Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
There's really not much I can do other than point to that
anything that conflicts with the multiloader will by extension conflict with this
And as I told the other person a few days ago, there are other mods that also use multiloader that could/do edit the same commands this does and would end up overwriting this addon
Well, no, because multiloader makes use of its own skill_manifest file to help load the addons that depend on it
Won't load automatically otherwise, without the manifest file calling on it
The requirement is so this can be compatible with other mods. There's plenty of good or interesting ones out there that also use multiloader, so this way it'd be possible to use most of them at the same time
Half Life 2's workshop unfortunately isn't like Garry's Mod where you can just load up whatever, it's more like file replacements, just more convenient.