[BNW] Merging Mods

SLGray

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Sorry if this has been asked before, what is the best way to merge different mods together? I did do a search, but there was no results for what I was looking for.
 
Sorry if this has been asked before, what is the best way to merge different mods together? I did do a search, but there was no results for what I was looking for.
First, since this is a question and not a tutorial, it should go in the main C&C subforum. I've asked the moderators to move it.

As for your question, whoward69's Mod Tools makes it very easy.

Alternatively, you can use Multiplayer Modpack Maker (MPMPM) to make a fake DLC with a combined set of mods, useful for creating a pack to share with others for multiplayer sessions, though it's not quite as easy a process.
 
First, since this is a question and not a tutorial, it should go in the main C&C subforum. I've asked the moderators to move it.

As for your question, whoward69's Mod Tools makes it very easy.

Alternatively, you can use Multiplayer Modpack Maker (MPMPM) to make a fake DLC with a combined set of mods, useful for creating a pack to share with others for multiplayer sessions, though it's not quite as easy a process.
For ModTools, under the session preferences, there are selections for "fix minor errors" and "remove redundant files". I read the description from WHoward's website however I'm concerned that with using these options there might end up with some type of conflict with VP. What can I not mix together or should mixing have no consequence since they are merged during game loading?
 
... should mixing have no consequence since they are merged during game loading?

This ^^^, with the caveat that you will get "no consequences" beyond what the game would give you from loading the mods in the same order (ie if you have two mods that clash, they will still clash)
 
Sometimes mods I had edited and made changes to, during the merging process with ModTools.jar, I encounter an error [with "fix minor errors" selected in options screen] about MD5 sums not matching. With the new .modinfo file, will this cause an issue with loading of that particular directory with the newly merged mod?

Code:
Verifing 'Units - No Mechs (v 6)'
MD5 for XML/UnitsNoMechs.xml is 8788C406460F43613A7F1B3C7FCEC704 (expecting F7349C4627F0883AFA8C4E18A2440F0E)
 
No

The MD5 values were used by the old mod hub, they can be ignored (or fixed with the tool)
 
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