Multiple Mods

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wozza
Posts: 85
Joined: Fri Mar 05, 2010 8:13 pm

Multiple Mods

Post by wozza »

Is there a way you can use multiple mods.
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Data
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RE: Multiple Mods

Post by Data »

Since the same files would be affected than no.....but you can pick and choose what you want from each of them and try to make a custom mod [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
alexalexuk
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RE: Multiple Mods

Post by alexalexuk »

As Data said, i regulary mix shipsets with my super AI mod, works a charm :)

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J HG T
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RE: Multiple Mods

Post by J HG T »

As long as the mods won't "overwrite" each other you should be able to mix 'em without problems. Currently I use Woodmans DW, my own custom soundtrack and enhanced planetary graphs. Will be throwing super AI mod into that mix at some point.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
Bingeling
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RE: Multiple Mods

Post by Bingeling »

ORIGINAL: J HG T

As long as the mods won't "overwrite" each other you should be able to mix 'em without problems. Currently I use Woodmans DW, my own custom soundtrack and enhanced planetary graphs. Will be throwing super AI mod into that mix at some point.
What is this?
wozza
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RE: Multiple Mods

Post by wozza »

ORIGINAL: alexalexuk

As Data said, i regulary mix shipsets with my super AI mod, works a charm :)

I want to combine the TRSE mod with the AI mod. So how do i do this.
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Data
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RE: Multiple Mods

Post by Data »

Wih this one you might get lucky. What I suggest is to download both and check if they have overlapping files, then decide from which mod to use the duplicate ones.
Mind you, best is to also check with the mod creators to confirm on this.
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Igard
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RE: Multiple Mods

Post by Igard »

Good question, wozza.

Alexalexuk's super AI mod changes the stats for the existing DW races.

TRSE mod doesn't use the DW races. It has an all new set of Star Trek races.

For example, I changed the stats for the Haakonish to new stats representing the Klingons. If you changed the Haakonish name in the super AI races.txt file to 'Klingon', then you'd have klingons with the racial traits of the Haakonish super AI.

That might not be so bad, since they're pretty similar as a species, but you'd have to do this with all 22 races. You can always copy a line from one race file into another, but make sure that the race picture number (the 2nd column in the race.txt file) matches each other.

If all you want to do is use the ship images, then it's just a case of matching up the ship families.

After copying the shipsets to the mod folder, just open the races.txt file and go along to the 10th entry in each line (it should be a number between 0 and 10). That's your ship family index number and corresponds to the folders family0-family21 in the shipsets folder.

For more info see the customization guide. It's out of date for RotS, but it's still the best place to learn about the races.txt file. - ftp://ftp.matrixgames.com/pub/DistantWorlds/DistantWorlds-Customization_Guide.zip

Or just ask away, wozza. We're always glad to help around here. [:)]
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J HG T
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RE: Multiple Mods

Post by J HG T »

ORIGINAL: Bingeling
ORIGINAL: J HG T
...and enhanced planetary graphs.
What is this?

Check here:

http://www.matrixgames.com/forums/tm.asp?m=2537349
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Multiple Mods

Post by Bingeling »

Thanks for the link, I will consider it.

I was a bit tempted by your "graphs", as graphs on the planet giving info would indeed be nice :) But better graphics never hurts either.
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