Mod compatibility
Common combinations:
1) Some mod, plus trait and ancillary fixes
Should work with almost all mods that don't modify trait and ancillary system
Bug-Fixer files used are:
-export_descr_ancillaries.txt (installed to data or bi\data subfolder)
-export_descr_character_traits.txt (installed to data or bi\data subfolder)
-export_VnVs.txt (installed to data\text subfolder)
Just install Bug-Fixer in some dummy folder, then take those trait files and put them in appropriate folders.
2) Bug-Fixer, plus some of AI formations mod
This should work as long as you install formation mods after installing Bug-Fixer
3) Bug-Fixer, plus some of "all factions" mods
Should work fine, since Bug-Fixer does not modify files these mods use
4) Bug-Fixer, plus some other mini-mod
The main thing to watch here is to see does that mod modify any of the files that Bug-Fixer uses. If not, then they should be able to work together. If it's just several files then they could be made compatible manually.
For example, a mini-mod that disables recruitment of peasants in campaign modifies export_descr_buildings.txt file. So, you can just use that file and lose some of the fixes Bug-Fixer does to building files or you could manually search for differences and then make combination of both files.
5) Bug-Fixer, plus some total conversion mod
Really, don't even try. Those mods modify so many files that pretty much impossible to combine them with Bug-Fixer. At best case, if such mod doesn't modify traits and ancillary system, those fixes could be used (look point number 1).


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I can see them not being able to build it, but why can't they have some sport with an arena that's already there? Or am I misunderstanding this bug-fix?

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