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TheKeemarTinProject

Verifing signitures on unsigned mods

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I help operate a milsim and we've been running into issues with player's using mods to give themselves and unfair advantage, ie; no stamina, no weapon sway, etc etc. While we have neglected to verify signatures for quite some time now, it has gotten to point where we can't track what EVERYONE is running. Now, easy enough fix. Set verify signatures=2 and route out the baddies. However, we have unsigned mods/mods without keys, that myself nor my fellow leaders have made ourselves. We would like to avoid removing them/de-pboing and repacking into our own repository if possible. Any help is appreciated.

NOTE: Mods with BISIGN files are easily negated since we can make a key ourselves, as we have done with ZEUS Enhanced (ACE Compat).

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