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View Full Version : One for the plebs


sidslotm
09-28-11, 10:18 AM
Hi,

I have'nt read this anywhere else and it's just a question for the Main Mod Men (who are worthy) Just when or how long in testing is it before a mod is considered OK. I realize that beta testing is an essential part of mod development, all I'm trying to do is get a handle on the procedure for personal testing.

Below is my prefered setup, when I added REM_by_Xrundle_TheBeast 1.2 I get a crash. Is one crash enough to say stop using the mod.

I'm trying to logically install one mod at a time as the campaign moves along, if the mod stalls the game I remove it, which is a shame because REM is a favorite of mine.

OH2 full v1.3
OH2 fixed sound
OH2 Light campaign radio messages
TDW Sub_exaust 1.0.5
Sobers 3d deck spray v7
MiniChrono


http://img846.imageshack.us/img846/2107/formerit.jpg

For all Modders, you are worthy of greater depths

mobucks
09-28-11, 10:43 AM
Not entirely sure but, I think equipment changing mods need to either A: start a new campaign to work or B: Need to be installed while in port. (save between patrols inside bunker, load mod, load save in bunker, start patrol.)

Check the mod in question's thread, there is usually details included if either of the above is required. Good luck!

sidslotm
09-29-11, 02:35 AM
this sounds useful Mobucks, thanks.


(save between patrols inside bunker, load mod, load save in bunker, start patrol.)