AMJM Transport Mod QuestionsQuestion:
I'm using AMJM Transport mod should I disable some of the bandit settings in the AMJM Transport.ini
and if so which settings should i change as there are quite a few settings for the bandits?
For compatibility between mods, if your also using AMJM Transport mod then go into the AMJMTransport.ini
and look for the following codes and set them to 0 like you see below:
// BANDITS SETTINGS //
PERSISTENT_HIDEOUTS=0
HIDEOUT_SPAWN_CHANCE=0
REINFORCEMENT_CHANCE=0
CLEARED_HIDEOUT_RESPAWN_COOLDOWN=0
RANDOM_BANDIT_ATTACKS=0
RANDOM_ROAMING_BANDITS=0
ENABLE_ZOMBIES_BY_DEFAULT=0
ZOMBIE_LAIRS=0
HIRE_COST=0
HIRED_GUN_CUT=0
Put the 2 ---> // in front of the 3 settings below in your ini for AMJM.
// COMMANDS_KEY_HIREDGUN_1=97
// COMMANDS_KEY_HIREDGUN_2=98
// COMMANDS_KEY_HIREDGUN_3=99
Those setting will disable hideouts, the bandit posse (bandits on horseback), the roaming bandits, and zombies in AMJM Transport.
The Bandit Hideouts.ini will be read instead of the AMJM Transport for those settings.
The remaining settings for the AMJM are all the wagon and other features so those wont interfere as they all have
been disabled in the code for Bandit Hideouts.Question:
Do I have to set the hired guns settings in AMJM Transport ini to match the Bandit Hideouts ini if I run both mods?
No you shouldn't need to do anything, in Bandit Hideouts all the functions for hired guns related to the wagons
and jobs have been disabled, so if your also running AMJM Transport then those functions for wagons
and jobs will be read instead, their shouldn't be any conflicts.Question:
Is there a debug menu like in AMJM Transport Mod where you can spawn a horse
for your hired gunmen and other stuff?
Yes there is a debug menu but its been changed and only shows functions i use for building hideouts.
It is disabled on the public build of the mod because theres nothing on the menu for ingame play function.
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