Getting mods to work
Submitted by Tyfighter77 on Thu, 2016-03-31 19:24 | ||
Hey sorry for the basic question, but I've had zero luck getting any mods besides Revived to work. I've downloaded quite a few and tried both DS1 and LOA versions. Could it be because I have Revived LoA v0.9.0 installed and it's incompatible with other mods? For example I've tried Adepts, BackPackJack, BufUI.. no joy. Any suggestions? Thanks. forums: |
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Hi Tyfighter77,
It has been a while since I played DS1 and LoA, but if memory serves me correctly, Adepts should work with backpackjack and bufUI. Adepts and Revived LoA v0.9.0 must be played from LoA, they will not work from the DS1 start. There will also be a conflict with Adepts and Revived LoA v0.9.0 because both modify how characters are created. There could also be a conflict between Revived LoA v0.9.0 and backpackjack as both of them modify inventory screen size. The best way to solve the problem would be to turn off the various mods. This is how I would test to see where the problems are.
Start Adepts without the three other mods and make sure it works.
If it does not make sure you have DS1 patched to 1.11.1462 and try again.
If it works then add in BackPackJack
If it no longer works then there is a conflict with the two mods
If it works then add bufUI
If it does not work then there is a conflict between Adepts and bufUI
If it works Then you are good to go for Adepts.
Now adepts contains quite a few of the spells weapons and armor that are in revived.
If you wish to play Adepts then you need to turn off Revived
If you wish to play Revived then you need to turn off Adepts.
Best of luck and let me know your test results. If you still have issues I will fire up the old computer I keep Adepts on and take a look. Not sure when I will get the chance but I will.
The Dungeon Siege data folder under my Documents includes a subfolder called Mods, possibly put there by the Tool Kit/Siege Editor. I have nothing in there. Where I do put mods is a subfolder under the program folder (Microsoft Games\Dungeon Siege) called DSMods. This might be my own invention and it might be so I can put LOA versions (of BufUI for example) in one subfolder - the standard DSLOA - and non-LOA versions in another. To use my DSMods subfolder I have added a respaths option to the command line (Target) on my DS1 icon, viz
"D:\Microsoft Games\Dungeon Siege\dungeonsiege.exe" res_paths=DSMods nointro=true
Whether doing it this way avoids any technical problems with the mods themselves, other than keeping non-LOA versions away from when I want to play maps using the enhanced engine, LOA spells and equipment, I cannot remember. It should ensure mods always take priority over base files. Can you use such an overriding subfolder AND the LOA subfolder - I take it that is where you'd put Revived LoA v0.9.0 - AND the base subfolders all at the same time? Dubious, I suspect the DSLOA executable works by implying res_paths=DSLOA, but cannot hurt to try.
Wait a minute - if Revived LoA v0.9.0 goes in the DSLOA subfolder - which I don't know, that is only my guess - how come you cannot get non-LOA BufUI to work in a non-LOA game?
By the way, I have a further subfolder I call the bench to which to move mods when I'm not using them. The Yesterhaven map and associated SP mod for example.
PS - a basic question for you, Tyfighter77 - if you've LOA, can we take it you are talking about CD version of DS1, not about Steam?