![]() If anything, your mod-loader should warn the users that some mods aren't compatible (and then let you choose which one you want to activate, and which one you don't) - or (better) give access to the parts that don't match and let the user decide which variant they want to use in this mod or the other. I think you really need to change/improve this. ![]() What would your mod-loader do if one mod makes hyperdrives slower (among other things) and another hyperdrives faster (among other things) ? Change all the values back to vanilla ? What ? - That's crap for most of the users (and I guess you know this) - If you use a mod you don't want it to be altered from another mod (or to have to do serious math beforehand ) ! So if you have a mod that makes hyperdrives slower- by replacing vanilla values with modded values- followed by another mod that makes hyperdrives slower using / 2, then the values in the first mod will be halved by the second mod. ![]() The mod loader can't see them there and won't use them, but they won't get lost there so you can swap them out as you wish. In the case of this mod pack, just move the mod files you don't want to use up a level, so they sit next to the mod.json file. In order to deactivate a mod, simply rename the folder next to the json. The mod.json tells the modloader where to find the contents of the mod -> the folder next to it. Inside of this ModYouJustInstalled folder, will be a mod.json file and another folder with the contents of the mod inside. So you will now have Distant Worlds 2\Mods\ModYouJustInstalled. zip, and extract it into this Mods folder. You will take a mod, which should come as another. This will automatically run when you start the game, you don't have to do anything except install the mods. Extract those files to the main game directory for example with steam-ĭ:\SteamLibrary\steamapps\common\Distant Worlds 2\
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