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Thread: Mods compatibility (v.1.5 updated 24th Oct)

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  1. #1
    ignasigh's Avatar Ordinarius
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    Icon6 Mods compatibility (v.1.5 updated 24th Oct)

    Hi there

    I'm always wondering...can I install this submod without having a CTD coz I've got another? The answer will be...well if they use the same files as the previous one, you will probably have a problem. Sometimes...it's not as easy as not sharing files...it's a mess!

    So I decided to put a crosstable with the submods compatibility, what do you all think? Can you ppl tell me the submods and compatibilities? I'll take them and I'll post the table from time to time.



    -------------------------------------

    UPDATED!

    -------------------------------------
    Excel file I used to maintain it, feel free to change it and send it back to me so I can share it with everyone
    Attachment 21635
    Last edited by ignasigh; June 24, 2009 at 12:19 PM.

  2. #2

    Default Re: Mods compatibility

    i would like to know if theres a way to combine the aor colonies mod with the battle for the baltic mod! also there are many features of the zuma mod i would like! im a real noob in modding so help would be great! and btw great idea ignasigh! come on guys post your experience!

  3. #3

    Default Re: Mods compatibility

    I agree, this is a good idea. Most mods will tell you if/what they're compatible with, but having it all in one thread would be handy. As far as compatible mods go, I'm running:

    -Realistic Recruitment
    -Byg's Grim Reality 3
    -Stainless Steel Total Combat (With RAJ 1.3)
    -Basilea Ton Romanian
    -Y+Y's visual pack (Can work with any mod)
    -Crimson Tide 4.1 (Can work with any mod)

    I'd like to add in the Knights Templar mini-mod along with faction leaders and generals mod, but last time I tried I broke something. So not sure if those work with what I have.
    Last edited by -Ghost-; September 17, 2008 at 07:02 PM. Reason: Made post more orderly

  4. #4

    Default Re: Mods compatibility

    Quote Originally Posted by -Ghost- View Post
    I agree, this is a good idea. Most mods will tell you if/what they're compatible with, but having it all in one thread would be handy. As far as compatible mods go, I'm running:

    -Realistic Recruitment
    -Byg's Grim Reality 3
    -Stainless Steel Total Combat (With RAJ 1.3)
    -Basilea Ton Romanian
    -Y+Y's visual pack (Can work with any mod)
    -Crimson Tide 4.1 (Can work with any mod)

    I'd like to add in the Knights Templar mini-mod along with faction leaders and generals mod, but last time I tried I broke something. So not sure if those work with what I have.
    Knights Templar are not compatible with BYG, so that was probably your landmine.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  5. #5
    SgtNase's Avatar Semisalis
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    Default Re: Mods compatibility

    Quote Originally Posted by -Ghost- View Post
    I agree, this is a good idea. Most mods will tell you if/what they're compatible with, but having it all in one thread would be handy. As far as compatible mods go, I'm running:

    -Realistic Recruitment
    -Byg's Grim Reality 3
    -Stainless Steel Total Combat (With RAJ 1.3)
    -Basilea Ton Romanian
    -Y+Y's visual pack (Can work with any mod)
    -Crimson Tide 4.1 (Can work with any mod)

    I'd like to add in the Knights Templar mini-mod along with faction leaders and generals mod, but last time I tried I broke something. So not sure if those work with what I have.
    I thought Basileia Ton Romaion wasn't compatible with RR or Total Combat. That's why I hesitate to download it. Did you modify anything to get it to work ?
    Last edited by SgtNase; September 19, 2008 at 11:29 AM.

  6. #6
    Gnostiko's Avatar Campidoctor
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    Default Re: Mods compatibility

    Quote Originally Posted by -Ghost- View Post
    I agree, this is a good idea. Most mods will tell you if/what they're compatible with, but having it all in one thread would be handy. As far as compatible mods go, I'm running:

    -Realistic Recruitment
    -Byg's Grim Reality 3
    -Stainless Steel Total Combat (With RAJ 1.3)
    -Basilea Ton Romanian
    -Y+Y's visual pack (Can work with any mod)
    -Crimson Tide 4.1 (Can work with any mod)

    I'd like to add in the Knights Templar mini-mod along with faction leaders and generals mod, but last time I tried I broke something. So not sure if those work with what I have.

    Errr...what? CBUR is incompatible with SSTC. As someone else already said, I would have downloaded it long ago if I knew they were compatible. Have you done some of your own tweaking?

  7. #7

    Default Re: Mods compatibility

    Crimson tide 4.2 http://www.twcenter.net/forums/showthread.php?t=174686
    BYG3 http://www.twcenter.net/forums/showthread.php?t=106060
    RR http://www.twcenter.net/forums/showthread.php?t=162997
    Total Combat http://www.twcenter.net/forums/showthread.php?t=162498
    Permanent arrows (i use a version edited by myself but there is a "mod" in these forums http://www.twcenter.net/forums/showthread.php?t=161565)
    PP 2.something http://www.twcenter.net/forums/showthread.php?t=182944
    Zuma Stone Forts http://www.twcenter.net/forums/showthread.php?t=160955
    Captains and Generals v8 http://www.twcenter.net/forums/showthread.php?t=173678
    Lusted Battle AI http://www.twcenter.net/forums/showthread.php?t=163839
    Lusted Campaign AI
    http://www.twcenter.net/forums/showthread.php?t=163842
    Y & Y visual pack http://www.twcenter.net/forums/showthread.php?t=170452
    Additional portraits http://www.twcenter.net/forums/showthread.php?t=173284
    Text overhaul Mod (i use a version edited by myself so Byzantium is mentioned as Byzantium, and the orthodox priest units are named (more) appropriately) http://www.twcenter.net/forums/showthread.php?t=172711
    Smoother Battle Maps http://www.twcenter.net/forums/showthread.php?t=161829
    Improved Burning Man effects (i use a version edited by myself but theres is a mod in the forums: http://www.twcenter.net/forums/showthread.php?t=167437)

