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slash_hudson

Multiple mods?

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Most mods work well with each other. But there are some exceptions, which are fortunatly often explicitly noted. For instance, the Variable Bus Route Mod and the NAM are in conflict with each other.

Fortunately, it's only a small number of files that are in conflict with each other. The rest can work with each other. Be sure to read the download instructions and/or the ReadMe of each download to prevent conficting plugins.

Best,

Maarten


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Sure. Most people have dozens upon dozens of mods running simulaneously.

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If you get CAM, please make sure you read the Mod incompatibility list... it's quite extensive


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    I dont know whats CAM,i choose some mods for textures that change original textures etc but i hope that will work wit NAM etc.

    And btw cheers to all I am new here 2.gif

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    Originally posted by: slash_hudson

    ...I choose some mods for textures that change original textures etc but i hope that will work wit NAM etc.quote>

    Texture mods usually work by over-writing the textures they are designed to replace and will function without conflict. The key is that they need to be loaded in the correct order in order to accomplish this, so be sure to read and follow any installation instructions carefully.


    A wise man once said, "I am not yet a wise man..."

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    In general, you only need to take care with mods that alter the game and its looks.

    Adding more buildings is ususally no problem, you can have thousands of new office towers, single-family homes, police stations, parks, hospitals and whatnot, without the slightest problem (except for the longer loading times).

    Merely optical mods (terrain mods, water mods, "facelift" mods) work in the way CaptCity correctly explained - what loads last overrides what was loaded before.

    Functional mods are the ones to treat with caution. These may indeed cause conflicts, and some of them -for example the NAM- can even cause conflicts without any other mods if you mess up the installation. A typical mistake is to install the NAM for left-hand traffic (LHD) on a game that runs on right-hand traffic (RHD). The result: No working traffic. These potential problems are thoroughly documented, though, so reading the accompanying manuals is your best bet to avoid running into problems.


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    Hi, wecome again.

    And then there is testing.  Because of the vast numbers of mods available from many sites (all plugins are mods for this discussion), it is impossible for the people responsible for the repositories to test them individually let alone in all the possible combinations that can occur.  This falls on the user.

    The best way to incorporate a mod is to put it in your plugins with your existing set (if any) and test it in a sandbox region.  You make a sandbox by opening the game and creating a new region, which will consist of all flat terrain.  Then pick one of the city tiles, and test your new mod there.  Make sure you understand what you've added, especially with a big mod like the NAM, which is about as big as any expansion pack.

    After you understand the mod and have found any conflicts. you are free to get another mod.  If there are conflicts, you have to decide what to do about it.

    I would suggest with a mod the size of the NAM, you should spend a few hours playing with it.  It has some astonishingly good things, and some limitations that are being worked on.  Keep watch on this mod for updates.  The latest stuff for the NAM and its subordinates will usually be found here: www.simtropolis.com/forum/messageview.cfm

    It is important to be able to maintain your plugin set.  Since they all come in as archives, you should keep a downloads folder somewhere on your machine away from the game organized by the author or other key containing the archives and a similar structure should exist in your plugins.  This makes updating and removing and locating problems easier.

    The .zip archives often contain more than just the plugins.  There are readme files, illustrations, etc.  None of these should be put in your plugins, but kept in the downloads folders.  The only files you should place in your plugins folders have the following extensions: .dll (must not be in a sub-folder), .dat, .sc4lot, .sc4desc, .sc4model.  These are the only things that affect the game.


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