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  #61  
Old February 9th, 2010, 01:54 PM

pyg pyg is offline
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Default Re: The Mod Compatibility Index

Quote:
Originally Posted by BigDaddy View Post
If many mods go mainstream of common, it might be the conflicts become more common, then slots might make more sense, or, it would be that a mod file simply be created for each MP game that contains desired mods... probably named after the game.
I only really understand the part after the commas. Yes, the mod in this game is like that.
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  #62  
Old February 9th, 2010, 06:42 PM
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Default Re: The Mod Compatibility Index

In fact, it has been the norm in the mod-heavy games I've been in.

pyg, is there any chance you could produce a modified version of your script that simply did renumbering on single mods?
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Want to use multiple mods? The Mod Compatibility Index might be useful.
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  #63  
Old February 10th, 2010, 07:56 AM

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Default Re: The Mod Compatibility Index

That would be useful - allowing modders to move their mod into a set range of numbers without all the hassle of doing it by hand.
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  #64  
Old February 15th, 2010, 11:54 AM
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Default Re: The Mod Compatibility Index

Periodic update time!

A bunch of nations have been updated, and a couple of new ones (things like Bretonnia, Wood Elves, Discworld) added. Version numbers are scattered around liberally on the spreadsheets, so if anyone spots that I've missed anything please comment.
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  #65  
Old February 16th, 2010, 03:11 AM
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Default Re: The Mod Compatibility Index

This is maybe the most usefull mod tool ever created by man, archon, and devils. tons of thanks !
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  #66  
Old February 16th, 2010, 03:34 AM
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Default Re: The Mod Compatibility Index

I'm glad it's appreciated
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  #67  
Old February 16th, 2010, 10:50 AM

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Default Re: The Mod Compatibility Index

Yarp, I have found it useful, though I have my own spreadsheet of my own mod ids (and CBM and burns mods and tomb kings) because that's what I worry about when I ID up!
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