![]() ![]() ![]() That particular mods newly chosen position does not register for me until the game is restarted. What I have found since is if I go into the modification section and make any changes to the load order if one of those moved has the option section highlighted to make changes then it will not be possible to do that until you then exit and restart the game. When I went back into the modification section of the game the mod order had then remained as selected and the registry section noted contained their reference. Then when that was applied I started the game without exiting from the main screen. HOW TO INSTALL MODS Via game directly: Find the desired mod at this. Wait until files are downloaded (make sure your Steam app is running and has access to Internet). Visit mod’s page and click the Subscribe button (you should be logged in). Life is Feudal: Forest Village is a feature-rich city builder with engaging survival aspects, set on an island in the unforgiving Medieval era. I ticked each mod that I wanted to use and adjusted their load order. Find the desired mod at Life is Feudal: Forest Village Workshop page. To resolve it I went back to the game and started it up to the main screen and then went into the modification section. At the end, the date of the last modification will be changed. Not sure if this is typical or representative of how the game works, but for me I did something similar as what you did. Open MyWorkshop Select mod and click Upload to update mod content at Steam. Isn't there at least a file we can manually change and put in read only ? Today I launch it, and all mods unchecked and not in the order. Is there one which increases the rate at which mines produce? Not a lot just about 25-50% would be ideal I think.Originally posted by lnomsim:Sorry for the necro, but same here, I don't have 99 mods, yesterday I spent so much time putting my load order in the correct order that by the end I didn't have any time to play, so i simply clicked ok and left the game. Seems like the devs have done a good job :) Because they have us using LUA for moding I don't forsee a problem. A little common sense and thought when considering the base game versus the mods and you should be able play without harm to a save as far as I've seen to date. ![]() The mod for the caravan is scripted as well though you can turn it on and off without a problem. The only thing you have to watch for is adding assets to the vanilla game. Several of my mods alter the vanilla scripts and I haven't found a problem. LIF's save game method doesn't seem to posses that problem. Fo4 has the same problem though it's not as bad. Originally posted by dominuskevin:Yeah, I played the heck out of Skyrim. Using the forest mods will result in temporary deforestation if you activate or deactivate them mid game. Using the mod which adds sheep to the wild is problem because you can't run around killing all of the sheep before new one's are spawned. You can activate those mods, never actualy build the building and deactivate without problem. Others adding buildings will do the same unless you destroy the building first. The only thing you have to watch for is adding assets to the vanilla game.įor instance, using the mod that adds farm plants in the wild will crash the game if you turn the mod off then reload before waiting until winter when all wild plants are dead. This trainer may not necessarily work with your copy of the game. Fo4 has the same problem though it's not as bad. Gameplay-facilitating trainer for Life is Feudal: Forest Village. ![]()
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