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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Seaman
![]() Join Date: Apr 2011
Location: Nevada
Posts: 34
Downloads: 26
Uploads: 0
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#2 |
Loader
![]() Join Date: Apr 2011
Posts: 85
Downloads: 19
Uploads: 0
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The graying-out is normal when one mod overwrites part of another, even if it's just one file. It doesn't necessarily mean they aren't compatible. For example, when I apply the OLC MkIId update it grays out OLC MkIIc, even though it's essentially just a patch for the mod.
It does mean that there's a potential conflict, though. Not having used the mods you are, IDK whether or not there is one in your case. But I'm just a newbie. Maybe if you post which files conflict, the veterans can let you know. |
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#3 | |
Rear Admiral
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I'd say that a real problem is unlikely, I used to get alerts when using Contact Color with other mods that also added some different ships to the game. If it's just .tga files that are getting overwritten, I don't think it will bork your game. And if you are using the full MFM, I would recommend not using Contact Color anyway and weaning yourself off of reliance on color-coded icons. The MFM puts ships that look neutral in Allied rosters - meaning that you may come across a ship that is not flying enemy colors but will still behave (and be counted by the game) as a legit enemy target. Other ships that look exactly the same may be true neutrals. You must figure out which is which and act accordingly. But if you have Contact Color enabled, more often than not just looking at the map will tell you whether that just-reported contact is truly neutral or secretly carrying cargo for your enemies. It kind of defeats the purpose of having the MFM set up the way it is. |
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