Quote:
2 hours ago, rejectedegg said:
I mean 135 mods
Well... to be honest - if I were you I'd meditate on this...
Sorry if my view on mods may not be the most "popular", but I have never built a town where I need every mod that's available... once I have a "theme" --usually set by the chosen terrain, forest type, weather and such-- I choose matching mods, but keep them to a minimum... you can alway add one or the other mod later in a game, in case you're really missing something. In a typical game with <abbr title="Colonial Charter">CC</abbr> (not <abbr title="MegaMod">MM</abbr>) I load maybe 15 or 20 mods on top (of which a good number will be just plain overrides = not critical)... in a game w/out <abbr title="Colonial Charter">CC</abbr> maybe 30, 35... oh well, since DSSV and Kid maybe 40, 45 - but 135? [img]<fileStore.core_Emoticons>/emoticons/blink.png[/img]/emoticons/blink@2x.png 2x" title="O.o" width="20" />
* My "Master List" counts about ~250 mods available (excluding <abbr title="Colonial Charter">CC</abbr> and The Kave) - though about half of them you can safely ignore (outdated, redundant, faulty, or just plain cheats, like more-of-this-and-more-of-that)... basically you seem to use them all (the other half).
Mind you, I'm not advocating one method or the other... I just share some of my thoughts and philosophies - everyone has their own style and methods, and that's fine... It just makes me sad when folks cannot enjoy their game because of some technical(?) problems...
[img]<fileStore.core_Emoticons>/emoticons/58462cc1bb74a_EmojisApplebyKawaiiDarkToxic170.png[/img]