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View Full Version : Patch 1.2/mods conflict?


trotter
03-25-10, 02:32 PM
Hi all, old SH3 GWX player here, made the plunge and bought SHV after skipping SH4. Haven't played the genre in a few years.

Few questions about mods (since, from reading about this game, I'm going to be modding it up like crazy)...

First, the generic mod manager...I haven't read about any issues at all with mods conflicting each other, or not enabling properly. Is it really this carefree? If so that would be great news...I guess I'm scarred by my experience modding E:TW. It was like trial and error cracking of a combination lock trying to get mods to work concurrently.

Second, with official patch 1.2 to be released, is it worth installing the game + mods now, or should I just wait until 1.2. A few of the mods I would want seem to be fixed by 1.2, will there be a conflict in those areas (UI, morale, etc) once I patch with mods enabled?

And since it's my first post I want to give huge props to the modders. It's outstanding how much has already been accomplished in the little time this game has been out. You guys deserve a ton of credit. I know I never would have bought this game if the code was closed and I had to rely on Ubi's fixes.

Sonarman
03-25-10, 02:37 PM
We don't really have any timeframe for the patch so it could still be quite far away. If you want to play now I'd say install the mods with JSGME (mod manager). It probably will be trail and error but it's early days and their is not yet a lot of overlap. DarkWraith is working with many other modders to incorporate their ideas/mods into his fantastic UI mod.

Looking at the underlying code and unused graphic elements you can clearly see that had the devteams UI come to full fruition it would have been quite usable. So hopefully v1.2 will restore what should have been there on day one.

VirtualVikingX
03-25-10, 02:39 PM
The Ubisoft patch-downloader asks if you want install the patch after its been downloaded.

Plenty of time to disable mods.