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Help:Resolving mod conflicts and EventInfo.product.sbyml: Difference between pages

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Because of the way ''Breath of the Wild'' game content is structured, multiple mods often have to make incompatible changes to the same files or groups of files. Not all of this can be helped—some mods will always conflict—but many of the most common mod conflicts can be resolved. There are seven major areas of concern in resolving mod conflicts: the [[Resource_system#Resource_size_table|RSTB]], [[SARC|SARC packs]], [[Message archives|game texts]], [[gamedata.ssarc|game data]], [[SaveMgr|save data]], [[ActorInfo.product.sbyml|actor info]], and the contents generally of [[BYML]] and [[AAMP]] files.
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{{resloc|locations=[[Bootup.pack]]|path=Event/EventInfo.product.byml}}
<onlyinclude>'''EventInfo.product.sbyml''' is a [[Yaz0]]-compressed file that stores information about all game [[event]]s. It is used by the [[event manager]] to load events.</onlyinclude>


== RSTB Conflicts ==
EventInfo is a machine generated file. It is not meant to be edited directly; much of the information it includes are either automatically generated or copied from event flows and other source-only files.
RSTB conflicts occur when two or more mods modify [[ResourceSizeTable.product.rsizetable]]. Unless the changes are merged, you may experience the general symptoms of RSTB problems when trying to use such mods together, which may include crashes, invisible models, missing actors, or hanging on the loading screen. Note especially that crashes which come immediately on loading the game often involve files that are stored in [[Bootup.pack]] or one of the message archives [[Help:Resolving_mod_conflicts#Game_text_conflicts|described below]].


To resolve RSTB conflicts, you must identify the RSTB changes made by each mod, which can be compared using [[Help:Tools/rstb|rstbtool]] or [[Help:Tools/Wild_Bits|Wild Bits]]. For help with this, see [[Help:Updating the RSTB]].
[[Category:Content (BotW)]]
 
[[Category:Content (BotW, product)]]
== SARC Conflicts ==
SARC conflicts occur when two or more mods modify the same [[SARC]] file, most frequently [[TitleBG.pack]], [[Bootup.pack]], or an [[Sbactorpack|actor pack]]. For example, if one mod changes Link's appearance and one mod changes the texture of the paraglider, each mod will contain an entire TitleBG.pack file, and they will not cooperate. Or mods that affect armour visuals (e.g. the Linkle mod) and armour behaviors (e.g. Hyrule Rebalance) will also need to be merged since they will affect the same actor packs for the armours.
 
To resolve SARC conflicts, you must identify the changed files in each SARC and manually copy the changed files in each to a single SARC. You can extract and modify SARC archives using [[Help:Tools/sarc|sarc]] or [[Help:Tools/Wild_Bits|Wild Bits]].
 
== Game Text Conflicts ==
Game text conflicts occur when two or more mods modify the same [[Message archives]], which contain the game text files, and which are in turn contained in the [[Regional_Bootup_packs|regional Bootup packs]]. All game texts, whether dialogue or armour descriptions or anything else, are stored in single message archive files, so all text mods for the same language will conflict unless manually merged.
 
To resolve game text conflicts, you must open the message archives using [[Help:Tools/sarc|sarc]] or [[Help:Tools/Wild_Bits|Wild Bits]] and then edit the [[MSBT]] files inside using a tool like [[Help:Tools/msyt|msyt]]. You will probably also need to edit the RSTB entry for the message archive.
 
== Game Data and Save Data Conflicts ==
Game data and save data conflicts occur when two or more mods modify [[gamedata.ssarc]] or [[savedataformat.ssarc]]. Unless these changes are merged, the game will not be able to reliably record things like new actors, map data, or save flags. For example, a new treasure chest on the overworld will always respawn and refill if its game data and save data flag doesn't exist or is overwritten by a mod conflict.
 
To resolve game data and save data conflicts, you will need to use a SARC tool to extract gamedata.ssarc or savedataformat.ssarc from [[Bootup.pack]]. Then you can use the tool to extract the [[Bgdata|.bgdata]] or [[Bgsvdata|.bgsvdata]] files within. These are [[BYML]] files and can be edited using [[Help:Tools/byml-v2|byml]] or [[Help:Tools/Wild_Bits|Wild Bits]]. Note for merging save data files that save data entries must be sorted by the <code>HashValue</code> field.
 
== Actor Info Conflicts ==
Actor info conflicts occur when two or more mods modify [[ActorInfo.product.sbyml]], which contains information about all of the actors in the game. Mods which change items stats, add new items, or otherwise create or modify actors will often use this file (e.g. Hyrule Rebalance and Crafting Project). Such mods will not work together without merging, and the result may include missing actors, crashes, or incorrect item information in the game menu.
 
To resolve actor info conflicts, you will need to use [[Help:Tools/byml-v2|byml]] or [[Help:Tools/Wild_Bits|Wild Bits]] to convert it to YAML. Then you can copy the modified data between the two copies.
 
== BYML and AAMP Conflicts ==
Many files in BotW store data in BYML or AAMP format. If two mods change the same file, their changes will not work together even if they affect different parameters (e.g. a change to Link's climing speed and a change to Link's swimming speed). Any such changes must be merged to both work.
 
To resolve conflicts within BYML or AAMP files, you will need to convert the copies of the file to YAML using [[Help:Tools/byml-v2|byml]] or [[Help:Tools/aamp|aamp]] respectively, or using [[Help:Tools/Wild_Bits|Wild Bits]]. Then in YAML you can easily compare the files for changes and combine them. For more information on using these tools, follow the links to their respective pages.
 
[[Category:Guides]]

Revision as of 07:55, 18 February 2020

This resource is found in Bootup.pack.

Its canonical resource path is "Event/EventInfo.product.byml".

EventInfo.product.sbyml is a Yaz0-compressed file that stores information about all game events. It is used by the event manager to load events.

EventInfo is a machine generated file. It is not meant to be edited directly; much of the information it includes are either automatically generated or copied from event flows and other source-only files.