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View Full Version : Combining 2 mods


J0313
10-20-12, 12:40 PM
I tried installing Traveller's v2.02 over FOTRS just to see what happens. Everything loaded and the only problem that arose was the loss of the deck gun and the slots to man it. I would think that this would be an easy fix for someone with the know how. I would like to try it for my own game and I was wondering if anybody could help me with the process. I am not sure what files to look at and modify.

Armistead
10-20-12, 03:21 PM
I don't know that his mod would work with FORS or if that's a stand alone issue with FORS.

Webster
10-20-12, 04:45 PM
what files do they share? (not the folders but the actual individual files)

J0313
10-20-12, 06:27 PM
what files do they share? (not the folders but the actual individual files)

Here it is.

Data\CFG\Sim.CFG

The entire Data\Interior folder

Menu_1024_768

UPC and ZON files for NSS_Balao, Gar, Gato, Narwhal, Porpoise, s18, s42, Salmon, Sargo, Tambor, Tench.

The entire UPCUnitsData folder

UPLocalization TSR file

scene.DAT file

Zones.CFG file


Those arent all the files mind you, but I think these are the only relevant ones.

Webster
10-21-12, 04:59 PM
they can all be opened and edited using windows notepad (except sim and dat), use winmerge to compare them to stock and note the changes made then add those changes to the mod. pick one mod only then add the changes from the other mod to it to "merge" them into one mod with the settings of both. if you come accross both mods using a different setting for the same exact item then you will have to pick which number to use or use something that splits the difference if you want to experiment and see what happens.

for the sim and dat files use s3d to open them and you will have to open every line of code there and see whats been changed compared from stock then do the same as the other files and add the values to the other mods file if the same name and if you come accross both mods using a different setting for the same exact item then you will have to pick which number to use or use something that splits the difference if you want to experiment and see what happens.

thats all there is to merging mods together but the hard part comes when you cant play the game yet until you test everything out first to be sure its all working ok after merging before you go off starting a new career

J0313
10-21-12, 05:28 PM
they can all be opened and edited using windows notepad (except sim and dat), use winmerge to compare them to stock and note the changes made then add those changes to the mod. pick one mod only then add the changes from the other mod to it to "merge" them into one mod with the settings of both. if you come accross both mods using a different setting for the same exact item then you will have to pick which number to use or use something that splits the difference if you want to experiment and see what happens.

for the sim and dat files use s3d to open them and you will have to open every line of code there and see whats been changed compared from stock then do the same as the other files and add the values to the other mods file if the same name and if you come accross both mods using a different setting for the same exact item then you will have to pick which number to use or use something that splits the difference if you want to experiment and see what happens.

thats all there is to merging mods together but the hard part comes when you cant play the game yet until you test everything out first to be sure its all working ok after merging before you go off starting a new career

Thanks Webster. Its going to have to wait till I move. In the process of packing stuff right now. I will start on it when I get more settled. Thanks for the help.