06-12-2018, 06:03 PM
(This post was last modified: 06-12-2018, 06:05 PM by tuggistar.)
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Spoiler
The Order of mods is:
Colonial Charter-Journey 1.75
<abbr title="Colonial Charter">CC</abbr> Frontier 1.0.0
Saved and left the game entered and Crash game. Deactivated from the registry.
Then:
Colonial Charter-Journey 1.75
<abbr title="Colonial Charter">CC</abbr> Stacked shops and Homes 1.0.0
Also saved and left the game entered and Crash game. Deactivated from the registry.
Then:
Colonial Charter-Journey 1.75
Orchard Foresters 1.0.0
All is well.
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Try putting the smaller mods first and let me know if it works.
Sorry to take so long. Here is a list of mods which I use most of the time in banished:
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Spoiler
Banished UI Mod
Buxton Scetch Font
Real Calendar ru
Russian Translation(Lucy Bextor)
Better Stock Piles (DS)
Cold Realism
SeasonFX
RK Editors Choice Edition
Flax Patch
New Flora with Gatherer
Pine Set
Maritimes Riffle
Natural Diversity v1.1
Horse Wagen
Infections +
1.0.7 Compaibility
Emporium Building
Bakery Plus
BlackSmith Tools
<abbr title="Colonial Charter">CC</abbr> Castle Storage
Unhappiness Radius
Magazine Materials
Happiness Radius
Statue Plus
Colonial Charter - Journey 1.75
Orchard Foresters
<abbr title="Colonial Charter">CC</abbr> Frontier Set (OFF)
<abbr title="Colonial Charter">CC</abbr> Stacked Shops and Homes (OFF)
Brick Tunnel
Build Monuments
Cathedral
San Miguel Belltower
Stable
Tool Shed
Tropical GreenHouse
Soup Kitchen
Fast Food Stand
PirateCove
Grow Roots
Grow Ginger
Seed Diversity
Brown Horse Livestock
White Horse Livestock
Marble Quarry-A <abbr title="Colonial Charter">CC</abbr> Mod
Jade Quarry-A <abbr title="Colonial Charter">CC</abbr> Mod
The Fountain-Highborn Society
Ivisible Add Collision
Color Roads
Grassy Roads
Covering
Irrigate Beta
Mini Buildings
Renewable Resources Beta 2
Terraform Super BETA
All DS Mods from 1.0.7
All ambx61 Mods from 1.0.7
All Necora Mods from 1.0.7
All Kid Mods from 1.0.7
Remaining Red Ketchup Mods
Tom Sawyer separated from the North Mods
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06-17-2018, 04:58 PM
(This post was last modified: 06-17-2018, 06:33 PM by tuggistar.)
The Mod is too big for my RAM, which I have too little. Plus, if there are updates for mods in Megamod then I will not have a place in the RAM. Megamod me a little bit of an order in the toolbar, too he confusing me. The usual order in the Toolbar is more to my liking.
An individual mods are easy to update, and easy to remove if this mod is not needed yet, so not to load too much memory.
06-17-2018, 06:27 PM
(This post was last modified: 06-17-2018, 08:51 PM by tuggistar.)
How you can use new buildings from mods:
<abbr title="Colonial Charter">CC</abbr> Frontier 1.0.0.
<abbr title="Colonial Charter">CC</abbr> Stacked shops and Homes 1.0.0.
The Mod Orchard foresters along with the Colonial Charter-Journey 1.75 works perfectly.
The remaining mods on my list are:
D20 Medieval Houses
Angainor88-South African Housing
Narrow Row Houses
MD-Wood Cottage
Triangle-Smalltipi Home for Bannies
Voeille-Decorative Plants
Then old mods about roads, decoration and buildings that do not conflict with anything.
When mods turn red, it doesn't mean they conflict; they just affect the same part of the code. The order you have listed them should work fine.
TUGG,your mod order is wrong. do you have the latest version of banished? the RK does require that. the RK above the NAT DIV will over ride the ND mod.the ND will override the animals of the RK.that is a pick and choose situation.the FLORA mod requires patches available at WOB from NECORA to work with the pine and NAT DIV. you may want to check the TIPS blogs at WOB.there is a write up about how to organize mod orders.
i can't see why it is crashing.check your mod order and start a page at WOB if you still have issues.