Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » multiple mods
Re: multiple mods[message #100727] Sun, 18 April 2004 22:11 Go to previous message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Why? Since external files override the existing ones, you can use several mods, chained, with ascending priority concerning redundant data:
If I load two meapon mods, the first containing weapons from 1 to 100, and the second only weapons from 1 to 10, the result would be that in the game, the first ten weapons of weaponmod1 would be replaced by those of weaponmod2.
Of course if I load weaponmod2 first, it will get completely overwritten by weaponmod1.

Make a nice litle GUI, with a list of all available mods (inside your "mods" directory), and the player will just have to drag & drop them into a window, to form the mixture he'd like to play.

A nice feature would be if that GUI tell the player what exactly is changed in each mod (maps, mercs, NPCs, weapons, graphics, dialogues, and so on): Just make the editor create a small list inside the modfile's header. The game launcher would quickly parse them on startup, while checking available mods.

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