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lawilm

Combining Mods?

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My clan uses play with 6 and we also use it to import mods that are not through play with 6. We use tons of mods in our official games that we have come to love. I am wondering if it was possible that we could combine all the mods we like into perhaps a single clan mod folder? So that when new people come in they can just download the latest mod pack and it would simply put them all in for them? Just trying to think of the easiest way to pull it all off.

Thanks!

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Sure you can add any mod you want to use into one and same @/userconfig-folders for easier use, and pack it to a single file and host it for your buds. That's how most clans/groups do it since forever. Just be careful not to host it like this publicly since some authors wont approve that. Private use only.

Personally I don't use PW6 as I think it just makes it all more of a hassle than simple manual download, especially when you have to keep track of matching versions of mods and trashfiles. I recommend the old fashioned way for full control.

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Thank you very very much for your information on this! A huge help this will be!

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When you join a server through PwS, it will automatically install and activate the mods that are running on the server.

you can craft and share a pws:// url like:

pws://?server=ip:port&action=install,join

to make it easy on people to get going with your server and PwS.

For more control you can also setup a custom repository, either with hosting mods on it, or just to take more control through configuration; https://docs.google.com/document/d/1K5gsMuvN1E_GGajrkcLzapEuHPN1eZZ68ok5hczfhQ4/edit

With that you can setup a pws:// link that will do pretty much everything for users, incl joining teamspeak server if desired.

The client also has support to pick specific versions of mods, as we have full multi version and branching support,

however currently the user must manually pick the desired version or one of the options like "Latest (prefer stable)", or "Latest (any)".

In the near future we'll support much enhanced collection sharing on our platform, and also have support for server admins defining the exact version required of each mod, so that you're not forced to always update to the latest on the network, or to have users manually pick the desired versions.

In case of questions, issues or feedback, you can find us best at http://withsix.com/support

Edited by Sickboy

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One last question...

If I combined them to say @myclan folder...

some of the individual mods have a "key folder" and "config folder" etc... Would I combine the contents of all the individual key folders into one singe one or would it be more like @myclan folder has @x @y @z folder within that folder in their original layout?

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Sure you can add any mod you want to use into one and same @/userconfig-folders for easier use, and pack it to a single file and host it for your buds. That's how most clans/groups do it since forever. Just be careful not to host it like this publicly since some authors wont approve that. Private use only.

Personally I don't use PW6 as I think it just makes it all more of a hassle than simple manual download, especially when you have to keep track of matching versions of mods and trashfiles. I recommend the old fashioned way for full control.

My last question was following his method rather than the PwS method.. Nothing against PwS but his sound a bit easier right now

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One mod folder, userconfig, keys folder.

Combining mods wil work but is not always a good idea, i have done that since 2009 with my WarMod series,

thing is you need to know what the mods you are working with, what they do, ect,.

If you put together alot of mods into one mod folder which your doing with your mod @myclan, it should have an addons folder inside it, if you have a userconfig for one mod, one for another then just add the new userconfig to the same place the existing one is and overwrite the existing with the new, the folder will get replaced but the contents from the new userconfig will be added to the existing, same for the keys folder.

As i was saying combining alot of mods without understanding what they do or how they function ingame is asking for trouble, you should be sure to test each mod individually in a manner that allows you to see the results and features of a given mod, as some mods can prevent another mod's features from working properly.

I say this as if you have issues with performance, or having some error messages, or features not working then from your notes you should have a good idea of what may preventing, or causing issues.

When testing, you need to 1st test on a mission that has no scripts in it, then test on a heavily scripted mission, test sp, test mp, and see what happens with the features.

Servers

Also note that in mp most gameplay mods are not needed on a server, only those features from a mod that you put into a mission are needed on a server.

For example, if you are useing a weapons pack and have the weapons pack in your mission, that weapons pack needs to be on the server as well.

Another mod for example lets use this one-->http://www.armaholic.com/page.php?id=20816

doesn't need to be on the server, because it effects the clients, as long as each client connecting to the server with the mod enabled they will see the features of the mod ingame, this type of mods doesn't need to be on the server because it doesn't have any functions or features that you can add to a mission.

Anyways I hope that helps, and clears some things up for you.

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