Is combining mods possible?

I have been searching, and maybe my searching capabilities are very extremely bad, but is there a way to combine 2 mods…? Not two mods that change alot, but two mods that are separate. …

Example: the necromancer mod and the grimmest mod.

Since once deals with the difficulty of the game, and one a mastery, can they be combined in some way through the mod tools?

Sorry if my searches came up with nothing and this is doubled. Also, my modding experience is zero other than the tutorial.

Not sure but I was able to work in the Grimmest Mod and make changes to a class.

I never once had to touch the Grimmest Mod, so if you got the working files for both (you have them for Grimmest but somehow I didn’t get them for the Necromancer after downloading it. Maybe ask the creator to upload it?) you just have to merge the files in one mod.

Sorry for the stupid questions. What files are you speaking of combining?

All of them, it would be a simple drag & drop. Folders next to each others, no one touching the other, peace among nations.

Database, resources, etc… will combining them, when I get around to it, mess up any of the characters, since I don’t know where the save files are…

I meant you combine everything in their respective folders. Since both mods are radically different there should be 0 conflict.

I wouldn’t know about the risks of messing up your game. As far as I know there shouldn’t be too much of one, just be sure to make a new character to be safe. Who knows.

Okay. I think I know what you mean. I will try that and see what happens. Lmao.

Thanks for all the help. I appreciate it alot.

As long as both mods (or more) don’t edit the same file it should work fine.
You can “always” make them compatible by merging the code from one file to another in some cases.

That’s why I was recommended by someone on the forum for when I was gonna build my tag name txt file I should not edit the original file and instead create my own txt file.
In that text file you would also use different tags from the original files in-case someone happen to do the same thing as you did. :rolleyes: <(What!?)

;tldr;
When you create your mod and copy file from the game to modify them, you also want to rename them to create less problem with compatibility and conflicts.

If both mods were built properly (some mods won’t be compatible for multiple reasons without a compatibility version of that mod) then you can just open up both mods folder and drag the stuff from one to another.

BANG, mods merged. Aka Modpack :cool:

Alright. Thank you for the answer. This is the first game I play that has mods, (not a complete one like MedianXL for D2)

Thank you for the information. I will try to play around with trying to combine them.

I have the originals as copies though, I know that much. Haha

I already tried to merge both these mods and I run into issues. Both have one file with the same name and that file replaces each other. So once I logged into combination of these mods with character from necromancer mastery mod, the main necromancer mastery was gone and all skill points invested in it lost.

So as someone above stated, mods need to have renamed files not to interfere with each other…

Thank you for looking into this already. When I have time, I will look through to see.

Thank you again for everyone’s time.

You will need the source files to do it properly. If you only have the arc/arz files it will not be possible without overwriting stuff due to the database.arz being used in every mod.

not sure I agree. If you create something new (item, affix, mastery…) then by all means do create a new file, but if you change something existing, shouldn’t you change the existing file ?

Depends.

If you are making a complete rework of items and your mod is based on making sure items are up to par with your expectations yadayada, then redo them.

If you are doing a mastery mod and you redo said items and you don’t rename them… then if someone ELSE does another mastery mod and goes over the same items to fit their masteries, then there will be a conflict unless one of the two renames their items.

The point is to avoid conflict with other mods if you want maximum compatibility. It’s not possible in all cases, but wherever it is possible, it should be done.

For masteries it’s not so much of an issue, so long as people make sure to rename their folders/skilltrees/ui trees which is easy.

extract them, do a diff on the content and standard database and merge the changes compared to the standard files into one, no sources needed

That’s actually what he meant by source is needed. You can not merge stuff without extracting the source from it :wink:

I already said in former threads that merging mods will be a bit of a hassle since we can only merge very few parts of mods without collisions as even mastery mods could not be merged without collisions no matter how they are built since you need to register stuff for them in a file that is shared by two mastery mods and therefore would require looking at it or writing a special algorithm that fills in both in a way that enables both masteries, not to speak of what happens if two mastery buttons share the same position in the mastery window and so on…there are hundreds, what do I say, thousands of such possible problems.

Well as you see, merging mods without having some bit of own modding knowledge and the source isn’t possible unless you’re going to write a programm that knows every possible collision and how to deal with it. (ha ha, if somebody is crazy enought to devote his life to doing that, well, but otherwise this isn’t going to happen, at least not without limitations or requests to the user like file records/ui/buttonxy collides with a file that has the same name or is assigned to the same entry resulting in a lot of WTF moments for the user, just look at nexus mod manager, it has the same problem).

If you’re extracting them aren’t you obtaining source files?

I try do it http://www.grimdawn.com/forums/showthread.php?t=38240
I unpack DBR in .arz http://i.imgur.com/ccuvPqH.png
replace files for many mobs
but after i build new .arz he will less then original (17mb vs 13 mb) and not working

the database.arz can be extracted, no source should be needed, same for the .arc files :wink:

And how do you call the extracted files?

Right, they’re the sourcefiles :stuck_out_tongue:

Unless you understand in source a full working mod folder but the difference is pretty small.