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For example, if you have a mod at the bottom that adds 10 damage to a skill, and a mod at the top that adds 5 damage to that same skill, the mod at the top will overwrite the mod under it, so you'd add 5 damage to that skill.
You want the mods at the top to be any mods that make big changes. Also, if a character pallete mod is being overwritten by another mod, you can move the one being overwritten above the other mod in the order to have it use that pallete instead. Ex, mod 1 adds pallete in slot 5, mod 2 adds pallete in slot 5 as well, you can put mod 2 above mod 1 to use mod 2's pallette instead of mod 1's.
Or if i do disable the mod it will cause conflitcs?
Well, I just used notepad++ to combined this two mod's file and scripts.
Whatever, as Mr. Ezrik had gave u a suggestion, I thought my opinion might not that necessary now. Hope you have a good time. (In fact, I'm practicing my English level, hope you don't mind those long nonsense.)
BTW, I also have 100 heros roster mod. But I usually make my number keep at 70~80. Hope this will help.
you got any idea what the limit is?
And about the comptatability problem; when you want to use the Nightmare Mod, unsub from this mod and sub to my Nightmare Version of this mod, than move it above the Nightmare Mod.
levelling and gearing up 100 dudes isn't cheap.