Modding and Multiplayer
Lunever
Member Posts: 307
Since the EE mod manager includes a multitude of mods there are probably not many mod manager users who happen to have exactly the same choice of mods installed. So how does this affect compatibility for multiplayer games? Is it possible to connect and enjoy a stable gameplay when you have installed different mods on both machines?
0
Comments
If you aren't using EEex but everyone involved is using the same mods in the same order (and probably also the same versions of the same operating system like Mac or Windows), the modded multiplayer games should work.
I uses a simple python script to generate a diff to share with the people I play with prior to ee mod setup and still use it for IWD games or small tweaks to an established setup:
I then 7z and share the resulting folder. This isn't necessary if you are using ee mod setup as it allows you to .
Before modding the game in "C:\Program Files (x86)\BeamDog\Games" I kept a backup copy from my clean unmodded fresh install as "C:\Program Files (x86)\BeamDog\Games_Backup".
Do I need or should I modify some pathes in some ini file to make that work for playing via the internet with other players and their unmodded install? (I remember original BG had a couple of path entries somwhere)
Still I also want to have 1 vanilla sandbox I can use to spontaneously join any standard multiplayer game with strangers via the internet.
@GraionDilach: Means, I can just without any manually performed changes start the vanilla backup although it is not anmore in the directory the beamdog installer originally had it installed to, and by doing so I can't mess up either the working vanilla backup nor EET, is that correct?