ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
NJohnny wrote: I just started my second game (yeah I play slowly) and wanted to try the World Gen Mod and the Combat Re-balance mod.
But I cant seem to get the game to load both mods...
It looks like you can only run 1 mod at a time?
Or am I missing something
I will quote myself from a different thread as I kinda touched on that issue myself, here you go, hope it helps:
"Thanks for the response. I looked in the modding tutorial thread, and the way I understand it you mean I should download the modding reference xml file, and then place it (unzipped) into the folder where I also put the files from this mod (or other mods I might wish to download which haven't accounted for this yet), within the community folder. I don't need to edit the reference xml file or anything?
EDIT: So I tried what I just described, and I see that the City Defense Mod is there, from another thread (when I click "mods" from the in-game main menu) - however, the mod from this thread does not show up in the list for me. I did rename each of the two mods in the xml file, so it (the City Defense one anyways, Kaldyr's isn't showing up) says what it actually is, (instead of "What this mod do"). I assume I need to do something more so I'll try looking at the pdf again but I admit it is a little over my head at the moment, which is why I may be making a few mistakes. ^^'
EDIT2: Ok so even though I haven't figured out why the mod on this thread isn't showing up in the list, I started a new game with the City Defense mod activated, but the changes that it makes were not evident in the game. So I must be making some crucial mistakes. ^^' So as far as I can tell, am I supposed to sift through the example xml file and compare everything in it to what is in the other files in order to make changes line by line, and remove things that aren't relevant? After reading the pdf a little bit that is what it seemed like but I can't be entirely certain.
EDIT3: I have managed to read more of the pdf (yes I know how that sounds but these sorts of technically specific things can be a bit overwhelming to me so I was trying to sort it out bit by bit) and I see that its possible that the main issue may be that I need to edit the file path section of the reference xml file, however I do not understand where exactly I should be putting this as the reference file has 4 different file path lines (EDIT: Actually I see now that there are many more than 4 file paths that I could potentially use.) and each seems to be specific to something different, and I am not sure which one specifically each mod might use... between the City Defense mod and Kaldyr's mod. I'm also not sure if I should start the path at 'documents' or everything within that leading to the file, etc, as I didn't see an example and the other stuff doesn't seem to refer to the documents folder.
EDIT4: It seems like I need a lot of know-how to do any of this and I just don't have the technical knowledge, and the pdf kind of seems to assume that you are already familiar with the files and the format and editing and everything, which I am not. So I would just ask that the author of this mod please update it, because it may take a miracle for me to figure this out - LOL! (I will of course try to though if it turns out that I do somehow manage to piece this information together, it just seems very very complicated to me right now, and there is a LOT to take in)
EDIT5: I took out City Defense and then the Kaldyr's one showed up so I guess I could try to see if it works - BTW I also tried removing that and putting the example mods in there but none of them showed up at all so I don't know what I'm doing wrong.
EDIT6: So I tried Kaldyr's mod, and guess what- it works! I didn't need to really edit anything to make it work. I'm not sure why the City Defense mod wouldn't work with this, though. At least I managed to get something to work, XD. Also the City Defense mod somehow was hiding Kaldyr's mod when it was in the folder. No clue why. I also managed to get the "example" mods to show up- I made a really simple mistake.. I extracted them in folders, and so it ended up being a folder within a folder and the game didnt see it. I fixed that though. I wish I could figure out what was wrong with the City Defense mod though.
EDIT7: So I created a copy of Kaldyr's mod since I know it works to see if it would hide one or the other (the original or the copy). I ran the game, and wouldn't you know it - the copy did not show up in the mod list. I did change the "title" portion on the copy xml, too by the way. Perhaps City Defense and Kaldyr's mod hide each other because I tried using the modding reference xml for both of them? All of the other example mods are showing up. Just a note I guess. I also tried putting the other xml files in the City Defense mod in a folder named "Simulation" like how Kaldyr does his, since they appear to be simulation files, and I'll see if that gets it to work when it isn't hidden.
EDIT8: Yep, that did the trick. Putting the City Defense xml files in a folder called "Simulation" caused the mod to work in game, when activated. Now if I could just figure out how to get these two mods to not hide each other since I have managed to get both of them to work! I don't think I'll be able to fix this particular issue on my own because I think the reason is due to me using the same xml file from the modding tutorial thread in both mods. I'm not really sure what in the xml file itself causes that or what I would have to change, I already tried changing the file name itself and that didn't do the trick. =/
EDIT9: Well I was looking at the xml file that I got, the reference modding one, and I was just comparing it a little bit to the other example ones for the example mods, and I noticed that the reference modding one comes with "NewItem" as the name of the runtime package at the very top. In the example mods this name was always just the same as the file itself. So I changed it to City Defense and Kaldyrs More Heroes (what I have my files named as), and now both mods show up in the mods list, they don't hide each other anymore. BUT, I have tried multiple times, they work by themselves, but if I activate both at once then only one of them will work. (so far that has been Kaldyr's). I assume that this has to do with something else in the xml that is the same that should be file specific, I might chance on it but I might not. I AM looking, because I'd like these to work together, but there is a lot in that xml file.
EDIT10: I looked between the xml files a bit but couldn't figure out if anything was specifically different that I could change... nothing was jumping out at me. So I figured.. why not just use the same xml for both mods if they work alone with that xml? So I renamed the module, title and the file name to indicate I had merged them and put all of the files in the same folders with just one of the reference modding xml files. Well, it may not be the perfect solution, but I tested it and it all works together now! . It took 4 hours but at least its working, XD
Umm.. so, I guess I kinda spelled out my little process there. Maybe this post will help some other newbie sometime. Anyways, posting here did kinda help pace my thoughts a little. I'm gonna play some Endless Legend now, so happy modding. =p"
I never had a problem with mods not showing up in the Mod list. (I actually have 4 of them in there now) BUT I cant seem to get more than 1 to activate at the same time.
This seemed VERY strange to me after having played so many different games where you can run multiple mods at the same time (as long as they dont try to change the same values/files)
From what your saying, it appears that yes, ONLY 1 mod can be active at a time. IF I want to run more than 1 at a time I have to Merge the mods together into a combined mod and run that combined mod.
Just try to copy the contents of ANY mod folder into the mod folder you want to play. If it does not tell you to overwrite files, then they both should work. If it does, forget it. Too much work. Way too much...
The only issue is you have to not overwrite the contents of the folder and instead compare files of certain mods. Adding in the missing stuff and sorting out what you want to keep if there are any conflicts. I am working on this myself.
NJohnny wrote: I never had a problem with mods not showing up in the Mod list. (I actually have 4 of them in there now) BUT I cant seem to get more than 1 to activate at the same time.
This seemed VERY strange to me after having played so many different games where you can run multiple mods at the same time (as long as they don't try to change the same values/files)
From what your saying, it appears that yes, ONLY 1 mod can be active at a time. IF I want to run more than 1 at a time I have to Merge the mods together into a combined mod and run that combined mod.
It seems that way, yes. I can't be fully certain as it seemed to me that there may be an aspect of the xml which causes this issue, and some of the example mods did not seem to have this issue when I checked, but..
What I don't understand is that if (according to the modding tutorial thread) the reference xml which is provided changes everything that can be changed, then why wouldn't the developers make it so that the game always accesses that ONE xml, used for all mods that might be added? That would be sensible to me, especially if we have trouble using more than one at a time. And if modders know how to edit it well enough for their specific needs then they could just give you an xml to replace it with or tell you what to add to the file, because most people are not going to know what to do with it, and if two modders edit the same thing then it probably isn't compatible anyways.
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