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Load order master list?

Started by hypnopediac, August 03, 2018, 04:12:09 PM

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hypnopediac

Hi everyone!

First off, this is my first post on WoB, and I hope it's only the first of many. I've been playing Banished both modded and unmodded for years, and I'm glad a friend of mine pointed me in the direction of this forum. I would eventually like to start modding Banished a bit myself, so you'll probably be seeing a lot more of me. Also, thanks a ton to all the modders on here who have given so much of their time to the game and to the community. For me you've made a game that was fun in the first place exciting to play over and over as I continually add new and different mods!

To get straight to the point...is there any kind of master list of popular Banished mods that shows how they conflict with each other and what their load order should be, along the lines of LOOT for Skyrim, etc.?

I recently downloaded MegaMod 8, but found it to be filled with things I was not going to use (and so resource intensive I could really only run it on my desktop and not my laptop). So I hand-picked about 65 mods (some of which I have used before) and downloaded them individually instead. I looked at a couple of load order guides, but even so it was only a few minutes into the game that I found some errors that I knew were not game-breaking, but would make things really frustrating in the late game.

I would be happy to list all the mods I am using if it would be helpful, but I'm really looking for more of a general guide to load order that I can refer back to again and again. Any information would be greatly appreciated!

embx61

Hi and welcome.

I am a modder so not play much but there are a few here on the boards who will gladly answer questions about load orders.
I think we can say that @brads3 is the most determent and keep trowing mods all together at the game :)

But there are surely others who have some knowledge about load orders like gatherer, nilla, to name a few.

Mostly it is the mods what do map generation what have to be high in the mod list and not always work right either with each other.
They mostly work but some options are sometimes missing but brads or others can say way more about this.

Some mods what only add houses and some small chains can mostly be placed about anywhere in the list.

Modding is nice and I suggest you start with something simple to get used to the Mod kit and certain files.
Maybe just a simple house. Even when the house is just a box with no textures, play with it to learn the code to put it in game.

The mod kit is a learning process but if you get that box in the game you understand the code better and the drive will come to make something nice in blender/sketchup/3ds max. :)

You can always ask questions here on the forum about modding if you get stuck. :)
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

brads3

welcome to the club.glad to have new modders. you should check the tips pages out. try this it should answere most of your questions.if you need more info jst ask.

http://worldofbanished.com/index.php?topic=1790.0

RedKetchup

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hypnopediac

Quote from: embx61 on August 03, 2018, 04:32:53 PM
Hi and welcome.

I am a modder so not play much but there are a few here on the boards who will gladly answer questions about load orders.
I think we can say that @brads3 is the most determent and keep trowing mods all together at the game :)

But there are surely others who have some knowledge about load orders like gatherer, nilla, to name a few.

Mostly it is the mods what do map generation what have to be high in the mod list and not always work right either with each other.
They mostly work but some options are sometimes missing but brads or others can say way more about this.

Some mods what only add houses and some small chains can mostly be placed about anywhere in the list.

Modding is nice and I suggest you start with something simple to get used to the Mod kit and certain files.
Maybe just a simple house. Even when the house is just a box with no textures, play with it to learn the code to put it in game.

The mod kit is a learning process but if you get that box in the game you understand the code better and the drive will come to make something nice in blender/sketchup/3ds max. :)

You can always ask questions here on the forum about modding if you get stuck. :)

Thanks embx,

I'm using a few of your mods in my load order (your chapel, church, and farmstand to name a few) and they are great! I was planning on maybe starting with a house, as I think it would be the easiest to model and wouldn't require any kind of advanced work. I have it on my list to learn some Blender/Sketchup/3DS Max for the research I do, so I'll have to get to it.

hypnopediac

Quote from: RedKetchup on August 03, 2018, 05:49:33 PM
welcome on WoB @hypnopediac  :)

Thanks!

