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  #11  
Old November 5th, 2004, 12:48 AM
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Default Re: Faerun Test Mod - 17 player modded game recrui

Cool welcome aboard all.

The modfile "Faeruntest.dm" goes in your mod directory.

To start the game with mod enabled you can use the command line switch as follows:

--enablemod FaerunTest.dm

Or you can enable the mod by starting the game normally and going to preferences, mod preferences, then activate the mod in question.
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  #12  
Old November 5th, 2004, 08:21 AM
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Default Re: Faerun Test Mod - 17 player modded game recrui

did you notice you now have 2 ulm players ? ^^
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  #13  
Old November 5th, 2004, 09:12 AM

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Default Re: Faerun Test Mod - 17 player modded game recrui

Yo soapy can I play unmoded games while playing in this one?
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  #14  
Old November 5th, 2004, 12:19 PM
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Default Re: Faerun Test Mod - 17 player modded game recrui

Whoops, Ulm double-billed. Sorry Krootish! You will have to pick a different nation...
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  #15  
Old November 5th, 2004, 12:23 PM
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Default Re: Faerun Test Mod - 17 player modded game recrui

Yes... just make sure when you are connecting to/playing unmodded games that the mod is not activated in your mod preferences.

I use command line switches and shortcuts, I find its the easiest way. One shortcut for each MP game I am in, with each shortcut automatically connecting to the game in question and enabling any required mods.
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  #16  
Old November 5th, 2004, 12:44 PM
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Default Re: Faerun Test Mod - 17 player modded game recrui

Quote:
Soapyfrog said:
Yes... just make sure when you are connecting to/playing unmodded games that the mod is not activated in your mod preferences.
This doesn't matter. If the mod is needed, it gets selected. If it isn't needed, it gets deactivated.
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  #17  
Old November 5th, 2004, 12:46 PM
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Default Re: Faerun Test Mod - 17 player modded game recrui

Ah I did not know that! So its only important to set the preference when you are making your pretender initially.
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  #18  
Old November 5th, 2004, 01:09 PM

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Default Re: Faerun Test Mod - 17 player modded game recrui

Quote:
Soapyfrog said:
Yes... just make sure when you are connecting to/playing unmodded games that the mod is not activated in your mod preferences.

I use command line switches and shortcuts, I find its the easiest way. One shortcut for each MP game I am in, with each shortcut automatically connecting to the game in question and enabling any required mods.
Actually, as I understand it, this is not necessary. Once it's started the game itself will remember which mods apply.

The only point where you must specify the mod preferences is when you create your Pretender, and (I imagine), if you are creating a game. It is very important, however, to set your mod via preferences while creating your Pretender, as this can really screw up your setup if you have the wrong mods enabled.

Edit:
Ooops - didn't read all the Posts before replying!
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  #19  
Old November 5th, 2004, 01:10 PM
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Default Re: Faerun Test Mod - 17 player modded game recrui


If the mod was enabled when you create the pretender, you don't have to worry about whether or not it's turned on. Just make sure to not try and use that pretender in a non-modded game.
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  #20  
Old November 5th, 2004, 01:19 PM
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Default Re: Faerun Test Mod - 17 player modded game recrui

How would you all feel about a no watchtower/no mausoleum rule?
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