Log in

View Full Version : replacing a mod the proper way


johnlarue
05-04-11, 05:57 PM
Hi all of you.
This is my mods-list (or 'soup'):

Magnum_Opus
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
NewUIs_TDC_6_4_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Grossdeutscher Rundfunk
Trevally Automated Scripts v0.5

I wanna replace TDC_6_4_0_byTDW by his new one. How do I do that properly? Do I deactivate the 6_4_0 and all the mods underneath it and then activate 6_5_0 and re-activate the other ones in the same order? Or is there a better way?
And since I showed you my mods-list: any suggestions? Do I miss a mod of any kind?
Greetz,

jwilliams
05-04-11, 06:03 PM
Hi all of you.
This is my mods-list (or 'soup'):

Magnum_Opus
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod Delete already in Magnum Opus (unless this is the low rez version)
NewUIs_TDC_6_4_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Grossdeutscher Rundfunk
Trevally Automated Scripts v0.5

I wanna replace TDC_6_4_0_byTDW by his new one. How do I do that properly? Do I deactivate the 6_4_0 and all the mods underneath it and then activate 6_5_0 and re-activate the other ones in the same order? Or is there a better way?
And since I showed you my mods-list: any suggestions? Do I miss a mod of any kind?
Greetz,

The easiest way is to deactivate the mod. then JSGME will tell you if the mod has a conflicting file. And will tell you which other mods will need to be deactivated first.