Thread: Analog clock
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Old 01-23-14, 07:45 AM   #19
BigWalleye
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Join Date: Jul 2012
Location: On the Eye-lond, mon!
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Quote:
Originally Posted by sublynx View Post
...the the menu file is such a complicated, individualized mess that even the simplest changes are somewhat stressful.
I hera that! Been there myself. I came up with a kludge that works for me. I do not tweak any mods. I install them rockstock. I then take all my tweaks - custom keyboard, some sounds I like, a WinMerged menu_1024_768, and other stuff - and put them all into a mod I call "On_Top" because I always activate it last. That way, all my personal changes are in one place. If I add a new mod which changes menu_1024_768, for instance, then I only have to merge the changes from the new mod into the On_Top mod's menu_1024_768. For Tycho's analog clock, I just added the graphics to On_Top, added the entries to menu_1024_768 and Dials.cfg, and activated the new On_Top with JSGME. Configuration management is reduced to the one mod, and I keep all previous versions so I can regress if anything goes wrong.

This may be an obvious solution that everybody else already uses. I don't mean to insult anyone's intelligence. But it has made my life, and juggling mods, a lot easier.
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