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Old 08-01-2012, 08:04 AM   #16
BugZeeX
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Join Date: Jul 2012
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Originally Posted by Webster View Post
for the most part yes you will need to get the ubm v1.5 expansion for 90% of the mods out there.

there are about 5% of the mods that work for both v1.4 or v1.5 and another 5% of the mods that only work for v1.4 but thats only IF you can still find them (which isnt easy sometimes)

buying the expansion costs the same as just buying the gold version of the game that comes with the expansion for free so buying the gold edition of the game on a disk would be the smart thing to do. i suggest you DO NOT buy download games or at some time in the future they or your keys for it will stop working
Thanks Webster. I had bought the DL v1.5 before reading your reply. And already having some issues with mods. Some work like the 360 Bearing Plotter, and others (Green Lamp, Oaks Hud Guages) won't work at all. Even after I manually moved the files and confirmed they are there?? Do you think it has something to do with it being a DL version?
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Old 08-01-2012, 11:13 AM   #17
Webster
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Originally Posted by BugZeeX View Post
Thanks Webster. I had bought the DL v1.5 before reading your reply. And already having some issues with mods. Some work like the 360 Bearing Plotter, and others (Green Lamp, Oaks Hud Guages) won't work at all. Even after I manually moved the files and confirmed they are there?? Do you think it has something to do with it being a DL version?
hard to say but it might, but most often the problem new players have with mods is they dont open them first.

in order for a mod to work correctly with jsgme it needs to look like this:

"mod folder/ data" and so on but it wont work if it looks like this: "mod folder/ mod folder/ data"

mods most often come with extras so the actual mod is inside the unzipped folder and THAT is the folder you need to put in jsgme not the unzipped one.

an example is you might have extras to add to the mod and image files to show what it does or "read me" files so always confirm that when you click on a mod folder the first thing you find is it has a data folder in it, that way you know its the one that goes in jsgme
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Old 08-01-2012, 01:17 PM   #18
BugZeeX
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Join Date: Jul 2012
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Quote:
Originally Posted by Webster View Post
hard to say but it might, but most often the problem new players have with mods is they dont open them first.

in order for a mod to work correctly with jsgme it needs to look like this:

"mod folder/ data" and so on but it wont work if it looks like this: "mod folder/ mod folder/ data"

mods most often come with extras so the actual mod is inside the unzipped folder and THAT is the folder you need to put in jsgme not the unzipped one.

an example is you might have extras to add to the mod and image files to show what it does or "read me" files so always confirm that when you click on a mod folder the first thing you find is it has a data folder in it, that way you know its the one that goes in jsgme
Thanks again Webster. Everything looks correct. For example, with the gauges mod, I can see that it moves the DDS file(s) to the right location. But there's no original file named "Dial_us_imperial" just Dial.dds. So I even tried renaming the files and it still doesn't work. I just always get the default dials.

I'm going to de-install/re-install with Windows UAC turned off this time to see if that makes a difference. If not, I'll purchase a disk copy of the Gold version.

EDIT: So during re-install, I noticed that the Dials_us_imperial.dds is there in v1.3 and after updating to v1.5, it is gone? Is this different when you use a DVD version?

Last edited by BugZeeX; 08-01-2012 at 03:34 PM.
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