Mod requirement problems
Moderator: Locomotion Moderators
Mod requirement problems
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?
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?
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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
- Train-a-Mania
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For the most part, that is true.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.
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.
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Really?
That must be why so many people have problems with good ol' SND_CL42 (or whatever)
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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