This will allow you to edit specific extensions without overriding all the data, ensuring that future changes to the root data of the original instance are reflected in the extensions of your mod's instance that were not cloned. If the type of mod you are editing can override instances, you can optionally check Clone Specific Extensions then check the extensions you wish to clone. If the type of mod you are editing can override instances, and you do not change the target name for your cloned instance, the cloned instance will not override the root instance, and you will be able to independently instantiate it. Failure to do so will result in a cloned instance without any localized text. Unless you are creating an entirely new instance based on an existing instance, it is recommended that you also check Clone LocStrings. A dialog will appear allowing you to specify a target name for your cloned instance. To do so, right click on a instance in the Tree View or List View and select Clone…. The easiest way to populate your mod with attribute instances is to clone them from the root data. Doing so will not open up your mod in the Attribute Editor, and is intended as a reference to the root data. To launch the Attribute Editor, navigate to the Burn Attributes for your mod in the Mod Builder and double-click them, or right click on them and select Edit… If your mod does not have any attributes, you can add them by right clicking anywhere in your mod's tree and selecting Templates then Add Attributes…Īlternately, the Attribute Editor can be launched from the Tools menu of the Mod Builder. The Attribute Editor is a tool used to edit attributes.
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