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Old 10-25-13, 03:42 AM   #9
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Targor Avelany View Post
Oh, believe me, I understand the principle It doesn't make it any less tiring to figure it out because realistically the only way to do it is to do it by trial and error.
Well, to some extent one can evaluate the compatibility of two mods from the features they affect and by having a quick look into their respective files, but I agree that the more mods are enabled, the more are their interactions, and the harder is tracking down every potential source of problems.

Quote:
Originally Posted by volodya61 View Post
Very good explanation.. but.. two examples - Sub Flags and AI Sub Crew.. how these mods may corrupt a mod-list.. settings of these two mods don't overlap with settings of any other mods.. nowhere..
Sub flags, in several ways: see this post by me for an example. Dunno about AI sub crew though: never looked into this mod.

Quote:
Originally Posted by privateer View Post
They could have ID's that conflict? That has been a bain on modding from SH3 up to and includeing SH5.
ID conflicts have also been shown to be wildly variable! It may take special conditions to cause a crash.
Such as being near Units that have ID clashes.
Well said, this could explain some herratic and mysterious crashes.

Nonetheless, we must also consider that a 16-digit hex number can assume values from 0 to 18,446,744,073,709,552,000 lol. Unless we consider human error as a factor, the evenience of randomly duplicated Id's is extremely unlikely
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