Post
by kuertee » Sat, 29. Oct 22, 12:26
Realspace wrote: ↑Fri, 28. Oct 22, 09:23
Remember to activate the debuglog...it saved me a lot of headaches when replacing many md's. It's the only way to know if it targets. As Kuertee told, be sure it is the same name in the same folder and I add, if it is a mod of a mod, always add DEPENDANCY in the content otherwise the mod it should replace could be loadee after and your mod simply missing the target.
If it is a patch of another mod, the directory should reflect that too. As when patching a dlc
Good point, realspace.
I missed that nighthunter was modding SWI.
In this case the folder needs to be as below IF the MD XML file is SWI-specific. I think so anyway.
x4 game\extensions\mymod\extensions\StarWarsMod_M1\md\yourxmlfile.xml
If the MD file is from the base game, then the folder nees to be:
x4 game\extensions\mymod\md\yourxmlfile.xml
EDIT: Also, replace "md" with whatever folder the file is original from. E.g. "library", "aisciprt", etc.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.