Nope...
The first code appends the Dragon to every location selling ke_package.
The second XML mod simply replaces the ke_package at one location ... it's a targeted replacement, not a blanket one. This is a crucial distinction, and I thought it was obvious, so I didn't explain it well, sorry...
That's the whole point. XML/FLMM allows us to do targeted replacements. With properly-formatted INIs that are ready for such targeting (one of the big goals for the Toolkit) you get as much control as you need. If you look at the way I re-formatted weapon_equip.ini in the Toolkit, you can see the exhausting lengths I went to, to make every Weapon's specific variable values (for everything that's core to gameplay) targetable, so that modders could modify with great specificity without having to include gigantic search matches in their XML scripts (a major bane to search efficiency).
For example... take a look at the code for fc_j_gun01_mark01:
<pre><font size=1 face=Courier>
[Munition
nickname = fc_j_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 5000
hull_damage = 50
;JUNKER PHOTON GUN1
energy_damage = 0
;JUNKER PHOTON GUN1
lifetime = 0.8
;JUNKER PHOTON GUN1
weapon_type = W_Photon01
one_shot_sound = fire_photon1
munition_hit_effect = pi_photon_01_impact
const_effect = pi_photon_01_proj
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = fc_j_gun01_mark01
ids_name = 263175
ids_info = 264175
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 5000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
damage_per_fire = 0
power_usage = 8
;JUNKER PHOTON GUN1
refire_delay = 0.12
;JUNKER PHOTON GUN1
muzzle_velocity = 750
;JUNKER PHOTON GUN1
use_animation = Sc_fire
toughness = 2.400000
flash_particle_name = pi_photon_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_j_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 60, 100
</font></pre>
Do you see what I'm driving at now? The problem, previously, with XML modding (besides people's confusion about how it executes code and creates DLL entries, which I've gone to great lengths to explain and demonstrate in the code) was targeting the data you wanted and replacing it with accuracy. I've taken care of this problem in the areas that I thought were most important for everyday modding- not everywhere, because contextualizing every single INI entry would just take too darn long, even with the grep methods I've been using- there's a certain amount of it that must be done by hand and cannot be automated
Edited by - Argh on 5/18/2005 2:18:22 PM