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View Full Version : Ports vs mods


Doolittle81
11-08-07, 01:57 PM
Many Mods are supposed to be installed only when "in port". If I don't care about any ongoing 'career", I assume I can install any/all mods at any time...then simply start a New Career and all will work as it should, correct? I can then just forget about and/or erase those previous careers and saved games? Maybe its just semantics, but I want to be sure I understand.

Doolan
11-08-07, 01:59 PM
I believe you are correct.

The reason why you shouldn't install mods at sea is that the changes made to gameplay and campaign layers "on the fly" can make your ongoing career do funny things. A new career would not suffer from this.

SteamWake
11-08-07, 02:15 PM
Im not so sure thats true.

There are some variables in a state of flux while not in port that may or may not be related to your carrier.

I would suggest if you dont care about your current carrrier return to port anyhow just to be safe.

Doolan
11-08-07, 02:20 PM
Well, at least with TMaru 1.6.5 and associated mods (RoW, NSM...) I haven't had a problem that way. I install the mod, then launch the game, delete my career / saves and start a new one. Everything is fine and dandy and works as expected.

Ducimus
11-08-07, 04:27 PM
*SOME* things you can do on the fly. Other things you cannot.

Its very hard to specifiy which because the average user wont have a clue what your talking about, and if they screw up (or you were wrong), it is you the modder who receives the blame. So its much easier to say, "in port".

SteamWake
11-08-07, 11:01 PM
*SOME* things you can do on the fly. Other things you cannot.

Its very hard to specifiy which because the average user wont have a clue what your talking about, and if they screw up (or you were wrong), it is you the modder who receives the blame. So its much easier to say, "in port".

Either the modders or UBI.. It HAS to be somebodys fault after all.