I see that red "duplicate physics body" line in the startup console
I've been trying to add as many "new zeds" and the NPC packs as I can. My guess is that a lot of modders have been copy-pasting XML from some older? "physicsbodies.xml" mods so they're all using the same "physics bodies" in some places.
My suggestion: Everyone? needs to update their physicsbodies.xml file so every entry is unique for their mod. For example, several mods outside the NPC packs have this physicsbody entry:
<body name="guppyCreatureSlug">
I'm not sure how easy it would be to change this in the NPC mod to "NPCguppyCreatureSlug" or similar for the NPC mods, but if nothing else I feel all the other non-NPC mods need to make sure their physicsbodies are uniquely named. If this can't be done (I'm really unfamiliar with entities and how these are linked), then the "solution" I've used is to leave the NPC mod's physicsbodies entries alone (as it generally loads first and tehr's a lot of these mods), and then to remove all of the same named entries in other mods physicsbodies.xml. For example: If another mod was using the "guppyCreatureSlug" physics body in their mod, I simply delete the entire entry as its already being loaded by the NPC mod since it usually loads first
FYI; doing this (and a little bit of finagling with some things),
I'm able to get all these mods to all load together. I'm not sure what physicsbodies files I had to change though! but the load order is a bit important so I had to rename some toplevel mod folders
- *All* the current NPC mods, and secondary/expansion mods. No renaming of mod names needed
- "Zulk" entity (renamed the mod 0-Zulk so it loads right after the 0- NPC mods)
- errNulls zeds, + the errNulls snufkins add on (all renamed 0-a-[modname] so they load BEFORE the 0- NPC mods). Because this mod changes a lot of entity groups (removes and puts them back) it has to load first.
- Khains behemoth (renamed 0-[modname] so its loads BEFORE the 0- NPC mods)
- Khains Hornet (no renaming of the mod)
- Sorcery (no renaming of the mod)
- Spherii A Better Life (no renaming of the mod)
- Stalliondens Pets (no renaming of the mod)
- IceBurg animal overhaul (no renaming of the mod)
- my "Rabbit of Cerbannog" (no renaming of the mod)
I wanted to get Robeletos zeds in, but I'm seeing seeing some discussion about maybe getting it integrated/compatible into errNulls zed pack so I'm waiting.
I also wanted to see if i could cram "The Wasteland" in there but usually there's a lot of other changes to consider.
In theory, since Darkness Falls is compatible with Sorcery, I could cram DF in there too.
But honestly, much like the "Vehicle Madness" mod, I AM FOREVER loading all NPC mods *no matter what* and any mod not compatible with it that I can't easily figure out how to change to work, gets quickly removed from my games as I'm not dropping NPC packs
as they're awesome.