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juice99

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Is there a way to play AAR mod and New World Order mods 2 with one country ?

first mod focuses on 1914-1945 and the second 1945 - onwards, so it would be great if it was possible

when i just try to load AAR save in NWO2 , game crashes...
 

whatguts

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Is there a way to play AAR mod and New World Order mods 2 with one country ?

first mod focuses on 1914-1945 and the second 1945 - onwards, so it would be great if it was possible

when i just try to load AAR save in NWO2 , game crashes...
both of these mods are incomplete and still in development
when they're developed to the point they can't be developed anymore, this may happen
 

juice99

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Burning

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NWO and AAR are compatible. Just merge the mods.csv file along with the other shared files, and be happy :)
Then you can start a new scenario of AAR and continue playing in NWO later. Also, in the next version or so AAR will be linked to NWO and KR (possibly).
 

juice99

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NWO and AAR are compatible. Just merge the mods.csv file along with the other shared files, and be happy :)
Then you can start a new scenario of AAR and continue playing in NWO later. Also, in the next version or so AAR will be linked to NWO and KR (possibly).

not sure how to do that , keeping the correct order, or what other possible files you mean. or how exactly merge them, just adding contents from NWO2 at the end of every AAR file ? probably i will do something stupid and it will not work ;)

Maybe someone with modding experience could help merging these two mods if it's that easy?

and when are you planning to release new AAR if may i ask?
 

razorbird789

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not sure how to do that , keeping the correct order, or what other possible files you mean. or how exactly merge them, just adding contents from NWO2 at the end of every AAR file ? probably i will do something stupid and it will not work ;)

Maybe someone with modding experience could help merging these two mods if it's that easy?

and when are you planning to release new AAR if may i ask?

Well i think NWO2 (i know AAR does) uses a seperate event's folder so the base DHFull text files aren't modified, the main problem between merging the two mods would be the clash of IDs (which can be resolved if both NWO2 and AAR have used different IDS to start with). but even i think that merging them would be really difficult because of the country tag's being used differently. for example (one i've made up) U99 could be Indonesia in NWO2 but it could be a Chinese faction in AAR. And that's just the two, Kaiserreich is all messed up in comparison to DHFull and those two mods. But Burning if you can do it i'll put you in for an award of some kind :D
 

unmerged(444403)

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Well i think NWO2 (i know AAR does) uses a seperate event's folder so the base DHFull text files aren't modified, the main problem between merging the two mods would be the clash of IDs (which can be resolved if both NWO2 and AAR have used different IDS to start with). but even i think that merging them would be really difficult because of the country tag's being used differently. for example (one i've made up) U99 could be Indonesia in NWO2 but it could be a Chinese faction in AAR. And that's just the two, Kaiserreich is all messed up in comparison to DHFull and those two mods. But Burning if you can do it i'll put you in for an award of some kind :D

^ there is your biggest problem, though it is possible it'd be extremely frustrating and time consuming and essentially suck out what remains of your soul.
 

Burning

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^ there is your biggest problem, though it is possible it'd be extremely frustrating and time consuming and essentially suck out what remains of your soul.

Yea, we are aware of that, that's why we didn't integrate that 2 or three versions back already.
 

Bizon

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NWO and AAR are compatible. Just merge the mods.csv file along with the other shared files, and be happy :)
Then you can start a new scenario of AAR and continue playing in NWO later. Also, in the next version or so AAR will be linked to NWO and KR (possibly).

I really didn't ever check this out but I'd guess this exactly is enough to run the game using both mods. Plus a couple of similar moves, like merging events.txt file. I don't remember if AAR makes extensive edits to ministers files, if so, merging those files would mean a little more fuss. However, I doubt that events would create any problem. In the mod's reference zip file, in "Event numbering.xlsx" you can find IDs used by NWO2. All are 7 digits long, beginning with 8, so it's not too easy to have any clashes.

EDIT: And I don't know about any AAR's additional UXX countries but I remain in hope that it doesn't reclaim any existing tags, just uses those few unused UXX ones. NWO2 doesn't use any UXX tags so there's little chance to have any problems here as well. (for the record: NWO2 will eventually use one spare tag for Free City of Trieste)

When I release 1.9.0 version, which I'm working on now, I may see if it's indeed that easy and post my observations. I had a cosy feeling that someone is eventually going to do this instead of me but the AAR+NWO linkup has seemingly never been done publicly so maybe it's time to do this properly :)

As for KR, if you played the same Kaiserreich as I did, there's far too much ahistoricity there for NWO2 events and elections to make sense after 1945, IMO. Even if there are similar tags used for countries, I don't feel that strictly historical 1945 leaders hopping in into this alternative world would be right.
 

Limith

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Burning means version 1.6.0 as the target for KR/NWO2 linkage.

1.5.0 is the next version which is simply an update for patch 1.03, along with major features in 1.5.1

I really didn't ever check this out but I'd guess this exactly is enough to run the game using both mods. Plus a couple of similar moves, like merging events.txt file. I don't remember if AAR makes extensive edits to ministers files, if so, merging those files would mean a little more fuss. However, I doubt that events would create any problem. In the mod's reference zip file, in "Event numbering.xlsx" you can find IDs used by NWO2. All are 7 digits long, beginning with 8, so it's not too easy to have any clashes.
AAR ids are 133[0]AA[Y]XX, so there is 8-9 digits. Thus, there is no overlap. 133 is the mod id. [0] is used as a buffer for now, but in the future, it will be used to designate which "submod" the event belongs to (Ex. AAR-KR linkage events, I used 1 here), [AA] is the group/country id (yes we have group ids), and XX is the event id (with an optional [Y] grouping number if >100 ids needed, this is mostly only used by me in CCIP)

Ex: 133011000 - An event for China.

EDIT: And I don't know about any AAR's additional UXX countries but I remain in hope that it doesn't reclaim any existing tags, just uses those few unused UXX ones. NWO2 doesn't use any UXX tags so there's little chance to have any problems here as well. (for the record: NWO2 will eventually use one spare tag for Free City of Trieste)
Aside from eventual KR linkage, we don't touch used UXX tags. We do use unused UXX ones, but that has been merged into the db for DH 1.03. For leaders/TT/ministers, they have all been merged into DH Full, so there isn't a need to merge that.

When I release 1.9.0 version, which I'm working on now, I may see if it's indeed that easy and post my observations. I had a cosy feeling that someone is eventually going to do this instead of me but the AAR+NWO linkup has seemingly never been done publicly so maybe it's time to do this properly
Burning and I would be interested. Let us know if you need anything done to make the process smoother. We do want to link to NWO2 for version 1.6.0. :)

As for KR, if you played the same Kaiserreich as I did, there's far too much ahistoricity there for NWO2 events and elections to make sense after 1945, IMO. Even if there are similar tags used for countries, I don't feel that strictly historical 1945 leaders hopping in into this alternative world would be right.
The current way I am planning to implement AAR-KR is a mass sleeping of existing events if KR history outcome happens, so no problems there.
 
Last edited:

razorbird789

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hangon...... by what the three big modders are saying KR,AAR and NWO are being merged??? This is crazy but i can't wait! You should probably recruit a KR modder to help especially with late KR history (as far as i've played it doesn't go into the 50s much at all but i may be wrong). Good luck!
 

unmerged(301242)

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woooh.... i love to hear that you really plan to merge WWI to WWII/ or KR and also NWO2... it really sounds like a new game...