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Rolo
02-14-09, 02:19 PM
I have SH4 1.5 u-boat missions. I would like to install NSM, but dont know what its compatible with. I have RSRDC SH15v400, TMO 162 Full, RFB v 1.51.
Any help much appreciated for this newbie.
Thanx

theluckyone17
02-14-09, 05:41 PM
The last official word for NSM, I believe, is that it is not compatible with 1.5. Quite a few folks say that it should work fine for the ships that NSM alters, but it'll mess things up a bit for the new ships not altered by NSM (I had a CL take four torp's and keep sailing on, like nothing ever happened).

The RFB Team integrated something similiar into RFB, and word is that they'll release the changes as a standalone mod sometime in the future. How long? I have no idea.

Rolo
02-15-09, 05:50 AM
Thnx for the reply luckyone17, cant seem to find any information on this thread, or a complete list of compatible mods for 1.5.http://www.subsim.com/radioroom/images/icons/icon5.gif

Rolo

Soundman
02-15-09, 04:49 PM
These days it is hard to keep up with what mods are compatible with what. Many of the small mods don't really give you enough info to know what they may be compatible with. So you are probably best to stick with the newer released mods, especially TMO or RFB with RSRDC, as they incorporate many of the smaller mods anyway. Unless you want to do some research, stick with them or do what I have done, learn a little bit about editing "ini" files. There are some good utilities available in this forum that easily enable you to see the differences between these "ini' files contained within many of the mods and compare them to each other side by side. With a little experimentation, you can merge these files together to make many of these (otherwise incompatible) mods, compatible, by not overwriting each other. Sometimes when adding mods on top of each other, you wind up canceling out a mod previously enabled. It can get confusing. :hmmm:

banjo
02-16-09, 02:58 PM
You can't run TMO and RFB. You must choose one or the other.

irish1958
02-17-09, 09:43 AM
When you attempt to activate a mod via JSGME, it will give you a list of files you overwrite. As a general rule, if you overwrite a configuration file or menu file, you will break the mod listed. In SHIII with SH3CMDR you have the ability to write into a configuration file specific lines which allow you to modify a config file without replacing the entire file. Too bad we don't have this in SH4.

Soundman
02-17-09, 03:07 PM
When you attempt to activate a mod via JSGME, it will give you a list of files you overwrite. As a general rule, if you overwrite a configuration file or menu file, you will break the mod listed. In SHIII with SH3CMDR you have the ability to write into a configuration file specific lines which allow you to modify a config file without replacing the entire file. Too bad we don't have this in SH4.

It would be a nice feature. We should point out however, that sometimes the "breaking" or "overwriting" is intentional AND necessary. As example, RSRDC will overwrite TMO. Again, it can get confusing. :yep: