Author Topic: How to include any mods you want INTO synergies (so you can play multi)  (Read 5818 times)

Archer30

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Well Im still wondering if unique beams conflicts with Synergies.

Im currently using Synergies compatible essential which includes unique beams ummm. I dont see any different properties from unique items after using that :/

potterman28wxcv

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Unique beams do not conflict with Synergies.

But since it modifies the property of unique items (it gives each of them a special property so that they glow), you cannot play with someone who doesn't have it, and it will crash because of that

Archer30

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Unique beams do not conflict with Synergies.

But since it modifies the property of unique items (it gives each of them a special property so that they glow), you cannot play with someone who doesn't have it, and it will crash because of that

Wow! Sorry that I didnt read the thread carefully, thought this was only a 'mods work with Synergies introduction' :P

So is the things u r doing like the use of Null mod? I think that mods allowed to use null mod (HUD, Fonts and some contents that does not affect others' gameplay at all) would also work with the method here, am I right?

So much Im wondering that if big bag (e.g.) mods work too. I hate the big bag in Synergies since it sometimes bugged, like jump to different catalog while I just click on next page button, and cannot be sorted cross all pages (which can be solved by Better Sorting for Synergies).
« Last Edit: July 25, 2016, 03:50:54 AM by Archer30 »

potterman28wxcv

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Unique beams do not conflict with Synergies.

But since it modifies the property of unique items (it gives each of them a special property so that they glow), you cannot play with someone who doesn't have it, and it will crash because of that

Wow! Sorry that I didnt read the thread carefully, thought this was only a 'mods work with Synergies introduction' :P

So is the things u r doing like the use of Null mod? I think that mods allowed to use null mod (HUD, Fonts and some contents that does not affect others' gameplay at all) would also work with the method here, am I right?
Yes exactly, i think it's the same idea.

It just exploits a break in the TL2 system - mods are identified only by their ID, but you can change the ID manually so.. :-p