Page 1 of 49 123456789101126 ... LastLast
Results 1 to 20 of 969

Thread: Submod Index, Recommendations and Questions - updated for 3.2

  1. #1

    Icon2 Submod Index, Recommendations and Questions - updated for 3.2

    Recommendations and Questions

    Not sure what submod to download? Get submod recommendations and your submod questions answered here.

    Also, be sure to check out this thread to see how you can have multiple installations of TATW mod installed with different submods.

    //StealthFox, Moderator


    ~~~

    Index of released Sub-Mods & Translations for the Third Age - Total War


    -If you have a playable sub-mod for TATW 3.2 that hasn't been listed or you feel your mod has been misrepresented in this list feel free to pm the local mdoerators.

    -These sub mods may or may not be compatible with each other and some of the mods already contain other mods, always read the sub-mod's own thread and instructions before installing.


    Sub-Mods for 3.2 (in no particular order)
    Submods for 3.2

    The Big Ones Certain mods that trough size, range and through sheer popularity stick out from the crowd and due to reoccuring recommendations are put here, in top (in no particular order).

    Frogotten Realms of Gathered Submods (FRoGS)
    Based on Frome, a compilation that includes many of the best submods available, adding 100s of new units, and 5 new factions.

    MOS / Massive Overhaul Submod
    A massive compilation of over 50 submods and own material. Currently a 3.2 beta-patch.

    Perillicious Compilation Pack (PCP), currently in beta
    TATW re-imagined; adds more obstacles, difficulty, balance, and diversity to the campaign and battles. Playable factions, rebel factions, regions, map size, units, and buildings have all been maxed out. A poop load of new scripts, village level custom settlements, and many custom campaigns of various sorts have been added as well. Along with many other features which increase immersion and fun for many campaigns to come.

    Divide and Conquer (DAC)
    A massive submod with many new factions, hundreds of units and numerous events, depicting Middle-earth like it never has been before. Currently in Beta.

    Withwnar's Submod Collection
    All of Withwnar's submods in one package, including Bodyguard Switcher, Spawning Additional Units Submod, Total Diplomacy and Palantiri Revision, plus Dúnedain Counter-Invasions.

    TURTLEMOD: REVOLUTION
    Slows down gameplay, strives to reduce "stack spam" and make large battles more decisive as well as add more lore elements. Incorporates many other mods introducing new factions, units, scripts, UI, etc.

    OBS - many of the following mods are submods to above "big ones", so be alert to not miss out on all the candy


    FRoME (Forgotten Realms of Middle-earth)
    koultouras classic mod add additional factions, units, map revisions and more

    Family Tree Minimods
    Makes Gondor's, Dwarves', and Eriador's family trees more lore accurate.

    Remade Event Pictures
    Enhance the cultures event pictures.

    Bodyguard Switcher
    Change a general's bodyguard in-game. A choice of units for each faction, any general, any time, any number of times.

    Palantiri Revision

    A visual and functional overhaul for the Palantiri and Mirror of Galadriel, improving their immersion, behaviour and your control over the Palantiri viewings.

    Spawning Additional Units Submod (SAUS)
    Some additional units provided in a more atmospheric way: given to you by your allies. Elven Rangers (Eriador/Arnor), Dwarves of the Oakenshield (Dale) & Riders of Dale (Dwarves). Each has its own "lodge" building that provides retraining plus there are some new traits and ancillaries associated with the lodges and units themselves. Also includes the Glittering Caves (Rohan): a unique building in Helm's Deep that may be upgraded to Dwarven 'ownership', providing some Dwarven units and an optional RPG-style income stream.

    Total Diplomacy
    A toolbox of some very useful diplomacy-related actions, aimed at improving your ability to work with your allies. Including: force them to accept any diplomacy offer, take ownership of an ally-owned fort and create an alliance between two of your allies.

    Executioner

    This gives you the ability to kill any of your own characters, for whatever reason. It was mainly written to support Bodyguard Switcher (which now includes it).

    AOR mod v1.0
    The AOR mod adds a new Area of Recruitment system to Third Age. Now most militia and noble units can only be recruited in a factions home territory, only professionals and semi-professionals can be recruited everywhere. Furthermore there are many more new units specific to certain regions, and all old units as well as the complete building tree have been entirely rebalanced.

