Forged Alliance Forever Forged Alliance Forever Forums 2015-11-14T13:59:12+02:00 /feed.php?f=3&t=10946 2015-11-14T13:59:12+02:00 2015-11-14T13:59:12+02:00 /viewtopic.php?t=10946&p=114064#p114064 <![CDATA[Re: Mods randomly disabled when joining game]]>
Resin

Statistics: Posted by Resin_Smoker — 14 Nov 2015, 13:59


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2015-11-14T06:15:01+02:00 2015-11-14T06:15:01+02:00 /viewtopic.php?t=10946&p=114054#p114054 <![CDATA[Re: Mods randomly disabled when joining game]]>
To enable or disable any mod that requires dependancy you need to host your own lobby and use the normal mod menu.

Statistics: Posted by d-_-b — 14 Nov 2015, 06:15


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2015-11-12T21:40:06+02:00 2015-11-12T21:40:06+02:00 /viewtopic.php?t=10946&p=113988#p113988 <![CDATA[Re: Mods randomly disabled when joining game]]> Statistics: Posted by TheWerty — 12 Nov 2015, 21:40


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2015-10-20T11:41:50+02:00 2015-10-20T11:41:50+02:00 /viewtopic.php?t=10946&p=112565#p112565 <![CDATA[Re: Mods randomly disabled when joining game]]>
ZLO_RD wrote:
In case of ui mods, you need to activate them in FAF ui mod manager, you can find it in mod vault tab


They are all activated. Otherwise they probably wouldn't have worked ingame. :)

Statistics: Posted by BassMonkey — 20 Oct 2015, 11:41


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2015-10-20T08:16:49+02:00 2015-10-20T08:16:49+02:00 /viewtopic.php?t=10946&p=112557#p112557 <![CDATA[Re: Mods randomly disabled when joining game]]> Statistics: Posted by ZLO_RD — 20 Oct 2015, 08:16


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2015-10-19T23:27:53+02:00 2015-10-19T23:27:53+02:00 /viewtopic.php?t=10946&p=112547#p112547 <![CDATA[Re: Mods randomly disabled when joining game]]> mods worked ingame, but they were deactivated in the lobby due to "missing dependencies". Here are the logs that were created during this game.

Statistics: Posted by BassMonkey — 19 Oct 2015, 23:27


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2015-10-12T00:36:13+02:00 2015-10-12T00:36:13+02:00 /viewtopic.php?t=10946&p=112083#p112083 <![CDATA[Mods randomly disabled when joining game]]>
there is an issue with mods being disabled due to "Missing Dependency". When you host yourself, the mods work. When someone else hosts, they are deactivated with the dependency message. However, they sometimes work in the game anyway. You can see them being disabled in the lobby but then they are active in the game.

Other users have reported this behaviour already in the EcoManager thread, but this happens to other mods as well. So far the only pattern is, that they are all based on Common Mod Tools.

Another odd behaviour I observed today was, that when I went to the mod manager in the game lobby and clicked on the mods that were still active, the counter for "active mods" would suddenly go to negative values.

I'll add the logs from when I entered the game lobby and the issue occurred just now. I didn't play the game though, so that part might be missing. I'll add further logs when this happens again and we actually play the game.

Thank you for your help
BassMonkey

Statistics: Posted by BassMonkey — 12 Oct 2015, 00:36


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