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Old 08-25-11, 05:12 PM   #16
BigBANGtheory
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Actually what would make most sense is you zipping up your MODS folder (minus MO as that is so large) as the Orpheus Mod soup mix. That way you avoid having to explain the details...

Some players like the fexlibility and options to pick and choose, others are happy to be guided by people that know the game well.
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Old 08-25-11, 11:07 PM   #17
0rpheus
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Quote:
Originally Posted by BigBANGtheory View Post
Actually what would make most sense is you zipping up your MODS folder (minus MO as that is so large) as the Orpheus Mod soup mix. That way you avoid having to explain the details...

Some players like the fexlibility and options to pick and choose, others are happy to be guided by people that know the game well.
Hmm.. I think the main problem with that idea is that the mods change so frequently I'd struggle to keep it up to date with the latest versions, and the modders themselves might not like me 'hosting' them all in one place. Once Magnum Opus is fully realised this will be less of a concern as it will be the 'one stop shop' as it were.

I also can't guarantee the same mods will work for everyone. As an example, tonight I've spent several hours wiping Magnum Opus and reinstalling its component mods individually to try and locate the cause of general CTDs and the current hydrophone issues with the imported ships in OHII. Not everyone seems to get these but I'm convinced its not an out of memory issue.. so I'm hacking my modlist to bits to see if I can sort it. Due to the ever-evolving nature of mods this is a process everyone will likely have to go through at some point, until things stabilise... but between Sober's list and my own testing it would probably be possible to create an install order that would work on most systems.


And finally, I'm also a bit wary of stepping on the toes of chaps like Sober & Stoianm, both of whom have contributed excellent tutorials on much of these subjects already. I'm really quite new here and nowhere near as experienced a Kaluen as these chaps, so I'll defer to their wishes and superior knowledge if they'd rather I didn't.


However - what I could do is create a big post that goes through all the startup instructions and JSGME installation etc (could integrate Sober's excellent post on how to get through the tutorial maybe, if it's ok with him), and then list links for the main threads for each mod I use so people can find them easily (though there is a slightly out of date list stickied in the mods forum already). As long as the more experienced members don't mind.

Howzat?
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Old 08-26-11, 12:14 AM   #18
mia389
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If need links you can look at my sig. I have links to all my mods I run. It took some time to do but I'm sure will help guys.
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Old 10-17-11, 03:36 PM   #19
0rpheus
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Holy cow, hold the boat fellas! I won a prize!

http://www.eurogamer.net/articles/20...sep-blog-entry
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Old 10-17-11, 04:01 PM   #20
kylania
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Congrats!

Btw, how do you switch to the chalkboard counter again, Shift-B gets me the weather but can't remember the counting thing
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Old 10-17-11, 04:03 PM   #21
0rpheus
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Quote:
Originally Posted by kylania View Post
Congrats!

Btw, how do you switch to the chalkboard counter again, Shift-B gets me the weather but can't remember the counting thing
Hmm, still Shift-B for me, and Shift I (I think) to add a mark. Pretty sure you can edit the hotkey for it in TDW's useroptions... or somewhere... I'll check and get back to you

EDIT: Yup, it's in the TDWuseroptions.py. CTRL-F and find 'Chalkboard' and you'll skip straight to it.
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Old 10-17-11, 04:05 PM   #22
TheDarkWraith
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Quote:
Originally Posted by kylania View Post
Congrats!

Btw, how do you switch to the chalkboard counter again, Shift-B gets me the weather but can't remember the counting thing
If you use the options editor viewer you can find it's keys under chalkboard
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