uboats ED Tester / ED Moderator



Join Date: Mar 2013 Location: East Sierra Posts: 6,014

How to Correctly Install Your Mods Since recent update, here come several IC issues caused by mods.

In this post, I will share what I know about mods installation





Usually, players installed their mods directly into DCS installation folder, which is not a proper way, since this could break object world ID, especially for those of 3rd parties.



Quote: The DCS loads and registers declarations based on read sequence, if the wsType/Type is defined by PLACEHOLDER.

Therefore, if under "DCS/CoreMods/aircraft/", you added a mod with name "MiG-20", then it will be read before MiG-21 and MiG-21's payload world ID will be completely different.

In MP, this will let you see completely different payload model, etc 1. DCS mirror under "Saved Game/DCS.xx/" This is a mirror of DCS installation and follow the same folder structure of your DCS installation folder.

You can move all your mods which you put them under "DCS/CoreMods/" or "DCS/Mods/" to here with same structure. "Saved Game/DCS.xx/CoreMods/aircraft/Ship_AI"

"Saved Game/DCS.xx/Mods/aircraft/F-104_Flyable_Mod"

This will let all the world ID declared in mods not break those for authorized modules.

2. Liveries [recommended in Saved Game] It's better to put the liveries under "Saved Game", since it's much easier to manage

For those who have multiple DCS installs, you can use folder link to keep only one copy of liveries a. enter saved game/dcs.xx/ b. open cmd and navigate to above path c. Quote: mklink /d Liveries E:\iDCS\Liveries_Pack *. same to Kneeboard

This not only works for skins, but also customized cockpit liveries ( For cockpit, the folder name should be exactly same to the cockpit edm file name )

Just tried, and found that IC may change its logic

so below ways cannot be used in MP

Tried several methods, unfortunately none works now

Quote: 3. Texture Mods Texture files now are protected by IC

But we're still able to install texture mods without breaking IC: [with below two conditions satisfied] a. developer must NOT add texture file extension name in their lua file Quote: i.e mount_vfs_texture_path (current_mod_path.."/Cockpit/Textures/F-86F-35-CPT-TEXTURES") b. developer must use zip file to store their original textures

Then we can create a folder with the same name of the texture zip file, and put all of modified textures files into it DCS will first load textures from zip, and then if find folder with same name,

it will load from folder later and files from folder will override those from zip,

then you don't need to worry about breaking IC



4. Terrain Mods [has to be in DCS install] As stated above, the textures mods for CaucasusBase terrain follow the same rule fortunately Quote: i.e table.insert(vfstextures, dir.."vfstextures/LandTexturesWinter");

So it just costs more of your disk space instead of replacing the originals

Regarding the lua/cfg files used for Terrain Mods, it seems that they are not monitored by IC right now. So above is ALL what I know about the DCS structure and tricks.

Although 3 and 4 do NOT work for latest IC, 1 and 2 are still recommended



Best regards,

uboats Usually, players installed their mods directly into DCS installation folder, which is not a proper way, since this could break object world ID, especially for those of 3rd parties.Just tried, and found that IC may change its logicso below ways cannot be used in MPTried several methods, unfortunately none works nowBest regards,uboats





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