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Anone using both RealUboat1.43 and Sansal's Milk Cow Mod?
Just wondering if it's possible to use these two together without conflicts. I'm getting conflict messages when trying to apply one or the other when the other is installed using SH3 Generic Mod Enabler.
If it's not possible to use both, any opinions on which you feel is more worthwhile? Thanks! |
No one? I am shocked and dismayed! :88)
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Glad ta meet cha MR dismayed :doh: |
I'm assuming that since the Milk Cow Mod changes the Campaign_LND.mis file, Rub will not work properly when installed. If the milk cow mod was added using the Rub file, it(Rub) may still work. Otherwise, some features, such as bases, cities, etc will be the default ones and conflicts may occour.
Am I right in saying that this has to be one of THE most modded games in history? :lost: |
close, Take a look at microsoft CFS3.Those modders have rebuilt the game :hmm:
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Hi thewumpus,
If you have a basic knowledge of text editing files, you can add all the appropriate files from Milkcow to RUb. I use another proggie used and suggested by others here called Compare It! to quickly see the differences in similiarly named files. Then its just copy over to RUb files, although you do have to renumber unit #s, etc to get it to work properly. But I just saw a recent post by Rubini that he's going to add it to a future release of Harbour Traffic. It's not in the latest release. So if you're not patient, you'll have to do it by hand for now to get it into RUb. I've added it to RUb myself but still testing it to work out a minor bug that's not allowing me to hand out promotions,etc at milkcow like I used to be able to do. But all the locations show up so far. Use the RUb files and add the missing milkcow segments (Spanish ports and Uboats and anything that obviously says Milkcow) to the appropriate RUb files and it will work. Best of luck to ya! :arrgh!: |
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