Changing load order mid game

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Оглавление руководства

Preface to load order.

Quick Reference Guide

[Ui, Graphics, Performance]

[Animations]

[New Races, Race edits, (combination starts/races mods)]

[Game starts & Minor character additions (New NPC's and animals) ]

[Faction edits, simple additions]

[Armor/weapons]

[Overhauls & Big additions/world changes]

In Conclusion.

Комментарии Preface to load order. To Mod authors

As this guide expands and more clarifications are added to this list please refer to this guide before suggesting where your mod goes. Having mod conflict issues is detrimental to the community if you're telling people your mod goes at the bottom just because you want it to overwrite other mods. This isn't how mods work and this isn't what anyone should be told as this can result in less people using your mod simply because they think its buggy.

To the end user

Below i will list my own mod list and break this down section by section and as to why mods should be placed in this general order.

How to edit your load order Overwrite Rule

Mods lower in the order overwrite mods higher in the order.

How To Read This Guide Quick Reference Guide

Any sections below without bullet points means you can freely add mods here in any order for the most part.

[Ui, Graphics, Performance] [Animations] [New Races, Race edits, (combination starts/races mods)] [Game starts] [Faction edits, simple additions] [Armor/weapons] [Overhauls & Big additions/world changes] [Ui, Graphics, Performance]

-The mods below are listed in this order because these are the most important to be read and loaded first. Assuming you have no other mods who do something similar (like editing weather or changing foliage, etc.) these mods will be loaded here.

Section Recap [Animations]

-The mods listed here are placed here because these are another strong edit to the base game. These are loaded second because these files are another big upgrade/change to the most gameplay elements when it comes to BASE game modifications.

Section Recap . animation mods. duh :P [New Races, Race edits, (combination starts/races mods)]

-The mods placed here are in no particular order but keep base game edits close to the top of the list. For instance the mod "playable races/sub-races.mod" is first because this adds all base game races into character creation. The next two mods are mods that add in new races. The mod after this is hat i call an addition mod. It adds color variatons, eyes, faces, hair and body features. The mod after this is a base game race edit.

Section Recap [Game starts & Minor character additions (New NPC's and animals) ]

-The mods placed here are not in any particular order except for "kotorstuff.mod & HK-47 recruit addon.mod". This section should be order like this. For reasons that should be obvious by now. kotorstuff adds HK-47 dude. Hk-47 recruit mod makes him recruitable (thus it overwrites the previous mod)

If it adds a new race AND a game start then that mod should be closer to the above section than farther down. you want the new race added and the game start before the other new start mods to ensure any other compatible mods edit the new race and perform other overwrites they need to.

If you have a game start that EDITS existing ones (like holy sword, man with a dog to name a few i know of.) You want these mods after any "new race + game starts" mods.

This section can also technically be just plug and play. The only rule you really have to follow is the overwrite rule.

Section Recap [Faction edits, simple additions]

-This section is also like the above section. These mods simply need to follow the "overwrite rule". These mods here consist of small faction squad additions, small faction additions (the faction itself), or minor changes to relations.

Section Recap

-What good are all these races without some fancy new buildings? The section below is ordered in this order ; Stand alone buildings (these guys are just small additions) > big additions/edits to existing buildings > edits to building areas (mods like slopeless that edit the angle you can place stuff etc.)

Section Recap [Armor/weapons]

-The order here is generally up to the user. as these mods are USUALLY simple additions they get added in any order and placed in any order within this section. HOWEVER any mod that edits previous existing factions should be loaded LAST. (these mods are the ones that add cool new items to the faction as a whole). Anything that just adds armor/weapons to the game are okay to be placed anywhere.

Setion Recap [Overhauls & Big additions/world changes]

-This section is going to be the trickiest for any user. This is going to require a very long bit of reading on your part. I realized this section alone was a little to short and i did say this would be your biggest read. This section here is the biggest when it comes to the overwrite rule. Another quick tip sometimes mods will update a bit more frequently than you know or might pay attention to. GenMOD is a great example of this. This information aside try and place these overhaul mods like this (world/mechanics overhauls) > Genmod.

Section recap

-Please note that the below mods are non-exclusive. These mods are the overhauls of your overhauls + additional mods. While these mods can technically be placed right after there exclusive required mod(s) id recommend putting them down here to ensure your compatability and that other mods dont try to accidentally overwrite these mods. These types of mods are critical to keeping your game safe from crashes/bugs and if they get overwritten by "newmodedittothehivewithgenmod101.mod" that isnt good ;P