Using 2 mods at once???

help plz devs, any1!!

ok what i have done is just to make my own little mod using alot of master u's (many thanks) planet.png's and height maps plus loads of other logos' etc..etc..and have adjusted many xml's just to tweek the game to my liking and to make it a little more challenging....

And of course i use Kryo's hull mod (where would we be without it!)...so what i had done was to modify the original xml files to create my mod and checked Kryo mod in the mod selection screen. Worked fine! quite proud of myself if i do say so....

Righto now my problem and my headache...i now want to start to play games in the meteverse and of course my tweeking sends up the red flags so i need to take my mods and put it into the mod folder for non meteverse games but of course i cant then select my own mod plus the hull mod.

now that i have made you read all that you are all gonna tell me ive missed something incredibly easy and ive wasted your time but i cant work out what to do to make this work...any ideas anyone.

i thought maby somehow incorporating the hull mod into mine but im only just learning to do all this so that maybe a bit over my head....

thanks in advance guys...and please be gentle with me
5,112 views 9 replies
Reply #1 Top
and yes the obligitory bump...yes im that keen on getting back to the destruction of the drengin....
Reply #2 Top
What I did to incorporate Kryo's hull mod with my own mods was to add my own modded files to Kryo's mod folders, then choose Kryo's mod in Options.

I have modded some of the main files (which replace the main game files), which go into the main Data folder (C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods\KHSM\Data), plus, since I liked the extra techs in the Star Trek mod, I added that TechTree.xml into the Data\Techs folder (under Kryo's mod) to add them to my own.

It works very well. And I have all the mods I want enabled through the Kryo mod.

It is very possible to mix and match mods as you desire.
Reply #3 Top

I've sort of wondering the same thing.

Like I want to use Kryo's Hull Mod, but I want to use other mods as well. But I understand with the differences in the .XML files of each MOD this may prove to be near impossible.

Or am I wrong about this?

Is there a way to use multiple mods at the same time??
Reply #4 Top
It depends. If both mods change different things, you can combine them together pretty easily. If one or both of the mods adds things instead of being a total conversion, that can be done as well.

For instance, move the files in Data/ShipComponents, GFX/Models and GFX/Thumbnails from their places in Kryo's mod into their equivilant places in whatever mod you want to use it with.

The only potential problem with this is that the blank hulls will not work if the internal names of the hull techs have been changed in the second mod. You also won't be able to use any hulls specifically from the second mod as jewelry.
Reply #5 Top
No, but one of the coolest things in Kryo's mod is the Cluster Hard Point, which adds 10 hard points as a cluster to any hard point.

The basic hulls as jewelry is cool. But being able to add multiple hard points to any hull is just as, if not more, useful.

And Kryo's mod does not add all that much. It is easy to add other mods into his folders.
Reply #6 Top
great guys thx....yea moose the star trek techtree.xml is one of the xml's i wanted to use plus anomolies and a few others....

I just wasnt too clear on whether adding those files to khsm would alter it greatly as im not at all certain what files he has added/changed....

I also had changed the game files but of course every time i update it was a pain to copy them back in all the time plus it flagged me for the meteverse......and yes multiple hard points are the very reason why i went from building crap ships to something halfway decent....

this should work out great thankyou
Reply #7 Top
I'm pretty sure the only thing in KHSM you don't want to change is GC2Types.xml & GC2Ships.xml Anything else you can put in or mod to your hearts content.
Reply #8 Top
My mod uses unique filenames on everything it adds, so you should be able to merge any other mod into the same folder tree with no problems. The core files haven't been touched by my mod since pre-1.2.
Reply #9 Top
well it worked no problems at all....

thanks for the feedback guys!