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Looking For Some Help On Modding

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9 years ago
Sep 13, 2015, 10:01:13 PM
So if you don't want to read it on here then i'll post this http://steamcommunity.com/app/289130/discussions/0/517141882711977324/ you can add me on steam and discuss this with me there if you feel the need or if that method suits you more otherwise i'll post what i posted there on here





Looking For Some Help On Modding

So I have a few questions. I've got a simple mod added in and I know when you activate them and then go into making match it gets rid of all generation presets but default. Was just wondering if anyone knows a way around that. The main problem though is the mod I have is to increase trait poits for creating a custom faction for me and my friends to use. However whenever they are present in the lobby as soon as you select the custom faction it defaults you to wild walkers. If i create a custom faction but don't edit anything it dosen't do this but if you create one and edit the traits i can select it but as said it defaults you to wild walkers.



Any help and insight is appreciated thanks~
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9 years ago
Sep 14, 2015, 4:31:20 PM
Ahh thank you very much thought I was in the right section didn't see a modding section smiley: smile You don't have any ideas though do you steph?
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9 years ago
Sep 15, 2015, 2:21:23 AM
Are you defaulting to the WW before or after you get to the map?



This might seem trivial, but have you enabled the check-box on the setup screen to enable custom faction? Here's a picture to explain what I mean.
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9 years ago
Sep 15, 2015, 3:34:40 AM
Defaulting to the WW? But yeah it's definitely enabled and i figured that at first too but unchecked custom factions are greyed out and cannot be selected mine can be selected and they stay when it's only me but when a friend joins it auto puts me to (wild walkers ... oh WW<~~ my bad just realized) WW also my friends don't need the mod aswell do they? and to the first question now understanding no I default to random
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9 years ago
Sep 15, 2015, 3:38:03 AM
Too restate and make sure I can play this as solo and works fine one thing i haven't tried is setting the game up and launching then inviting my friend only downside to that even if it worked is they wouldn't have a choice where their capitol goes but if my friend gets on i'll give it a try unless you wish to help at anytime feel free to add me on that steam
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9 years ago
Sep 15, 2015, 3:40:44 AM
Yes, everyone involved will need the mod in order to play with it. I'm not too familiar with multiplayer, but your friend's client might detect that the faction breaks 'the rules' and revert you to one that qualifies.
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9 years ago
Sep 15, 2015, 3:44:06 AM
ahh that would be the problem then cool i'll just need them to get it which kinda sucks but oh well makes sense i had a feeling. Yeah i also figured that's what it was because i believe it only did it if the faction went over their default base for the vanilla but never tested much with that.
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9 years ago
Sep 15, 2015, 9:11:13 AM
Allerick wrote:
Also do you know how to fuse mods since you can only have one at a time?




You'll have to do it yourself (work on a mod, based on a mod for instance), as it's not possible indeed to have more than one mod at a time. We'll look into adding this possibility though. smiley: smile
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9 years ago
Sep 15, 2015, 9:22:26 AM
As said, you have to do this manually. Essentially you just stick all the stuff together and label it as a single package. You have to be careful, though, as some mods can have contradictory data which can cause strange bugs. There's no formal process in EL yet, like the "load order" in TES games.
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