Sorry... very simple question regarding how to mod with this game.
Reading through things I think I understand the mod file structure (mirror that of the actual game files), but I'm curious, with the files we are actually changing/modding, am I able to just include the the parts I'm actually altering, or must I copy paste the entire file and then make the modifications?
IE, I want to alter the GalaxyScenarioDef.galaxyScenarioDef to include a couple new random planet groups. Can I just throw these in by themselves, or must I copy/paste all of the contents then insert them in-between everything?
Unless you haven't updated the game in several years, you only need the changed files.
but it is the entire file that is changed that is needed ie you can not just alter a single value, you have to use the entire file with the changed value in it (this is for entrenchment/diplomacy and rebellion, BUT for the original sins you NEED all the files and make the change in the individual file that you want the change)
harpo
For files the game has an either/or approach. If it doesn't find a file in the mod directory, it takes the original game file. If a file is found in the mod directory, it looks as it and only it, just as if the original file didn't exist. That is even true for a completely empty dummy file, as long as teh filenames match up (and end up mini-dumping the game).
So even if you want only a single digit changed, you still need to copy the whole file and change the digit in it.
Thank you Harpo and Norbert, I think that answers my question.
So, just to use a separate example to be sure I understand:
2 mods (A & B ), both alter the TEC Battleship (I haven't taken the time to look up the actual file name right now, sorry). A mods the ship's hull HPs, while B mods the ship's shield HPs.
In the mod manager in game, Mod A is selected first, then Mod B, which means Mod B has a higher order of precedence and will be the first one the game looks at for files.
As such, and based on what you guys just told me, this means that with both mods loaded as described above, this means that in game I'd see the change to the Ship's shields, but not the hull?
If that's the case, that kind of sucks.
NM, posted in the wrong thread
If two files conflict when enabling multiple mods, the mod highest on the enabled mods list take priority. So yes, you'll have to include the hull and shields to the Kol in one mod.
Thank you.
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