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		<updated>2026-09-07T08:56:06Z</updated>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:Compatibility&amp;diff=12926</id>
		<title>Talk:Compatibility</title>
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				<updated>2010-05-06T21:34:34Z</updated>
		
		<summary type="html">&lt;p&gt;RecklezzRogue: /* Override Events while minimizing compat issues.. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What if my mod extends both Single Player and Awakening? ==&lt;br /&gt;
&lt;br /&gt;
@monkeysnest - good to have the update concerning the manifest. A few queries:&lt;br /&gt;
&lt;br /&gt;
* Perhaps the article would be clearer if you explained which line has to change, rather than reproduce the entire manifest here?&lt;br /&gt;
&lt;br /&gt;
* Would DAUpdater work? I don't see DAModder listed as a project download on the Bioware social site.&lt;br /&gt;
&lt;br /&gt;
* We don't normally leave our signatures on the content pages of a wiki.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
[[User:Proleric1|Proleric1]] 05:47, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I don't think the &amp;quot;dual entry, single manifest&amp;quot; approach should be followed or encouraged.  Creating two separate .dazip installations as mentioned in [[Compatibility#What_if_my_mod_extends_both_Single_Player_and_Awakening.3F | Compatibility: What if my mod extends both Single Player and Awakening?]] is IMHO the preferred approach.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nukenin|Nukenin]] 00:24, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Override Events while minimizing compat issues.. ==&lt;br /&gt;
&lt;br /&gt;
I believe this may be useful to others - through trial and error, and with some help, I have figured out a way to override events only when my module is running - I had to add a variable to var_module.xls/gda (which is probably where the only potential compatibility issue will arise via string ID, though I am not sure what would happen if someone tried to override the same events - depends on which engineevents get's loaded last I suppose...).&lt;br /&gt;
&lt;br /&gt;
The variable is defaulted to a 0....in my modules properties, I set the variable to a 1. My event overrides check for this variable to be == 1, if not, send it off the proper handler. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the following post where I came to this 'workaround'...would love to know if there is a better way:&lt;br /&gt;
&lt;br /&gt;
http://social.bioware.com/forum/1/topic/8/index/2371093/1#2531362&lt;/div&gt;</summary>
		<author><name>RecklezzRogue</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:Preparing_a_dialog_for_recording&amp;diff=12895</id>
		<title>Talk:Preparing a dialog for recording</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:Preparing_a_dialog_for_recording&amp;diff=12895"/>
				<updated>2010-04-24T22:56:50Z</updated>
		
		<summary type="html">&lt;p&gt;RecklezzRogue: Created page with 'works perfect...thanks for putting this up.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;works perfect...thanks for putting this up.&lt;/div&gt;</summary>
		<author><name>RecklezzRogue</name></author>	</entry>

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