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Ingros

First Lieutenant
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Aug 4, 2009
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Hi all
I love to test out all your new mods... several of them are already adding big value to the game... some of them are also great together... others are similar and it's not the best to use them at the same time and some others are not compatible with each other...

so at the moment i have several games started with with up to 10 different mods running (and it's awesome :) ). Of course something like civilian trade, UI Overhaul 1080p is always activated, also no clustered starts is nice sometimes...

But it often loose track which game was started with which mods :/
I already started to name the savegames, but with every additional mod it's more confusing.

So how do you keep track of this?

@Paradox
Would it be possible to add something in the mod launcher to create a "custom" group where i can drag and drop (copy) the different mods into it and save it? But the way that i can have e.g. civilian trade in multiple of those custom groups...
also it would be nice to filter/sort the savegames based on used mods.. don't know if that can be saved in there

@All
or can anyone explain to me, if it's possible and how to create an own custom mod with the ones i want to include?
a)And how can i be sure that they still will be updated automatically
b) how can i make sure that a mod is not updated automatically if it breaks the save :/

Thanks a lot for your time
Regards
Ingros
 
@All
or can anyone explain to me, if it's possible and how to create an own custom mod with the ones i want to include?
a)And how can i be sure that they still will be updated automatically
b) how can i make sure that a mod is not updated automatically if it breaks the save :/

It is doable but it would be a ton of work for you.

Basically when I have done this in the past I would extract/install mods to different folders, then create another folder I would call 'merge' and copy files in there until a file conflicts (meaning both mods reference that same file) once this occurs you have to edit one of the files to contain the information from both mods into a single file and use that one. Then all the mods should work, how long this takes is dependent on the number of mods and the number of conflicts you have.

An upside to this is doing things this way is a good way to gain an understanding of how the game is coded.

The downside is you will have to update each mod by hand this way
 
its very easy...
because u play with the mods so u know it works together!

if u find the content archive of all mods u want replace that files and unpack it.
thats locatet in the steamfolder ...\workshop\content\281990\...
if u all had unpacked, then go to /documents/...stellaris folder for mods, ther u finde a bunch of .mod files.
u need to create a new folder, name it how u like. then paste all content of each mod u unpacked in this folder.
its important that every single file dont override by any others. if this happen u need to merge both file inputs to one file.
if there input the same its wayne. its there input antithetical its difficult! beware of this!

after pasting and merging all the content go back to the /mod folder where u createt ur own folder. now u create a txt file with notepad

Code:
name="mod name"
path="mod/foldername"
tags={
    "my mod"
}
picture="any in mod folder placed.jpg"
supported_version="1.2.5"


insert that in in ur textfile and adjust it to ur mod.

after that save the .txt file and rename it from "name.txt" to "name.mod"

save it

finish

now u find ur mod competition in stellars starter.

greetings
 
thanks Grinsel :)
however this is the solution if i want to keep the mods on the same version (which is nice) but i probably have to do it manually everytime a mod is updated if i want to use it :/
Hm.. maybe i'll just note down, which mods i used for which game ;)

btw. i tried to add all archives in one new file, but it seems it just ignores all but the last one :(
 
do NOT create a archive by ur own. thats its a handle of steam. not for local versions.

all u add in ur own modfolder in .../mod/urmodname is a unpacked file storage.
the urnmodname.mod is located outside of of .../mod/urmodname in .../mod/

if one of ur mods are updated by the modder, u can unpack the new file archive from steamfolder and override the older version of ur own mod.
this can in a later stage bring some bugs...but by small mods isnt it might to debug it.
 
nah i meant to add multiple "archive=<path>" into one modpack.mod file.. but it's not loading one after another but only the last one :/

i tried to unpack all stuff as you said, but several of them create the same file, so it's already to much effort, especially as they are still in development and some of them are updated daily :)
 
oh yes...but...the way i explained...ensures the mod is about the entire game running consistent.
updates are fine...but somtimes it brakes the savegames.

so is the idea with it provide as own local mod the best way for the playing in the chosen mod stage.