    Enhanced Ancillaries Pictures
    Changes ancillaries pictures.

    Dúnedain Counter-Invasions 1.2

    Unleash the mighty Tôl Acharn oath (the Jihad from M2:TW) as either Gondor or Arnor upon the enemies of the Dúnedain. Use diplomacy to allow the Northmen factions to also participate in them when the tide is turning and in v1.2, by time, be able to call them as Northmen yourself.

    Total Effect Points Info
    Adds traits that let you quickly see what impact a governor's Squalor effects have on Population Growth, plus his total Movement bonus. Save game compatible and possibly more traits to come in the future.

    Arnor Armor upgrades
    A small submod adding 2 new armor upgrades for the standard Arnor units and 1 for the militia. Compatible with vanilla Third Age and included in MOS.

    Boromir in plate armor
    A small submod which gives you the option to choose at the beginning of your campaign if you want Boromir in his standard (fellowship) armor or in this new plate (osgiliath scene from the movie) armor. Compatible with vanilla Third Age and Baron Samedi's Gameplay Enhancing submod compilation 5.0 with bugfixer. It is included in MOS.


    Divide and Conquer: Campaign Map Remade for 3.2
    The map made for DaC, used also by MOS and other mods.

    Dynamic Terrain Textures v1 ~|~ PLUS Graphics & Lighting Tweaks v1 ~|~ PLUS Rohan Unit Textures ReVamp v1 ~|~ PLUS Blood N' Guts v3 - New battlefield blood and dirt textures. ~|~ PLUS Enhanced Campaign AI v4
    Some minor grafic and AI modifications

    The Reunited Kingdom for MOS
    Gives to the player the possibility to reunite the old Kingdom of the Numenoreans in Middle Earth. MOS ONLY

    The Sounds of Middle Earth
    A battlefield sound enanchement mod.

    Warman's Animation Submod
    A submod that will improve units animation. TATW 3.2 ONLY.

    dIRECTOR's Cut for MOS 1.6.2
    A submod aimed to improve Massive Overall Submod, possibly an unofficial 1.6.3 patch for it. MOS ONLY.

    Graphics and Tweaks
    A submod to enhance graphics, not for neofites.

    Graphics and Tweaks original thread

    Bree custom settlement
    A single new settlemen for TATW 3.2, aimed to improve quality by better lore immersion.

    Archer Accuracy Submod
    Aimed to improve accurancy of archers; version for TATW 3.2 is uploaded at page 6.

    Enhanched Ancillary UIs for MOS 1.6.2
    Some new anchillaries for MOS ONLY; also usable with Reunited Kingdom submod for MOS.

    TATW big unit submods
    Some new reskinned units

    Second Age - Total War
    A submod set in the Second Age of Middle Earth.

    Additional Units Mod
    Some more new extra units

    Spice Master's Mod
    Faction enanchement submod, actually under test

    El Bucle's new dwarven units
    Some new dwarven units

    TATW Realism
    Campaign and battle mode tweaks plus Good vs Evil balancing with increased "lore-proper" gameplay including a special ZoR/AoR and unit additions.

    Bodyguard Switcher for MOS 1.6.2
    Allows the player to switch between variuos bodyguard units for generals. MOS ONLY.

    Enhanced Family tree Submod
    Aimed to improve and increase family trees, for MOS ONLY.

    Orocarni minor subfactions + FoG for Leo's 4.6 patch
    Add "subfactions" within factions, edit family trees, fix some flaws and compile some submods for Unofficial Patch

    AOR 2.3
    A massive balancing submod for FRoGS 2.1


    Translation Submods for 3.2

    French: http://www.twcenter.net/forums/showthread.php?375143
    German: http://www.twcenter.net/forums/showthread.php?544442
    Spanish: http://www.twcenter.net/forums/showthread.php?266052


    Sub-Mods for 3.1 (in no particular order)
    Submods for 3.1

    Baron Samedi's Gameplay Enhancing Submods Compilation- A compilation of various mostly script based sub-mods that bring additional options to tatw vanilla gameplay. It allows you to specifically choose which features you want to use.



    Sub-Mods for 2.1
    (in no particular order)
    Submods for 2.1

    Louis Lux's Heroes Mod - Adds or reworks a number of Middle-Earth special characters in tatw. Includes Gandalf the Grey/White, Strider, Balrog, Legolas and others.


