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Old 02-08-12, 10:31 AM   #10
CapnScurvy
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Join Date: Apr 2005
Location: Dayton, Ohio
Posts: 2,292
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Besides knowing which version of the game YOU use, you need to know the version any particular mod that's chosen is made for. The different game versions can make a huge difference to the files any mod may modify.

If the mod doesn't state what it's made for (either in its introduction, README files, or instructions) I wouldn't use the mod. The mod may, or may not work, or may cause unintended changes that results from mixing with others. Many mods don't mix well for the simple reason the same files are changed within the mods. The files in the last mod "activated" in JSGME is the file change that gets loaded into the game. This overwrites any other mod with the same file that was activated earlier. It means the first mod won't work as intended, causing anything from a CTD to unstable behavior.

This brings me to what I see with your mod additions. RFB and TMO shouldn't be both "activated" together. They aren't compatible. They change many of the same files, which will result in the behavior I just mentioned. Regardless of choosing the correct version of a mod for the version of the game you have. Having mods that overwrite the same file is asking for trouble, unless the mod states its "compatible" with another.

This makes it important for any gamer who wishes to modify his game to do his homework before thinking any mod will work with any version of the game, or with any other mod that's available.
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