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 mod list 
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Rank 18
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Joined: Sun Jun 22, 2014 3:46 pm
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also it will be cool when we have mod list as menu where we can deactivate and activate mods


Thu Dec 25, 2014 1:21 am
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Rank 17
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Joined: Wed Apr 17, 2013 10:59 am
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Location: Cursed Pickle Jar
That's going to take some doing, mods in XSP work by overwriting files, and different mods can (and do) overwrite the same files.

I suppose that XSP could handle mods in the same why that Minecraft handles Resource packs though.

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mod list.png
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Mods that are disabled are ignored. Mods that are enabled are then loaded in order they are arranged. The mod creepy_dungeon_v0.2.zip is loaded first, and then it's v0.21 patch is loaded second because it overwrites some of the same files as the mod does with newer version. If the patch was loaded first, it would be meaningless because older versions of files would be overwriting newer ones.

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How to make easy MOD installers.
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Thu Dec 25, 2014 2:22 am
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Joined: Thu Sep 12, 2013 6:14 pm
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Or you could go the route of a stand alone mod manager much like those used by Fallout and Skyrim players.


Thu Dec 25, 2014 3:02 am
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Rank 18
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Joined: Sun Jun 22, 2014 3:46 pm
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@ pickled cow yeah just something like that

@ gamesman mod manager will be great


Thu Dec 25, 2014 2:54 pm
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