When modding XML, if 2 updates of one position in 2 mods, what will happen?

yorkgrass

Warlord
Joined
Sep 30, 2006
Messages
155
for example, if one mod set library science modify rate at 25, and the other set at 50, what will happen? is there a way to make one mod prior to the other?
 
One mod will fire over the other and replace the first's value with the second.

This can be avoided if you play around with a mod's dependencies, as the dependent mod will fire after its requirement launches.
 
Thanks, Putmalk,
but I can't change dependencies in the associations tag in the modbuddy?
 
Thanks, Putmalk,
but I can't change dependencies in the associations tag in the modbuddy?

It's tricky. It first has to be the last build you're doing of the mod (before release, that is) because once you build it again, it overwrites the dependency.

You'll want to copy the id of the first mod that will be the dependency of the second mod.

Then, you'll have to enter your .modinfo file manually (of the second mod), and where it says <Dependencies/>, you'll have to change that to:

Code:
<Dependencies>
 <Mod id="_______"/>
</Dependencies>

The id should be a pretty long string of letters and numbers, and you can see it in the properties tab of ModBuddy.

Good luck!

Here's an example of how Firaxis did it, and they're the ones I got the method from:

Code:
<Dependencies>
		<Dlc id="8871E748-29A4-4910-8C57-8C99E32D0167" minversion="0" maxversion="9999" />
		<Dlc id="ECF7C605-BA11-4CAC-8D80-D71306AAC471" minversion="0" maxversion="9999" />
	</Dependencies>

Except we're not handling DLC, we're handling mods, so instead of 'Dlc id=""' it's 'Mod id="".'
 
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