Re: Critical Mass for mods
I see what you're getting at Arryn, but as Scott said it's not a matter of me trying to actually play that many mods at once, and I admit that some are not ones I see myself using so I could probably remove them, but that's beside the point. I do have that many in my mod folder and I was hoping there was a way to manage them that wouldn't require shuffling files around after placing them in the directory.
Quite honestly, I was also suprised there were that many, but I guess there are -
chukonu14.zip
qbarb.zip
stone.zip
Crusader.2.zip
orcishempire.zip
misf15.zip
AmazonEmpireMod.zip
Avatar1.0.zip
nowish.zip
Jurri'sEmblems.zip
kami.zip
Crusader.zip
ashikaga.zip
Improved Light Cavalry.zip
Alexander's Luck.zip
Alexander's Scales.zip
Healing Gods.zip
CherryMod_Scales.zip
PrePatch2073.zip
Empowerment11.zip
militia.zip
falsedawn.zip
devils.zip
HoburgAllianceSE.zip
AvatarOfUlm.1.04.zip
WarriorKingOfUlm.1.04.zip
PDF ArcoMod v1.1.zip
mdm.zip
trollzip.zip
hoburgzip.zip
340466-Persia.zip
shepherds.zip
ForestOfLoren.zip
oglala.zip
human_mod.zip
nation_replicas_100.zip
conceptscale12.zip
concepts18.zip
conceptp201.zip
Forest of Lorien v92a.zip
333881-oglala.zip
blackmoonarmies.zip
oceania.zip
parganos.rar
concepts16.zip
conceptp19.zip
sabbath.dm
UlmPunk1.1.zip
Unwise_Banners.zip
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