mobile_medic 43 Posted June 22, 2013 May I suggest a different color than the blue you are using as it is nearly impossible for me to see on my laptop. Thanks for taking the time to put the list together. Share this post Link to post Share on other sites
gliptal 25 Posted June 22, 2013 (edited) Great, I guess that waiting for the main branch to come out along with Beta4 version of CBA is the easiest thing to do for a non-modder... Can't wait to play those showcases without the double-thingies and with all Mods active! :D Yay! ---------- Post added at 18:04 ---------- Previous post was at 18:03 ---------- May I suggest a different color than the blue you are using as it is nearly impossible for me to see on my laptop.Thanks for taking the time to put the list together. Sure, will change it right away!Yay! EDIT: Just to know, is the problematic blue the one used for links or the one I use for Mods (like this)? Edited June 22, 2013 by Gliptal Share this post Link to post Share on other sites
mobile_medic 43 Posted June 23, 2013 That's the one... thanks very much. hate to be a pest about such a little thing :) Share this post Link to post Share on other sites
gliptal 25 Posted June 23, 2013 That's the one... thanks very much. hate to be a pest about such a little thing :)Is it ok in violet?Yay! Share this post Link to post Share on other sites
mobile_medic 43 Posted June 23, 2013 that's more visible for me, thanks. Hopefully didn't blind anyone else in the process :) Share this post Link to post Share on other sites
gliptal 25 Posted July 1, 2013 Added Switching weapons on the move to List 1! Yay! Share this post Link to post Share on other sites
gliptal 25 Posted July 30, 2013 Latest installment of Switching Weapons on the Move doesn't require CBA anymore! Sorry if I have been a little missing these last few weeks, I'll start testing some new Mods as soon as my rig gets updated to W8! :D Yay! Share this post Link to post Share on other sites
gliptal 25 Posted August 1, 2013 Sorry for the triple post, but since the thread is stickied, I hope I'm not going against the rules too much... I added TMR (http://forums.bistudio.com/showthread.php?160054-TMR-0-2-Rest-amp-Recoil-Update-(Weapon-resting-amp-bipods-new-recoil-more)) to the Main List of Mods: I also polished the list a bit, removing Mods that I found I wasn't using anymore... Also, since weapon resting is provided within TMR, I removed VTS Simple Weapon Resting; I also removed VTS Ballistics because I'm afraid the launchers implementation of TMR would mess up with the wind calculations: I'll try to find out if the two mods can work together by asking the modders themselves, so stay tuned... I really hope someone is paying attentio to this thread... :D Yay! Share this post Link to post Share on other sites
omgtaylorswift 1 Posted August 13, 2013 Sorry for the triple post, but since the thread is stickied, I hope I'm not going against the rules too much...I added TMR (http://forums.bistudio.com/showthread.php?160054-TMR-0-2-Rest-amp-Recoil-Update-(Weapon-resting-amp-bipods-new-recoil-more)) to the Main List of Mods: I also polished the list a bit, removing Mods that I found I wasn't using anymore... Also, since weapon resting is provided within TMR, I removed VTS Simple Weapon Resting; I also removed VTS Ballistics because I'm afraid the launchers implementation of TMR would mess up with the wind calculations: I'll try to find out if the two mods can work together by asking the modders themselves, so stay tuned... I really hope someone is paying attentio to this thread... :D Yay! Can we put together a master weapon armory mod like and work towards compatibility within that? Share this post Link to post Share on other sites
gliptal 25 Posted August 13, 2013 Do you mean check if all weapons that add guns work toghether? They should work, with the only culprit being the custom made attachments... I could even test a big armory, but right now my gaming rig is FUBAR... If you want to give it a shot yourself it would be really appreciated: just post your findings and I will add them to the OP! Yay! Share this post Link to post Share on other sites
gliptal 25 Posted August 25, 2013 Added TPW EBS and WW AICover. These two toghether are something incredible. Will add TPW FALL as soon as possible. Yay! Share this post Link to post Share on other sites
kremator 1065 Posted September 8, 2013 Mag repack breaks VTS_Weaponresting :( Took out every mod one at a time. Share this post Link to post Share on other sites
