Ability to tell mod-errors I don't care?

Can you guys update the error script that gets thrown when you try to load a .lua from another user who has mods, and has maybe named them differently? The data is there, and it’s retarded that the game gets confused because it’s “named differently”. PLEASE, fix this. Give them the option to “skip” or to “ignore” and force a load. I don’t care if it sets the game on fire. Just let me try.

If the game doesn’t know what the name is it won’t load… unless you mean loading the car without the fixture?

The main problem would then be if the game doesn’t load it, the calculations would then get messed up if the fixture happens to be a wing or an open grille.

How can it not? The data and the meshes are there, why does the game care what they’re called?

Because that’s how it identifies the part…?

From what I gather you’re kind of saying “if it looks like a duck and quacks like a duck why can’t we call it a duck?” But won’t it slow down retrieval if the game had to parse all the data of a part in order to verify it for use?

Missing mod dependencies is a common issue in games with a healthy mod community. Anyone ever get the brown boxes in SimCity 4 and spent forever tracking down the missing bit?

It’s a small price to pay IMO for the ability to mod.

Having jury-rigged most of the TES titles to the utter hilt with mods (including forcing mods with known conflicts to work together purely out of personal preference), I can relate! [size=75]I probably spent more time fixing the mods than I did actually playing.[/size]