    Forgotten Realms of Middle-Earth - Work of many contributors led by Koultouras, it adds the Dunland faction, separates the Silvan Elves into Mirkwood and Galadhrim and the Dwarves into Erebor and Dwarves of Ered Luin. Many new units, ancillaries, videos and more.


    Vale of Anduin Faction Mod - A team effort led by Elphir of Dol Amroth, this mod adds a Vale of Anduin faction based on Beornings, Stoor Hobbits, Radagast the Brown and various common folk and woodsmen living around the Anduin river. Features new units, traits, ancillaries, historical battles, etc.


    Cedric37's Alternate UIs - Provides new UIs for all tatw factions as well as those from the FROME and VoA sub-mods. Features an AUI launchers which greatly simplifies the process of choosing and implementing the desire UI set.


    Agostino's Additional Units Mod - Like the title says this mod expands the unit rosters of several tatw factions.


    Turambar's Gondor Soldier Overhaul - A visual modification of Gondor's upper tier units with added armour upgrades.


    Griffin795's Imported Throwing Axe and Fixed Crossbow Bolts - Replaces the Dwarven Axe Throwers' javelins with actual throwing axes imported from RTW and implements Real Arrow Mod's x-bow bolts to replace the arrows currently being fired by crossbows.


    Germanicu5's ReallyBadAI and Interactive Gameplay Mod - ReallyBadAI improves the AI and fixes much of its faulty behavior. Most of its features are already a part of vanilla tatw but one should still visit the thread with any AI-related feedback or if they want to get the latest version.
    IGM adds several unique features like spoils of war, limited activities or campaign achievement tracking, visit the thread for full explanation.


    Hero of the West and Co's Small Projects Mod - Adds new videos and numerous small lore elements to the vanilla game. Also functions as a free resource for other mods.


    SpankyJenkins' Mercenaries of Middle-Earth - Greatly expands the mercenary roster of tatw using existing units. Features several versions of the mod that provide different scale of mercenary availability


    Supermoler's Faction Conversion - Allows factions to change alignment when facing defeat. For instance, when hard pressed, Gondor can join Sauron and declare war on the Free Peoples while Harad or Rhun can choose to rebel against the Dark Lord.


    Diadok's Epic Late Campaign - Makes the campaign begin in an advanced state of development. Factions are split into Good and Evil blocks, elite units and mercenaries are more readily available and the war is in full swing. Read the thread for full list of features.


    W1Z21's Massive Combat Submod - Increases the starting funds and troop availability to increase the scale and frequency of battles. Unit stats are also changed to increase the units' offensive capability and make them generally more destructive.


    Gigantus' Reduces City Textures - Reduces the size of city textures to alleviate siege lag. Especially recommended for users with lower end systems.


    Zax's Permanent Projectiles - makes the various projectiles like arrows, bolts, javelins, etc. embed themselves into the surface they strike and remain there for the duration of the battle. Can be a big strain on the CPU.


    Bela's Send Forth All Legions! Mod - Introduces the ancient Roman legion naming system to Mordor.


    While the sub-mods below have not been specifically updated for the 2.1 version that does not necessarily mean they are not compatible. However chances that they are in fact compatible with 2.1 are very low so be sure to inform yourself before using them.

    (alphabetically ordered by names of the creators)

    Gameplay Mods

    - By Achilla: Run for your money
    http://www.twcenter.net/forums/showthread.php?t=263533

    - By axnsan: The White Tree
    http://www.twcenter.net/forums/showthread.php?t=256047


    - By bps08: Ancillary fixes and additions
    http://www.twcenter.net/forums/showthread.php?t=264206

    - By Brightgalrs: Culture Mod
    http://www.twcenter.net/forums/showthread.php?t=258009


    - By Clemci: Forts MiniMod
    http://www.twcenter.net/forums/showthread.php?t=261330


    - By DARTH VADER: DarthMod Battle Mechanics
    http://www.twcenter.net/forums/showthread.php?t=261148


    - By Dea Paladin: New/Modified Units
    http://www.twcenter.net/forums/showthread.php?t=279596

    - By Finarfin: Music Mod
    http://www.twcenter.net/forums/showthread.php?t=261795