gliptal 25 Posted September 9, 2013 (edited) Mag repack breaks VTS_Weaponresting :( Took out every mod one at a time.Did you inform the modders? I'll add it ASAP. If it gets resolved please post it here so I can mark it.Yay! EDIT: I read the posts about the issue in Mag Repack's thread: can I mark this as solved? Edited September 9, 2013 by Gliptal Share this post Link to post Share on other sites
Windwalking 18 Posted September 10, 2013 I fixed the bug that made WW AIMenu break Tao folding map. Now as far as I can tell it breaks nothing. Share this post Link to post Share on other sites
outlawled 9 Posted September 11, 2013 Can anyone confirm that Mag Repack breaks VTS Weapon Resting? I was unable to reproduce Kremator's error myself. Share this post Link to post Share on other sites
gliptal 25 Posted September 11, 2013 I fixed the bug that made WW AIMenu break Tao folding map. Now as far as I can tell it breaks nothing.Allright, I'll mark it as solved. Could you share issue and proper solution? It could help other modders avoid incompatibilities.Can anyone confirm that Mag Repack breaks VTS Weapon Resting? I was unable to reproduce Kremator's error myself.I myself can't try right now, have you tried posting in VTS Weapon Resting's thread?Yay! Share this post Link to post Share on other sites
Windwalking 18 Posted September 11, 2013 Allright, I'll mark it as solved. Could you share issue and proper solution? It could help other modders avoid incompatibilities.I myself can't try right now, have you tried posting in VTS Weapon Resting's thread? Yay! Just never use setEventHandler and only use addEventHandler. The first will always replace everything. Didn't know that at the time. Share this post Link to post Share on other sites
gliptal 25 Posted September 11, 2013 Just never use setEventHandler and only use addEventHandler. The first will always replace everything. Didn't know that at the time.Same issue we had a couple month ago with two other mods. Thanks, I'll add this.Yay! Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted September 23, 2013 @Gliptal: GVsE config to use the Iansky RDS on his MP7 pack (http://www.mediafire.com/?wq9r2tcar10rm4l) conflicts with FHQ bonus acessories (that enbales FHQ optics and lights in all available weapon) @Windwalking: I can confirm Magrepack doesn´t intefere with VTS simple resting, as I use both ;D cheers! Share this post Link to post Share on other sites
gliptal 25 Posted September 23, 2013 ;2513935']@Gliptal: GVsE config to use the Iansky RDS on his MP7 pack (http://www.mediafire.com/?wq9r2tcar10rm4l) conflicts with FHQ bonus acessories (that enbales FHQ optics and lights in all available weapon) cheers! Thank you for the report. Could you please put it in more or less this form?Using - <name of Mod/s breaking other Mod/s> Breaks - <name of Mod/s broken by the Mod/s> Issue Description of the issue and' date=' if known or theorized, breakdown of the cause that makes the Mods conflict with each other[/color'] Solution If known or theorized, possible solution to make the Mods compatible Also, the issue could be the same one affecting FHQ Accessories with Sudden's Russian (ie the attachment system). Yay! Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted September 24, 2013 Ok, Gliptal! Sorry ;D Iansky RDS config for GVsE MP7 pack causes conflicts with FHQ bonus acessories, as you can´t attach FHQ acessories to vanilla weapons, solution is to code the config to only attach teh RDS to MP7s Hope I could help =) Share this post Link to post Share on other sites
gliptal 25 Posted September 24, 2013 Any and all help is appreciated. The problem seems to be closely tied to how accessories work: I guess the MP7 has its own config for attachmentens that overrides FHQ's. See Alwarren (he he :D) for more info about it. Yay! Share this post Link to post Share on other sites
gliptal 25 Posted September 26, 2013 Added A3 FreeAim Fix. Yay! Share this post Link to post Share on other sites
gliptal 25 Posted September 29, 2013 Added an incompatibility between TMR and Taw viewdistance. :( Yay! Share this post Link to post Share on other sites
gliptal 25 Posted October 31, 2013 Sorry If I have been missing for this whole month! I will start playing the campaign next week, and as I progress I will add a whole new section to the OP: Mods that conflict or not with the campaign, and what these conflicts are. As always I will appreciate any help with the matter. Stay also tuned for the adding of a couple of new Mods to the main list (Keys - Enhanced Interaction System and JSRS2.0)! Yay! Share this post Link to post Share on other sites