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Mod edits tech tree, how to avoid duplicate parts in VAB?


tjsnh

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Intended for career mode.

So I've toyed around with making a mod to re-arrange a few items on the tech tree. I'm starting small - just swapping the stayputnik probe controller and the mk1 command pod.

The method I used was to make a copy of the stayputnik and mk1CP in the mod directory (with the appropriate file paths and directory structure) with everything exactly the same except for the tech required.

This results in a duplicate part once loaded into KSP - changing the requirement for the mk1CP in my mod doesn't seem to over-ride the default mk1CP, which is still available at the start, and it creates a second one upon unlocking the tech changed by my mod.

What am I doing wrong?

Is there a better more generally accepted way to re-arrange parts on the tech tree?

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Why not just edit the TechRequired = ********** to what you want ?

Well, ideally I'd like to be able to "uninstall" my mod, which is why I haven't just over-written the original files in /squad

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Well, ideally I'd like to be able to "uninstall" my mod, which is why I haven't just over-written the original files in /squad

Like KerbMav said ModuleManager is the way to go

@PART[*]:HAS[TechRequired[]]:Final

{

TechRequired=***********

}

ModuleManager--->http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-1-5-%28May-22%29

Edited by Mecripp2
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