Editing Modding Tutorials/Mod Folder Structure

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* Folders that should be loaded if mods and DLCs are ''not'' loaded can also be specified using <code>IfModNotActive</code>. Mods and DLCs specified using <code>IfModActive</code> or <code>IfModNotActive</code>
 
* Folders that should be loaded if mods and DLCs are ''not'' loaded can also be specified using <code>IfModNotActive</code>. Mods and DLCs specified using <code>IfModActive</code> or <code>IfModNotActive</code>
 
* If you have files with the same relative path, then the last one specified by your load order will be used. Thus in the above example setup, if you had <code>Defs/MyFile.xml</code>, <code>1.4/Defs/MyFile.xml</code>, and <code>Ideology/1.4/Defs/MyFile.xml</code>, then the Ideology version would be loaded. This applies to all XML files (both Defs and Patches), Sounds, Textures, and Language files.
 
* If you have files with the same relative path, then the last one specified by your load order will be used. Thus in the above example setup, if you had <code>Defs/MyFile.xml</code>, <code>1.4/Defs/MyFile.xml</code>, and <code>Ideology/1.4/Defs/MyFile.xml</code>, then the Ideology version would be loaded. This applies to all XML files (both Defs and Patches), Sounds, Textures, and Language files.
* If you have both a local version of the mod, as well as the steam version, you will need to qualify the steam version with <code>_steam</code> for requiring it to test out compatibility with the steam version. In the example above, <code>IfModActive="CETeam.CombatExtended"</code> would become <code>IfModActive="CETeam.CombatExtended,CETeam.CombatExtended_steam"</code> to support both a local mod version of Combat Extended as well as the steam version.
 
  
 
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== Miscellaneous ==

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