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Quick question
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Thrashcore124
Medic


Joined: 07 Feb 2009

PostPosted: Sat Mar 07, 2009 9:18 pm    Post subject:  Quick question Reply with quote  Mark this post and the followings unread

Is is possible to have two YR mods work at the same time? I want to ask first before i try anything

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Mar 07, 2009 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

short answer: no with a but

long answer: yes with an if.

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Sat Mar 07, 2009 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, but your going to need three directories.

1. For the original unmodded game.
2. For the first modded version.
3. For the second modded version.

You could choose to simply have two directories by replacing the unmodded one with the mod, but it'll be a pain in the ass if you want to return it to normal.

If you don't know how to do this, open up your RA/YR directory and copy it. (Computer > Search > RA/YR > copy.) Then, go to your desktop and hit "paste" twice. You will then have two directories on your desktop. Open the first one and install the mod into it. Do the same for the second directory for the other mod. If you click on the RA/YR icon on your desktop, the unmodded game will play. In order to play one of the mods, you will have to open the modded versions' directory and click on the RA/YA icon within. The modded version should then play.

It is safe to rename the folders that the mods are in, if you click on the RA/YR icon in the directories, they will read from that directly and play with the mod installed.


If you meant playing YR with two mods in one directory at once, then I do not know. I'm assuming that the two will conflict with each other and you will simply recieve an IE when you play the game.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Mar 08, 2009 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

^

I do it like that, except only copy the actual mod files.
Sort by Date modified makes it easy ^^

Also, heard of Launchbase, a mod switcher tool, and NPatch (EXE command line switch) feature.

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NakedCrook
Medic


Joined: 22 Jan 2009

PostPosted: Sun Mar 08, 2009 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Basically this is what I do.

In my Westwood directory, I have a folder called RA2 (default name for the active Red Alert 2) and the active mod is placed in this folder.

I then have copies of the RA2 folder (I rename then to RA2 - XXX, where XXX is something like Future Crisis, Mental Omega or Robot Storm to name a few)

When I wanna change the active mod I just rename the folders.

For example, lets say I have vanilla RA2 active and I wanna activate Mental Omega. I rename my "RA2" folder to "RA2 - Original" and I rename "RA2 - Mental Omega" to "RA2"

its a fairly simple concept.

This is my method, though any of the previously explaied ones work just as well...whatever floats your boat.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Mar 08, 2009 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guys, I think he meant combine 2 mods into one, have them both run at the same time, and use each other's units.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sun Mar 08, 2009 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

its possible, but you will need to fuse them. it will take allot of copying and pasteing from one rulesmd.ini to the other.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Mar 08, 2009 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Guys, I think he meant combine 2 mods into one, have them both run at the same time, and use each other's units.

No!

Well, it would take a very long time at least...
Its only possible with huge coding changes,
with the houses, units, and having to decide which tags from which mod to use in [General].
The house stuff would be easier to deal with if you had the latest RP/NPatch, allowing more new sides and more than one uses of logics (example is if two mods had different radiation), but even with this, it still will take forever.
Also, the more like a TC each mod is, the more hard it will be.

(and btw, the creators of the mod will probably not approve either Neutral)

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