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SailorMark
10-12-11, 01:26 PM
Starting to branch out into mods.
I want to try GFO
Then Websters new orders bar
Then Tambors 198 mission pack

Do I place them one at a time into JSGME and activate
or can I place all three at the same time and activate?

Thanks for the help

magic452
10-12-11, 01:31 PM
I would put them in one at a time and see that each works before putting in the next one. Don't see any problem with what you have but later on when you add others this is a good practice.

Magic

SailorMark
10-12-11, 02:33 PM
Thank you

I'm goin' down
10-12-11, 03:46 PM
I think the initial post was misunderstood. JGSME, the program, has two columns when the program is opened. The left column displays mods that are loaded but not activated. The right column displays activated mods. You can load as many mods as you want in the left column, as none of them are activated until they are transferred to the right column. From the left column you can only activate (i.e., transfer to the right column) one mod at a time, which occurs when you move it to the right column. You cannot activate more than one at a time, unless JGSME has changed its program recently. Once a mod is in the left column, it will work unless it conflicts with another mod that has been activated (i.e. previously transferred to the left column.)

On the other hand:

When deactivating mods (moving them from the left to the right column), JGSME gives you the option of deactivating them one at a time or all at once. It is recommended that if you deactivate a particular mod, you deactivate it in the order that is was activated.

BTW, GFO is designed by Webster to be mod friendly.

SailorMark
10-12-11, 05:04 PM
I have the 3 mods on the left of JSGME. I guess my poorly worded question (new to this stuff) is do I move 1 over at a time, play game to see if mod is okay, then do another etc. Over can I move all 3 over (1 one a time) then play game.

I guess the problem with this last way is that if you have a problem with a mod you would not know which one.

I'm goin' down
10-12-11, 05:57 PM
If one mod overwrites part of another mod, the mod it overwrites will turn to a lighter shade. If not, there is not a conflict and load away. If there is a conflict, it may or may not affect the mod in a way that you notice or care about. Whether you want to check if the conflict is going to affect the game is your choice.

Fish40
10-13-11, 07:33 AM
Another thing to consider is, depending on the mod and what it's "Read Me" states, some mods need to be activated only while in port, and not on active patrol. Simple mods such as graphic or sound mods can usually be enabled on the fly, but mods that change gameplay (mega mods as RFB, TMO, FOTRS) need to be activated IN PORT!!