I'm using quite a few of your mods as well, RedKetchup (city roads, the "old" series of buildings, and an older version of NMT). Is there any chance you are going to release a "lite" version of NMT for 1.0.7 that just has the multi-story houses and the basic production and storage buildings? I really like your multi-level houses and the Medieval-looking buildings as they fit in well with the "Medieval" look I am going for, but I have been having to use the old NMT 2.04.

hypnopediac

Quote from: brads3 on August 03, 2018, 05:11:26 PM
welcome to the club.glad to have new modders. you should check the tips pages out. try this it should answere most of your questions.if you need more info jst ask.

http://worldofbanished.com/index.php?topic=1790.0

Hi brads,

I was actually looking at that guide you linked above while I was putting together my load order list. I tried to follow your advice as best I could, but I am still having issues. If you don't mind, I'll list the top of my load order below, and see if you have any comments:

LOAD ORDER      CODE              Author           Name
1                      ABOVE CC/NMT      Kralyerg           Bakery Plus 4
2                      ABOVE MULTI      Kralyerg           Blacksmith Tools 6
3                      ABOVE CC              Kralyerg         Firebundler Firewood 3
4                      ABOVE CC              Kralyerg           Statue Plus 1
5                                            Kralyerg           Debug 1
6                      MAIN #1              RedKetchup   Medieval Town 2.04.1.0.6
7                                            RedKetchup   NMT3.0Series: Clay Chain 1.0.7
8                      MAIN #2              BlackLiquid   Journey for Banished 1.0.7 1.76

The "code" section is where I have any special instructions that were included WITH the mod as to where it has to go. Below #8 (CC) I have 53 other mods, which I can also list, but they are almost all mods which I don't think should alter any main game mechanics. They are mods that mostly add in new buildings. If you have any recommendations I would love to hear them. Thanks in advance!



embx61

You don't have to learn them all.
I started out with 3ds max because I had it available.
Blender is free. Most modders here on WoB use Blender.

I think only Red and me are using 3ds max here on WoB.

Sketchup is more for quick drafts of buildings, what later need to be imported into Max/Blender and some modders use it. I am not using it and create everything directly in 3ds Max.


[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

Quote from: hypnopediac on August 03, 2018, 08:20:16 PM
Quote from: RedKetchup on August 03, 2018, 05:49:33 PM
welcome on WoB @hypnopediac  :)

Thanks!

I'm using quite a few of your mods as well, RedKetchup (city roads, the "old" series of buildings, and an older version of NMT). Is there any chance you are going to release a "lite" version of NMT for 1.0.7 that just has the multi-story houses and the basic production and storage buildings? I really like your multi-level houses and the Medieval-looking buildings as they fit in well with the "Medieval" look I am going for, but I have been having to use the old NMT 2.04.

there is a lite version. every parts that are inside the full version that arent inside the lite version have been released as standalone. so you can take the lite one and add every parts and customize it as you wish :)
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

brads3

1st i lost all my notes on many older mods a few months ago. 2nd is that bakery plus a newer version since the 1.07 changes? i had issues with that mod causing a conflict with salt.  otherwise only issues i see are the NMT 1.06 mod bove the NMT clay and CC 1.07 mods.  the better way would be to download the CC compatability 1.07 mod that is recommended by CC to help override conflicts between the 1.06 and 1.07 chains.then the items from the old NMT woud still be interchangeable with the CC. i would also move the NMT below the CC J.
cc J then the NMT clay then the NMT 2.04 mod.

1 thing that helps with mod orders to find conflicts is that debug mod. open it and click the icon to make all items visible. using the free build,quick build a townhall.you should be able to see a list of every item in the inventory. glance down  thru it for double tags,2 eggs or 2 of anything.any unknown items will have blank tags or spaces at the top of the inventory.

this debug tool is handy in case you do find a conflict while playing.i make notes and try to narrow down what mods are messing with each other. then i can run a debug test after adjusting the mod order. quick build the building with the issue and see if it will function.

     as to other older mods,i have found few issues. there are 2 markets that will hang up. the vendor tries to stock new items and gets stuck in a loop.the old emporium mod and the old 1.06 DS carts. all house mods will work as there are no flag differences to them.

      i have about 140 mods in the map i am on. many are 1.06 mods. i actually have the old CC NF mod,several versions back. i did it to save memory power as the older CC is quite a bit smaller.

hypnopediac

Quote from: brads3 on August 03, 2018, 09:04:25 PM
1st i lost all my notes on many older mods a few months ago. 2nd is that bakery plus a newer version since the 1.07 changes? i had issues with that mod causing a conflict with salt.  otherwise only issues i see are the NMT 1.06 mod bove the NMT clay and CC 1.07 mods.  the better way would be to download the CC compatability 1.07 mod that is recommended by CC to help override conflicts between the 1.06 and 1.07 chains.then the items from the old NMT woud still be interchangeable with the CC. i would also move the NMT below the CC J.
cc J then the NMT clay then the NMT 2.04 mod.

