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Possible for mods to take effect in current save?
Posted: Fri Mar 11, 2022 11:08 pm
by Captainspaceguy
I've been trying my hand at basic modding by changing hull sizes but it seems the effects never work for existing games and make me have to make a new game each time to test. Is it possible to make the changes stay for the current save or do you have to restart every time?
Re: Possible for mods to take effect in current save?
Posted: Fri Mar 11, 2022 11:19 pm
by eddieballgame
When editing 'xml' files, for example...a new game is generally needed for the effects to take place.
Re: Possible for mods to take effect in current save?
Posted: Sat Mar 12, 2022 12:18 am
by Captainspaceguy
Yeah, I was thinking that might be the case. Thanks!
Re: Possible for mods to take effect in current save?
Posted: Thu Mar 17, 2022 7:06 pm
by Pocus
For a game of such scope this hopefully can be changed, as live modding is the quickest and best way to proceed when modding, one touch at a time. I remember Civ IV could be forced to reload data, or stay with the previously cached ones. Gal Civ suffered from the drawback of static data, and this was a bit of a pain to mod something 100% right before starting a game.
Re: Possible for mods to take effect in current save?
Posted: Thu Mar 17, 2022 7:21 pm
by Miletkir
Unfortunately, I think this is unlikely to happen, because data is loaded at galaxy generation, and that's just the way the game set up was built. I fear changing data on the fly might also cause a lot of issues.
Re: Possible for mods to take effect in current save?
Posted: Tue Feb 06, 2024 1:17 pm
by fruitgnome
Sign that mods should take effect on save games:
fruitgnome wrote: Sun Jul 23, 2023 4:00 pm
elliotg wrote: Thu Mar 10, 2022 2:14 am
... Distant Worlds 2 was written with modding in mind from the start. As much as possible, all the data is externalized in XML and text files. ...
For this approach it is neccesary that mods have effect on savegames.
In databases you work only with ids for this. Get current data for this id.
Re: Possible for mods to take effect in current save?
Posted: Fri May 17, 2024 12:57 pm
by fruitgnome
Because of the auto update mods function in steam it would be great to have a button to update new mod data or not.
Re: Possible for mods to take effect in current save?
Posted: Fri Jul 18, 2025 5:01 pm
by fruitgnome
I want to mod the game but really have the fear that I missed something and have to start a new game to have new modding changes take effect. I mean not on the fly while game is running I mean only modding changes should have effect on saved games!
And I would have more motivation to mod the game. Because then I could mod the things I want to change step by step.
Before you released Distant Worlds 2 you promised us great modding posibilities.
Maybe good mods would push the selling of the game?!!
Or also on this thread let us mod global modifiers like jump range and used fuel and colonoy defense and so on.
Re: Possible for mods to take effect in current save?
Posted: Mon Jul 21, 2025 7:11 pm
by ChrisGb
fruitgnome wrote: Sat Nov 23, 2024 7:13 pm
.... and a button to publish mod to steam.
Totally need this right now!!!
fruitgnome wrote: Fri May 17, 2024 12:57 pm
Because of the auto update mods function in steam it would be great to have a button to update new mod data or not.
Need this too!
I approve of this message !!!
Re: Possible for mods to take effect in current save?
Posted: Tue Sep 02, 2025 2:34 pm
by fruitgnome
I play now Endless Space 2 and because of the Amazon Prime Definitive Edition does not support mods and edited the Core XML files and all changes beside technoligies changes take affect also in savegames. So it is possible for XML files as I read it also works for savegames if you mod the game and not edit the core XML files.
Now it makes so much more fun because of my edits.
Re: Possible for mods to take effect in current save?
Posted: Mon Oct 06, 2025 3:05 pm
by fruitgnome
I now changed really research techs in endless space 2 and the changes take also effect in savegames. Before I changed the rewards for reached techs and theses are not savegame combatible.
I think I had never written something about mod support but Distant Worlds 2 was so many times announced as a game with great mod support and instead it has only the basic modding possibilities. Best game I modded so far is Jagged Alliance 3 you can even mod game principes, thx to lua scripting.