
You shouldn't overwrite them, but you do need to edit them.ares007 说:Caba, am I correct in assuming that when copying the mod pack files into our modded module, we should not overwrite "item_kinds" and "module.ini" because we already edited them? It would seem silly to edit these files only to replace them.
I thought I would point this out because you said to overwrite all files. It might be causing some confusion.

Correct. You would then only be adding the scenes, banners, sounds and music as the vast majority of Floris Basic is the many new items.Semper_Ducimus 说:This has probably been asked before, but:
Regarding the new items within Floris basic, they are just additions that are not useable by anyone but the player, correct? So if i wanted to save memory, i could simply not update the item_kinds.txt and it will have no unwanted side effect?

It doesn't sound like you added the items to the very bottom of the item_kinds1.txt file, so the indexing of the items got distorted. The new Floris items must go below all the other items.David_GP 说:Hello I'm trying to merge floris basic pack 2.4 + native mod compilation 0.9 full. It seems to work well but... something is wrong with the items. I always start with an axe, a leather jacket and a ballista without bolts, and in the inventory I have always one sarranid heavy horse and olives. Deserters, bandits and more seems to miss equipment and some NPC'S... well... are men with bodywomen!. What could I have done wrong?
This could happen due to a mistake in combining files, making all the changes to the module.ini or from failing to tick "Load Textures on Demand" and running out of memory.David_GP 说:I desisted to join floris + native. I tried with the diplomacy mod but in the character selection (to create your face), the game shuts down and gets back to the desktop. any idea of why is this happening?



monnikje 说:Thanks!
About your problem: At a first glance I thought it was caused by these items having new item ID's in item_kinds1.txt, but not in the other files where the native script is defined that makes the insignias go on top of those shields and armors. But it seems these ID's weren't renamed, so it should be something else (I'll have to think on that).
