SirGrimbold Posted Saturday at 10:03 PM Posted Saturday at 10:03 PM 10 hours ago, beatspores said: While you're waiting for his reply I can add that as long as the mod doesn't touch the same functions or items or characters it won't matter. In case you have mods that do affect the same elements in the game, place the mod you consider more important above the other ones. Understood. It's very interesting how certain mods and mod makers tend to purposely try and isolate their changes to a particular feature so that other mods can "slot in" alongside them and not cause problems, and some mods that do not. It can get a little tricky. Obviously if there are 2 mods that make changes on the same sword, you're going to have choose which you want. I know from using mods with a game like BG2, modmakers kind of had to go the extra mile to outline specific instructions, rules, and suggestions for use. And for the most part there were black and white rules for when, where, and how to incorporate the more ambitious mods. It seems POE2 is such a mod friendly game, things are a bit less strict (again, from somebody who has no idea how modding works). What I am currently stuck on as I try and look for overlapping files, are mods that contain the same 'conversationbundle' files. Some mods use tons of them, some will use 1. And I'm not sure if those are game files or ways to alter game files that can co-exist. Thanks for the response.
beatspores Posted yesterday at 01:00 PM Posted yesterday at 01:00 PM (edited) On 7/27/2025 at 12:03 AM, SirGrimbold said: Understood. It's very interesting how certain mods and mod makers tend to purposely try and isolate their changes to a particular feature so that other mods can "slot in" alongside them and not cause problems, and some mods that do not. It can get a little tricky. Obviously if there are 2 mods that make changes on the same sword, you're going to have choose which you want. I know from using mods with a game like BG2, modmakers kind of had to go the extra mile to outline specific instructions, rules, and suggestions for use. And for the most part there were black and white rules for when, where, and how to incorporate the more ambitious mods. It seems POE2 is such a mod friendly game, things are a bit less strict (again, from somebody who has no idea how modding works). What I am currently stuck on as I try and look for overlapping files, are mods that contain the same 'conversationbundle' files. Some mods use tons of them, some will use 1. And I'm not sure if those are game files or ways to alter game files that can co-exist. Thanks for the response. gamebundle files are basically just text / script / code. Inside of them there's code that adds new items et cetera, or they will change what is already in the game. An example, which will probably explain some what you already know, but there's a point at the end of it. Jump to last line in my post for too-long-didnt-read. If I make a mod that changes a specific armor's stats or something, I look up that specific armor's ID number in the game and in my own mod I change the stats Obsidian gave that item. I write my tiny code change in an item.gamedatabundle file and place it in the override \ mod folder for the game. I haven't written anything about any other item or element of the game and thus the only thing my mod will affect is this specific item. If I make another mod for some other item, a weapon or something, and not adding code for any other stuff than this new item, my new mod is perfectly compatible with my first mod. But had I coded anything that would state something else about the same specific armor in my first mod, it would be a conflict of which mod would take precedence, and I must make a choice for which one I want. Now, the point is: The gamedatabundles files can have the same name for the mods, that is no issue at all. It is the code inside them that could potentially be a problem, if they state different things about the same element of the game – items and such. The most common potential clashes, from what I've noticed digging around to learn how to make mods, seems to be that mod makers who make a new item also add their item to a specific merchant in the game – else the item wouldn't be accessible for the player to purchase. But the mod makers copy the list of what the merchant sells and then also places their mod item into that list. If you have two separate item mods that places their new item in the same merchant's inventory, that would clash and only one of the modified lists for the merchant will be used: the one above the other mod in the mod manager. I saw somewhere that you can make a script that just checks what the merchant has in their inventory and then just add the new item to it, which would most likely make two mods altering the same merchant compatible with each other. But that is something that isn't obvious or as direct for most modders, myself included. I would only manage this if I saw an example of it. After this wall of text, finally: read the description for your mods and unless they mention the same item, character, stat, et cetera, you are most likely a 100 % safe. Edited yesterday at 01:04 PM by beatspores
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