Is force installing this component really necessary? #9000 // Fix Areas -> Creature References
There are install orders where the IA main component is installed well before it's subcomponents. As a result this doesn't get placed at the end of everything where I suspect it's supposed to be.
//! Creature References ///////////////////////////////////////////////////// BEGIN @105 //Creature References FORCED_SUBCOMPONENT @104 (MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0) //Fix Areas REQUIRE_COMPONENT ~setup-infinityanimations.tp2~ 0 @26 //This component requires the main component. INSTALL_BY_DEFAULT DESIGNATED 9000 ACTION_IF NOT MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0 BEGIN FAIL @26 //This component requires the main component. END PRINT @106 //Correcting area creature references (this may take a while) ... INCLUDE ~infinityanimations/lib/t-arecre.tpa~
Do you know the reason why this is done ?
It's done so that the .exe can be patched, in a different component as it could be coded separately, and that then the .are(a files creatures) are patched with the new file references.
Now, it's done with a procedure that REQUIRES all the mods that add area to game to be installed before it(well, the component has a list tha is 1564 files long )... and nothing more. This is likely done so that the mods themselves can use their own animation references, but from then on out will use the Infinity Animations (animation) file references.
It doesn't matter what animations you'll include AFTER, just that it's done to the all the formally TOTAL CONVERSION mods like TDD, SoS etc that used to use a mix of their own animations thrown into the override folder and said **** all you rest, now your gray dwarf looks like a ice giant, dwarf and a Firbolg (yes, with 3 different sets of animations that flip, ouh they were each different sizes too, technically it was a Duergar).