1 thing that helps with mod orders to find conflicts is that debug mod. open it and click the icon to make all items visible. using the free build,quick build a townhall.you should be able to see a list of every item in the inventory. glance down  thru it for double tags,2 eggs or 2 of anything.any unknown items will have blank tags or spaces at the top of the inventory.

this debug tool is handy in case you do find a conflict while playing.i make notes and try to narrow down what mods are messing with each other. then i can run a debug test after adjusting the mod order. quick build the building with the issue and see if it will function.

     as to other older mods,i have found few issues. there are 2 markets that will hang up. the vendor tries to stock new items and gets stuck in a loop.the old emporium mod and the old 1.06 DS carts. all house mods will work as there are no flag differences to them.

      i have about 140 mods in the map i am on. many are 1.06 mods. i actually have the old CC NF mod,several versions back. i did it to save memory power as the older CC is quite a bit smaller.

I followed the advice you suggested on load order, and it did make things better! I started a game and brought up the debug menu, which was really helpful. I have not used it before. The biggest issue I see now is that for some reason certain produced goods (Roof Tiles and Candles in this case) have been flagged as "ores and minerals" instead of "produced goods".

Gatherer

Quote from: hypnopediac on August 03, 2018, 08:28:03 PM
LOAD ORDER      CODE              Author           Name
1                      ABOVE CC/NMT      Kralyerg           Bakery Plus 4
2                      ABOVE MULTI      Kralyerg           Blacksmith Tools 6
3                      ABOVE CC              Kralyerg         Firebundler Firewood 3
4                      ABOVE CC              Kralyerg           Statue Plus 1
5                                            Kralyerg           Debug 1
6                      MAIN #1              RedKetchup   Medieval Town 2.04.1.0.6
7                                            RedKetchup   NMT3.0Series: Clay Chain 1.0.7
8                      MAIN #2              BlackLiquid   Journey for Banished 1.0.7 1.76


From this list I can only comment on Mr. Red's mods. Any standalone NMT3.0 Series mod should go above NMT 2.04 if used together.
There's never enough deco stuff!!!
Fiat panis.

rkelly17

As I understand load order, the first mod to load which references a particular resource or other modded file will be the mod whose files load and any mod that loads after will not have files with the same name loaded. For example, if I load CC No Smoke before CC, then No Smoke rules. If I load CC No Smoke after CC, then No Smoke is ignored. Thus, if you use MegaMod but want to use a newer version of an included mod, the new version has to be higher on the load order list. As long as mods use files with the same name in a compatible way, no problem. Is that correct?

brads3

RKELLY,for the most part yes that is correct. there are some exceptions. like the indian teepees that come with the older CC versions.placing the modular frontier below it does still allow the teepees to be used as houses.that function isn't blocked by the higher mod.

     yes the older 1.06 mods will still flag items the old way since they were made before the new limits. doesn't cause much issue but you do need to be aware and remember to adjust the limits for it. in my set up many are using the textile limit. if the odd items stock to fast, then the tailors would be short of materials.

   the compatability 1.07 doesn't fix that but does allow these items to be used back and forth from a 1.06 and 1.07 mod. for instance the clay from RED's clay pit can be used to make bricks via the CC or vise versa.

hypnopediac

Quote from: brads3 on August 04, 2018, 10:33:04 AM

   the compatability 1.07 doesn't fix that but does allow these items to be used back and forth from a 1.06 and 1.07 mod. for instance the clay from RED's clay pit can be used to make bricks via the CC or vise versa.

Ah, okay. I can live with some of the products being flagged incorrectly, it's just kind of inconvenient. Everything else seems to be working okay now though. It's frustrating though. Sometimes I don't find the game-breaking bug until waaay into the game, and then I have to start over!