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5 years ago Jul 17, 2019, 11:23:47 PM

I'm sorry if this question has already been asked before. I have a mod that adds additional player colors to choose from. I have to re-enable the mod every time the game loads up, which leads to another loading screen. Is there a way to stop this from happening? Or is there a reason why this is happening that can be prevented?

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5 years ago
Aug 8, 2019, 6:13:36 PM
AndrewSloan wrote:

Make by analogy with this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=1418064855

Quoting the instructions in that mod mentioned:

copy the folder with the language you use located in the "copy" folder and paste it to "...Steam\steamapps\common\Endless Space 2\Public\Localization"


It is possible. But it will bring too much of a hassle depending how many XMLs the Mods ovewrite. What the above method does is overwrite (not override, as a regular mod in workshop does) the original game files. You have to edit the XMLs manually, compare your regular workshop mod content to the original game files, add your differential mod lines and overwrite them. They will only last until a game update arrives and/or you "Verify File Integrity" in Steam. 


All that assuming you edit more than one XML and you want to do that with more than one MOD, could potentially crash your game with a badly written line and/or missing file.


I do not advise it from a programmers/gamers perspective in the long run, compared to a "just one more click" option in the official game menu. However, it remains a viable possibility. Try it at your own risk.

Updated 5 years ago.
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5 years ago
Aug 8, 2019, 6:13:36 PM
AndrewSloan wrote:

Make by analogy with this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=1418064855

Quoting the instructions in that mod mentioned:

copy the folder with the language you use located in the "copy" folder and paste it to "...Steam\steamapps\common\Endless Space 2\Public\Localization"


It is possible. But it will bring too much of a hassle depending how many XMLs the Mods ovewrite. What the above method does is overwrite (not override, as a regular mod in workshop does) the original game files. You have to edit the XMLs manually, compare your regular workshop mod content to the original game files, add your differential mod lines and overwrite them. They will only last until a game update arrives and/or you "Verify File Integrity" in Steam. 


All that assuming you edit more than one XML and you want to do that with more than one MOD, could potentially crash your game with a badly written line and/or missing file.


I do not advise it from a programmers/gamers perspective in the long run, compared to a "just one more click" option in the official game menu. However, it remains a viable possibility. Try it at your own risk.

Updated 5 years ago.
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5 years ago
Jul 30, 2019, 7:35:08 PM

That is the design. You have to reactivate them each session. However, ES2 remembers you last configuration and can quickly activate your last mod list configuration used with just one click. Just hover over the mods button on the main menu and use the submenu "Last Mod Configuration"



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5 years ago
Jul 31, 2019, 6:19:13 PM

Make by analogy with this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=1418064855

Updated 5 years ago.
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