    - By Hyperion: Reworked Names
    http://www.twcenter.net/forums/showthread.php?t=256006


    - By kai: Immortal Nazgul
    http://www.twcenter.net/forums/showthread.php?t=260218

    - By Mathieu Of Belgium: New Gondorian Traits
    http://www.twcenter.net/forums/showthread.php?t=262829

    - By Mune: Campaign Balance
    http://www.twcenter.net/forums/showthread.php?t=257297

    - By Naxon: Additional Voices
    http://www.twcenter.net/forums/showthread.php?t=257571

    - By Nirnaeth Arnoediad: The Lord of the Rings
    http://www.twcenter.net/forums/showthread.php?t=281015

    - By pajomife@iol.pt: Better cavalry engagement
    http://www.twcenter.net/forums/showthread.php?t=254734


    - By permanent666: Additional Ancillaries
    http://www.twcenter.net/forums/showthread.php?t=262430

    - By Point Blank: Real Combat
    http://www.twcenter.net/forums/showthread.php?t=259833


    - By Ragnarök: More Trade Mod
    http://www.twcenter.net/forums/showthread.php?t=261369


    - By Ragnarök: Reworked Evil Faction Sounds
    http://www.twcenter.net/forums/showthread.php?t=256426


    - By Renown & Team: Divide and Conquer
    http://www.twcenter.net/forums/showthread.php?t=262063

    - By Skeleton Of The West: Moria Entrances
    http://www.twcenter.net/forums/showthread.php?t=281846

    - By Sohn des Khaine: Generals are aging too fast
    http://www.twcenter.net/forums/showthread.php?t=255427


    - By Swagger: Smoother Campaign
    http://www.twcenter.net/forums/showthread.php?t=254083


    - By Taji: Battle AI
    http://www.twcenter.net/forums/showthread.php?t=257843

    - By Tsarsies: Garrison Script reworked
    http://www.twcenter.net/forums/showthread.php?t=260059


    - By TW-fanboy: Gondorian Kingship
    http://www.twcenter.net/forums/showthread.php?t=264969

    - By ZZZZ: Campaign AI - Good vs. Evil
    http://www.twcenter.net/forums/showthread.php?t=257051



    Graphical Mods

    - By Apostle Zodd: Missile Mini Mod
    http://www.twcenter.net/forums/showthread.php?t=254991


    - By Brevi: Evil Reskin
    http://www.twcenter.net/forums/showthread.php?t=367192


    - By Bucefalo: Reworked Haradrim shields
    http://www.twcenter.net/forums/showthread.php?t=257845


    - By cedric37: Alternate Uis
    http://www.twcenter.net/forums/showthread.php?t=351984

    - By Dea Paladin: Reworked Eriador Scouts
    http://www.twcenter.net/forums/showthread.php?t=262319


    - By Dea Paladin: Reworked Eriador Captain
    http://www.twcenter.net/forums/showthread.php?t=262346


    - By el Cid: Corrected faction titles
    http://www.twcenter.net/forums/showthread.php?t=281923

    - By JuL14n: Faramir & Boromir
    http://www.twcenter.net/forums/showthread.php?t=274086

    - By Louis Lux & maxmazi: Visual Enhancement
    http://www.twcenter.net/forums/showthread.php?t=256326


    - By matko: Reworked Gondor Militia
    http://www.twcenter.net/forums/showthread.php?t=261036


    - By Nevada: Smoother coastlines
    http://www.twcenter.net/forums/showthread.php?t=254448


    - By Razor: Modified Eldar Units
    http://www.twcenter.net/forums/showthread.php?t=261181


    - By STELLover: No region borders
    http://www.twcenter.net/forums/showthread.php?t=255224


    - By Taro_M: Alternative Rangers of Ithilien
    http://www.twcenter.net/forums/showthread.php?t=267884

    - By TheGreatNazgul: Uruk-Hai White hands mod
    http://www.twcenter.net/forums/showthread.php?t=259984

    - By Warrior One: New Terrain Textures
    http://www.twcenter.net/forums/showthread.php?t=256962


    Translations

    - By The German Community: German Translation
    http://www.twcenter.net/forums/showthread.php?t=254949

    - By The Italian Community: Italian Translation
    http://www.twcenter.net/forums/showthread.php?t=254949

    - By The Spanish Community: Spanish Translation
    http://www.twcenter.net/forums/showthread.php?t=266052

    - By The French Community: French Translation
    http://www.twcenter.net/forums/showthread.php?t=375143


    - By The Russian Community: Russian Translation
    http://www.twcenter.net/forums/showthread.php?t=267529


    Others

    - By YassirX: FPS Boost Script
    http://www.twcenter.net/forums/showthread.php?t=270604

    - By Ellin Athanaios: Expanded Family Trees
    http://www.twcenter.net/forums/showthread.php?t=313581



    If you have released a new mod or if I forgot to add your mod, please pm me and I will add your mod to the list of released mods.

