Tech modding and Mod folder scheme

For some reason, I've been having problem modding Elemental 1.1's techs.

I copied the TechTree_... and Techs_... files to the Mods\Data\ folder in My Document, and then modded it from there.  But somehow the game simply wouldn't read from there, and keeps the default, unmodded values ingame.

I've tried it with published mods as well, such as tjashen's Tech Tree Consolidation Mod, but the same happened.  So what am I doing wrong?

Also, is there any explanation on how the Mod folder overriding scheme work exactly?  What happens when there are multiple xmls that modify the same data?

Tech Tree Consolidation Mod

4,065 views 6 replies
Reply #1 Top

You are playing/testing with the use mods option checked, right?  Just making sure.

 

Reply #2 Top

Yes, of course.

I should add that I have other self-made mods running correctly: equipment mods, city level-up bonus mods, etc.  It's only the tech mods that don't work.

Also, if I make a brand new tech tree, put it in the Mods folder, and assign a race to use it, the tech tree will work properly.  But if I mod an existing tech tree, it would have no effect whatsoever.  The same is true for individual techs: basically, I can make new ones but cannot override any existing techs.

EDIT:

Also getting the same with quests.  I've tried putting quests in either Mods\Data folder or Quests folder, but either way I can only add new quests but not override existing quests.

Reply #3 Top

Techs cannot be overwritten for some reason. Don't know about quests.

Reply #4 Top

It seems that Improvements cannot be overridden either...  This is getting really annoying.

Reply #5 Top

Quoting uly, reply 4
It seems that Improvements cannot be overridden either...  This is getting really annoying.
End of uly's quote

 

You can, you just have to reverse the original effect. So let's say a workshop that produces 1 mat, you want to change to mana (just using stupid examples). Make sure in your mod file, you have the gamemodifier  for materials at -1 perturn, thus canceling out the original in game version. Then also the gamemodifier for adding mana of course.

 

Reply #6 Top

I think this may be able to help you out, im just getting into modding, but from what ive read i think this should help you to figure out a way to work with your mods if your changing tech trees around or addding races that u want custom tech trees for. my bad if it doesnt help u i t was a few days ago i read this page but im pretty sure this will help.

 

https://forums.elementalgame.com/397668 Librace - its a master tech library mod that a few big mods are using as a workaround ofr tech trees of some sort but i belive it makes mods not using this incompatable (not sure to what extent)