View Full Version : mod compadibility question
hey guys, I want to use the additional bases mod, but it overwrites all 3 campaign files in USAM (ultimate ship and aircraft mod) GWX campaign mod. is it ok to activate the bases mod after the USAM campaign mod?
Ahnenerbe
11-15-14, 02:03 PM
hey guys, I want to use the additional bases mod, but it overwrites all 3 campaign files in USAM (ultimate ship and aircraft mod) GWX campaign mod. is it ok to activate the bases mod after the USAM campaign mod?
After the completion of the campaign can be safely activated without fear of consequences. In any case, make a backup copy of the saved.
Good luck
++Ahnenerbe++
hey guys, I have another mod compatibility question (also I am aware that I spelled "compatibility wrong in the thread title). I want to activate the lifeboats and debris mod, but I get some overwrites and I want to know if its safe to activate the mod.
mod overwrites
"M36B.val" has already been altered by the "WB's USAM v69.61.1 Part 2" mod.
"NBB_Roma.val" has already been altered by the "WB's USAM v69.61.1 Part 2" mod.
"NCA_Averof.val" has already been altered by the "WB's USAM v69.61.1 Part 2" mod.
"NLL_.val" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.
"NLUS_.val" has already been altered by the "WB's USAM v69.61.1 Part 2" mod.
ReallyDedPoet
11-17-14, 05:55 PM
I know with the MFM you activate the Lifeboats and Debris Mod First, not sure about USAM though.
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