    Please note that sub-mods are not officially supported and the installation is on your own risk.



    Thanks everyone for your contributions!
    Last edited by Veteraan; January 09, 2021 at 05:17 AM. Reason: Alternative patch removed on request of the creator

  2. #2
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default SubMod Recommendations and Questions

    Not sure what submod to download? Get submod recommendations and your submod questions answered here.

    Also, be sure to check out this thread to see how you can have multiple installations of TATW mod installed with different submods.

  3. #3

    Default Re: SubMod Recommendations and Questions

    is archer accuracy submod 3.2 compatible with the new MOS?

  4. #4
    Araval's Avatar Protector Domesticus
    Join Date
    Nov 2010
    Location
    Tartu, Estonia
    Posts
    4,753

    Default Re: SubMod Recommendations and Questions

    Quote Originally Posted by Emperor of Hell
    No

  5. #5
    Incontinenta Buttox's Avatar Protector Domesticus
    Join Date
    Aug 2007
    Location
    Airstrip One
    Posts
    4,415

    Default Re: SubMod Recommendations and Questions

    Hello,


    I haven't played this mod for two years now. I recently found out that a new version had been released and downloaded TATW again a couple of days ago.

    In the past I really enjoyed using Point Blank's RC/RR submod which added greatly to the realism for me. So I looked in the submod folder and I was totally overwhelmed by the sheer number of mods there.

    Is there an up to date version of RC/RR for 3.2? If so does it still do essentially the same thing?

    Otherwise, are there other good "stable" submods out there that anyone can recommend? peferably something that is easy to install as I am a complete noob as missing about with game files etc.

    Thanks

  6. #6
    Araval's Avatar Protector Domesticus
    Join Date
    Nov 2010
    Location
    Tartu, Estonia
    Posts
    4,753

    Default Re: SubMod Recommendations and Questions

    Real Combat 1.4.1 by Point Blank UPDATED to 3.1-Vanilla version 1.4d released-Baron's version WIP - This has just RC. And it should work with vanilla 3.2

    MOS has RC too and they say that theirs is better. And MOS has lots of other stuff too.

  7. #7
    Incontinenta Buttox's Avatar Protector Domesticus
    Join Date
    Aug 2007
    Location
    Airstrip One
    Posts
    4,415

    Default Re: SubMod Recommendations and Questions

    Thanks for that. +1

    I have looked through the MOS thread, but I was a bit put off there are a lot of posts seem to be by guys getting crashes to desktop and other bugs.

  8. #8
    Araval's Avatar Protector Domesticus
    Join Date
    Nov 2010
    Location
    Tartu, Estonia
    Posts
    4,753

    Default Re: SubMod Recommendations and Questions

    I haven't tried out the new MOS yet.

    Maybe you'd like to try Withwnar's Submod Collection?

  9. #9

    Default Re: SubMod Recommendations and Questions

    Sorry to bother you guy, but seem Third Age have a lot of mod , which mod is the mod I must have for a complete, balance gameplay?

  10. #10

    Default Re: SubMod Recommendations and Questions

    Is there any single Good vs Evil campaign submod?

    I have only seen it as part of Baron Samedi's, but that will not be updated for 3.2 any time soon, so I was hoping to find just the Good vs Evil part for 3.2 If anyone can point me to it (or explain how to change descr.strat to make it so, if it is easy), I would be much obliged

  11. #11
    bandicoot's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    New Brunswick - Canada
    Posts
    603

    Default Re: SubMod Recommendations and Questions

    With the sheer volume of submods in this area having them broken out by version compatibility of TATW would be great. I've just spent about an hour poking through the sub-mod forum and even within some of the posts claiming to be 3.2 compatible there are little notes buried "...oh, and this part of the mod is not 3.2 compatible"...

