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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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hey guys, I want to use the additional bases mod, but it overwrites all 3 campaign files in USAM (ultimate ship and aircraft mod) GWX campaign mod. is it ok to activate the bases mod after the USAM campaign mod?
Last edited by avers; 11-15-14 at 01:08 PM. |
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#2 | |
Soundman
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Good luck ++Ahnenerbe++ |
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#3 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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hey guys, I have another mod compatibility question (also I am aware that I spelled "compatibility wrong in the thread title). I want to activate the lifeboats and debris mod, but I get some overwrites and I want to know if its safe to activate the mod.
mod overwrites "M36B.val" has already been altered by the "WB's USAM v69.61.1 Part 2" mod. "NBB_Roma.val" has already been altered by the "WB's USAM v69.61.1 Part 2" mod. "NCA_Averof.val" has already been altered by the "WB's USAM v69.61.1 Part 2" mod. "NLL_.val" has already been altered by the "Merchant_Fleet_Mod_3.2" mod. "NLUS_.val" has already been altered by the "WB's USAM v69.61.1 Part 2" mod. |
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#4 |
Canadian Wolf
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I know with the MFM you activate the Lifeboats and Debris Mod First, not sure about USAM though.
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