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1. Building trees mod by race. it means that you cannot make two different changes in one race in different mods compatible. But if those changes affect different races - they should be ok. Just take a look into xml to delete obsolete entities that could be added by Editor while you was just looking on other races.
2. yes.
 
1. Building trees mod by race. it means that you cannot make two different changes in one race in different mods compatible. But if those changes affect different races - they should be ok. Just take a look into xml to delete obsolete entities that could be added by Editor while you was just looking on other races.
Sry,i should give specific examples to express what i want.
I meant i could activate these two mods before a new run, BUT only one mod is applied.How can i make them compatible?I think they are resource related buildings applicable to all races.

http://steamcommunity.com/sharedfiles/filedetails/?id=247679328&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=247908996&searchtext=


Great but how?Or were you meaning that i as a player can do it unless that kind of mod had assigned new custom races which don't replace existent races to AI opponents ?
 
I believe that the building tree for a race is saved as one file which is why only one mod that edits a building tree for a race can be active at a time.

So for example lets say that I made those demons in recruitable demons only available to the Undead, I would have to edit the undead race's building tree to do it. But because the building tree is one file if another mod edited the building tree of the undead the game have to pick between the building trees because it can't have both trees.

To make them compatible I assume someone would have to simply edit one of the mods and and add the changes from the second to it. I would be more than willing of making and publishing a combined mod if I knew how to edit a downloaded mod.
 
No, both should work together. I think one of mods that is not compatible has that extra building trees inside of the mod as well. That is why I want to look into xml.
Nice to hear you point out the problem.:)

were you meaning that i as a player can do it unless that kind of mod had assigned new custom races which don't replace existent races to AI opponents ?
And is my suppose right ?I think it's yes.
For example,http://steamcommunity.com/sharedfiles/filedetails/?id=250261177&searchtext=

Edit:It seemed to make no sense to emphasize whether those custom races replace existent races,sry for clumsy expression.
Another example:http://steamcommunity.com/sharedfiles/filedetails/?id=248875354&searchtext=
 
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