08-25-2003, 04:00 AM | #11 |
Jack Burton
Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 37
Posts: 5,452
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You may want to make note of the fact that you can only have ONE non-WeiDU mod.
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08-25-2003, 05:43 AM | #12 | |
Gold Dragon
Join Date: May 19, 2002
Location: Blessed are those who are not....
Age: 42
Posts: 2,556
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Quote:
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08-25-2003, 06:50 AM | #13 |
Elite Waterdeep Guard
Join Date: April 14, 2003
Location: UK
Age: 28
Posts: 20
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The "omg non wiedu mods are never compatible" myth is a popular one, but sadly doesn't tell the full story.
You can generally only have one large, TLK overwriting mod, such as TDD or SoS. However, there is an effort to combine the 'larger' mods together in the form of the Big Picture over at TeamBG. Mods distributed in IAP-SFX format will append to the TLK file the same way WeiDU would, and so aren't ultra-destructive. However, they still overwrite files in the override. These can potentially be compatible with each other and the big TLK overwriters if either they're specifically engineered to be, or they do not change the same files. Then there are the WeiDU mods you all know and love.
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08-25-2003, 11:09 AM | #14 |
Gold Dragon
Join Date: May 19, 2002
Location: Blessed are those who are not....
Age: 42
Posts: 2,556
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Ok, so before I trash my newly installed BG, could someone point out to me which mods definitely DON'T mix?
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08-26-2003, 11:14 AM | #15 |
Symbol of Cyric
Join Date: March 23, 2003
Location: Canada
Age: 36
Posts: 1,134
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For me, the rule is: Install the mod you really want first, before the weiDU ones (but after the patch). Take note of the files that are placed in the Override. If the next non-weiDU mod replaces some of those new files, I ditch that new mod. The reason being that if it replaces some of the files from the other mod, it could screw up the whole thing.
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08-26-2003, 01:48 PM | #16 |
Elite Waterdeep Guard
Join Date: April 14, 2003
Location: UK
Age: 28
Posts: 20
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If a WeiDU mod replaces the same files as another, then that can screw up too. Ideally, you'd check for this, but I understand that that's not really a practical solution for many people.
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08-26-2003, 07:10 PM | #17 |
Manshoon
Join Date: February 28, 2003
Location: Albuquerque
Age: 45
Posts: 214
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Another small update--added two new mods to the last section, Hlidskialf's Refurbished Mods
I'll also PM Dundee to see if he'll sticky this topic...
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08-26-2003, 08:07 PM | #18 |
Ironworks Moderator
Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
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There is already a Mod List in the FAQ, but if you are willing to update this on a regular basis and polish up the layout of the post, I can copy over the FAQ's Mod List here and link to your thread( which will then be stickied) from the FAQ.
The Fixpack is not a mod per se, and a link to the FAQ to get the relevant Official Patch and/or Fixpack would suffice. Coz powers that be knows that some people need to be held by the hand and pointed to the exact page where the patches/fixpacks are... ... ADD] Especially the patches. It is very important to place a note to say that the mods are usually designed to be installed after the patch AND the fixpack. [ 08-26-2003, 08:11 PM: Message edited by: Dundee Slaytern ] |
08-28-2003, 12:43 PM | #19 |
Manshoon
Join Date: February 28, 2003
Location: Albuquerque
Age: 45
Posts: 214
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Well, keeping the list updated isn't a problem. From what I can tell, there aren't many mods that will be available for download anytime soon ( ). As for the format, I'll try to spruce it up a bit this weekend.
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09-02-2003, 06:52 PM | #20 |
Manshoon
Join Date: February 28, 2003
Location: Albuquerque
Age: 45
Posts: 214
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List updated with several new mods (too many to think of individually. I updated the list several times while the forum was offline).
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