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Is there a list of 0.25 compatible mods?


PTNLemay

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Might be asking too much, I know I could check them all myself but that is a lot o work. I'm about to start a real 0.25 career mode attempt and I'd like to actually try with mods this time around (I almost always play stock). I'm also concerned that the more mods I throw in, the greater the chances of compatibility screw-ups.

I'm probably going to be using Editor Extensions and Kerbal Engineer Redux, which (from what I understand) have both been patched to work with 0.25. I'd also like to use Distant Objects Enhancements (0.24 compatible) and maybe throw in the B9 pack. But I feel like I might want to throw in the B9 one afterwards... Would that cause problems, if I played the game for a few weeks without it, and then throw it in? Would that break my saves due to the influx of all those new parts?

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Hi there,

There's an official list being updated regularly over here: http://forum.kerbalspaceprogram.com/threads/95750-Official-Mod-Compatibility-Thread-for-25.

As far as bringing in new parts are concerned after starting a save, I've brought in a couple of mods (Procedural Fairings 3.10 and Kerbal Engineer Redux 0.6.2.11) and all I had to do was "buy" the parts from the tech tree - no save-breaking on my end. Now if existing parts are replaced by modded parts, that might be a different story.

Hope this helps!

EDIT: Ninja'd!

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