poesel Posted May 29, 2013 Share Posted May 29, 2013 Is this a problem? What happens if you put a R35 mod into BN for example? I'm thinking mainly about vehicle skins, terrain and sound mods - nothing exotic. Because if mixing is possible then I could just link the Z folders together. Saves space and administrative effort the more base games we get. 0 Quote Link to comment Share on other sites More sharing options...
Buzz Posted May 29, 2013 Share Posted May 29, 2013 I don't know the answer to your question about mixing. Would be nice to have a built in game, quick and easy way to select different Z folder mod themes without having to move things about. Then one could set up a separate Mod Warehouse drive as it were and direct CM-XYZ to use this mod theme on loading. 0 Quote Link to comment Share on other sites More sharing options...
Holman Posted May 29, 2013 Share Posted May 29, 2013 I don't think mixing will work. Anything involving text certainly won't. 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted May 29, 2013 Share Posted May 29, 2013 Some things are shared, some not. With a bit of ingenuity it is even possible to import CMSF polygons to CMBN. But anything related to orders of battle or unit statistics are embedded in the program and not moddable, you can only change the visuals. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted May 29, 2013 Share Posted May 29, 2013 I hope that the need to have so many mods for different games plus different versions will eventually be addressed. Half the time I dunno which mod is working these days. 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted June 2, 2013 Share Posted June 2, 2013 Most mods will work in both games that share the same file name with no problems. I put many of mine in the GL demo, and they work fine. Some examples: Using Aris smoke, Veins tracers, and same sound mod for both. If you use the animated text mod MAKE SURE you are using the right version. That mod is not cross compatible. You MUST use the right version for it to work right. There is a version up for the latest CMBN, and CMFI versions at the repository. If you try it, and the text looks screwy you are using the wrong version. 0 Quote Link to comment Share on other sites More sharing options...
Tempestzzzz Posted June 3, 2013 Share Posted June 3, 2013 I made a mod of a telephone pole flavor object from CM: AFGHANISTAN for use in Sicily for FORTRESS ITALY http://www.battlefront.com/community/showthread.php?t=106953 And I know the telephone poles work in CM:Normandy. It's in the repository for FORTRESS ITALY. The screenshot of the M10 in Sicily (months before Gustav Line was released) has an M10 Tank Destroyer from the CM: Normandy demo that I hacked over. But the CM:N M10 was strictly in as a flavor object in Fortress Italy. The M10 Tank Destroyer can't be manned, doesn't shot and doesn't move and you can drive through it. So yeah you can mix CM:N and CM:FI and CM:SHOCK FORCE/AFGHANISTAN together but there are some issues. Tried to import a n Afghanistan CM:A-stan mosque into CM:FI for a Tunisia Mod. I could get the lower structure to work-but the Mosque copula wouldn't show. It's a crap shoot with some things. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted June 3, 2013 Share Posted June 3, 2013 Thanks I have your telephone mod. Trying to figure out which mods are no longer working as we update and should be eliminated is my issue. 0 Quote Link to comment Share on other sites More sharing options...
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