Steel Division: Normandy 44

Steel Division: Normandy 44

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Stupid mod complatible...
So damn stupid, why i can't activate TWO MOD with the same genre: Gameplay, all it change was sound! Damn you!
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Showing 1-7 of 7 comments
Xanatos Jul 9, 2017 @ 2:52am 
I am not completely sure if I understand what you were trying to say,
In case you are wondering, why it is not possible to activate two mods that are taged as changing "Gameplay".
Lets say we have two Mods. ("Mod A" and "Mod B")
Mod A gives the "Tiger E" 5 frontal armor.
Mod B gives the "Tiger E" 25 frontal armor.
This would lead to a conflict since the game does not know, what to do with "Tiger E".
To prevent this the game does not allow you to activate more than one mod that influences gameplay.
F.O.A.D. Jul 9, 2017 @ 4:27am 
Most mods are "gameplay" type so that (usually) means only a SINGLE mod a time......

OP has a point, this game is very mod unfriendly.

Eugen need to take note of other successful WW2 RTS games: CoH in particular.

Without mods the game loses replay value.
Last edited by F.O.A.D.; Jul 9, 2017 @ 10:52am
Elite Rice Farmer Jul 9, 2017 @ 10:35am 
Originally posted by Xanatos:
I am not completely sure if I understand what you were trying to say,
In case you are wondering, why it is not possible to activate two mods that are taged as changing "Gameplay".
Lets say we have two Mods. ("Mod A" and "Mod B")
Mod A gives the "Tiger E" 5 frontal armor.
Mod B gives the "Tiger E" 25 frontal armor.
This would lead to a conflict since the game does not know, what to do with "Tiger E".
To prevent this the game does not allow you to activate more than one mod that influences gameplay.
Mod A is a sound mod.
Mod B is a mod that give you ability to call in phase C right off the bat.
Mod C is a mod that allow you to RESUPPLY (Infinite.) , REPAIR, REINFORCE.
Rhedd Jul 9, 2017 @ 12:12pm 
As a mod creator, I can answer this.

Short answer: The modding system in this game is insane.

Oversimplified, but longer answer: All of the important information in the game is stored in a tiny handful of large data files. When a mod makes a change to any part of one of those files, no matter how small, the ENTIRE data file is included in the mod and overwritten when the mod is active.

The problem lies in the fact that each of these data files holds a LOT of data. For instance, my mod (NoGlow) makes one tiny change to the shaders used to render units, but that change happens to be in the same data file as every single unit statistic and everything that defines a deck. So, my mod, which makes a tiny 100% cosmetic change is incompatible with any mod that changes unit stats, or messes with decks or unit availability, etc.

And that's not all!! That's just a couple of examples of what's included in that one file. Sound mods aren't compatible with my mod because sound effect volume settings are in the same huge data file! The list of potential conflicts is endless.

Since there are only like, 4 or 5 files that contain everything editable in the game, it's almost impossible for two files to be compatible with each other. Especially since almost everything that's going to be commonly modded is in ONE of those files.

Yes, the game is technically moddable, but it's set up so that it's practically impossible to run more than one mod at a time, and NONE of them will work in muliplayer because MP won't allow the use of a gameplay-changing mod and almost all of them make a change within the "Gameplay" file, regardless of what they actually do.

That's why some of us have started combining our mods so players have more choices, but that's obviously an impractical solution.

It sucks, sorry.
Last edited by Rhedd; Jul 9, 2017 @ 12:15pm
Elite Rice Farmer Jul 10, 2017 @ 2:08am 
Originally posted by Rhedd:
As a mod creator, I can answer this.

Short answer: The modding system in this game is insane.

Oversimplified, but longer answer: All of the important information in the game is stored in a tiny handful of large data files. When a mod makes a change to any part of one of those files, no matter how small, the ENTIRE data file is included in the mod and overwritten when the mod is active.

The problem lies in the fact that each of these data files holds a LOT of data. For instance, my mod (NoGlow) makes one tiny change to the shaders used to render units, but that change happens to be in the same data file as every single unit statistic and everything that defines a deck. So, my mod, which makes a tiny 100% cosmetic change is incompatible with any mod that changes unit stats, or messes with decks or unit availability, etc.

And that's not all!! That's just a couple of examples of what's included in that one file. Sound mods aren't compatible with my mod because sound effect volume settings are in the same huge data file! The list of potential conflicts is endless.

Since there are only like, 4 or 5 files that contain everything editable in the game, it's almost impossible for two files to be compatible with each other. Especially since almost everything that's going to be commonly modded is in ONE of those files.

Yes, the game is technically moddable, but it's set up so that it's practically impossible to run more than one mod at a time, and NONE of them will work in muliplayer because MP won't allow the use of a gameplay-changing mod and almost all of them make a change within the "Gameplay" file, regardless of what they actually do.

That's why some of us have started combining our mods so players have more choices, but that's obviously an impractical solution.

It sucks, sorry.
Any chance of merging Sound mod, infinite resupply, refill infantry, no glow and right to battle?
Rhedd Jul 10, 2017 @ 5:57am 
Honestly? Probably not. That's a lot of mods, and some single modder has to maintain the combination mod. It's pretty easy for people to deal with NoGlow, since it's only one file and it never changes, but try to combine two big mods, or two or more mods that get updated often, and you can see that's going to be a very unfair burden on someone.
Last edited by Rhedd; Jul 10, 2017 @ 5:58am
Elite Rice Farmer Jul 10, 2017 @ 12:32pm 
Originally posted by Rhedd:
Honestly? Probably not. That's a lot of mods, and some single modder has to maintain the combination mod. It's pretty easy for people to deal with NoGlow, since it's only one file and it never changes, but try to combine two big mods, or two or more mods that get updated often, and you can see that's going to be a very unfair burden on someone.
Can you make one then?
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Date Posted: Jul 8, 2017 @ 10:42pm
Posts: 7