Mods activated ? ? ? -1 reply

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HC1Gunner

Slightly cooler than a n00b

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28th October 2002

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#1 15 years ago

EA has not released much on how the mods folder now works. Clan played a game last night, and mods were placed in their proper folders inside the mods folder, and we didn't have one single mod in the game?

I had thought that EA had said something about mods working as Host only, and not Host/Client anymore. After the host had mods installed, rest of clan installed mods to proper directories inside mods folder, sitll NO mods in game.

Can some one explain how Mods Folder is suppose to work Please! It's evident EA has no idea.

One can see by the slow of mods being released (next to none) that everyone is expierencing problems getting mods to run properly under the new directory setup.




VonMeyer

Waiting for Forgotten Hope 2

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22nd October 2002

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#2 15 years ago

I had that problem too until i started messing around with the files and got some skin and a sound mod into 1.2. The way that EA/Dice did the file structure is a lot easier. Now for installing mods you need the RFA extractor and Rfa maker. Both of those which can be found on the downloads section under utilites. You can find both here.

http://www.bf1942files.com/sort.files?cat=1396&ref=1391

What mods does your clan want to use? Sound? Skins? The fixed historic mod? Both the Rfa extractor and Rfa maker comes with instructions on how to make ksins or sounds work in 1.2.




HC1Gunner

Slightly cooler than a n00b

50 XP

28th October 2002

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35 Posts

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#3 15 years ago

Appreciate the reply, ya I had my textures extracted before the patch & was using sevral skins. I've seen sevral post that say if you extract your textures, then mods won't work uner the new file structure?

We like to use the jeep_gun, T-19 (howitzer on half track), and the immolator mkII which makes allied gound base AA guns mobile.