This War of Mine

This War of Mine

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Rauminen Dec 15, 2015 @ 2:49am
Using multiple mods at the same time?
Is there any way to reliably use multiple mods at the same time? I tried a few but apparently Cold Crisis touches too many parts to be used with anything else - there are things that seem to work up to a point, then bugs start creeping up - like no-one is coming to visit if used with the more people mod, or the vegetable garden producing moonshine with the bottlecups mod :)

So, question: is there any way to merge mods, or just to see what could be conflicting? I've found no way to even load in a mod into the editor that was downloaded from the workshop, let alone comparing changes...

Do the mod owners have to make a compatible version? Or there's no way to use 2 mods that are touching the same configurations?
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Showing 1-4 of 4 comments
nightparty Dec 15, 2015 @ 5:51am 
Different mods may affect same part of game so mods may conflict each other and cause bugs. Try to change priorities from mod centre.
Last edited by nightparty; Dec 15, 2015 @ 6:07am
MaebeKnot Dec 15, 2015 @ 7:02am 
I've spent uncounted hours since update moding and many of those specificily aimed at testing and trying to make compatiblity between two really simple "mods". The moding tool is designed in a way I couldn't resolve. While I'm no "expert moder" I did recently start my senior year in college where my degree is Programming specializing in Simulation and Video Game design. So take that how ever you would like...

But I'm hoping they further improve these mod tools. Since as far as I see it, either you get one mod to work realiably or you/someone has to copy/paste/combine the XML files of mods to get them to work together.
duncanarchib Dec 15, 2015 @ 11:54pm 
I was just coming here to ask the same question. In particular, I want to be able to create items as individual mods and then put them together as a collection. That way, if people want to just have one item (either to play around with or to add to their own mod), they can just grab it. But unfortunately that seems to wreak havoc.

Assuming I'm understanding priority correctly, if there is a conflict the game will go with the one with higher priority, correct? If that's the case, it might be possible to patch mods together by creating a 'compatibility' mod that is custom tailored for the group of mods. Essentially the compatibility mod would only have the settings that are in conflict between the mods, and would be set at highest priority to override the lower down conflicts.
duncanarchib Dec 15, 2015 @ 11:58pm 
The specific problem I was having was one mod that created an item that was lootable, that had the looting configuration for all the locations. Another mod simply added a recipe, but I had set it at a higher priority. It seems that that mods lack of looting definitions for the items over-wrote the loot definitions, as the item completely disappeared from loot piles. So if I'm understanding correctly, I could fix this issue in this instance by setting the item mod to highest priority, correct? And so if I want to have multiple mods that affect loot generation, I'll need to have a compatibility mod that has the loot definitions for all those items set as highest priority?
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Showing 1-4 of 4 comments
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Date Posted: Dec 15, 2015 @ 2:49am
Posts: 4