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SUPPORT
& FAQ SECTION ALSO AT FDFMOD FORUMS
TROUBLESHOOTING
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Q: FDFMOD's campaign is talking about required addon
KEGrpk74 etc?
A: Yes, Russian Weapons Pack 1.1 and Winter Nogojev
1.1 are required by FDFMOD.
You can find them for example from:
http://kyllikki.tiimipeli.net/addons.php
or http://ofp.info.
Install both of them like instructed
in readmes included and campaign should work fine.
Q: I get "Magic errors" when starting FDFMOD?
A: First you should try "touching" your HW
T&L settings at OFP preferences program.
Just switch HW T&L off and then back
on (or on and then back off if you aren't using HW T&L).
Another way to try solving this is
re-installing FDFMOD and/or OFP.
Q: I get green/abnormal screen when launching FDFMOD.
A: Set Hardware T&L on from FlashPointPreferences.exe
Q: How do i run mods like eg. 'Hisky Hi-res Sky' mod
with the FDF Mod?
A: Add '-mod=hisky' to the end of FDFMOD's shortcut.
If you want to run several other mods
just add semicolon '-mod=hisky;MyMod;Mymod2'
Q: I can't pick up deployable weapons such as AGS-17,
NSV, M2
A: Check section "NOTES ABOUT DEPLOYABLE WEAPONS"
below.
Q: AI doesn't seem to step on tripwires
A: This can't be fixed as AI automatically avoids objects
Q: I want to uninstall this mod, how do I do it?
A: Just delete 'finmod' folder from your Operation
Flashpoint folder.
Q: Does this mod alter my original OFP files? Do I
have to reinstall the game?
A: No.
Q: How do I start my normal OFP game without using
FDFmod?
A: Just use your 'FlashpointResistance.exe' file or
it's shortcut as usual.
NOTES ABOUT DEPLOYABLE WEAPONS
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- Before disassembling/deploying it may take few seconds for
the deployment script to activate
- The 'gun' part of the weapon takes 1 heavy weapon slot from
inventory, so does the tripod part
- Each magazine/missile takes 1 ammo slot from inventory,
so drop your unnecessary possessions in order
to carry max amount of ammo
- Only the player who carries the 'Gun' part of the weapon
is able to carry the magazines for that weapon
- Due to OFP's ammo handling, deployable weapons cannot be
moved while there is ammo in the clip. Clip or
be has to be EMPTY until the system can be moved again.
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