I have never sweated system link in my previous mods. I've had to trust that the "Fix System Link" button in Entity would do the job. In one of my current mods, which needs to be SLC, clicking the button in Entity breaks any sounds that I internalized, extracted or injected. It has me wondering which is the best method for fixing system link, where the ideal is quick, easy, complete, reliable, and does not require restarting the mod.
I've dug through the tutorials and archives, and I've come across several different methods for fixing SLC, in addition to the button in Entity:
-Hex editing (seems very tedious)
-Cloning chunks in predicted resources (not fully reliable?)
-meta faking (unforgiving of errors)
-shade45's goof tag plugin (requires me to restart)
Does the button in Entity really fix everything? Can I fix the injected sounds by one of these other methods, after pressing the Fix button, so everything else is fine?
Also, if one tag is not properly fixed, does that break SLC entirely, or just the objects/properties directly affiliated with the tag?
Unfortunately, it is not feasible for me to test SLC, so I'm at the mercy of the method.
Best method for fixing system link?
get Entity 1.6 UE. It has a working "fix system link" button. That usually does the trick for me. and I have also tested it, i have like 4 xboxs lol and they all work with system link 100%
that fix system link button only fixes system link
if one tag is not "fixed" it wont completely distrupt system link. lets says a duplicated magnum is not "fixed" or put into the predicted resource a client xbox wont see the duplicated magnum untill it is "fixed".
that fix system link button only fixes system link
if one tag is not "fixed" it wont completely distrupt system link. lets says a duplicated magnum is not "fixed" or put into the predicted resource a client xbox wont see the duplicated magnum untill it is "fixed".
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I hope you made a backup of your map before doing that Fix SLC (which always works fine for me).
So if you have your map before the Fix SLC you first need to count the number of new tags that need to be referenced on the predicted resources [scnr].
Only: weap,vehi,jpt!,bloc,bipd,proj, (scen?) tag types
And once you know the number of new tags to reference, you can clone chunks in predicted resources and reference those new tags, but that could break your map again, if so you could use tags that are not going to be used on the map(you'll chose which) and swap the predicted resouces idents to the new tags.
So if you have your map before the Fix SLC you first need to count the number of new tags that need to be referenced on the predicted resources [scnr].
Only: weap,vehi,jpt!,bloc,bipd,proj, (scen?) tag types
And once you know the number of new tags to reference, you can clone chunks in predicted resources and reference those new tags, but that could break your map again, if so you could use tags that are not going to be used on the map(you'll chose which) and swap the predicted resouces idents to the new tags.