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Old 03-26-06, 11:27 PM   #16
GhOsT55
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so i dont unzip the 2 files manuley in to their respective folders?
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Old 03-26-06, 11:38 PM   #17
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Quote:
Originally Posted by LuftWolf
Just unzip the standard LWAMI zip into your main DW directory allowing files to be overwritten and installed to their relative paths.

If you can use a standard unzip program, you should be able to install the mod without any problems.

Also, how exactly are you testing the installation of the mod? You DO know that the new weapons don't show up in the interface... they retain the old names because I can't change interface files.

I think the easiest way to tell if the mod is installed is to chose the 688i and mark a contact using the starboard towed array... if it shows up as a TB-23 contact, then the Mod is installed. If it shows up as Starboard TB-16, then the mod is not installed.


thanks i owe u one luftwolf i got it to work
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Old 03-27-06, 04:37 PM   #18
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Great to hear it.

Enjoy!

Cheers,
David
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Old 05-11-06, 10:33 PM   #19
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Quote:
Originally Posted by OneShot
Click on my signature ... this will take you to the Commanders Academy & Dive Center. Register and then you can download attachments (unregistered can only view the whole stuff, but not touch). Look for the Mod in the Mods section ... download the file, unzip, run the installer. Once you are done, the icon for the JSGME tool appears on your desktop, now run that program, activate the Mod by clicking on the name on the left, then hit enable ... once it shows enabled close the program and you are done.
Quick question, is the JSGME tool installed on this game the same way that it is installed into Silent Hunter III? Then, if so, we would unzip to the Mods folder and then enable the mod via the JSGME tool... is that right?
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Old 05-12-06, 02:24 AM   #20
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The JSGME tool works just like in SH3 - so the way you propose works too.
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