download the Modest Mod ASCII version and put that as PyLNP's "baseline", and then download all the other versions of Modest Mod - Spacefox, Phoebus, Gemset etc - and put those into PyLNP's individual
Graphics/XXX/raw/objects files?
I also noticed that PyLNP has a Mods folder, but it's empty and there's nothing in the UI about Mods so maybe that's not yet implemented. I will ask PeridexisErrant about that another time.
Anyway this is all getting a bit complicated so maybe I will just go with the method I defined in the list above, which means Modest Mod will only work for Spacefox through PyLNP for now. But that's OK, I doubt I will want to use any tileset except Spacefox for now (I already tried all the others before I decided to use Spacefox.)
Sorry for all the questions/wondering out loud! I'm just trying to understand all the interactions here. If anyone has used PyLNP and can validate any of that for me I'd be most grateful. Or tell me if I need to go ask in the PyLNP thread instead!
One final question - do I need to regenerate a new world with the Modest Mod files in place? Or can I do a new embark in an already created world? It's no big deal to gen another world, it'd just be useful again to understand how these things interact!
Thanks again for the great mod.