The Editor
Mods of Mods
Reminder: Hover your mouse over almost any input, field, selectionbox or button in the Editor to receive tooltips and examples.
Table of contents
Instead of making a Mod for the vanilla game, you can also make a Mod of another Mod. In the load order, it must be loaded after the Mod it is based on.
There are 3 reasons why its useful:
To make things a little easier to explain, we will refer to the Main Mod as the Primary Mod, and the Mod of a Mod as the Secondary Mod.
In the example image to the left:
My Primary Mod is called 'MFM1_LV' (MyFirstMod). We will track it.
My Secondary Mod is called 'Mod_of_MyFirstMod'. We will edit it.
All you have to do is to select your Secondary Mod and the checkbox 'Track other Mods while editing'.
Then click on the button to continue.
In addition to all the vanilla game content you would normally see in the Editor, you will now also see all the Primary Mod's contents, as if they were vanilla.
You can use them, change them, duplicate them - The
Primary Mods will be completely unaffected. All your changes are merely stored in your Secondary Mod.
Only keep the following in mind: You can edit content from a Primary Mod but you cannot delete content from a Primary Mod.
If you do so, deleted primary content will be back when you start the Editor again.
Look at the example image to the left. In our Secondary Mod we have created a Map. On this Map we have placed an Item. The Item is from the Primary Mod (the one we are tracking).
So far, no problem. Since the Secondary Mod is dependent on the Item from the Primary Mod, that means we need both Mods loaded when we want to see the complete content.
In our load order, we need to ensure that our Secondary Mod is loaded after the Primary Mod.
With this configuration, we can test it in-game. It should work without issues.
What happens now, if our Primary Mod is removed? To simulate this, I simply added it to the 'disabledMods.txt', so when I start the game, it won't be loaded.
We can now see that the Item is gone, and an error texture came up. The game will not crash, but it will show the error texture to indicate that you encountered a dependency issue.
Imagine this scenario: You are creating a Mod of a Mod. However, one day you forget to activate Mod Tracking and you work on your Mod (stand-alone basically) for an hour before you notice.
What happens if you save now? Did you just break your dependent contents?
The answer is: You can save normally, nothing breaks on its own.
The worst thing that can happen is, if you make a change to something with a dependency to the primary Mod (e.g. setting a required Skill in an Item) you may simply not find what you are looking for and end up making an accidental change to it. This is something you have to revert later.
Simply save, restart the Editor and activate Mod Tracking. Everything will be back, and you only have to check on that thing you couldn't find earlier and revert it. Its really not a big deal.
If you are following the Guide, continue with Coop-Modding.