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How can I know which mods are compatible to one another, and I also wanted to know is if there is a bundle of mods that work on each other? thank you

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A general rule of thumb would be to consider whether a mod changes something that already exists in the game or not.

Most new buildings/plop lots are exactly the former, they are totally independent items and as many as you want can all coexist together happilly.

But, when a mod changes something, usually you can only have one such type of mod, otherwise multiples will conflict with each other. For example if you install a Water mod (change the in-game water colour), simply having one will stop you seeing the default Maxis water. But if you installed more than one such mod, only the effects of one of them could ever appear in game, determined by the load order of the file itself within Plugins.

Any big game-changing mods, things like CAM, SPAM, IRM and others, generally are not compatible with similar mods at all. Because they will interfere with each other in ways that can cause undesirable effects. That said, mods like this tend to detail those established mods that can not be combined. Honestly this problems only affects a small percentage of mods that tend to change the default game behaviour.

  • Yes 1

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Well thank you very much for you answer Sir

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