Questions about mods

OK, so i now have several mods, but i myself am not a modder. For my own personal use, i was wondering if it was possible to mix several of these mods together (for example, CB( and Distant stars(Nacey), and hopefully the Stargate mod (Dolynick) i have)

 

I was also wondering if it was possible to increase the number of possible starbases around a planet, as well as logistic and tactical points. (not a certain planet, but all in general)

 

As a final note, sorry if any of you are against me using your mods together with other's mods, i will make sure to follow your wishes if you do not want me to do this.

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Reply #1 Top

mixing mods:

when you merge mods you have to be very careful. you can mess up things and it will couse minidump or you just get unfair ship's hull or price or damage... you have to decide which specific files you coping over the default. make sure all the new ships, researches (what you defined in the player's entities) are in your mod's folder; all sounds, effect etc. (what you defined in ships', modules' entities) are also in your mod's folder. you need to check the language file for sins (string/english.str), has to be there all the entities' names and descriptions. and after this 99% sure that the new ships' icons etc are all messed up, couse in the mods usually the new ships and modules just using the old positions, only the textures are altered.

I don't want to scare you, but merging mods isn't easy. I advise you to make your own mod with your ideas, step by step with small changes. and after you know what is linking to what, how the playerentities, the planets, the ships etc. are working on the code level, you can mix up mods, and you will not lose your mind.:grin:

starbase, logistic & tactical slots:

you can mod these things through the planet's entities (PlanetTerran, PlanetIce...). At the end of the file there is a line "maxStarBaseCountPerPlayer 1"... just modify it as you wish.

as you see in these files are the planetupgrades. there are stages with descriptions for CivilianModules (logistic) and TacticalModules (tactical). you just have to change the maxModuleSlotCount value

good luck

neterw

Reply #2 Top

Entrenchment includes the ability to have more than one mod activated at a time and the game itself will use all the changes from those mods. It's a hierarchy system, so if mods change the same thing, the top priority mod will overwrite all the others.

Just go into the Mods screen ingame and you can activate a few mods.

Reply #3 Top

ohh yes... he asked about starbase... so he uses entrechment, and of course entrechment can do that, but after all i think everything will be a whole mess... different prices for ships, modules etc., different hull, shield, damage, fleet supply etc-etc... same pictograms and hud-icons for same entities.

i thought the question was how to make an enjoyable game not an "it can run without minidump" game |-)   and i presumed he wants to use just the best parts of the mods and leave behind the less-better parts.

but yes, i was wrong he could activate them without error (if all of them for the same version)

Reply #4 Top

Not about wrong or right, all about options :) Manual merging is obviously better in the sense that he could pick and choose exactly what to keep and what not to, but it's a lot trickier to do without modding knowledge. And if he's happy with the basic mod stacking, all's well :P

Reply #5 Top

OK, thank you, my main thing was with starbases and logistics and such, and the info on the multiple mods active at once is helpful, so thank you. And also, ty for the info on the reqs for merging mods as well, though i doubt ill use it.