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old Combining as many mods as possible

Battlepaw
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I've been experimenting with trying to combine more than one mod, and I've had some sucess useing Kidnap mod as a base and adding an older version of Massive Mod.

I think I gotten the hang of how the scripting works, and what I need to edit and tweak to get everything to work right.

Need to get around to adding the updated features from the newer versions of massive mod, but I'm curious to know about the protocol for using content from other modders on here. I won't upload anything unless I know I'm not going to get torn a new one for using other people's content, and I'll give full credit where possible.

What I'm going to try is combining everything I find and work out the bugs as I go. I like many of the features in Lion Heart mod, and many others and want to see what they will be like all on one big mod.

So:

1. My questions on content permission? Er, how is it handled here?

2. Any problems some of you experienced modders can point out that I may encounter?

3. What are some current mods you might recommend?

old Re: Combining as many mods as possible

Corvallis5
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i think you should add lion_hearted's mod and Bae mod
and forest mod (units) once my mod is done, you can use any model from it, and some scripts

about permission Builder probably wont let you use anything from massive mod

old Re: Combining as many mods as possible

Battlepaw
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That's no biggie, Though the most interesting thing I want to use from that mod is the terrain modification. If nothing else I would like to use that. Also I haven't messed around with the mod too much, I just went out and picked the most complicated mod I could find to see if I'd managed to pull off a merger.

Massive mod seems to be a really awesome work and I was really impressed when I was playing around with the files, builder really put a lot of thought into some stuff.

I can redesign the mergers from Kidnap another way excluding Massive mod if comes down to it, its really easy to mix and match the way Stranded II is setup. (At least from what I've encountered.)
edited 1×, last 02.01.12 01:48:10 pm

old Re: Combining as many mods as possible

Hurri04
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user Battlepaw has written
1. My questions on content permission? Er, how is it handled here?

2. Any problems some of you experienced modders can point out that I may encounter?

3. What are some current mods you might recommend?


1) better ask the original modders before releasing anything that has their content in it.
legally it might be less of a problem since S2 was released under creative commons license ( http://creativecommons.org/licenses/by-nc-sa/3.0/ ) but it's always nicer to use put only stuff into your mod that you have the permission for.

2) scripts. shitloads of scripts. eventually you will experience that usually in mods which habe many scripts in them, the IDs which are used for items, objects and units have to be found and replaced if you need to change IDs because e.g. 2 mods use the same ID for different items.
since you say that you attempt to combine multiple mods, you could put a list into the scripting section of the game.inf file where you put all the IDs which are used in scripts into variables, e.g.:
1
2
3
4
$id_1=1;
$id_2=2;
$id_3=3;
...
I'm not sure whether you will need this neccessarily since its even a little more work than just replacing the IDs in the scripts, but if you encounter a problem because you mixed up some Ids somewhere you can just swap the numbers in the game.inf file:
1
2
3
4
$id_1=1;
$id_2=3;
$id_3=2;
...

3) http://en.wiki.unrealsoftware.de/index.php/List_of_Stranded_II_modifications
I'm not recommending all of them because actually most of them are rather minor modifikations or of minor quality, but at least you have a rough overview of nearly all S2 mods (list may be incomplete though).
have fun

old Re: Combining as many mods as possible

Mc Leaf
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user Battlepaw has written
1. My questions on content permission? Er, how is it handled here?

Just ask...

user Battlepaw has written
2. Any problems some of you experienced modders can point out that I may encounter?

Crosslinked IDs...

Some mods use the same ID for different objects. Those IDs are used to handle/identify the related object in much scripts, combinations, buildsetups, which may cause problems if you just change the ID...

user Battlepaw has written
3. What are some current mods you might recommend?

My mod, my mod, and of course... my mod!

(hard to say)

user Battlepaw has written
Though the most interesting thing I want to use from that mod is the terrain modification.

That feature depends on the source code version...

Note: Get a professional file manager (like Total Commander) to compare files and search for strings and so on...! Otherwise forget such a project.

old Re: Combining as many mods as possible

Corvallis5
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actually the mod table contains only about 20% of mods

It would be really cool, If you could add some stuff from the german mods, (like the units) and just translate the names and stuff

old Re: Combining as many mods as possible

Hurri04
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you're welcome to add more mod entries if you know more mods, everyone can participate in the wiki project.

though, I think that the table actually contains more than just 20% of the mods, except you're calculating every single "yo I'm totally gonna make a new mod and it'll be awesome"-kiddy mod which was given up 2 weeks later already into that. those should not be listed of course.

taking stuff from german mods and translating it brings the problem other modders already had: the translation (see S2 Extension Mod for instance). as you might know there a few attempts so far to translate the entire mod but the modders eventually gave up because they had problems with the translation of many things or got bored or something...
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