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If the old version of a mod and a new version of a mod make updates that do not change any items, then there are not usually any deleting problems because all of the items should have the same ID as before. If a mod adds a new item or removes an old item, there can sometimes be a problem with player inventory. For example, it may change the item to something different because the item ID numbers have changed. Sometimes these cannot be deleted from player inventory. However, these items can often be placed in a storage box and then the storage box can be destroyed. It is much safer to delete the old version and add the new version if the items are identical and it has code updates.Thank you again and again.
It is said that there is a problem with deleting, but is it okay to delete the old version from the MODS holder and put the new version in the MODS holder?
Never mind, I changed the info on the wrong mod, whoops... That worked great, thanks a bunch!Probably need to change the stack mod folder name and in the modinfo.xml so it loads after my mod. Add a Z to the name or something.
Thanks, but using,I think you can change the "modfolder" to the actual mod folder name to use stuff from a separate mod.
Tried a few things, keeping the # with removing @ and removing both # and @, even renamed to folder to remove spaces plus the '',still no joy,Pretty sure it is possible. Maybe you need to remove the @ as well.
"#@modfolder(Bdub''s Vehicles):Resources/db1.unity3d?Dirt_Bike.prefab"/>
Hmm, not sure then. I could've sworn it was possible, but I've never tried it myself.
Just to be sure, the mod you made with these tweaks is loading after my mod, right?
EDIT- Xyth just pointed it out, should look like
"#@modfolder(Bdub''s Vehicles):Resources/db1.unity3d?Dirt_Bike.prefab"/>