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Mod requirement problems

Posted: 16 Sep 2006 16:50
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?

Posted: 16 Sep 2006 17:47
by andel
I like to keep my scenarios clean (but thats just me) - I like to let end users choose what they want.

Posted: 16 Sep 2006 21:28
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.

Posted: 16 Sep 2006 21:36
by Kevo00
Cool, I'll go ahead with it and see then. :)

Posted: 17 Sep 2006 02:46
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.

Posted: 17 Sep 2006 03:06
by Lostintheplot
Really?

That must be why so many people have problems with good ol' SND_CL42 (or whatever)

Posted: 17 Sep 2006 06:42
by chevyrider
Also the fantastic earth-bridge mod of Steve, is hard to remove.
There for everybody should have this one.

Posted: 17 Sep 2006 09:28
by Martin1990
actualy i think thats no problem that bridge is realy good, doesn't spoil the landscape like the brick one does ;)