Mod requirement problems

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Kevo00
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Mod requirement problems

Post by Kevo00 »

Hi guys,

I am thinking of knocking up a fictional Aussie scenario to use Popey's Aussie pack stock in - but my Lomo install is full of mods - so is it the case that even if I make the scenario unmodded, everyone else using the scenario has to have the same mods?

I did previously release a Tayside scenario but used another machine with an unmodded install to develop it on being mindful of the problem - so does this problem still exist, or is it avoidable if you avoid using mods in the scenario?
andel
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Post by andel »

I like to keep my scenarios clean (but thats just me) - I like to let end users choose what they want.
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DISCLAIMER: The views expressed in this post are not necessarily those of Andel, who will do and say almost anything to get the attention he craves.
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Lostintheplot
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Post by Lostintheplot »

If they're not selected in the scenario, there shouldn't be a problem if people who don't have the same mods use the scenario.
Scenarios that I have made: ECML - Brighton-Cardiff
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Kevo00
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Post by Kevo00 »

Cool, I'll go ahead with it and see then. :)
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Train-a-Mania
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Post by Train-a-Mania »

Lostintheplot wrote:If they're not selected in the scenario, there shouldn't be a problem if people who don't have the same mods use the scenario.
For the most part, that is true.

However, if you have a DAT sound file for a certain loco or other vehicle, that creeps its way into any scenario you make, even with no mods.
Nick - Creator of the virtual railroading review series:

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Lostintheplot
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Post by Lostintheplot »

Really?

That must be why so many people have problems with good ol' SND_CL42 (or whatever)
Scenarios that I have made: ECML - Brighton-Cardiff
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chevyrider
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Post by chevyrider »

Also the fantastic earth-bridge mod of Steve, is hard to remove.
There for everybody should have this one.
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Martin1990
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Post by Martin1990 »

actualy i think thats no problem that bridge is realy good, doesn't spoil the landscape like the brick one does ;)
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