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rejectedegg

Vanilla gameplayish - Will these mods work together?

The Mods in question:

  • Easy Trading - with or without the fix?
  • Ridiculous Storage
  • Specialized Stockpiles
  • Specialized Trading Ports
  • Mini Buildings
  • Grow Ginger, Mushrooms, Onions, Herbs and Roots
  • Renewable Resources
  • Lots of Seeds
  • Happiness Radius
  • Fancy Axe
  • Busy Laborers
  • Christmas Mod
  • Colonial House
  • Decorative Items
  • DS Fences
  • DS Small Village
  • extleather
  • Forest Outpost
  • littlehouse
  • Market BBQ
  • Market Soup
  • Milk From Cows
  • MWPlants
  • NMT 2.0.4
  • Washing Mod

I do plan on using No Coal In Houses so I can have a Monastery.

 

And since I have lost my notes for mod order for playing without a CC included, If you can be kind enough to tell me if something should be placed above something else , that would be Greatly appreciated :)

I think I have the Mod Order figured out already just by Enabling and Disabling the ones that turn RED and going through the process of Elimination.

But I would really like a 2nd Opinion :)

Thanks in Advance :):heart5::flower4:

Here is my current Mod Order.

vanilla load order 1.jpgvanilla load order 2.jpgvanilla load order 3.jpgvanilla load order 4.jpgvanilla load order 5.jpgvanilla load order 6.jpgvanilla load order 7.jpgvanilla load order 8.jpgvanilla load order 9.jpgvanilla load order 10.jpgvanilla load order 11.jpgvanilla load order 12.jpg

Edited by rejectedegg

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wow that a list.many of these i do not use. the rule to use with mod order is the 1 you haave closest to the top will be in control more than those below. usually with my order i place those that turn red above all those that do not. those that are not red,have no conflict. that helps organize the mods that do conflict. 1 question with your list i would have is what all is included in the NMT mod already. sometimes we add mods that we really do not need since they are included in another mod. the milk cows may be in the NMT. the other thhing is if you want the texture or design of 1 building instead of another of the same type,then you place that above the other. there are exceptions such as mods designed with CC but not included in the CC version you are using. one thing you can do is when you open the mod list each mod has a "-+ button under the "x" for enable. clicking that will pull up the conflicts. not only tells what mod is in conflict but does give a list of why.sometimes it is just cosmetics. your order looks good. the only thing with the different building mods and NMT is you might find 1 order the buildings may be lighter colored than another order. i have seen that with using NMT and CC.the other concern would be the codes of the merchant and traders. if they use the same game code you may want the traders above the merchants. also you have specialized traders above a easy traders which i think you should reverse.1 way seems to give you more traders and the easy seems to make it so all traders can carry anything.but the game wont change the code after it loaded the traders specified. i havent used these mods but that would be my understanding. 1 question on the easy trader mod: does it fix all missing items ??? one of the problems to mod orders is often you dont see a glitch and you start a gamne. after you play for some time,you find blank tag spots to the traders or storage barns. you'll find you have items but there is no way to know what they are since they list blank.it would be nice if there was a mod that fixed and would tag anything from all mods.

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Also, is the Docks Theme Set available as a separate download that can be used without using CC or MM

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Nope... wouldn't mind though :face60:

 

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no i dont think there is a CC dock separate mod. however you do have NMT which has canals and quays plus the DC has docks as well.

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if you download DS Small Village v2beta from ds-mods.net download page, you will get a few more jetty/dock pieces that aren't in v1.1. It is a WIP though, has a few bugs but it allows you to build the new stone bridge and diagonal bridges...

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6 minutes ago, Discrepancy said:

if you download DS Small Village v2beta from ds-mods.net download page, you will get a few more jetty/dock pieces that aren't in v1.1. It is a WIP though, has a few bugs but it allows you to build the new stone bridge and diagonal bridges...

Have it & use it   :)   ** My apologies, I just noticed I don't have v.2 :(

Thanks for the reply.

Now check your messages on here I am in urgent need of something you have   lol   :D

Please *begs*

Edited by rejectedegg

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3 hours ago, stiles said:

wow that a list.many of these i do not use. the rule to use with mod order is the 1 you haave closest to the top will be in control more than those below. usually with my order i place those that turn red above all those that do not. those that are not red,have no conflict. that helps organize the mods that do conflict. 1 question with your list i would have is what all is included in the NMT mod already. sometimes we add mods that we really do not need since they are included in another mod. the milk cows may be in the NMT. the other thhing is if you want the texture or design of 1 building instead of another of the same type,then you place that above the other. there are exceptions such as mods designed with CC but not included in the CC version you are using. one thing you can do is when you open the mod list each mod has a "-+ button under the "x" for enable. clicking that will pull up the conflicts. not only tells what mod is in conflict but does give a list of why.sometimes it is just cosmetics. your order looks good. the only thing with the different building mods and NMT is you might find 1 order the buildings may be lighter colored than another order. i have seen that with using NMT and CC.the other concern would be the codes of the merchant and traders. if they use the same game code you may want the traders above the merchants. also you have specialized traders above a easy traders which i think you should reverse.1 way seems to give you more traders and the easy seems to make it so all traders can carry anything.but the game wont change the code after it loaded the traders specified. i havent used these mods but that would be my understanding. 1 question on the easy trader mod: does it fix all missing items ??? one of the problems to mod orders is often you dont see a glitch and you start a gamne. after you play for some time,you find blank tag spots to the traders or storage barns. you'll find you have items but there is no way to know what they are since they list blank.it would be nice if there was a mod that fixed and would tag anything from all mods.

Yup, after much messing around with them I finally got them all in the right order so they would play nice together :)

Thanks for the Reply. :)

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