![]() Outside of those exceptions you don't need to think about this too much when just adding such new lots to your game. Sometimes you will find re-lots or alterations to existing content, but usually the description/readme for such will clearly state if and what conflicts exist. ![]() So to start with, 99% of mods consist of new buildings/lots that grow or can be plopped or dependencies containing the objects they need, as a rule these shouldn't conflict with anything else. There is no list of conflicting mods or such information, some things are well known about, but the simple answer is to consider what a mod is doing. Obviously that is no cast iron guarantee, but honestly it isn't something you need to concern yourself about it's super rare and quickly dealt with should such an issue arise. I think it probably more useful to give you a general answer, so you can have more confidence in installing mods, because usually it isn't a problem.įirst, if a mod breaks the game, it would not knowingly be allowed to exist on the ST exchange, although the preference would be to fix it rather than remove it. If you want to know the answer to this every time you download something, it's going to get tedious. And also to know whether any of the listed mods would break the game or conflict with each other as I couldn't find any latest information on the same.
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