<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/18037-banishedused/&do=hovercard" data-mentionid="18037" href="<___base_url___>/index.php?/profile/18037-banishedused/">@
banished&Used</a> try this, as a quick fix.
Some notes (if you're using my screenshots):
- Where you don't have a mod (say, the Flax & New Flora mods, ignore them - the other mods, NatDiv & Maritimes, still are in that same order)
- Disregard version numbers, these are screenshots from last month, the version numbers are outdated, however, the load order is still correct.
- Make sure that the files are downloaded completely - check the file size [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />
- Once you have got the mods in the order that you would like, then make sure you press OK, let the game reload itself, but then you EXIT completely, then load again.
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- Beginning of 'game editing mods' - mods that change the way the game looks (UI) or handles
- Banished UI: Mod
- RK Minimized Status for 1.0.7
- Busy Pastures
- Bigger Wheelbarrows for 1.0.7
- FastRoad75
- Better Stock Piles
- Blacksmith Tools
- Increased <abbr title="Colonial Charter">CC</abbr>
** Insert the Rain mods here (as a test)
- Quiet <abbr title="Colonial Charter">CC</abbr>
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- Beginning of 'map start' mods - NatDiv, Pine etc (any in the NatDiv, NewFlora, Pine - would go here, in the order nominated by the modder)
- Pine Set
- Natural Diversity v1.0.1
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- Beginning of 'game play' mods - themes, buildings, general etc
These are only in the remaining copy/paste by modder list, no real order otherwise. Check each modder for special notes.
Sometimes Necora, Kid, Embx & Red have notes on which mod needs to be higher due to icons etc, if you have odd icons showing, just changing your load order, put one of their other mods higher than another will help etc, you won't need to alter the whole mod list!! Just 1 or 2 in each modder group.
- Maritimes Riffle
- Maritimes Storage Collection v100
- Sherbrooke Village
- Maritimes Dock Set
- Maritimes PEI Shore
- NS Inshore Fisheries
- Crystal Cliffs
- EB Natural Irrigation System
- Kid - House Boat V1.3
- Kid - Alotofseeds Trader 1.4
- Kid - Broadway Tower V1.1
- Forest Deep V3
- Tree House V3
- RK StoneWalls Kit1 for 1.0.7
- NMT3.0Series: LittleHousing
- NMT3.1Series: Canal Set 1.0.7
- NMT3.0Series: Clay Chain 1.0.7
- Garden Walls: Utility for 1.0.7
- I See Fire v1.0 for 1.0.7
- Inedible (Beef, Bison Meat, Charge, Cheval, Milk, Mutton, Pork, Venison, Rye, Wheat) (just bundled them here for convenience, they are listed in that order from top to bottom)
* You could put these up the top, I normally do, before the regular mods, between the
- Beginning of 'game editing mods' - mods that change the way the game looks (UI) or handles and the
- Beginning of 'map start' mods - NatDiv, Pine etc mods. It makes sure it covers all mods that may otherwise alter the foods, this is an 'umbrella', I'd move them up
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- 1.0.7 Compaibility
- <abbr title="Colonial Charter">CC</abbr>: 1.75 Journey
- MegaMod 0.07
- MegaMod DecoPack 0.07
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- Below, only if they stipulate Below <abbr title="Colonial Charter">CC</abbr>- I think only a couple do. If you don't get answers, then save the mods with them above <abbr title="Colonial Charter">CC</abbr>, and try the game, see if it works [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />[img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />
- Cathedral
- <abbr title="Colonial Charter">CC</abbr>: Light Rain (check, I thought that was above <abbr title="Colonial Charter">CC</abbr> for some reason, the quieter mods need to be above, so I thought this did too)
- Better Rain sound (again, check if it needs to be above) -- I think you need to put these 2 above the <abbr title="Colonial Charter">CC</abbr>/<abbr title="MegaMod">MM</abbr> chain
- Grass Guardian
- Time Is Money (Alternative)
[img]<fileStore.core_Attachment>/monthly_2017_07/596d4b0725dc4_20170518LO-MTNatDivNF.jpg.6816b3644e213adfce32bf8bd8165f4d.jpg[/img]
[img]<fileStore.core_Attachment>/monthly_2017_07/596d485119c80_120170513dSUpBLMM.jpg.c19dcf3ddaf46f8582e78d1be4358a6a.jpg[/img]
Remember to help stop crashing:
1) Load Banished
2) Navigate to mods screen
3) Arrange mods into required order
4) Press OK
5) Wait for game to 'enable' the new order
6) Back to main screen
7) EXIT game entirely
8) Load Banished
9) Check mod load order, make sure all is ok
10) Load a new map
If you are loading into an existing map, go through 1-9, then for 10:
10) Load existing map
11) Go to mods menu, scroll down until you find the new mod, enable it
12) Go to main menu - SAVE the map, in a new save space
13) Personal preference: I will EXIT & LOAD Banished again, just to be sure, others have said they don't need to - this comes down to personal preference. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />
There you go.
I hope this information help you.
Please let me know if you have any problems.