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Moduload — Save-Game Mod Initializer

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Just what I needed for MagRepack not starting after load. But when we say this mod will re-initialise some other mods, will it apply to only those mods whose line is mentioned in the init.sqf? As you said earlier, a majority of mods automatically start anyway after loads.

Thank you.

P.S.: I only need this for your MagRepack. Other mods are stable no matter how many times I load.

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ACE3 has an issue with the interactive menu not starting after loading a savegame, I'll see if this will work as a temporary workaround.

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Actually, the mag repack is the only mod I WANT to re-initialize during the "Pilgrimage" mission. I have many, MANY other mods, but I only want to re-init the mag repack. Is there an step-by-step guide on how to do this? I'm not a programmer/coder. So I'm looking for the most simple, straightforward way to set the moduload to ONLY re-initialize the mag-repack mod.

Any help would be greatly appreciated. -V

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I'm not exactly clear on the instructions, at what point do I click the button? Right before I save, right after I load, or right when I begin the mission?

 

Error:

 

"You cannot play/edit this mission; it is dependent on downloadable content that has been deleted .praa_sound, ns, ns2, ns_plants, ns_rocks"

 

Likely caused by A3MP

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Does this fix the issue that ACE3 has after a restart?

 

EDIT: Just tested it, and yes it works. Depending on how many ACE3 PBOs you have it will take more or less time to load.

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Moduload and magrepack have stopped working with 1.58 update, any one else?

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