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We don't report conflicts between addons and the base game because that's likely to be true for almost every addon you install, and it's usually intended that the addon override the base game.
Also can scripts from one campaign conflict with content from another, like population.txt, soundscripts, event scripts etc.?
So main question is which of campaign's content only works inside this campaign, and which affects the whole game?
So we report conflicts between content and campaign addons, and between content and content addons. Scripts in one campaign addon shouldn't conflict with scripts in another campaign addon, since only the one you're playing is loaded at that time. Similarly, scripts in a campaign addon will override the base game only while you're playing that campaign.
The general answer is, all the rules are the same as they have been for addons since the game shipped, so all existing content on l4dmaps or other sites will behave the same way it always has. Workshop is primarily just an alternate delivery method.
I still don't think this is true.
I have modded talker scripts for each character in my campaign and when I just played a stock campaign I can issue a custom concept rule command and it fires and speaks the lines in dead center as its modded in my campaigns scripts...
So what is going on there??
I never even loaded my campaign up to play i just started l4d2 and created a dead center local lobby..
If you want to test it start a stock map (map c5m1_waterfront) with my campaign downloaded to your system.
Then issue the command: ent_fire director fireconcepttoany MTEllisStories
MTEllisStories is a custom concept line added to the talker scripts(thanks to hrcspkla for the scripts)
Also gnome collision is broken in early installed custom campaigns that replaces gnome model.
So I just intersted why it happens?
More serious problem is caused by custom campaigns that have "soundscapes_manifest.txt" in their VPKs. When another custom campaign with its own soundscapes starts, wrong soundscapes are played on the first map, but after level once changes all soundscapes in current campaign work right.
So one campaign with "soundscapes_manifest.txt" in VPK affects to all other custom campaigns that have their own soundscapes.
For example: http://puu.sh/1Lows
This is from comments to Undead Zone campaign, that have its own soundscapes.
The campaign with "soundscapes_manifest.txt" that I know: Vienna Calling 2, Silent Hill L4D2.