combined Infinite space and Captain's edition (lots of bugs)

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agigabyte
Posts: 551
Joined: Fri May 31, 2013 1:59 am

Re: Wow...I combined Infinite space and Captain's edition

Postby agigabyte » Thu Feb 13, 2014 5:09 pm

You are now a suedo modder, congrats. (Really, thanks)
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: Wow...I combined Infinite space and Captain's edition

Postby Mr. Mister » Thu Feb 13, 2014 5:21 pm

I wouldn't descrihe what you would get from CE as working though. IS will override most of its stuff.
ScubaSteve3465
Posts: 135
Joined: Tue Nov 19, 2013 3:04 pm

Re: Wow...I combined Infinite space and Captain's edition

Postby ScubaSteve3465 » Thu Feb 13, 2014 5:22 pm

Can the devs of these mods pop in and let us know what possible conflicts we might run into using this method? and thanks for posting this method, a lot of people were looking for something like this.
05eolsale
Posts: 18
Joined: Tue May 14, 2013 1:55 pm

Re: Wow...I combined Infinite space and Captain's edition

Postby 05eolsale » Thu Feb 13, 2014 6:00 pm

To be honest i did this one month ago and i told it on the CE page but got told it was not possible

edit: also if you get disablefleet mod after CE then disable fleet works
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Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: Wow...I combined Infinite space and Captain's edition

Postby Sleeper Service » Thu Feb 13, 2014 6:26 pm

ScubaSteve3465 wrote:Can the devs of these mods pop in and let us know what possible conflicts we might run into using this method? and thanks for posting this method, a lot of people were looking for something like this.


Cant be sure but I can offer some speculations:
A lot of CE events will indeed be overwritten and never appear. Weapons and gear might appear, depending on which lists IS changes . Not sure if contextual augments will work. The CE events that actually appear will probably still call their own ship events, using regular enemies. Enemies from these events will quickly fall behind as the player progress, because enemies do not automatically scale in IS.

Loading the mods together is not at all a new idea by the way, people did indeed do this before. I thought that this is the usual thing friends of these mods try out sooner or later. :roll:
_Leguan12_
Posts: 22
Joined: Sat Feb 15, 2014 8:38 am

Re: combined Infinite space and Captain's edition (lots of b

Postby _Leguan12_ » Sat Feb 15, 2014 8:43 am

What you did to combine CE and IS only works because SMM installs one mod after the other.
So IS overwrites some changes from CE and this makes it working ;)
This method works with every Mod :mrgreen:
But yes good idea :P
_Leguan12_
Posts: 22
Joined: Sat Feb 15, 2014 8:38 am

Re: combined Infinite space and Captain's edition (lots of b

Postby _Leguan12_ » Sun Feb 16, 2014 9:04 am

The good idea from you is to use the installationtechnology of SMM to combine to Mods.
And it's impossible to solve the bugs without really good modding knowledge-they're created because some Events/Drones/Weapons are "used" twice.
MedicRules41
Posts: 14
Joined: Sat Jan 25, 2014 3:45 am

Re: combined Infinite space and Captain's edition (lots of b

Postby MedicRules41 » Mon Feb 17, 2014 5:59 pm

I've done this before, and it seemed to work swimmingly. Enemies would spawn with all the CE weps, and IS would still take effect. I'd also combined this with Advanced Battle Systems and Expanded Enemy Window, no problems.