    Thankee!

  12. #12

    Default Re: SubMod Recommendations and Questions

    Is there a submod, compatible with 3.2, that gives Arnor all the proper symbols and names- ie no more references to the "Free peoples"
    I can recall a mod that did this for 2.1, that required exiting the game and running a bat file, but I can't remember who made it/ where it is.
    Thanks.

    Commanding House Baratheon of Dragonstone in War of the Throne

  13. #13
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default Re: SubMod Recommendations and Questions

    Quote Originally Posted by honglong17 View Post
    Sorry to bother you guy, but seem Third Age have a lot of mod , which mod is the mod I must have for a complete, balance gameplay?
    I'm not sure of a mod that only deals with balance. Vanilla TATW is pretty balanced from the beginning, but I will search for a balance mod when I have time.

    Quote Originally Posted by Oneru View Post
    Is there any single Good vs Evil campaign submod?

    I have only seen it as part of Baron Samedi's, but that will not be updated for 3.2 any time soon, so I was hoping to find just the Good vs Evil part for 3.2 If anyone can point me to it (or explain how to change descr.strat to make it so, if it is easy), I would be much obliged
    I'm pretty sure there is a good vs. evil stand alone submod out there. I'll look for it, when I get a chance.

    Quote Originally Posted by bandicoot View Post
    With the sheer volume of submods in this area having them broken out by version compatibility of TATW would be great. I've just spent about an hour poking through the sub-mod forum and even within some of the posts claiming to be 3.2 compatible there are little notes buried "...oh, and this part of the mod is not 3.2 compatible"...

    Thankee!
    There is a list for 2.1, we just need to update it.

    Quote Originally Posted by Chris Perry View Post
    Is there a submod, compatible with 3.2, that gives Arnor all the proper symbols and names- ie no more references to the "Free peoples"
    I can recall a mod that did this for 2.1, that required exiting the game and running a bat file, but I can't remember who made it/ where it is.
    Thanks.
    Yes, I remember this one. I'll see if I can find it.

  14. #14

    Default Re: SubMod Recommendations and Questions

    Quote Originally Posted by StealthFox View Post
    I'm pretty sure there is a good vs. evil stand alone submod out there. I'll look for it, when I get a chance
    Thanks already. I just looked into Baron Samedi's mod and maybe a simple question: is it possible to delete everything from that Campaign Script file, except the part with the Good vs Evil?

    I attached the Campaign Script, would be great if you could take a look thanks in advance!

  15. #15

    Default Re: SubMod Recommendations and Questions

    Oh, I thought I added it, but seems 3mb attachment can not be added, sorry.

  16. #16
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: SubMod Recommendations and Questions

    Quote Originally Posted by StealthFox View Post
    There is a list for 2.1, we just need to update it.
    That would be a full time job. As useful as it would be. Maybe a table layout instead of a list, with columns for TATW version (with * if not fully compatible) and submod type (units, balance, whatever).

  17. #17
    Bob Doad's Avatar Primicerius
    Join Date
    Apr 2009
    Location
    U.S.A.
    Posts
    3,195

    Default Re: SubMod Recommendations and Questions

    Is there a simple mod to remove the landbridges between Gondor and Harad
    O and i nom nom nom on rep so yea...click the button...im waiting
    Promoter of:
    Spoiler Alert, click show to read: 

  18. #18
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default Re: SubMod Recommendations and Questions

    Quote Originally Posted by Bob Doad View Post
    Is there a simple mod to remove the landbridges between Gondor and Harad
    Check here.

  19. #19

    Default What should I play with?

    No dirtiness intended. I wanted to get Baron's sub mod so I installed it with 3.2, not knowing it wouldn't work so I uninstalled everything and I was wondering whether to play with 3.2 and w/o Baron's mod or play with 3.1 and with Baron's mod, which would you guys say is better?
    Carpe Diem

  20. #20
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default Re: SubMod Recommendations and Questions

    You should try 3.2 by itself first. Then if you're craving more you can add some submods. MOS includes a lot of the features that Baron's submod had, so that might be one you would be interested in.

    You can see a list of 3.2 compatible submods here.

Page 1 of 49 123456789101126 ... LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •