It depends. If you use a fomswap for example, then no - because those already have a performance file that loads first.I have a question, would modular mods work alongside other mods that modify the original game files like the realistic damage mod?
- added animation_incardriver_f1.erp in the non active folder and its default incardriver_f1.scene.xml in the new "raw" folder
- this new erp file can be used to load changes of driver/steering wheel animations for swapped cars
- see the update notes of MyTeam for All Teams and F1 Teams for MyTeam
Like I did write: You have to edit the file itself. So you have to edit the xml file, change the anim name to fom (like it is written in the other mod's update), import the file back to the .erp.Hi question again, how do implement the steering wheel animation fix? I tried to put the animation_incardriver on the active folder and it didnt work for the fomswap i use. How do i troubleshoot that or am i doing something wrong?
Like I did write: You have to edit the file itself. So you have to edit the xml file, change the anim name to fom (like it is written in the other mod's update), import the file back to the .erp.
The new erp contains only default values, as everyone uses different teams with fom and with F1.
Well, of course, why else would I include those?And in the Base Modular Mod I find folders for enviroment, game pack and ui package. Do they have to be installed too?
Yeah, me, too, no worries there - doesn't get affected. (if using any DRS mod, just make sure you use the assetgroup files from MoMods base, not from the sponsor mod, if it is included there.)I installed a mod for the tracks to have the real sponsors.
You have to adjust the vtf/xml file then yourself. Because a swapped car has different chassis values and suspension render positions. So one cannot use the F1 team's realistic damage file, because of the performance (engine/aero) change; and also not for fom_car/myteam because of the different chassis/renderRealistic Damage Mod