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ModManager for CC but....
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riven311
Joined: Fri Feb 01, 2008 10:17 pm Posts: 6
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ModManager for CC but....
its a cool tool make turning on and off mods EZ...but some thing most us noob mod maker and tester out there like to see is a tool that will put in a mod...then set it up so the AI use it. make it like 2 tabs one for like player use mods then like AI use mods have a fast key that will load CC when your done.
i know i ask alot and yet add some thing of my own but i had ides about things...just no clue how to get them to work ::sad:: :3
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Thu Mar 06, 2008 1:51 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: ModManager for CC but....
There's a whole guide on getting the AI to use mods here. http://datarealms.com/wiki/index.php/Ac ... ni_Editing
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Thu Mar 06, 2008 2:18 am |
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riven311
Joined: Fri Feb 01, 2008 10:17 pm Posts: 6
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Re: ModManager for CC but....
yea i know how it works...and god it takes time to do it all...whet the mods i have . but i think it be nice have a tool that will do it for you, and when you like to take it out for you
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Thu Mar 06, 2008 2:25 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: ModManager for CC but....
Which with the current most efficient method requires Base.rte editing, and mod file editing. Besides, how would the program know WHICH mods to use? Where to put them? What craft they should be in, what weapons they should have?
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Thu Mar 06, 2008 2:28 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: ModManager for CC but....
Someone did make an activities editor for an older build, but I think it was lost.
Perhaps the person who made that could resurrect it?
I seem to remember their name had "monky" in it.
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Thu Mar 06, 2008 2:29 am |
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