JulianJ Posted June 17, 2018 Share Posted June 17, 2018 Success - I have modded my CMBS with Kieme's textures and Vein's explosions and fires - respect! I can see that the Z folder is going to become overstuffed like a christmas goose if I am not careful. Does the game read subfolders in the Z folder? Or do all the add-ons have to be in that main folder - I'd like to impose some order on the system in case I need to remove or replace mods. 1 Quote Link to comment Share on other sites More sharing options...
Kozlice Posted June 17, 2018 Share Posted June 17, 2018 1 hour ago, JulianJ said: Kieme's textures and Vein's explosions and fires Same here, you can also ask Vein for his Ru and Ukr solders and some sounds that he made; and then Black Sea is complete As for your questions you can have as many sub folders as you want, as far as I know. I have 3-4 levels I use ...\Documents\Battlefront\Combat Mission\Black Sea\User Data\Mods , but Z folder should be no different 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted June 17, 2018 Share Posted June 17, 2018 (edited) You can put however many subfolders you desire in the z/Mod folder. For instance (using CMBN as an example) I have one folder for all the effects, Ui, Sounds, etc. I have one that says Germans and within that, subfolders that say uniforms and vehicles. Within the vehicle subfolder I have subfolders for each individual vehicle mod. What I do is keep all the mods I use all the time in these subfolders and then if I want to test something I may already have a mod for, I create a folder I'll entitle "Z Z Z Test". The extra Zs insuring that my test mod will override the similar mod because the game prioritizes the folders that are furthest down the alphabet. Example: folder A with Panther mod is overwritten by folder D with Panther mod. Lots of confusing info can be found here. Mord. Edited June 17, 2018 by Mord 2 Quote Link to comment Share on other sites More sharing options...
JulianJ Posted June 17, 2018 Author Share Posted June 17, 2018 Thanks Kozlice and Mord. V. helpful. 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted June 17, 2018 Share Posted June 17, 2018 1 hour ago, Mord said: You can put however many subfolders you desire in the z/Mod folder. For instance (using CMBN as an example) I have one folder for all the effects, Ui, Sounds, etc. I have one that says Germans and within that, subfolders that say uniforms and vehicles. Within the vehicle subfolder I have subfolders for each individual vehicle mod. What I do is keep all the mods I use all the time in these subfolders and then if I want to test something I may already have a mod for, I create a folder I'll entitle "Z Z Z Test". The extra Zs insuring that my test mod will override the similar mod because the game prioritizes the folders that are furthest down the alphabet. Example: folder A with Panther mod is overwritten by folder D with Panther mod. Lots of confusing info can be found here. Good, accurate, useful information. +1 0 Quote Link to comment Share on other sites More sharing options...
IanL Posted June 17, 2018 Share Posted June 17, 2018 9 hours ago, Mord said: You can put however many subfolders you desire in the z/Mod folder. Nice explanation. I added to my FAQ post: Anyone who revisits might think a lot has changed but I just added a section on mods and reorganized things slightly. 0 Quote Link to comment Share on other sites More sharing options...
Ivan Zaitzev Posted June 17, 2018 Share Posted June 17, 2018 Be aware that many old mods for CMBN and probably other games, need to be modified because modules change the names of some files like uniforms. 0 Quote Link to comment Share on other sites More sharing options...
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