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Merging mods/add ons?
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kakrain
Light Infantry


Joined: 17 May 2009
Location: Ecuador

PostPosted: Thu Aug 08, 2024 12:38 pm    Post subject:  Merging mods/add ons?
Subject description: Merging mods/add ons?
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How plausible/wanted would be to have mods being merged? For example different mods adding different units, or a mod just changing the campaign or adding maps or changing a warhead?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 08, 2024 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

You would have to manually copy and paste the mod's code together one part at a time and also make changes where needed to fix any overlapping etc. If you dont know exactly what each mod changes it could be quite difficult.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Aug 09, 2024 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't really understand the premise of this question, surely there aren't many equal and similar mods that are simultaneously good enough and lacking in complementary ways?

I'd suggest first of all, you need to be somewhat experienced in modding to even consider such a thing, but secondly, why not just add the content you like from other mods into your preferred one?

Like Mig says, under most circumstances, the content won't be compatible, and the side effects of changes will be unknown or complicated, but adding individual weapons or units one by one is probably easy. At that point you don't have to retain the names or any other traits like nation of the units you add, making it a lot easier to fit into a mod without conflict.

You'll also need to run ini checkers like my AICHECK to make sure you didn't screw anything up when adding content, and familiarity with all the other tools used for extracting content from other mods. All of which points to being at least a veteran of modding to some degree.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Fri Aug 09, 2024 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

if you really know what your are doing you could pull it off with a day or two of recompiling the mix files, re-writing the CSF file, and monkeying around
with the .ini files. if there is a campaign then you need to patch each of the maps manually. you will have to be familiar with both mods and many facets
of modding in general but its plenty doable.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Aug 09, 2024 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

First of all, mod owners wouldn't want their mods to be merged with any other. If the mods are dissimilar, you have to struggle to merge those. If mods have changed overlays and tiles, maps taken from one mod would crash the game if used in another mod.

Give an example which mods are you trying to merge. Don't say D-Day and Red Resurrection. Laughing

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kakrain
Light Infantry


Joined: 17 May 2009
Location: Ecuador

PostPosted: Fri Aug 09, 2024 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know there may be some incompatibilities; i didn't mean it manually but in a script or something.
I was asking whether it was wanted by someone else too and/or it was doable (with its limitations) for example to play the vanilla campaign with the units of mod X or the campaign of mod X with vanilla units or mod units from mod X in the campaign of mod Y using particle effects from mod Z

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Aug 09, 2024 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

No. It cannot be done by some script. Even manually, it would be a struggle for well developed mods.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Aug 09, 2024 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Adding new units into a campaign (vanilla or a mod) would require editing each individual map/mission, changing the units on the map and all of the triggers and scripts. It would be just as much work as making a whole new campaign.

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Last edited by Mig Eater on Fri Aug 09, 2024 2:59 pm; edited 1 time in total

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kakrain
Light Infantry


Joined: 17 May 2009
Location: Ecuador

PostPosted: Fri Aug 09, 2024 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

That was part of my question whether mod owners would want something like that; my original intention is to be able to play the vanilla campaign with the units of a particular mod or have a mod only change how a specific warhead behaves (assuming a probably wrong assumption that a mod uses that particular warhead)

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Fri Aug 09, 2024 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

If that's all you wanted to do, this tutorial might be all you need. Simply base it off whatever mod you want, and try making the vanilla campaigns work with it.

Your chance of succeeding in this endeavor decreases with how big of a mod you are going with, but most simple mods with just additional units, AI changes or miscellaneous INI changes will be easy enough to get working. Things that typically break campaigns are additional countries, buildings, or removing things from the vanilla game. The tutorial helps with some of that, but mods can still break them.

Additionally, the campaign AI won't use the mod's custom units unless you add them to the individual mission maps, but the player will be able to use them once the prerequisites and tech level requirements are met.

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kakrain
Light Infantry


Joined: 17 May 2009
Location: Ecuador

PostPosted: Sat Aug 10, 2024 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you a lot Smile

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