Mod Resurrection and Maintenance Project

                                                                  [u][b]Mod Resurrection and Maintenance Project[/b][/u]

The Mod Resurrection and Maintenance Project aims to track and maintain mods that are not part of the mainline game. Too many a mod cherished by the community has kicked the bucket since their respective authors leave and changes to the code inevitably break the mod. But no longer! I aim to find mods that break due to neglect and bring them back to you! Below is a list of mods that have been brought back and/or have been modified. If you wish to contribute to this, feel free to simply suggest a mod you would like to see resurrected or do so yourself and PM me the link so I can put it up on this library. Happy modding!

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Resurrected mods:

[spoiler]- Duro’s Doings: [Resurrected] [Tested on Build: 6713] [No errors] [Experimentals only]
Download: https://1drv.ms/u/s!Ajb7I9_jqo4TgVaPbaOiL1P1r2aP
Original Thread: http://smf.cataclysmdda.com/index.php?topic=7270.0

Requests:
None at the moment

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Flags:

[spoiler]- [Resurrected]: A mod with this flag has been minimally modified to make it work. Small rebalances might be included such as spelling errors but no further content was added and as such only it’s original author is credited.

  • [Modified]: A mod with this flagged has been modified beyond its original authors intent. This may be by either adding new content or rebalancing the mod in a dramatic way. Such mods are credited by both the original mod author and it’s modifier.

  • [Broken]: A mod with this flag is currently not operational on the latest experimental. Refer to the [Tested on Build: X] flag to know on what build the mod works on while waiting for a fix.

  • [Tested on Build: X]: This flag lets you know on what is the last build this mod was tested to be stable. This mod is guaranteed to work on this build number.

  • [No errors]: The mod has no errors on launch or other wise and can be safely used on the latest experimental.

  • [Minor Errors]: Mods with this flag displays minor debug error at launch or at other times that can be safety ignored. This should not affect the game what-so-ever.

  • [Moderate Errors]: Mods with this flag display errors on launch or at other times that affect the content of the mod but do not break it and as such is still playable. Playing with a mod in such condition is not advisable as other glitches might ensue.

  • [Works on stable]: Mods with this flag work on the most current stable version of the game.

  • [Stable only]: Mods with this flag only works on the most current stable version of the game and not in the experimental.

  • [Works on experimentals]: Mods with this flag work on the most recent experimental version of the game.

  • [Experimentals only]: Mods with this flag only works most recent experimental version of the game and not on any stable versions.

  • [Conflicting Monster Group]: Mods with this flag have their own monster_groups definitions that conflict with the game and each other. This means only one mod can use its monster group and it will be the mod that is chosen last when creating a world. Alternatively, a patch mod can be made containing monsters from the chosen mods into a single monster_groups file and this patch is then chosen last when creating a mod. If a patched is used, then all mods that that patch covers must be loaded into the world as well. If enough demand is given, I might make a patch for mod combos that are requested.

  • [Special instructions]: Mods with this flag require special installation instructions detailed on its section.[/spoiler]

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Reading the modinfo.json file:

[
{
“type”: “MOD_INFO”, ://: “This simply lets the game now what type info follows”,
“ident”: “test_mod”, ://: “This is the ID the game uses when accessing a mod.”,
“name”: “Test Mod”, ://: “The name of the mod, straight forward.”,
“authors”: [ “Faux Author” ], ://: “The people responsible for the content of the mod.”,
“maintainers”: [ “Faux Maintainer” ], ://: “The people committed to fix the mod if it breaks.”,
“description”: "This mod serves as a tutorial for this demonstration.” ://: “Short description of what the mod does.”,
“category”: “creatures”, ://: “Where in the mod list the mod will be on the world creation menu.
“dependencies”: [ “dda” ], ://: “Mods that must be loaded for this mod to work.”
}
]

2 Likes

Fantastic idea and great work! Any chance you could resurrect the add bandits mod?

YAY!

If it can be restored I can’t see why not.

Think you could have a go at fixing up the Vehicle Additions Pack?

Dude, you are simply golden man. a champion for this great game.

This and in duros doings edit the supply drops so that the go crate gives a couple of ammo magazines for the weapons it disassembles into.

Is the vehicle additions pack the one made by blaze? If so, that one will be a though cookie…

How so?

Many PRs in github affected this mod and from what I have read, it is held together by “patches”. By difficult, I mean I might have to scrap some stuff and the fact that this mod is huge. But given time, it can be done.

As long as it isn’t the laser cannons or the cargo dimension I am mainly fine with it.

Those both work fine as far as I know, the problem is mostly with the vortex generator and engine. Neither of which work at all in the base game. However, someone released a fixed version on the thread for Blazemod but they work strangely and whenever I load a game using it it gives me an error about “oozle”, so I dunno what’s going on with it…

Yeah that one is weird because that is a valid ammo which the item it is tied to is meat. So yeah I have no idea unfortunately.

Is that why all my raw meat and offal is suddenly sorted into the ammo category? Sumbitch…

Is that why all my raw meat and offal is suddenly sorted into the ammo category? Sumbitch…[/quote]
That is also a weird thing since technically in the game files battery is an ammo type but it remains in its own space so I guess it has to do with something else.

Is that why all my raw meat and offal is suddenly sorted into the ammo category? Sumbitch…[/quote]
That is also a weird thing since technically in the game files battery is an ammo type but it remains in its own space so I guess it has to do with something else.[/quote]
Well alright then. Guess that’s a thing.

ALERT: The following mods “DUROS DOINGs and Jurry Rigged Robots” do not currently operate within the latest experimental. Correction or knowledge of its update would be appreciated as soon as is convenient to you.

EDITS: Okay so first of all I should have mentioned what my issues with these mods are, my apologies also my initial issue was not with the mods but rather my launcher apparently in the process of updating cdda to the latest experimental it deleted these mods from my mods file for some reason. Anyways the actual issues so far which unfortunately so far prevent me from playing these mods on any save. For jurry rigged robots I get an error in the monster overrides for the security bot, however since this is a critical error that immediately causes the game to stop trying to load the save I have a feeling more than likely the whole thing is messed up. As for Duro’s Doings where it appears there is an error in the my_armor file more specifically it apparently doesn’t like the fact that the zero point storage has a negative weight (which I find very unfortunate). I hope that you could please fix these issues when you have the time thank you.

Thanks for bringing this issues to my attention. I will make some test and will report on anything of worth. If it is something that was broken on the latest experimentals than it might be down to just making a couple changes per mod.

So I tested all of the mods in the latest experimental after updating the game using the launcher and they all worked with no errors. Now, a few things might be happening so let me list a few solutions.

1.) Download new versions of the mods and replace the ones you have in your mods folders. Make sure you delete them from your mod folder first and then place the new ones inside, don’t put the new mods with the old ones still in the mod folder and use the replace file option windows gives you if you are using windows.

2.) Delete the mods from the mod folders, update the game again and then place them back.

3.) Delete your world if it is old and create a new one.

4.) Do a clean install. (Install the game into an empty folder and then manually add mods/texture packs/sound packs, etc.)

Confirmed. Download from your links today. Considering the identity of the version of duro’s doings was different that yours I have the feeling it may have been the original from Duro himself.

ALL GREEN. Thank you for your assistance.