 |
|
 |
 |
 |
Mod conflict problem
|
 |
|
 |
 |
by Citizen Haldur - 9/1/2004 1:57:30 PM
Let me first say that I don't know much about modding, but I enjoy a lot of the mods that others have built.
I tend to download mods every few months, and when I do so, I tend to download and install a bunch at a time. Last night, after installing several new ones, I noticed that one old one, a Mini Colony ship had disappeared (it was supposed to be available from the very beginning).
Anyway, I looked into the Omega pack mod that I had downloaded, and I noticed that it too included a mini colony ship, and both this and the mini colony ship in the other file had the same id (ship01 I think). So what I did was, I deleted the old Mini Colony ship file, hoping that the new one would replace it (I was hopeful that the problem was simply caused by the duplicate ship) Unfortunately, this did not fix the problem.
My question is, is there a tool for detecting errors or conflicts in or between mod files? If there's no tool to help with this, is there some manual method I can use to look into this problem?
A second question -- this actually happened a long time ago, but I never bothered looking into a solutuion before (it wasn't really impacting my game experience). I had downloaded a nanotech mod a while back, which added (among other things) new starbase modules. After developing the appropriate technology, sure enough, the new module would show up as an option when upgrading the starbase. Unfortunately, whenever I would select the option, the module would never actually get added, nor would the constructor get 'consumed'. Is there a known fix for this type of problem?
| |
|
To the second question: I'm not sure what causes this problem, if the ids would be the same one would not show up in the building options anyway, you may try to reinstall the mod, that sometimes helps.
To the mod conflict thingy, the new GalCivWriter (2.0.0.12alpha) may be able to solve that.
| |
|
| Unfortunately, whenever I would select the option, the module would never actually get added, nor would the constructor get 'consumed'. Is there a known fix for this type of problem? |
|
This is caused by the id numbers of the modules not being sequential, or the id numbers being higher than the id of the BOOKEND module. Increase Bookend's ID number and renumber all the mod modules sequentially starting with the number after last GC (53, I think) or AP (56, IIRC) module number, depending on which you're playing.
The old GalCiv Writer tried to automate this (and fixing tech number conflicts) but broke things as often as it fixed them (especially with tech renumbering: I ran into a number of cases where it renumbered techs and matched improvements with the wrong tech. I had to manually redo the two Xenoreligon mods I had installed after using the old GCW).
I don't know if the new GCW does a better job with this or not right now.
| |
|
Haldur you might want to stop in at NeoTech Network we have a few good Mod designers there who could help you out if you want to learn... Link We are a sci-fi themed website supporting Stardock and various other games..
Star Fleet Empire is always looking for new recruits!! 
I had to plug my site.. 
| |
|
|
|
|
|
 |
 |
|
 |
Copyright 1995-2026 Stardock Corporation. All rights reservered.
Site created by Pixtudio and Stardock, designed by Pixtudio.
|
 |