How to activate mods?

New and Modified Areas, Spells, Monsters, etc created by users. Importable via Nightmare.
Post Reply
Tkaudi
Posts: 17
Joined: Tue Oct 07, 2014 7:51 pm

How to activate mods?

Post by Tkaudi »

I was looking through this user created mods and addons, but there is nothing here that says how to actually activate and use them.


User avatar
syntax
Site Admin
Posts: 517
Joined: Tue Jun 02, 2009 10:02 am

Re: How to activate mods?

Post by syntax »

They are database files that you import via nightmare.


Xeeg
Posts: 18
Joined: Sun Jun 16, 2013 7:51 pm

Re: How to activate mods?

Post by Xeeg »

This essentially erases other mods that might share those dats, correct?


User avatar
syntax
Site Admin
Posts: 517
Joined: Tue Jun 02, 2009 10:02 am

Re: How to activate mods?

Post by syntax »

Only if they use the same ID numbers on the individual mobs/items/etc, or the same map/room numbers. Otherwise, no.


User avatar
BearFather
Posts: 652
Joined: Sun Feb 09, 2014 6:27 pm
Location: Portland, OR
Contact:

Re: How to activate mods?

Post by BearFather »

You can change records #'s if you have items that conflict. But you will have to make sure anything calling to those items are updated too.


Post Reply