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Mod Releases / Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
« on: March 21, 2019, 03:58:56 PM »
The shaman mod being (to my understanding) both large and spiritual vs craft concept isn't planned for inclusion in the BAC. That being said...
BAC leaves 2-3, IIRC currently 3, menu letters available. Those are the gateway to being compatible with other mods. IIRC the BAC no longer assigns specific letters to a menu as that was one less thing to co-ordinate in this very large mod.
So the question is whether you can divert the Shaman mod to fit into those limited free slots.
I've not used that mod so I don't know how many original menu slots it currently uses (or could be squeezed into).
Another option would be for the use to manually on/off parts of the BAC mod. You can have the game running at the time >IF< you are not in any craft/build menus at the time. Unlike other games once an item is in the game world it has its properties assigned. Thus you can edit the text (though not necessarily the graphics) in the files or rename the diy_ files to on/off things. For example in BAC there is on/off used for overlapping "build" on things like water sources.
In a simpler language...
you can hot swap large mods, just leave all the graphics in place.
So... while its not planned for inclusion the above can give you some leads on how to manually include the other popular mod in your adventure.
BAC leaves 2-3, IIRC currently 3, menu letters available. Those are the gateway to being compatible with other mods. IIRC the BAC no longer assigns specific letters to a menu as that was one less thing to co-ordinate in this very large mod.
So the question is whether you can divert the Shaman mod to fit into those limited free slots.
I've not used that mod so I don't know how many original menu slots it currently uses (or could be squeezed into).
Another option would be for the use to manually on/off parts of the BAC mod. You can have the game running at the time >IF< you are not in any craft/build menus at the time. Unlike other games once an item is in the game world it has its properties assigned. Thus you can edit the text (though not necessarily the graphics) in the files or rename the diy_ files to on/off things. For example in BAC there is on/off used for overlapping "build" on things like water sources.
In a simpler language...
you can hot swap large mods, just leave all the graphics in place.
So... while its not planned for inclusion the above can give you some leads on how to manually include the other popular mod in your adventure.