Guide to combining mods

The place to discuss scripting and game modifications for X³: Reunion.

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Observe
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Post by Observe »

And don't forget Dummies.txt and Components.txt (and possibly others too) thrown into the mix for custom ships/stations etc.
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apricotslice
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Post by apricotslice »

Observe wrote:And don't forget Dummies.txt and Components.txt (and possibly others too) thrown into the mix for custom ships/stations etc.
What are they for ?

(May as well complete the last subject in Modding 101.)
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apricotslice
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Post by apricotslice »

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Khaak_Slayer
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Post by Khaak_Slayer »

I want to play the latest Deadly Ships mod with the Semi-official Cockpit Mod, I'm guessing i have to combine it this way, which is what i'm now going to try, however is there a better way to do this? just incase this way would happen be the 'wrong' way.

Cheers.
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Klyith
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Post by Klyith »

Khaak_Slayer wrote:I want to play the latest Deadly Ships mod with the Semi-official Cockpit Mod,
All you have to do for that is move its_arg_CP_mod_V1c.cat & .dat from your mods folder to the main X3 folder, and then rename them to 10.cat & 10.dat (or a number that is one more than the cat/dat pairs that are already there).

This is what is known as the "false patch" method. You are using the X3 system of loading patch files to pretend that a mod is actually a patch. Cockpit mods work well with this because they generally don't modify the same things as other mods.
Khaak_Slayer
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Post by Khaak_Slayer »

Oh that is Excellent. Thankyou very much!

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