Merging two vendor addon mods?

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TerrorofKenshi
Posts: 150
Joined: Tue Jun 19, 2018 9:07 pm

Sun Jul 15, 2018 5:29 pm

Hey guys i recently found that chinese mod that adds chinese inspired weaponry. But the problem is I also like to use Arkiels weapons and the vendor addon is not compatible with the chinese one or any other mod that's new items to the vendor lists. So i was wondering is it possible to make a patch that merges both mods together in one mod?

Either that or i'm just gonna directly fiddle with both base mods and try to add them as a research thing instead. Maybe requires a bit more work but i'd gladly trade it for a lot less hassle ingame.

Any ideas?
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Hatsune_Neko
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Sun Jul 15, 2018 8:25 pm

you can merge mods via the FCS
but they need to be in your kenshi main mod directory, so you will have to move the mods from the steam workshop folder to your game mods folder.
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TerrorofKenshi
Posts: 150
Joined: Tue Jun 19, 2018 9:07 pm

Mon Jul 16, 2018 2:46 am

Hatsune_Neko wrote:
Sun Jul 15, 2018 8:25 pm
you can merge mods via the FCS
but they need to be in your kenshi main mod directory, so you will have to move the mods from the steam workshop folder to your game mods folder.
Do i just select the mods i need and make a new one that depends on both? And do i need to do some tweaking afterwards with the freshly made mod?
...and so my legacy continues...

bk3000
Posts: 228
Joined: Sat Feb 25, 2012 7:36 am
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Mon Jul 16, 2018 9:05 pm

TerrorofKenshi wrote:
Mon Jul 16, 2018 2:46 am
Hatsune_Neko wrote:
Sun Jul 15, 2018 8:25 pm
you can merge mods via the FCS
but they need to be in your kenshi main mod directory, so you will have to move the mods from the steam workshop folder to your game mods folder.
Do i just select the mods i need and make a new one that depends on both? And do i need to do some tweaking afterwards with the freshly made mod?
Make a mod, or load another (that you're editing for personal tastes). Right up top in FCS it says Merge Mod. You choose the mod you're loading assets from, and then you choose what (if not all) you're loading into this mod. Save then remove the other mod so you don't have duplicate references.

TerrorofKenshi
Posts: 150
Joined: Tue Jun 19, 2018 9:07 pm

Tue Jul 17, 2018 1:14 am

bk3000 wrote:
Mon Jul 16, 2018 9:05 pm
TerrorofKenshi wrote:
Mon Jul 16, 2018 2:46 am
Hatsune_Neko wrote:
Sun Jul 15, 2018 8:25 pm
you can merge mods via the FCS
but they need to be in your kenshi main mod directory, so you will have to move the mods from the steam workshop folder to your game mods folder.
Do i just select the mods i need and make a new one that depends on both? And do i need to do some tweaking afterwards with the freshly made mod?
Make a mod, or load another (that you're editing for personal tastes). Right up top in FCS it says Merge Mod. You choose the mod you're loading assets from, and then you choose what (if not all) you're loading into this mod. Save then remove the other mod so you don't have duplicate references.
Aaaah, now i get it! I just took two base mods and made a new mod with them and then i went to the merge tab. No wonder that didn't work. Man, it's really so much easier to mod this game than Skyrim...but then again the game is only like 3/4 finished. So yeah, who knows what they're gonna add to the FCS in the future.

Thanks bk3000 and Neko! :)

edit: Bummer it still doesn't work despite the merge. :( I mean the chinese mods show up but not the weapons from AWP. The armor vendors do show them though but that's because the chinese weapon mod doesn't add any armors. I think i'm just gonna turn those chinese weapons into a research tech instead. No incompatibilites that way.
...and so my legacy continues...

Ocram
Posts: 328
Joined: Tue Jan 30, 2018 1:50 pm

Wed Jul 18, 2018 3:55 pm

Could be a problem of trader squad inventory space getting filled, or percentages of items from one of the mods being too high for the other to get any item. Or something else xd
Merging is fine but just doing that doesn't mean solving anything, there's nothing automated for that. Your best bet would be to understand where the problem lies and create a mod that solves it, so you don't mess the original mods.
Open FCS, select only those two mods (and base files ofc), create a new mod, look at the squad that is supposed to sell their items.
Now you can see both vendors and their numbers. Tweak those trying to get something even, or as you like it.
Post pictures of the squad and vendors if you still can't get it to work.

TerrorofKenshi
Posts: 150
Joined: Tue Jun 19, 2018 9:07 pm

Thu Jul 19, 2018 1:17 pm

Ocram wrote:
Wed Jul 18, 2018 3:55 pm
Could be a problem of trader squad inventory space getting filled, or percentages of items from one of the mods being too high for the other to get any item. Or something else xd
Merging is fine but just doing that doesn't mean solving anything, there's nothing automated for that. Your best bet would be to understand where the problem lies and create a mod that solves it, so you don't mess the original mods.
Open FCS, select only those two mods (and base files ofc), create a new mod, look at the squad that is supposed to sell their items.
Now you can see both vendors and their numbers. Tweak those trying to get something even, or as you like it.
Post pictures of the squad and vendors if you still can't get it to work.
Yeah, i just found out the that ancient chinese weapons mod uses it's own vendor list. This means that it will probably overwrite the existing the other edited. I have found the solution (kinda, it's basically a work around. It's a lot less headaches too). Tbh i left the chinese mod alone and edited the other one so that you have to research the weapons instead of buying the blueprints. It's a nice work around for now. Ofcourse it's a matter of how hefty do I make the cost of researching those weapons. Hmm...

Thanks for the help anyway.
...and so my legacy continues...

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