Pre-Generated CAS Thumbnails.

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Pre-Generated CAS Thumbnails.

Post by Naggin on Tue 06 Feb 2018, 00:38

I went and generated all the thumbnails for G4TW's store content, so I figured I'd share the package to save others the time of generating the thumbnails. Nothing major, but might interest somebody.

Arrow Download link



Mod edit: re-uploaded & link shortened.

- The_gh0stm4n
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Re: Pre-Generated CAS Thumbnails.

Post by 4/3 on Wed 07 Mar 2018, 19:14

dumb question: overrides or packages?

anyways- thanks for the pregenerated CAS thumbnails! <3
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Re: Pre-Generated CAS Thumbnails.

Post by The_gh0stm4n on Wed 07 Mar 2018, 19:41

@4/3 wrote:dumb question: overrides or packages?


Welcome to the Forum @4/3,

In general, under Packages. 

The content in the "Overrides"-folder - as the name implies - is given preference when loading into the game. I never fully understood when you should actually use the Overrides-folder. 

I think one example in practice is if you have two script mods that achieve (roughly) the same effects, you can test them by putting one of them into Packages and the other one in Overrides. The mod that is inside "Overrides" will override the functions of the mod that is inside "Packages": the idea is or seems to be, that you should not have two mods under "Packages" if they have the same in-game effects. So you can bypass the issue by putting one of the mods into the Overrides-folder.

Another example is when you have reason to believe a particular .package file does not "load"/is not being recognized, then you can put it under Overrides. Though this particular case seems to be rare.

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Re: Pre-Generated CAS Thumbnails.

Post by Dracos66 on Sat 24 Mar 2018, 17:48

@The_gh0stm4n wrote:
@4/3 wrote:dumb question: overrides or packages?


Welcome to the Forum @4/3,

In general, under Packages. 

The content in the "Overrides"-folder - as the name implies - is given preference when loading into the game. I never fully understood when you should actually use the Overrides-folder. 

I think one example in practice is if you have two script mods that achieve (roughly) the same effects, you can test them by putting one of them into Packages and the other one in Overrides. The mod that is inside "Overrides" will override the functions of the mod that is inside "Packages": the idea is or seems to be, that you should not have two mods under "Packages" if they have the same in-game effects. So you can bypass the issue by putting one of the mods into the Overrides-folder.

Another example is when you have reason to believe a particular .package file does not "load"/is not being recognized, then you can put it under Overrides. Though this particular case seems to be rare.

Actually the proper use of the Overrides folder is to place mods that effect global game play in there. For example: a custom load screen mod (I use a modified version of LScreenMod by RoleSim) that "overrides" the default load screen or the NoMaxisIntro mod. I've also found that NRaas Master Controller works "better" when run from the Overrides folder.

Seperating your mods into at least these two folders will also help the game load a little bit to a lot faster, depending on how many mods you have. I also have a Probation and a Test folder in my mod setup (as well as a few specialized modding folders) as well as a modified config file to tell the game how to load the folders. The average mod user only needs the  Overrides and Packages folders and the default config file.
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