Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That way all relevant modded animals will be able to use the animal backpacks.
Animal backpack is overwriting this mod and it still shows me warnings and errors in FCS.
So even when doing what you said which i already did before i get error messages.
It says that The animation mod gets overwritten by animal backpacks if i remember correctly
That 'error' is just an informative message about what's happening.
I'll try to explain it the best way I can:
My mod is made by thousands of empty entries that are basically the ID of lots of races, animations, backpacks and armors.
All my edits are done to those empty entries, assuring compatibility. Example: Letting a particular modded animal race use a modded backpack.
With that logic, my mod has several empty entries for 'Animal Backpack' mod to fill.
Since you're loading the mods at FCS, you're getting that informative message. It's basically telling you that the backpacks from 'Animal Backpack' mod are already present (as empty entries) at my mod.
That's why load order is important. With this example, so 'Animal Backpack' mod can fill/overwrite my mod.
Alright.
I kind of get it.
Could you then explain exactly what your mod is doing?
As what is is adding that animal backpacks canoverwrite?
Alright, this going to be a bit hard to explain, so bear with me.
'Animal Backpack' mod adds new... animal backpacks. Each one of the backpacks have an unique ID. And each backpack is for a specific animal race.
What my mod does, it's to have included empty FCS entries for lot of stuff. Each of those entries only have 3 thing: 1) A name, 2) An ID, and 3) a race inclusion or restriction.
Now, let's do an example. Let's say 'Animal Backpack' adds a new Garru Backpack.
Someone ask me to add compatibility for that backpack.
So what I do?
I look at the Garru backpack at FCS to see its name, race restrictions and more importantly, the unique ID.
Next I open this mod and create a new entry with the same name and ID and assign it to be weareable by all the modded garrus I currently support. That it. No mesh, no texture, nothing of nothing. Only a name and an ID.
That way, when one loads 'Animal Backpack' after my mod, that empty ID gets overwritten by the original Garru Backpack, getting assigned textures, meshes, vendor lists, etc.
However, even if my empty entry is overwritten by the original, all the races compatibility still persist. So the Garru backpack from 'Animal Backpack' mod can now be weared by all the supported modded garrus.
The FCS message you get, it's basically FCS telling you the ID already exists at my mod.
thought i don't understand why you do an entry at all if an other mod will add it as well?
And the example with the Garru Backpack. It only work with vanilla garrus, however, with my mod it works with tainted garrus (Radiant New Animal Subspecies), greater garrus (Animal Variety) or any modded garru I decide to support. Without this mod, you would need 3 individual patches for the same effect.
Now apply that to all other backpacks, from all other mods, or all other modded races with all animations and modded armors and more.
You don't need to worry about patches anymore with this mod