Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Mutiple Mods at once yet
So its been awhile since i played... Is it at all possible to have more than one mod enabled at once yet?
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Showing 1-8 of 8 comments
Gummiel Sep 5, 2020 @ 4:39am 
been possible from the start, as long as they don't edit the same files, and that is unlikely to ever change due to technical reasons, they more or less would have to rewrite the entire game to change that, at which point it wouldn't be a remaster anymore
Nyerguds Sep 5, 2020 @ 6:34am 
Basically, if a mod changes the game's dll core, it's like adding a rules.ini into the game folder in the olden days. You can't put two files named rules.ini into the same folder.

If you have some mods that merely change some assets, like graphics, audio, or unit names, then yes, those will happily work together, as long as they don't change the same assets; then you'll already see that whatever is loaded first takes priority. But if you have two mods that both change anything in the game behaviour, then those mods will both contain a game core dll, and, just like with any other mod assets, only the first loaded one of those will be used by the game.

So, if you want the changes of both, you need to find out what each one changes, and combine them into a new one. There is no automated system that can do that, especially not with compiled dll files. So if you really want to combine those mods, you'll have to carefully figure out what changes each one made in the source code, apply both sets of changes, and compile a new dll out of it.

As a rule, mods that have a dll file should have a higher load priority set in their mod definition .json file ("load_order": 1), to ensure they load the dll and all their related assets correctly, whereas assets-only mods should have a lower priority ("load_order": 2), but I'm honestly not sure how widely known and obeyed this rule is in the modding community.

Note, due to the license under which the source code is released, mods that include a game core dll technically must release the modified source code along with the mod. I'm not sure how many actually do this, though :steamfacepalm:
Last edited by Nyerguds; Sep 5, 2020 @ 6:43am
Originally posted by Nyerguds:
Basically, if a mod changes the game's dll core, it's like adding a rules.ini into the game folder in the olden days. You can't put two files named rules.ini into the same folder.

If you have some mods that merely change some assets, like graphics, audio, or unit names, then yes, those will happily work together, as long as they don't change the same assets; then you'll already see that whatever is loaded first takes priority. But if you have two mods that both change anything in the game behaviour, then those mods will both contain a game core dll, and, just like with any other mod assets, only the first loaded one of those will be used by the game.

So, if you want the changes of both, you need to find out what each one changes, and combine them into a new one. There is no automated system that can do that, especially not with compiled dll files. So if you really want to combine those mods, you'll have to carefully figure out what changes each one made in the source code, apply both sets of changes, and compile a new dll out of it.

As a rule, mods that have a dll file should have a higher load priority set in their mod definition .json file ("load_order": 1), to ensure they load the dll and all their related assets correctly, whereas assets-only mods should have a lower priority ("load_order": 2), but I'm honestly not sure how widely known and obeyed this rule is in the modding community.

Note, due to the license under which the source code is released, mods that include a game core dll technically must release the modified source code along with the mod. I'm not sure how many actually do this, though :steamfacepalm:
Thanks for your Explanation my friend rep+
engitect Sep 9, 2020 @ 10:25am 
Originally posted by Nyerguds:
Basically, if a mod changes the game's dll core, it's like adding a rules.ini into the game folder in the olden days. You can't put two files named rules.ini into the same folder.

If you have some mods that merely change some assets, like graphics, audio, or unit names, then yes, those will happily work together, as long as they don't change the same assets; then you'll already see that whatever is loaded first takes priority. But if you have two mods that both change anything in the game behaviour, then those mods will both contain a game core dll, and, just like with any other mod assets, only the first loaded one of those will be used by the game.

So, if you want the changes of both, you need to find out what each one changes, and combine them into a new one. There is no automated system that can do that, especially not with compiled dll files. So if you really want to combine those mods, you'll have to carefully figure out what changes each one made in the source code, apply both sets of changes, and compile a new dll out of it.

As a rule, mods that have a dll file should have a higher load priority set in their mod definition .json file ("load_order": 1), to ensure they load the dll and all their related assets correctly, whereas assets-only mods should have a lower priority ("load_order": 2), but I'm honestly not sure how widely known and obeyed this rule is in the modding community.

Note, due to the license under which the source code is released, mods that include a game core dll technically must release the modified source code along with the mod. I'm not sure how many actually do this, though :steamfacepalm:
How do you reverse any changes that happen if any mod changes the core dll file? Is a reinstall required?
Gummiel Sep 9, 2020 @ 10:40am 
Originally posted by engitect:
Originally posted by Nyerguds:
Basically, if a mod changes the game's dll core, it's like adding a rules.ini into the game folder in the olden days. You can't put two files named rules.ini into the same folder.

If you have some mods that merely change some assets, like graphics, audio, or unit names, then yes, those will happily work together, as long as they don't change the same assets; then you'll already see that whatever is loaded first takes priority. But if you have two mods that both change anything in the game behaviour, then those mods will both contain a game core dll, and, just like with any other mod assets, only the first loaded one of those will be used by the game.

So, if you want the changes of both, you need to find out what each one changes, and combine them into a new one. There is no automated system that can do that, especially not with compiled dll files. So if you really want to combine those mods, you'll have to carefully figure out what changes each one made in the source code, apply both sets of changes, and compile a new dll out of it.

As a rule, mods that have a dll file should have a higher load priority set in their mod definition .json file ("load_order": 1), to ensure they load the dll and all their related assets correctly, whereas assets-only mods should have a lower priority ("load_order": 2), but I'm honestly not sure how widely known and obeyed this rule is in the modding community.

Note, due to the license under which the source code is released, mods that include a game core dll technically must release the modified source code along with the mod. I'm not sure how many actually do this, though :steamfacepalm:
How do you reverse any changes that happen if any mod changes the core dll file? Is a reinstall required?
the actual main dll is still intact, just a modified ones will ber used that is in the mods folder if you install a mod that changes the dll, so just deactivating the mod, in the ingame mod menu, and restarting the game, and you will be back to vanilla settings
engitect Sep 9, 2020 @ 10:46am 
Originally posted by Enso Gummiel:
Originally posted by engitect:
How do you reverse any changes that happen if any mod changes the core dll file? Is a reinstall required?
the actual main dll is still intact, just a modified ones will ber used that is in the mods folder if you install a mod that changes the dll, so just deactivating the mod, in the ingame mod menu, and restarting the game, and you will be back to vanilla settings
Thanks mate! 👍
Nyerguds Sep 11, 2020 @ 10:57am 
Originally posted by engitect:
How do you reverse any changes that happen if any mod changes the core dll file? Is a reinstall required?
A mod dll overrides the default game core. It does not, in any way, replace it. So yea, just disabling the mod is enough to get the original game back.
engitect Sep 11, 2020 @ 9:07pm 
Originally posted by Nyerguds:
Originally posted by engitect:
How do you reverse any changes that happen if any mod changes the core dll file? Is a reinstall required?
A mod dll overrides the default game core. It does not, in any way, replace it. So yea, just disabling the mod is enough to get the original game back.
Thank you Sire!
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Date Posted: Sep 4, 2020 @ 6:18pm
Posts: 8