Ship mod question...
Forgive the noob-ness of this question...I'm a mod-noob, not a FL-noob...
I have been using FLMM to install and activate several different mods, just to experiment and see what kind of stuff people are creating. I'm pretty impressed so far. There is far more programming and creative skill out there than I can ever hope to possess. However, I do have a question or two:
When activating a ship mod (for example, the Babylon 5 ship mod), does it replace existing ships in order to accomodate the new models or does it completely ADD the new ships? I suspect it replaces them. If that is the case, what happens if I activate a mod that replaces a ship that one of my characters already owns? Is it just simply replaced, or will it mess with the game?
Also, is FLMM smart enough to only allow you to activate ship-mods that won't overwrite each other? IE, if a particular ship mod replaces the Patriot with a different ship (let's call it the Wapster) and another ship mod also replaces the Patriot, will they conflict with each other, or will FLMM prevent it from happening in the first place?
Ok, I started to ramble there. I think you get the drift. Thanks in advance for any tips and info you can provide to this mod-noob.
Cheers,
Wap
I have been using FLMM to install and activate several different mods, just to experiment and see what kind of stuff people are creating. I'm pretty impressed so far. There is far more programming and creative skill out there than I can ever hope to possess. However, I do have a question or two:
When activating a ship mod (for example, the Babylon 5 ship mod), does it replace existing ships in order to accomodate the new models or does it completely ADD the new ships? I suspect it replaces them. If that is the case, what happens if I activate a mod that replaces a ship that one of my characters already owns? Is it just simply replaced, or will it mess with the game?
Also, is FLMM smart enough to only allow you to activate ship-mods that won't overwrite each other? IE, if a particular ship mod replaces the Patriot with a different ship (let's call it the Wapster) and another ship mod also replaces the Patriot, will they conflict with each other, or will FLMM prevent it from happening in the first place?
Ok, I started to ramble there. I think you get the drift. Thanks in advance for any tips and info you can provide to this mod-noob.
Cheers,
Wap