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(um... not looked to see if they are folders, or something else)
..hm yes , it's kinda "trump".
Then, you haven't played many moddable games. In fact, most games do not have reliable methods to combine mods, especially games that allow for full conversion mods or mods that can heavily alter base-game data or, more importantly, add new data and options to the game. And, even with games that allow mods to be combined, there are often so many problems that separate, third-party launchers, have to be used just to coordinate the multiple mods to keep them from overwriting each other when loading.
With Warband, just like many games, mods often contain data-sets that override Warband's data sets. Things like equipment lists, units, conversations, etc are stored in their own files, which get "overwritten" by a mod's own versions of these. Other mods may touch upon the exact same data sets and would simply overwrite the existing ones. Appending them doesn't help, either, since many entries would simply overlap each other.
In order to combine mods, a lot of work troubleshooting and changing entries has to be done. And, that's just for the "simple stuff" like items, units, and other simple data entries and doesn't even enter into things that have to actually be coded, like mods that add more functionality to the game or add to certain game mechanics.
Luckily, many Warband mods include versions of the most popular submods that have been specifically and painstakenly altered so they work well with the mod's content. The very popular Freelancer, Diplomacy, PreBattleOrders&Deployment "submods" are included in many "full conversion" mods, for example.
In short - While combining mods by the player isn't easily possible, it's not much of a problem, since many mod designers include versions of the most popular submods, increasing their own mod's functionality and adding to its gameplay experience.
As a rule of thumb, you can't outright "combine" mods (unless they are changing completely different things about the game - like one mod for sounds and one for textures, then it's mostly just a matter of changing a couple of text files with a few lines), and it's very hard to do with mods that change / add scripts (not impossible though).
You CAN, however (in your case) take the Diplomacy mod and then manually add in the weapons you want - It's involved though, as you need to use certain modding tools (unofficial ones I mean) to add in the items you want.
You need to
1. set up the model and textures in a file
2. then create (or copy / paste) the item data to another file
2.5. possibly change the troops so they also use the new items, unless you want them exclusively for the player character - you will still need to add them to chests in towns, if you don;t you need to get them from the merchants
3. then add the actual file(s) to the mod's config so it gets loaded by the game.
Except for the last bit (adding the files to the config) "Morgh's M&B Tools" (I think it was, it's been a while) do the hard part for you - all YOU need to know and do is what part of the tool to use for what (setting up the model and texture, creating the item) and how to add the important stuff there.
I have done more or less extensive modding on certain mods, and it works wonderfully (I used to use Native Mod Compilation and took that as a base, then added in kickass items (mostly weapons and armor) from Prophesy of Pendor among others, created / changed a few troops to my liking, and so on).
It totally works, but is not that easy if you are clueless, and even then it's a bit time consuming.
It gets ugly with custom scripts and stuff, because then you have to
1. have the source version of the mod(s) (before it's compiled into the formats the game uses - there's only so much you can do with a compiled, ready-to-use module)
2. know your way around the language (Python is easier than most, but it's still a full-grown programming language, which can be daunting to newbies)
3. know how scripts work and how they affect the game (so you can know which scripts to leave out or change because of conflicts between mods without breaking the mod and so on).
4. know how to use the module system to compile the data into the module the game uses
Items and textures - easy to add to an existing mod, comparatively speaking.
Scripts and other functions - bloody hard to add to an existing mod. Not impossible though unless you try to force two mods toegether when they affect many of the same things, but even when that's not the case, still very hard and involving.
The good news is that a lot of the popular mods include the nice smaller mods. For example, Formations, PBOD, Diplomacy, Freelancer... a ton of mods use all of these. Example being Floris, pretty much a Frankenstein mod that puts a ton of other good stuff together. It's pretty nice, though, check it out.
You can't have total conversion mods together in other games either, including the ones you mentioned.
You are acting like every mod is a total conversion mod, they aren't. There is a difference between a total conversion mod and one that just adds some small thing like Innkeepers buying prisoners.
So why can't you play two smaller mods together then? i don't think you understood his point. (Instead of trying to find the right combination online and waste hours not finding what you're looking for)
Because thats not how the module system works. Thanks to its versatility its already an extremely simple thing to use and modify and is very stable
Warband has the same module system as its prequel and there were tons of mods for it.
It's not the same as many other games, granted, but the upside is a lot of the mods are total conversions, add completely new mechanics, factions, weapons, armour etc.
You can't fine tune it with mods and you're gonna have to accept that.
It won't change for Warband, maybe it will for Bannerlord?