Merging Two Mods v1.16

I was hoping that I could get some help.

I was wondering if there was something missing when I attempt to merge two exisiting mods into one "mega" mod, somewhat similiar to what DANMAN did, but for myself.

I have the two mods (The Trek Mod which Stress has been working on, which thank you by the was Major Stress, and the Urban Expansion Mod, which I aslo enjoy very much) and I seem to be having trouble consilidating the files from both mods.

Most of the files seem completely independent, so there isn't much overlapping, what you would expect from two different mods that enhance the game in two different fashions, the Trek mod does ships and the Urban Expansion mod does Plants, so as far as the texture and meshes go, they are a simple cut and paste task.

I have gone in to the dupilcate files and tried "merging" the code, ie the Strings file and the enitiy files (most importantly the technology research trees).

So I go an enable the merged mods and it loads porperly, no immdiate minidumps, and about 10-15 minutes into the game it crashes.

I know that there is on way that mini dumos can be read, but I was just wondering if anyone knew there was some invisble wall I was hitting, like say too many files were being refered to or simply I forgot to  change the .galaxy file.

4,061 views 3 replies
Reply #1 Top

It's pretty hard to say what exactly the problem is. Merging 2 big mods is a pretty big task. It sounds like you already finished it and now it's just crashing, so I would say your best bet is to enable error reporting and see why it's crashing.

To do that, open your user.setting file in the Setting folder and at the very bottom set showErrors to TRUE. Then, when it crashes, it will tell you which line in which file caused the crash, and a little explanation why (the clarity of that explanation varies :P). I don't think it's an invisible wall, though, likely just one missed thing that checks out fine on mod load (it really only checks file names and formats, not contents of the fields and whatnot) and breaks when a player does something with a unit or whatever is that's wrong.

Reply #2 Top

My suggestion is to figure what you are missing in one or the other is to use a file compare.

Reply #3 Top

Normally I'd recommend that at the start of the merge.. but now he'd have to go through all the files again with a comparison proggy, whereas chances are the error report would pinpoint him to the exact line where there's a problem and hopefully there won't be very many of these :P