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Any way to edit a scenario to use it with a different mod?

 
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Any way to edit a scenario to use it with a different mod? - 5/30/2016 5:14:51 PM   
BogdanM

 

Posts: 18
Joined: 7/28/2011
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Got the game today and since I'm team Humanity first and foremost, I'd like to play my first game in a familiar setting.

I'm currently watching a youtube let's play series to figure out how to play the game and the youtuber is using Beyond Extended Universe mod so I've installed it as well. I've also found the Galactic Star Map mod which let's you start in the Sol system so it's exactly what I'm looking for, but the scenario switches to Extended Universe mod from BEU when I launch it.

Is it possible to edit the scenario to work with BEU? I couldn't find a way to directly edit the .dwg files.

Any help is greatly appreciated!

P.S. Off topic question, is it possible to edit a race to use a different set of ship sprites by default?

< Message edited by BogdanM -- 5/30/2016 5:18:44 PM >
Post #: 1
RE: Any way to edit a scenario to use it with a differe... - 5/30/2016 6:07:10 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
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It is just software, anything is possible ;-)

But more serious: If the scenario is a save file, there is not practical way to include a mod that is not used in the save file. The save file may require a mod, though. I have not looked at the Galactic Star Map thing.

If you in general want to mix two mods, this works as long as they mod different things. But if both want to replace a certain image, one of them have to "win". So it is tricky (but maybe possible) to mix two mods that both insert tech into the tech tree. But mixing a pure user interface mod (like the popular UI mod) with one that edits races and the rest, is pretty straight forward.

Without modding it, I would say that switching the ship sets around should be straight forward (when it comes to modding). Something, somewhere, says which ship image folder is to be used.

(in reply to BogdanM)
Post #: 2
RE: Any way to edit a scenario to use it with a differe... - 5/30/2016 7:29:40 PM   
BogdanM

 

Posts: 18
Joined: 7/28/2011
Status: offline
Good idea on mixing files from different mods. At first I only changed the name of the mod folders but I got some errors when loading the scenario. So I also had to replace the "races" folder, raceBiases, raceFamilies, raceFamilyBiases and Research from BEU with those from EU mod to get it to work but hopefully I didn't mess up anything major.

Also thanks for the solution about ship sets, I found that particular "familyX" folder and replaced it with another one and now it uses the sprites I want. :)

(in reply to Bingeling)
Post #: 3
RE: Any way to edit a scenario to use it with a differe... - 5/30/2016 7:49:24 PM   
Osito


Posts: 875
Joined: 5/9/2013
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I created the 'Galactic Star Map' - I assume it's mine you're referring to, as I'm not aware of more than one.

Unfortunately, it won't really work with other mods. If you look at the posts relating to the map's creation, you will see that I realised some way in to the development that maps are intended only to work with specific mods.

So, I'm afraid it's less than ideal, and I have to say it severely restricts the usefulness of the map, even for me as its developer.

I wish I had better news.

Osito

(in reply to BogdanM)
Post #: 4
RE: Any way to edit a scenario to use it with a differe... - 5/30/2016 8:34:49 PM   
BogdanM

 

Posts: 18
Joined: 7/28/2011
Status: offline
Yes, I'm using your creation, thanks for taking the time to make it btw!

I did manage to make it compatible with BEU after replacing the files mentioned in my previous comment so I call it a win. But even if it didn't work with BEU, it's still great to have a familiar looking (dare I say realistic) galaxy map for vanilla or EU. Fun story, when I played my first game in Stellaris as the UNE, I restarted the game about 20 times just to get my homeworld in the right place on the galaxy map. So having your map to play on has spared me a lot of extra work. :)

(in reply to Osito)
Post #: 5
RE: Any way to edit a scenario to use it with a differe... - 5/30/2016 10:47:10 PM   
Osito


Posts: 875
Joined: 5/9/2013
Status: offline
I totally get that!

I have made a map mod to Stellaris already with real 500+ star names around Sol and a more 'realistic' Sol system. Current version has real star names with the correct star type and at the correct distance (well, roughly), but not with the correct direction. I like it, because you get a very familiar, but still random, map each time. Will probably put it up on the workshop shortly, but I've been trying to figure out how to do a few extra tweaks first.

Unfortunately, I can't place Sol at the right place yet, but that will probably come.

Osito

(in reply to BogdanM)
Post #: 6
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