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Old 03-26-10, 03:02 PM   #71
frau kaleun
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Join Date: Nov 2009
Location: Skyri--oh who are we kidding, I'm probably at Lowe's. Again.
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Most mods come with a readme file or documentation folder of some sort in which there is usually some information regarding compatibility or installation order, if that's even an issue. Some mods are "built" on other mods that have to be installed first, or include patches for same, but that's usually covered in the documentation.

Some mods can just be installed whenever and wherever provided they're compatible with GWX (and, again, usually the name of the mod or the readme will say so). It's possible that they will overwrite files that have already been altered by another mod you have enabled, but where this would be an issue JSGME will give you a pop up saying so and letting you know which mods/files are involved.

Sometimes the overwriting is fine, especially if the second mod is a patch for or addition to the older one - but sometimes it's not, and you might lose whatever the older mod did because you overwrote the file with the newer one.

If I get an overwrite message that's not covered in the documentation I just cancel out on enabling the mod until I look at the files involved and figure out what I want to do, or come here and ask for help if I can't figure it out on my own.

The great thing about using JSGME is that you CAN cancel out on enabling a mod if you see a potential conflict during the process, and then nothing is changed. And if you do go ahead and enable the mod and find there's a problem, you can just return to port and exit and disable it with JSGME and everything will go back to the way it was before you put it in there.

It's always best to enable/disable mods when you are in port - not when you have saved and exited in the middle of a patrol. I know some file types do not cause problems if you alter them in the game files mid-patrol, but most of the mods I've looked at and used specify that you should only enable/disable them while you are docked.
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