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Yo this MOD ISN'T 2.2 Gbytes but 9.8
Could you please modify that ,-, It's really annoying when trying to make space on the drive without the right informations
Thank you ! ;)=)
5168,5225,5280,5581,9920,9918, //Firewill - Incomplete ...
I found these by finding the "closed IDD" listing in your Infistar Surveillance logs.
If you get any of these blocked in the future, note the time and watch the log.
Also not sure if this works now as I haven't tested it recently, if the IDD's have changed this will be blocked. Also my Infistar logs have stopped working for some reason and working with them on it. So as soon as I have logs I can post any new ones I find.
#2, yes it causes what you are describing because people can side load his other mods using same key as "Optional Mods" So in effect you can double load up the mods when it's not needed.
And #3 is exactly that. Each of your packs, even if you make some XYZ widget mod, use a different key than a single one and done approach. :)
Bikey's shouldn't modify content, only if there's verification from Battleye and the resources were not signed properly.
Thanks for breaking it down for me. I am all ears for suggestions.
1) This mod pack with helis is fine as it is all signed by me with its own unique .bikey file name and there are no other mods signed by me.
2) The other modpack (without helis) causes issues because it has the original firewill .bikey that his mods all standalone share... and thus this causes problems because someone can have both the no helis modpack on and also have some of the standalone mods which would double up any of the jets. And, since mods I do not include in these all in one packs like his "Hunter GPK" vehicle share the same original Firewill .bikey that also makes filtering difficult.
3) The solution being to come up with a separate .bikey file for the all in one pack without helis, that is not the firewill original FIR.bikey that does not share a .bikey name with any other mod / modpack.
Is that all correct?
Suggestion like others (CUP, RHS, etc), have a distinguished name for the pack than a "general name" (i.e. your Steam name). One example would be to have "FIRwH082122.bikey". This way if you update it, and when hosted on a server, it will force the client to have the proper version. People that use a general key name or key for all their mods don't know the hassle that creates for servers as others can try to join with mods that use same key.
Does this make sense to you?
This is coming form an advanced hosting perspective where we want to filter out certain mods or people incorrectly connecting with additional mods and causing issues.
if you can at some point, produce your own keys so we can filter out loading your other mod optionally :)
Thanks again for the update!