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mods with Gustav Line


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Yes and no.

There's a whole new set of *tag endings* for vehicles so multiple skins can be applied under various conditions.

There's the default (no tag), then there's [muddy].bmp for muddy ground conditions. Then there's [mainland].bmp for when we jump to the Italian mainland and change camou, and an [olive].bmp tag for Brits when they convert from mud-and-black camou scheme to later-war solid green. There's also combo tags like [mainland olive] and [olive muddy] and even a [whitewash] tag! Though that one doesn't get much use in Italy.

So in other words, the current mods should still work BUT there's exponentially more stuff to be modded. A muddy spring day on mainland Italy may not see your old mod get applied

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Yes and no.

There's a whole new set of *tag endings* for vehicles so multiple skins can be applied under various conditions.

There's the default (no tag), then there's [muddy].bmp for muddy ground conditions. Then there's [mainland].bmp for when we jump to the Italian mainland and change camou, and an [olive].bmp tag for Brits when they convert from mud-and-black camou scheme to later-war solid green. There's also combo tags like [mainland olive] and [olive muddy] and even a [whitewash] tag! Though that one doesn't get much use in Italy.

So in other words, the current mods should still work BUT there's exponentially more stuff to be modded. A muddy spring day on mainland Italy may not see your old mod get applied

ok, so maybe they are applied or not to man uniforms/vehicles depending on what you said .... but we can say for sure that the maximum "risk" to use them is that they are not applied, right ? in other words we do not have risks to have carsh or something like that right ?

and what's your thinking about the sound/dust/explosion mods like "AKD Sound Mod" ?

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seamountanda,

Sound mods should work, just make sure you remove your Z folder during the install. Bring it back afterwords and it should work with no problems.

No crash will be caused by files in the Z folder if they dont have the correct name, it just wont read any that are not named correctly. So we might have to rename some older mods to have them work properly when GL is released.

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ok, so maybe they are applied or not to man uniforms/vehicles depending on what you said .... but we can say for sure that the maximum "risk" to use them is that they are not applied, right ? in other words we do not have risks to have carsh or something like that right ?

and what's your thinking about the sound/dust/explosion mods like "AKD Sound Mod" ?

Sound/visual effects mods will work fine. I might release a tiny patch for a new sound in the module.

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