PlotinusRedux
Warlord
- Joined
- Jul 11, 2013
- Messages
- 196
@Gedemon I found the same thing you already found--<References> is broken and doesn't change the load order, which depends on the order of the ModRowID in the mods table, which in turn just depends on which mod was loaded/reloaded last.
<Dependencies> does change the load order, but of course that would make your mod *require* Moar Units, which the game is actually enforcing now.
However, there's a very ugly kludge short of a full merge:
Create a 2nd .modinfo file in mod's root directory, name it something like R.E.D Compatible Moar.modinfo, give it a new GUID and a title/teaser "R.E.D. Modpack Compatible with Moar's Units", and put Moar's GUID under <Dependencies> in it.
Both mods will show up, and users can select the first if they don't have Moar's units, and the 2nd if they do. I tested it and it does actually work. I'd even suggest putting Moar's under <Blocks> in the 1st one as well as having your 2 block each other, but <Blocks> doesn't seem to work either.
It's ugly, and if you need to do it with more than 1 other mod it will quickly get out of hand as you'd need a different .modinfo for every possible combination of the mods, but it's all I can come up with at the moment.
Well, one other ugly kludge would be to put "@Copy /b *.modinfo +,," in a MakeCompatible.bat file in your mod's directory and tell users to click on it whenever they had a compatibility problem. It just updates the file's timestamp, which forces Civ to reload it, which puts it last in the mods table. But obviously we can't all start doing that....
<Dependencies> does change the load order, but of course that would make your mod *require* Moar Units, which the game is actually enforcing now.
However, there's a very ugly kludge short of a full merge:
Create a 2nd .modinfo file in mod's root directory, name it something like R.E.D Compatible Moar.modinfo, give it a new GUID and a title/teaser "R.E.D. Modpack Compatible with Moar's Units", and put Moar's GUID under <Dependencies> in it.
Both mods will show up, and users can select the first if they don't have Moar's units, and the 2nd if they do. I tested it and it does actually work. I'd even suggest putting Moar's under <Blocks> in the 1st one as well as having your 2 block each other, but <Blocks> doesn't seem to work either.
It's ugly, and if you need to do it with more than 1 other mod it will quickly get out of hand as you'd need a different .modinfo for every possible combination of the mods, but it's all I can come up with at the moment.
Well, one other ugly kludge would be to put "@Copy /b *.modinfo +,," in a MakeCompatible.bat file in your mod's directory and tell users to click on it whenever they had a compatibility problem. It just updates the file's timestamp, which forces Civ to reload it, which puts it last in the mods table. But obviously we can't all start doing that....
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