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Discussion: Armed Assault / ArmA - SOP's, Technical Support & FAQ - Getting mods to work - Hello guys I have a problem! I want to get HiFifx's sound mod to work,
  1. #1

    Ghost02's Avatar

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    Getting mods to work

    Hello guys I have a problem! I want to get HiFifx's sound mod to work, CSM works fine because I deleted the line of code in the ACE client file that had to do with sounds, but I can't get Hifi's to work. Also I can not get Madmatts effects mod to work. Any help is greatly appreciated!

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  3. #2

    Fincuan's Avatar

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    Re: Getting mods to work

    Madmatt's is already included in ACE, so no need to run a second copy.

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  5. #3

    Ghost02's Avatar

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    Re: Getting mods to work

    Ok thanks, how about the sounds though?

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  7. #4

    Fincuan's Avatar

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    Re: Getting mods to work

    It's a mod like other mods, for example Avgani, so same rules apply to the installation. Since you've already disabled ACE sounds for default Arma classes you could start by checking that the Hifi installation is correct, that the mod is enabled in your Arma-shortcut, etc. The usual stuff when mod problems arise.

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  9. #5

    Ghost02's Avatar

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    Re: Getting mods to work

    It is enabled. It is installed correctly. I did what I normally do.

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    Re: Getting mods to work

    Can you use VOP 1.19 in TG servers?

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  13. #7


    LowSpeedHighDrag's Avatar

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    Re: Getting mods to work

    Yes, you would need to use their patched for ACE version. Bigworm.
    Basically, replacing two files with the small update.



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  15. #8

    Fincuan's Avatar

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    Re: Getting mods to work

    Yes, that mod should indeed be ok for MP

    As a general note I wouldn't recommend running any mods in MP unless you specifically know it doesn't cause trouble. In Arma it's really easy to cause havoc to the server and other players by running incompatible mods(for example XAM on a stock or ACE server, bad thing. Or ACE on a stock server, etc.). Same goes with markers: If you put up a marker from a mod the others don't have they'll just get a very annoying error message. Or run DMSmoke when others don't have it: error messages on their screen.
    Know what you use gentlemen

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  17. #9

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    Re: Getting mods to work

    To be able to get a 3rd party sound mod to work alongside ACE, I believe you have to do the following:
    Go to: Program Files\Atari\ArmA\Dta\ACE
    Open up: ace_clientside_config.hpp

    Then where it says:
    ACE_OVERRIDE_BIS_SOUNDS
    When defined, ACE sounds are used for default arma classes
    When undefined (commented out), Default ArmA sounds are used for default arma classes, meaning they can be freely overriden by soundmods
    */
    #define ACE_OVERRIDE_BIS_SOUNDS
    You have to comment out the command line, so it now should look like this:
    ACE_OVERRIDE_BIS_SOUNDS
    When defined, ACE sounds are used for default arma classes
    When undefined (commented out), Default ArmA sounds are used for default arma classes, meaning they can be freely overriden by soundmods
    */
    //#define ACE_OVERRIDE_BIS_SOUNDS
    Finally, just add a soundmod using the modfolder method in your shortcut's command line and you should be good to go.

    But feel free to correct me if i am wrong.

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