how do i add mods to a mod folder? -1 reply

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GravisJ1

I'm too cool to Post

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9th January 2003

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#1 15 years ago

eg... i have the mgunjeeps_n_blood_beta2, and i also have the turbojeeps mod, how can i get the turbo jeeps mod to work at the same time as the mgunjeeps/blood mod?

do i have to put them into the same folder and edit an init. file?

i'll send a ss of what i have so far...

oh yah, i'm somewhat new to these forums, i've been reading posts but have never needed to post before... i think i'm one of the few that have had battlefield work without any problems.




GravisJ1

I'm too cool to Post

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9th January 2003

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#2 15 years ago

here is a pic of my mods folder...




apocalypse_kid

I would die without GF

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20th May 2002

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#3 15 years ago

Hi GravisJ1,

I don't believe that there is any way to run two mods simultaneously. At least that's what I have been led to believe by a few ppl who write mods. I may be wrong so if anyone knows different I am sure they will correct me.

Have fun

:cya: :cya: :cya:




Supa Sniper

The image collector

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19th December 2002

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#4 15 years ago

hmmm it could be possible. Well anyway for running to mods at once is kinda posiible because i use about six mods at one time (only small mid you). :)




GravisJ1

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9th January 2003

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#5 15 years ago

hmm... well is there anyway i can combine the mods?

i really like the guns on the jeeps, and i really like the blood (really like it :D ) but i would really really like having the turbo jeeps too... damn thats fun... hhehe

oh well... i'll just chill out and see if anyone knows how to combine/use multiple mods at once... :D peace out!




Wolfgang28612

The Internet ends at GF

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11th November 2002

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#6 15 years ago

It depends on the mods you want to install.

There can only be one type of willy. one type of kubel, etc etc. Unless a mod includes a vehicle that doesn't overwrite the identity of the original vehicle.

i.e. All retail maps call for the object 'Willy' for the allied jeep. So if the mod you want to install replaces the Willy, then all maps with call the modded willy. Now if the modder made their version of the Willy and say, called it "Willy1" The retail maps don't call for a Willy1 so you'd have to insert it into the maps ObjectSpawnsTemplate.con to tell it to call for the Willy1, and ObjectSpawns.con for where to place it. In that way, you could have an original willy, and a Willy1

The best way to know is to open the objects.rfa from the mod itself with RFA Extractor and see if there's an entry for 'Willy'. If there is. Then You can't install another mod that has an entry for Willy. How would the game know which to use?

You can have a sound mod, a texture mod along with something like TurboJeeps installed all at once. The TurboJeep (i think) only replaces things like physics and objects to the jeep. It only replaces the Entry for "Willy" (and maybe kubel, i haven't looked at it). The Texture mod only replaces the games original textures, while the sound only does the game, therefore it's not very likely they would be carrying the same entry for a particular object/texture/sound.

Confused?




apocalypse_kid

I would die without GF

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20th May 2002

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#7 15 years ago

erm - yes.

But I'm not a mod-maker so I guess it must make some sort of sense to them.

:cya: :cya: :cya: