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#1 Posted at 2012-10-30 17:52        
     
Ok so I downloaded a Zombie Mod just for shits and giggles and made a mission with it, worked great. I then worked on a mission that I have been working on for awhile now. That night I invited my friends to help me test said mission but when they went to log in it gave them the error that they didn't have the required mod installed. Even tho I didn't use the mod in that particular mission it still required it. I had to delete the mod and all the missions I had created because they were all tainted with the requirment of this mod. My question is: How can I create missions for my friends and school work that do not require them all to have the same mods that I do, and still have mods that I can play with? It can be done because I have played a few Multiplayer games where there were content in the game that I did not have but I was still able to use in game.

This post was edited by DarkXess (2012-10-30 18:47, ago)

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palyarmerc  

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#2 Posted at 2012-10-30 17:55        
     
Yeah, it does that. Just open the mission.sqm (whilst not in the editor) and remove the list of required addons and save. Open and re-export in the editor (using only the mods required)

You'll need different modstrings for different purposes. I use up to 15 different modstrings.

....that's all folks....!

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Pirin  



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#3 Posted at 2012-10-30 18:26        
     
I've found that happens most when you add an item from a mod, save, then remove the item. It's not on the map anymore, but it's required by the mod after that point.

Also some sound mods worm their way into mission.sqm files, which is just ridiculous. So many times I've had to remove JSRS from missions because my friends insist on using that mod. :)


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DarkXess  

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#4 Posted at 2012-10-30 18:50        
     
*Moved to correct section.

This belongs in "Mission Editing" as its a mission editing related question.
I have also edited your topic title to reflect more on your problem better.

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SavageCDN  

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#5 Posted at 2012-10-30 18:53        
     
# Pirin : I've found that happens most when you add an item from a mod, save, then remove the item. It's not on the map anymore, but it's required by the mod after that point.

Also some sound mods worm their way into mission.sqm files, which is just ridiculous. So many times I've had to remove JSRS from missions because my friends insist on using that mod. :)

Yeah now I just load up without any client-side mods when editing (JSRS, Blastcore, any st stuff, etc).. that stupid JSRS thing has screwed me for the last time!

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#6 Posted at 2012-11-02 07:19        
     
The use of dodgy config work that overwrites existing default base classes can cause certain addons to insert themselves into missions even when this addon is not actually used, but merely loaded as part of the expansion list (provided ofcourse one has custom content organised in addon folders and not dropped directly into a default folder). Therefore it is good practice to always run with the minimum set of addons needed when editing missions. It is also good practice to always check the mission.sqm in a text editor before exporting to ensure that the required addon list is indeed not tainted by unnecessary addons. Trust is good, checking up is better.

Regards,

Sander