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  #1  
Old December 23rd, 2001, 11:34 PM
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Default Re: New PBW Game: Adamant 002

In case anybody is interested, I'm still accepting new players for this game. I plan on starting it on January 2nd or 3rd, so there's still plenty of time to join up!
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Old December 27th, 2001, 10:46 PM

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Default Re: New PBW Game: Adamant 002

I'm interested, I'm also a near-total Newbie. What do I do to get started?
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Old December 28th, 2001, 12:46 AM
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Default Re: New PBW Game: Adamant 002

quote:
Originally posted by Yorlum:
I'm interested, I'm also a near-total Newbie. What do I do to get started?


Go to http://seiv.pbw.cc/, register, login, list the games, find this one and follow the directions and you should be in.
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Old December 28th, 2001, 05:25 PM

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Default Re: New PBW Game: Adamant 002

OK, I've applied. Now how about this mod. Where do I get it and what do I do with it to add it to my install?
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Old December 29th, 2001, 12:18 AM
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Default Re: New PBW Game: Adamant 002

quote:
Originally posted by Yorlum:
OK, I've applied. Now how about this mod. Where do I get it and what do I do with it to add it to my install?


It's in the File Library, Mods section, of the PBW web site - Deathstalkers Mount Mod v1.1.

What I did was create a new mod directory called "Mounts-Modpack" under which I created a sub directories "Data" and "Savegame".

Then I copied all the files from standard SE4 data directory into this new data directory. Then I copied in the new CompEnhancement.txt file from the mod.

Finally adjust path.txt to point to the new mod directory and play away.
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Old December 30th, 2001, 01:48 PM

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Default Re: New PBW Game: Adamant 002

The way I do it is to have a seperate mod folder for every PBW game I'm in. It helps in several ways:

1. It keeps conflicting mods out of each other's way.
2. It keeps conflicting racial pic and AI-less emp files out of my solo games.
3. It simplifies sorting out which .gam file goes where.

There is a zip file called "Blank" in the mods section. I can't remember who made it, but it is basically all the folders and subfolders you will need to make a mod folder.

Also, with a few exceptions, you don't need to put _all_ of the data files in your mod folder. If the game can't find the file it is looking for, it looks in the default SE4 folder for it. (correct me if I'm wrong here)

As to editing the path.txt file, I STRONGLY recommend Matryx's modpicker utility. He has a link to it in his signature on the Boards, so it shouldn't be hard to find.
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