Outstanding chief!!!!!
You know your sofware is the key to all modding at this community! Wthout it creativity would suffer! <Salute> /OB:salute: |
Thank you very much for the "mods prolfile load and Save" makes life very much easier for film makers, very much appreciated :)
This feature makes is very easy to switch between "sets" of mods between film making sessions a great addition. I have some mods which I use for internal shots and some for external and some alternative mods which clash and I am forever adding and removing mods between sessions. Cheers Aces |
The mod profile feature is terrific. It makes testing a lot easier.
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Is this file allowed to be hosted elsewhere? If so I'd like permission to put this in our utility section one the filefront silent hunter site!
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BTW, pretty swish looking FF page. :up: |
Two things FYI...
1) I plan on releasing a small maintenance update in the next day or so. It's an addition of about 5 lines of code only, but it will help third-party programmers that interact with JSGME (and there are a few). 2) I'm thinking of re-doing the Help file. Yeah, "why?" you may ask considering no-one reads it, but at least if I do I'll feel more comfortable and confident responding to questions with "RTFM". ;) JSGME has grown quite a bit since the Help file was first written and consequentially I think it has become a bit hotch-potch with subsequent additions. I welcome any suggestions on this aspect - things that may make it easier for users if included and so on. Oh, one quick question. Currently JSGME gives an error message if you attempt to disable a mod when subsequently-enabled mods have overwritten same files. You have to then decide yourself what to do next. My question: would it be an improvement if JSGME advised you of the problem and then gave you the option to disable the subsequently-enabled mods first, as well as the one you want to disable? For example: Code:
"My Mod 1" cannot be disabled as "My Mod 2", "My Mod 3" has overwritten files and must be removed first. |
JSGME v2.3.1 is now available from http://jonesoft.jaennahre.com or via JSGME's Update feature.
Changes:
Follow the same installation instructions as you did with 2.3.0. Curiously, has anyone adopted the single central installation of JSGME? Or are you still installing separate copies? |
I've been using separate installations (per game directory) for several different games for quite a while now... not sure what version I'm using though... looks like v2.2.0.120.
Great bit of software fella :up: Might have a go with a central install - will have to figure out which games I'm using it on first though :doh: |
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Another thorough and consiece job. DL now. Thanks Jaeson.:up:
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concerning the following:
>>My question: would it be an improvement if JSGME advised you of the >>problem and then gave you the option to disable the subsequently-enabled >>mods first, as well as the one you want to disable? For example: I'd put my vote in for 'YES', I think that would be very useful in keeping one's game files from become corrupted/unuseable due to frequent mod changes. another feature I'd like to see is to include a facility for a mod description and perhaps screenshot, as it can become confusing what's what sometimes. Alltogether tho, thanks for a GREAT product. l8r, artao |
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You can also right-click a mod to view its readme files, assuming the modder has added them to a folder called "documentation". Again, from the readme: Quote:
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AWESOME! sorry, missed that :oops: I was too anxious to get into the game and check out the new (to me) GWX3!
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You can place image files in the mod's "documentation" folder. They'll show when you right-click on the mod name and can be opened just like other files.
Not a thumbnail view, but better than nothing. |
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