Hello! I'm trying to resolve some issues with loading mods in Dungeons of Dreadmor. I have the following mods downloaded and unzipped into their own folders in my mods folder: Clockwork Knights Dire Gourmand FaxPax0.3NoDA (with all but the Clutch of Midas marked out in the Skill section of SkillDB.xml) Interior Dreadmorating 1.2.1 Megacrafts Of those five, Clockwork Knights, Dire Gourmand, and Megacrafts can all run together without any "Dungeons of Dreadmor has stopped working" errors on loading a saved character or starting a new game. FaxPax will run fine by itself or with Megacrafts. When loaded with Interior Dreadmorating, Clockworks Knights or Dire Gourmand, or any combination of the above, I get the above error. Interior Dreadmorating will run just fine by itself, with Megacrafts, and with Megacrafts and Dire Gourmand. The stopped working error comes up when used with FaxPax or Clockwork Knights, regardless of Megacrafts. Is there anyway to get Interior Dreadmorating and FaxPax to load alongside the other mods without a "Dungeons of Dreadmor has stopped working" error message? My current system is Windows 7 Home Premium with Steam and version 1.0.9 Rev B of Dungeons of Dreadmor Realm of the Diggle Gods. Update: The Zip version of Interior Dreadmorating works with Megacrafts, Dire Gourmand, and Clockwork Knights. Gonna try a zip of NoDA FaxPax next. Update 2: Does not matter which version I choose, NoDA FaxPax does not load with other mods.
Kazeto is referring to the "Folder Method", which is less likely to be buggy. Normally you can just "unzip to [created folder name, usually the zip file name]". Then delete the zip file and everything will work as intended. But depending on your zip program, you may not be able to do this. Example: Clockwork Knights. Assume the mod is called "ClockworkKnights.zip" In the mods folder where ClockworkKnights.zip is located, just create a folder named ClockworkKnights. Extract the contents of ClockworkKnights.zip into the newly created folder. Delete ClockworkKnights.zip Play DoD normally. The mod should show up just fine. Hope this helps.
Oddly enough, I think I figured out what was causing the conflict. I went and grabbed the deprecated Encyclopedia Magicka(sp?) and Clutch of Midas, instead of the FaxPax. Left them both zipped, along with Interior Dreadmorating. For some reason, I can load Clutch of Midas, Interior Dreadmorating, Clockwork Knights, Dire Gourmand, and MegaCrafts without any errors. Encyclopedia Magicka (sp?) causes the game to crash, whenever it is loaded with the above. So I'm wondering if there's not something in Encyclopedia Magicka(sp?) and either Interior Dreadmorating or MegaCrafts that conflicts... BTW, Interior Dreadmorating 1.2.1 does not work with mine unzipped. I don't know why on that either.
This has been reported before, but I've been unable to replicate it since Macs don't currently even allow 2 mods to be run at once. I've been through his code and mine, and we fixed a bug that we'd hoped would solve this. If it didn't work, then I'm really stumped. Nothing that looked at all like it should conflict (no shared names of items, rooms, spells, or picture files). My best guess at this point is some sort of main-game bug about mod-handling. Possibly the game gets confused on which folder it should be searching when switching back and forth between items from different mods. Or maybe there's a hardcoded limit on the number of items in the database, which neither mod hits on it's own but together they add up to overflow -- but I wouldn't expect that since I'm not hearing about anyone having trouble using either FaxPax or Int Dred with Ruigi's Runecaster mod that creates so many new items.