Gregron Posted November 12, 2003 Share Posted November 12, 2003 I can't seem to get the mods in the 1.1 patch to work, I go into the custom game, enable the headshots should kill mod, load my game and well it doesn't work, can anyone help me Link to comment Share on other sites More sharing options...
Biggles Posted November 13, 2003 Share Posted November 13, 2003 Games are saved WITH the mods enabled, so if you load a game you are actually turning OFF the mod! Thee is a work around though! There is a utility called 'AddMod' (you can find it on s2hq) which allows you to add mods to savegames (and remove them) Link to comment Share on other sites More sharing options...
Gregron Posted November 13, 2003 Author Share Posted November 13, 2003 thanks bro, that seemed to work, too bad tha headshot mod doesn't work all it seem to do is make it so that even after like 100ap's spent in sniper I only have a 15% chance of getting a headshot and then when I do it doesn't any more damage Link to comment Share on other sites More sharing options...
georgesmiley Posted June 28, 2004 Share Posted June 28, 2004 HI Before I mess up my game -- I have dl'd a couple mods (oddball 1.2and the Diehard mod). I assume with Oddball's that I would extract its conteents to the SS2 directory. What do I do with Diehard?? It is not a zip file -- Where does it go. Finally do mods asutomatically take precedence whenyou start a campaign or do you have to do something to enable them. PS - wishlist A mod that gets rid of all sci-fi elements but still has a good plotline. Any chances?? Thanks for your efforts georgesmiley Link to comment Share on other sites More sharing options...
MygL Posted June 28, 2004 Share Posted June 28, 2004 I like the idea of a mod without sci-fi weapons. its kind of easy to make i think, i will try when i come home from Karate practice... just replace all the equipment on some soldiers... Link to comment Share on other sites More sharing options...
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