    i have tinkered with a few files here and there [eg Byzantium has the Yellow 2headed eagle as a CoA and campaign banner...did some minor skinning (recoloured some campaign models) and reassigned some models] but nothing that would affect compatibility in a major way -i think-...i have read through all the threads on each mod i messed with and applied some fixes/tweaks from players etc for some of them .It seems to be working 100%...





    DEAD -seems so anyways-
    Should work with any mod (that doesnt change the same files)
    No further support from creator -seems so anyways since he doesnt seem to bother with the thread-

    Will be uninstalling SS soon [i hope] in order to reinstall this time with 2tpy the way it should be... (http://www.twcenter.net/forums/showthread.php?t=190081) just as soon as the "Βασιλεια των Ρωμαιων" gets in there...so i'll post another list at somepoint in the near - i hope - future...

    Good luck with ur project and +rep
    Last edited by dw420; September 18, 2008 at 07:12 AM.

    Byzantines too purple for ya? -=Yellow Byzie Mini-mod=-

  8. #8
    Barser's Avatar Senator
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    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    Ok here it's the 1st preview...I wait for more info!

    Sorry but this graph dont tell the truth :-(. Most major mods overhoul dont work with each other unless they have some fixes.

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  9. #9
    ignasigh's Avatar Ordinarius
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    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    Quote Originally Posted by Barser View Post
    Sorry but this graph dont tell the truth :-(. Most major mods overhoul dont work with each other unless they have some fixes.
    Errr... mighty Barser ...did you see that all white spaces are pending to define? I only put green in the ones that I'm (or people confirm me) that are 100% compatible.

  10. #10
    eggthief's Avatar Praepositus
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    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    battle for the baltic works with both total combat and bgr 3

  11. #11

    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    Quote Originally Posted by eggthief View Post
    battle for the baltic works with both total combat and bgr 3
    Don't you need to do some specific compatibility work to make Battle for the Baltic work with BGR 3?

  12. #12
    Gwyn ap Nud's Avatar Ducenarius
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    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    True, is the chart including compatibility patches?

  13. #13
    ignasigh's Avatar Ordinarius
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    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    Quote Originally Posted by Gwyn ap Nud View Post
    True, is the chart including compatibility patches?
    Of course it's, I think it's better to let ppl know that some mods are compatible (but after making some tricks and installing some patches) rather than thinking they are totally uncompatible.

  14. #14
    eggthief's Avatar Praepositus
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    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    uh well there are multiple btfb files that can be downloaded for several mod combinations, sstc is installed the same way as always and bgr 3 has to be installed manually in the end.

  15. #15

    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    as far as i know, BGRIII works with any mod, including kingdoms and vanilla. Just dont select byg when installing Stainless steel or the 6.1 and then download the bygIII installer. It does everythiong for you. I also assume BGRIV will use the same installer...
    ...longbows, in skilled hands, could reach further than trebuchets...

  16. #16

    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    Knights Templar Mod is compatible with BftB, Garrison Script, Lower Terrain, No Borders, Real Recruitment, Recrutiment Limitations, Stone Forts, Total Combat and Xenophonia. That's it for now, for the rest of them it needs additional testing.

    Edit: Tsarsies, do you know if BYG depends on the vanilla units names? So any mods that change them, like eg. KTM, BftB etc, could mess it up...?
    Last edited by Lord_Calidor; September 19, 2008 at 08:07 PM.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  17. #17

    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    honestly i dont know, but i have up till now assumed that the installer made all the required changes...
    ...longbows, in skilled hands, could reach further than trebuchets...

  18. #18
    Barser's Avatar Senator
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    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    Hey I think it is a nice graph and such.. Nice idea but it is just not as simple as this.

    ______________Factionleaders and Generals mod__________________
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  19. #19

    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    It seems to work well for most mods, though. Since a lot of them make graphical changes, it's just the big ones that conflict. On a related note, what does the Faction Leaders and Generals mod conflict with, cause I always break something when I install it.

  20. #20
    Barser's Avatar Senator
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    Default Re: Mods compatibility (v.1.0 updated 18th Sept)

    Quote Originally Posted by -Ghost- View Post
    It seems to work well for most mods, though. Since a lot of them make graphical changes, it's just the big ones that conflict. On a related note, what does the Faction Leaders and Generals mod conflict with, cause I always break something when I install it.
    It is not just graphic changes. I dont overrite any files. Like putting in new skins instead of the current ones.
    I instead added new content and therefor I pretty much had to edit the same entrys as the ones that makes new units since it is both located in the modeldb. That is where most conflicts occures with installing a bunch of sub mods.
    Must of the times I can just add my changes from that file to another one to makes the mod work in some fix.
    Oh yeah and some other stuff here and there.

    Like I sayd it is not that simple but if the creators of the different sub mods here could just tell the changes they added then it would be easy enough to add it all into one package without major bugs.

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