The mod is a copy of SOTP with about twice as many systems. So it needs access to everything that SOTP uses. The code defined/referred to inside the SOTP adventure has been copied into the mod so that is accessable from there. All that is needed is to access everything else via libraries.
Ever since I started modding I have bulk copy/pasted all or most of the following code into mods. This includes the Director's Cut mod.
Code: Select all
<Library unid="&unidCompatibilityLibrary;"/>
<Library unid="&unidGalaxyLibrary;"/>
<Library unid="&unidHumanSpaceLibrary;"/>
<Library unid="&unidCoreTypesLibrary;"/>
<Library unid="&unidRPGLibrary;"/>
However I would like to take a more technically correct approach with any mods on the Multiverse.
I did think all that was needed would be these two:
Code: Select all
<Library unid="&unidCompatibilityLibrary;"/>
<Library unid="&unidHumanSpaceLibrary;"/>
Code: Select all
<TranscendenceLibrary
UNID= "&unidCompatibilityLibrary;"
name= "Transcendence Compatibility Library"
release= "1"
>
<Library unid="&unidCoreTypesLibrary;"/>
<Library unid="&unidRPGLibrary;"/>
<Library unid="&unidHumanSpaceLibrary;"/>
<Module filename="Compatibility10.xml"/>
<Module filename="PlayerShips.xml"/>
</TranscendenceLibrary>
Although I will obviously check the mod before upload after any code changes, I don't want to spend another week playtesting it to make sure it has everything it needs.
Can someone who knows how this works have a quick think and work out what is needed? Or should I just include all the libraries as a tertiary (and more) backup?
Thanks.