Nomads and Coop campaign Topic is solved

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Nomads and Coop campaign

Postby Gorton » 10 Dec 2014, 18:00

Now, it's possible to use other mods with the coop campaign, but with featured mods like nomads it's not possible, since you cannot activate it.
Several people wanted to know if it's possible to play the coop campaign with nomads, is it as simple as making the featured mod into a standard mod and using that?
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Re: Nomads and Coop campaign

Postby pip » 11 Dec 2014, 14:40

Someday, it will be possible, but for now, I'm not sure these mods can be compatible, even if Nomads is uploaded as normal mod. I guess the coop campaign mod would have to be modified to allow another faction to be played.

But as I am not competent with these technical issues, better wait for Brute51's reply.
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Re: Nomads and Coop campaign

Postby Brute51 » 28 Dec 2014, 01:46

Nomads cannot be a "normal mod", it is too big and complex for that. For now there is no good way to do what you want and I'm not sure what is necessary to make Nomads usable in coop campaign. But I hope to make it possible some day.
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Re: Nomads and Coop campaign

Postby Zereous » 04 Mar 2017, 01:38

Cookienoob knows how to make it possible and I am trying to set it up right now!
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Re: Nomads and Coop campaign

Postby Ike » 09 May 2017, 00:34

Which of the nomads stories are we using? Dogfather's? I'd like to know because I can make lego videos about each campaign, which could attract more people to play.

Story link - https://docs.google.com/document/d/1KXt ... Zj24A/edit
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
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Re: Nomads and Coop campaign

Postby CookieNoob » 10 May 2017, 10:57

no, the story is a combination between a later version of dogfathers story and my story line, using the missions I planned for my version of the story with adapted dialogs and content.

The lore is still the same as it is in the document you liked.


To answer the OP question: yes its possible to play coop missions with nomads, I already wrote the necessary init file for that. More detailed instructions will be available when the first nomad mission will be released for beta testing. The client side implementation will follow at a later point.
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: Nomads and Coop campaign

Postby Ike » 11 May 2017, 03:08

So can you update the story document and have only the official version there? I do not want to make a video and then discover that the story changed.
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
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Re: Nomads and Coop campaign  Topic is solved

Postby CookieNoob » 05 Jul 2017, 12:57

There are 2 possible ways to make it work in the coop tab:
1) overwrite the init_coop.lua file with a custom init file and make it write protected
2) use speed2's hack mod (has the drawback that not-removing it after playing coop will desync other games)

more information can be found here:
viewtopic.php?f=78&t=14835
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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