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Old 04-07-10, 02:34 AM   #1
nicae9
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Default Which mod are compatible with which

Hello all,

I know that the answers to those questions must be out there but with new versions of different mods now, who knows? So if you could put here, what you know for sure or ask questions, here is the chance

Cheers,

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Old 04-10-10, 12:03 PM   #2
Armistead
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Well, that would be a long complex list full of issues.

Take the supermods, the makers frown on you adding lots of mods known as mod soup. Even if they work, it's possible they could somehow upset some files that make changes to AI. The game may work fine and you may not notice. The fact is they can't check every mod to see if it's compatible. However...many are.

You just have to check with each mod and make sure the versions work with what supermod you use. Most mods have a version for each.

These are the mods that I play with this career. Main thing I watch for are any overwrites that effect any sensor files, see any, that mod don't go

TriggerMaru_Overhaul_19
TMO19_Patch_25012010
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TMO19_interior3d_GATO_overhaul
Longer_Ship_Wake_V1_TMO1.7
MaxOptics IV for TMO 1.9
SCAF for TMO 1.9
TMO19_ChartsOverhaul
Webster's Smaller Rain for TMO
TBT filter green TMO 1.9 and Stock
Nav Map Make-Over
Merchant Skinpack v2 TMO
EAXsoundsim_without_WebstersManeuver_TMO19
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Old 04-10-10, 01:41 PM   #3
alexradu89
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Ok so I've downloaded: TMO 10.9, TMO latest patch, RSRDC+patch and the gato,porpoise and salmon 3d overhauls... should I be getting anything else ? am I missing anything ?

EDIT: my current mod list
TriggerMaru_Overhaul_19
TMO19_Patch_25012010
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Merchant Skinpack v2 TMO
TMO19_interior3d_GATO_overhaul
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SALMON_overhaul
MaxOptics IV for TMO 1.9
Nav Map Make-Over


i have to say i'm simply BLOWN AWAY by the awesomeness of TMO 1.9 (last version i played was 1.4) took an S-18 class sub down to 130 meters (no hull damage) but started cracking at 140+

Last edited by alexradu89; 04-10-10 at 02:58 PM.
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Old 04-10-10, 09:33 PM   #4
haozhibof1
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I have tested some nuke subs.
LA and Ohio are compatible with each other. Virginia and Skipjack are compatible.
It seems some mods use the same basic files, the later installed ones will overwrite the earlier ones. Maybe the earlier one will also overwrite some default ones used by the later one. It's really difficult to say.

By the way, somebody has imported US's UK's BBs into one MOD. But I don't know whether the original author has given the permission. So this can not be released.
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Old 04-10-10, 10:26 PM   #5
SloppyMk27
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If one were to be technical, if you wanted to install a bunch of mods where some overlapping of files were to occur, the best thing to do is to take the mods apart. Open the files up with S3d or Notepad++ (depending on file type) and look at the changes of the overlapping files. The reason to do this is to see which parts of the overlapping files have changed. For example, one mod may change the torpedo storage capacity of the Gato, and another mod changes the top speed of the Gato. Both changes are made in the same file. In order to get 2 or more mods with conflicting files to work, one would have to take them apart and mesh them together to the best of your ability and decide which changes of 2 conflicting mods you want to keep if they modify the same data in more than one file. The tutorials in this forum are very well written and everything is explained in high detail to learn how to do this. Just be sure to have a backup of your mods and original files before altering anything.
S3d can be used to open files with the extensions: dat, sim, zon, val, cam and dsd.
Files that can be edited using a text editor (I recommend Notepad++ due to it's side by side file comparison ability) are cfg, eqp, sns, and upc files.

As far as any legal issues are concerned, you can modify any mod that stays on your machine. A release of a mesh between 2 mods would require consent of the respective original authors. Most mods in the readme file will tell you if you can re-release their mod with your changes with or without their permission, but giving the proper credit is always a must.

There are a lot of great mods on here, and this process should help you make the most of your mods that have conflicting files.
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Old 04-11-10, 12:16 AM   #6
haozhibof1
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Quote:
Originally Posted by SloppyMk27 View Post
If one were to be technical, if you wanted to install a bunch of mods where some overlapping of files were to occur, the best thing to do is to take the mods apart. Open the files up with S3d or Notepad++ (depending on file type) and look at the changes of the overlapping files. The reason to do this is to see which parts of the overlapping files have changed. For example, one mod may change the torpedo storage capacity of the Gato, and another mod changes the top speed of the Gato. Both changes are made in the same file. In order to get 2 or more mods with conflicting files to work, one would have to take them apart and mesh them together to the best of your ability and decide which changes of 2 conflicting mods you want to keep if they modify the same data in more than one file. The tutorials in this forum are very well written and everything is explained in high detail to learn how to do this. Just be sure to have a backup of your mods and original files before altering anything.
S3d can be used to open files with the extensions: dat, sim, zon, val, cam and dsd.
Files that can be edited using a text editor (I recommend Notepad++ due to it's side by side file comparison ability) are cfg, eqp, sns, and upc files.

As far as any legal issues are concerned, you can modify any mod that stays on your machine. A release of a mesh between 2 mods would require consent of the respective original authors. Most mods in the readme file will tell you if you can re-release their mod with your changes with or without their permission, but giving the proper credit is always a must.

There are a lot of great mods on here, and this process should help you make the most of your mods that have conflicting files.
Can not agree more. I would rename everything in case it replace the default ones If I had started my own mod. Unfortunately, weapons and upgrades are defined in the same files, respectively, so maybe it will be more difficult to integrate everything. Well at least most of the procedure is operable.
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Old 04-11-10, 12:41 AM   #7
Armistead
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If you want a good sound experience, load EAX sound for TMO..It adds some sounds, but changes the tone, so sound feels real....
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Old 04-11-10, 12:43 AM   #8
alexradu89
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Quote:
Originally Posted by Armistead View Post
If you want a good sound experience, load EAX sound for TMO..It adds some sounds, but changes the tone, so sound feels real....
Can I use it without Poul's sound mod ?
and also what does EAX with websters maneuver and without maneuver do ?
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