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  #21  
Old July 2nd, 2009, 01:36 AM
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Default Re: The Mod Compatibility Index

Okay, I've done CBM 1.5 in gawk.
Monster IDs: 2800,2802-2806,2808-2816,2818-2821,2823-2824,2826-2840,2842-2845,2846,2850-2851,2877-2883,2888,2891-2892
Weapon IDs: 659,708-711,751-757,768-771
Armor IDs: 252-265,380-382
Spell Slots: 2

There are a lot of gaps, which is interesting. I'd sort of assumed people would work in solid blocks of unit IDs... on the other hand, CBM has been very heavily revised over the years so I can see how it happens.
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Want to use multiple mods? The Mod Compatibility Index might be useful.

Last edited by Gregstrom; July 2nd, 2009 at 01:52 AM..
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  #22  
Old July 2nd, 2009, 01:52 AM
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Default Re: The Mod Compatibility Index

Haida Gwaii:
Monster IDs: 2350-2352,2442-2449,2475,2602-2617,2619,2661-2662,2664-2667,2673
Weapon IDs: 750
Armor IDs:
Site IDs: 800
Spell Slots: 6

Warhammer: Ogre Kingdoms
Monster IDs: 2500-2531
Weapon IDs: 628-634,636-639,650-658
Armor IDs: 240-243
Site IDs: 996-997
Spell Slots: 11

Alchera:
Monster IDs: 2001-2009,2101-2109,2201-2202,2301-2306,2401-2404
Weapon IDs: 601-609
Armor IDs: 201-205
Site IDs: 801-802
Spell Slots: 10

Travelers:
Monster IDs: 2450-2477,2480
Weapon IDs: 700-704
Armor IDs: 270-272
Spell Slots: 6
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  #23  
Old July 2nd, 2009, 02:12 AM
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Default Re: The Mod Compatibility Index

Chaos Undivided:
Monster IDs: 2320-2337,2354-2387
Weapon IDs: 730-734
Armor IDs: 299
Site IDs: 790-793
Spell Slots: 28

F/W Thugs:
Monster IDs: 2920-2924
Weapon IDs: 922,924
Spell Slots: 5

Hoburg Alliance:
Monster IDs: 2101-2115
Weapon IDs: 800-801
Site IDs: 760

Ulm Reborn:
Monster IDs: 2300-2320,2978-2983
Weapon IDs: 690-694,710
Armor IDs: 321
Site IDs: 990-993
Spell Slots: 7

Kalevala:
Monster IDs: 3800-3820
Weapon IDs: 935-936
Site IDs: 766-768
Spell Slots: 7
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  #24  
Old July 2nd, 2009, 02:15 AM
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Default Re: The Mod Compatibility Index

That's a quick trawl through the first page or so of the mods forum.

It looks like very few to no nations use more than 50 monsterIDs - even CBM uses under 100. Armour and weapon IDs see less use, natch.

It's also apparent that ID slots aren't currently used in contiguous blocks.
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  #25  
Old July 3rd, 2009, 01:32 AM
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Default Re: The Mod Compatibility Index

Limits:
Weapon ID# = 600-999
Armour ID# = 200-399
Monster ID# = 2200-2999 according to the manual. This would seem not to be the case. Maybe the limit is 3999?
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  #26  
Old July 6th, 2009, 09:42 AM
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Default Re: The Mod Compatibility Index

Site ID# = 750-999
Nation ID# = 72-94 (unless 72 is too low now).
Oops, missed these.
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  #27  
Old July 6th, 2009, 10:57 AM
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Default Re: The Mod Compatibility Index

I have put 60-odd mod's worth of data in an excel file and attached it to the top post. Any thoughts?

The main theoretical limiting factors for combining mods seem to be nation numbers and spell slots. So far the monster, weapon, armour and site ID ranges probably stretch far enough - just.
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  #28  
Old July 6th, 2009, 11:05 AM

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Default Re: The Mod Compatibility Index

Spell slots are currently probably the biggest limitation. If you use burnsaber's CPCS mod it's really hard to combine with much else.
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  #29  
Old July 6th, 2009, 11:10 AM

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Default Re: The Mod Compatibility Index

You can get around some spell slot limitations by overwriting national spells from other eras or nations that won't be in the game though. Plus there are some vanilla spells that could be replaced entirely without people getting too upset. Seven year fever anyone?
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  #30  
Old July 6th, 2009, 11:18 AM

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Default Re: The Mod Compatibility Index

Hey, could you put in Skavenblight 1.00? LlamaServer gives this link for it: http://forum.shrapnelgames.com/showthread.php?t=34920
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