How are mod conflicts resolved?

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Axeface
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How are mod conflicts resolved?

Post by Axeface »

Out of interest. I made a mod that changes the default paint themes (xml patch), lets say I install another mod that changes them too such as Nakpaints (this mod changes the themes and also adds new paintjobs). How would this be resolved by the game, and is it possible to control it somehow?
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kmunoz
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Re: How are mod conflicts resolved?

Post by kmunoz »

Mods load alphabetically and override as they go.
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Axeface
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Re: How are mod conflicts resolved?

Post by Axeface »

kmunoz wrote: Sun, 10. Nov 19, 19:55 Mods load alphabetically and override as they go.
Thanks! Is that the mods name as displayed in game, folder name, id?
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RoverTX
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Re: How are mod conflicts resolved?

Post by RoverTX »

You can also declare dependencies in the content.xml

The extension will always load after its dependencies. And if it’s optional it will load after if the dependency is there otherwise it loads as normal.

Parent Tag - content
Tag - dependency
Attributes
id - of the dependency
optional - set to 1 or 0 for if the dependency is optional or required
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RoverTX
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Re: How are mod conflicts resolved?

Post by RoverTX »

Also learned today from Discord that new base or extension files are loaded first followed by any patches.
UniTrader
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Re: How are mod conflicts resolved?

Post by UniTrader »

It also helps to review the log to see if some changes don't work. Add '-logfile debuglog.txt' as startup parameter and look for errors like could not resolve xpath (or similar, can't look it up currently)
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