Compatible mods

Hello all,

 

does anyone know if the following mods will run side by side with each over and if they have been updated to 1.34 as i cant find anything on the sites, and also if they arent total conversion mods as i kinda like the original races :)  :-

 

Star wars requiem

Sins of the fallen

stargate races

Malestorm

 

On a side note if the above 4 do run alongside each other and arent total conversion mods, any specific graphics updates/fleet supply mods that will run at the same time :) and finally any non-total conversion mods that add races that any of you guys fancy recommending :)

 

 

7,895 views 9 replies
Reply #1 Top

Um.........it would be difficult. Very difficult. I think there is someone trying to work them all in but it is very difficult.

Reply #2 Top

i had a feeling you'd say that lol so realasticlly i can only expect them to work stand alone with the graphics/fleet supply updates that their respective websites mention :P?

Reply #3 Top

Yep, I think Zombie made his (or will be making it soon) compatible with Distant Stars.

Reply #4 Top

ok thank you very much, just another quick question all mods install the same way universally or do some differ ?

Reply #5 Top

Quoting Ryat, reply 3
Yep, I think Zombie made his (or will be making it soon) compatible with Distant Stars.
End of Ryat's quote

Yep, it's still on the plate, some interesting challenges to overcome with the new stacking structure though. I haven't really decided whats the best approach to overcome them yet.

Reply #6 Top

Quoting Ryat, reply 1
Um.........it would be difficult. Very difficult. I think there is someone trying to work them all in but it is very difficult.
End of Ryat's quote

Stacking across mods is not supported the majority of the time. Some enhancement only mods of the potential to stack but they fall into the same issues unless they are very generic in nature.

The main issues boil down to key game files that are mod specific and to a certain extent hard coded limitations that prevent mods from stacking.

For example: The GalaxyScenarioDef.galaxyScenerioDef contains the wiring that allows a new race to exist in Sins. Like Highlander, "there can be only one". So stacking Maelstrom on top of Sins of the Fallen would overwrite Fallen's GSD.

There are actually several other files like the GSD as well...

 

Another issue if you could bridge the mods together (like I did previously with DS) is the various hard code limits that impact the game. The 2GB is the biggest example and is why my mod now stacks the way it does so I can add extra races that can be activated/deactivated to avoid the 2GB limit. The other issue that still plagues my mod is certain hard code constraints like the instant 2000 sound file mini-dump. This alone would make it impossible to bridge Maelstrom with Sins of the Fallen.

There are work arounds but all of them require modding and manipulation of the various mods to avoid these limitations.

Reply #7 Top

Quoting ZombiesRus5, reply 5


Stacking across mods is not supported the majority of the time. Some enhancement only mods of the potential to stack but they fall into the same issues unless they are very generic in nature.

The main issues boil down to key game files that are mod specific and to a certain extent hard coded limitations that prevent mods from stacking.

For example: The GalaxyScenarioDef.galaxyScenerioDef contains the wiring that allows a new race to exist in Sins. Like Highlander, "there can be only one". So stacking Maelstrom on top of Sins of the Fallen would overwrite Fallen's GSD.

There are actually several other files like the GSD as well...

 

Another issue if you could bridge the mods together (like I did previously with DS) is the various hard code limits that impact the game. The 2GB is the biggest example and is why my mod now stacks the way it does so I can add extra races that can be activated/deactivated to avoid the 2GB limit. The other issue that still plagues my mod is certain hard code constraints like the instant 2000 sound file mini-dump. This alone would make it impossible to bridge Maelstrom with Sins of the Fallen.

There are work arounds but all of them require modding and manipulation of the various mods to avoid these limitations.
End of ZombiesRus5's quote

 

Ah so if i had some modding knowledge and skill and permission from the creators and i could adjust them to work. which i dont have, and thank you for the explanation :)