Hi SalJam,
Tx for the mod.
I would like to make some suggestions. Hope you don't mind...
I am great fan of new settlements and I was creating a few before.
One of the things I do when I see a new mod that implements settlement functionality is to see what has been edited and check conflicts, make necessary patches and so on. Not everybody can do that as they have no clue how to mod.
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You have a lot of deleted forms and those can create conflicts with other mods. So first thing you could do is open your mod in FO4Edit,right click on it and 'Apply filter for cleaning', that way the forms will be disabled instead of deleted. You will have a better mod this way and avoid people complaining about CTDs in the future.
Other thing is the renaming of vanilla game files, things like 'MapMarker' should never be renamed as they are use by all the other mods including the DLCs, you can instead create a reference name like you did '00SalJam_InterchangeMapMarker' and that's enough.
Also the fragments(scripts) crated by your quests are missing in the download file.
_______________________
I Hope my suggestions don't offend in any way as this is just a normal procedure used in well constructed mods. I am just trying to improve what's done.
Tx for the mod.
I would like to make some suggestions. Hope you don't mind...
I am great fan of new settlements and I was creating a few before.
One of the things I do when I see a new mod that implements settlement functionality is to see what has been edited and check conflicts, make necessary patches and so on. Not everybody can do that as they have no clue how to mod.
________________________
You have a lot of deleted forms and those can create conflicts with other mods. So first thing you could do is open your mod in FO4Edit,right click on it and 'Apply filter for cleaning', that way the forms will be disabled instead of deleted. You will have a better mod this way and avoid people complaining about CTDs in the future.
Other thing is the renaming of vanilla game files, things like 'MapMarker' should never be renamed as they are use by all the other mods including the DLCs, you can instead create a reference name like you did '00SalJam_InterchangeMapMarker' and that's enough.
Also the fragments(scripts) crated by your quests are missing in the download file.
_______________________
I Hope my suggestions don't offend in any way as this is just a normal procedure used in well constructed mods. I am just trying to improve what's done.
Posted by3 years ago
How to install mods for Minecraft Forge. This guide will explain how to install mods that have been made for the Minecraft Forge API. Make sure you have already installed Minecraft Forge. Download a mod for Minecraft Forge from this site, or anywhere else! Locate the minecraft application folder.
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I've tried googling all over the place and I haven't found the solution only a lot of 'nevermind I fixed it....' and 'yeah same problem...' >.<
My steam workshop mods are all downloading to the steamapps location instead of the Colossal Order folder location. Currently when I open the game the mods all show up in in the tab and I can turn them on, but they do not show in the game. My understanding is that this is because the mods are downloading to the wrong folder which I verified by checking the two likely download locations.
Unfortunately, just copy-pasting the files from the steamapps location to the Colossal Order location doesn't work. Does anyone know how to fix this?
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