View Full Version : Several mods installed
Hello,
How should you install multiple mods at same time ?
The Bandit
10-01-17, 04:26 PM
I would suggest JSGME or alternatively renaming the override folder(s) for each mod. Right now because of the nature of how the game loads mods they can really only be used one at a time unless they are expressly written to be compatible.
GeneralGamer
10-01-17, 04:27 PM
Well you will get different opinions. Here is mine. These all work well when installed in the order below
Gameplay Mods:section
1-Red Storm Rising Free Roam Mod, (Lot's of fun)
2-Playable SubsMod, (always updating!! and fun)
Graphics mods:section
3-Cold Waters enhanced navigation map, (very useful)
4-My Background Map and Torpedo Load Indicator Mod ( useful eye candy)
The other mods are fine I'm sure but I can't advise you on the install order. I have not tried them yet.
It's a good starting point :yep:
Well you will get different opinions. Here is mine. These all work well when installed in the order below
1-Red Storm Rising Free Roam Mod, (Lot's of fun)
2-Playable SubsMod, (always updating!! and fun)
The free roam mod is now included in the NPS mod, so no need to install separately.
GeneralGamer
10-01-17, 11:26 PM
The free roam mod is now included in the NPS mod, so no need to install separately.
Ah thanks for that update! I'm not much at reading directions or update info, LOL
I would suggest JSGME or alternatively renaming the override folder(s) for each mod. Right now because of the nature of how the game loads mods they can really only be used one at a time unless they are expressly written to be compatible.
Didn't realize JSGME would work with ColdWaters. Will give it a try.
Otherwise installing the mods and renaming into override when wanted isn't big issue either. At the end you can only use one at the time :-)
Agree that's the way it is but shouldn't it be worked so that there is common agreement amongst the designers and developers such that additional, multiple mods can co-exist? It's not a deal breaker but why would I not, as a designer/developer, code my game such that multiple versions of mods can co-exist? I for one, would love to have the 2004 campaign installed but don't because it conflicts with other mods because they all utilize the override name space. Wouldn't it make sense to load from among the various mods at mission/campaign loading screen? From a user's perspective it makes a lot of sense. Useability from the user's perspective is what I'm arguing if, in my opinion, we want to keep this game front and center in game's minds for the foreseeable future.
"...as a designer/developer, code my game such that multiple versions..."
Testing compatibility with mods you did not code yourself adds to your own development time. Also, not only do you have to keep your own game modded with everyone else's updates and test every time someone else updates their mod, you have to take responsibility for other's mods you distribute with your own. Someone else's mod breaks and it's your fault.
The only practical solution to distributing multiple mods with one update is if the mod devs want to combine all their mods into one distribution that one person or team tests and uploads to the Web as one offering, removing all the single distributions of the mods. Similar to what Superpack did with Falcon4.
If you were a developer yourself, you would conceive of many more complications than those I pointed out here.
-Pv-
Among other things, I'm a designer and developer but not of and for games. I'm not saying it's easy. I'm quite happy, for the most part, with the current development of the game (1.08c). And I very much appreciate the response times of the game. I mostly understand the constraints. I was arguing purely from a user's perspective. As I said, not a deal breaker -- by any means. And, as I've stated from the first release of this game, I think it's awesome, and was quite amazed anyone did what KFG did. Obviously, I'm not the only one who thinks that. I was merely providing user feedback.
ETR3(SS)
10-04-17, 10:35 AM
JSGME is the way to go here. I use it for multiple games on my computer, from Total War to Silent Hunter to Cold Waters.
As to the comment above as to why everyone doesn't make their mods compatible. What do you do when you've both changed the same file in different manners? Also just because all mods use the override folder doesn't mean they aren't compatible. It all comes down to the individual files from each mod, the folder structure doesn't matter so much really. Cold Waters is much easier to mod than say SH4.
I get it. Makes sense to me now. I may have to try that program you reference; I've seen it mentioned any number of times over the years. Thanks.
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