WARNING
Can a casual player keep track of the various mods that are activated through JSGME to not allow one to overwrite another, causing a conflict? Take for instance JSGME, a change made by two different mods to the same file will create a warning page, with JSGME asking permission to continue. If the files are compatible (one was written specifically to overwrite another) there's no problem with the change. If a file is changed just to satisfy it's intended purpose without regard to any other changes, all hell can break loose.
For the ability to have larger dials appear in the HUD, the menu_1024_768.ini file has to be changed. This file tells the game where, what, and how a 2D object gets put unto the screen. Many mods rewrite this file to accomplish their intended changes.
But, when one change doesn't include another for the same file (the game will read only the last file that JSGME has activated, this is why the order of activation in JSGME is so important) parts of the first file will be lost. That's why I state in the README for MaxOptics, place the mod
after it's intended compatible mod.
With the "Magnified Hud Dials" mod there's a good chance it will be used with other mods and
BAMM, it will conflict with
any that changes the menu_1024_768.ini file. Whatever menu_1024_768.ini changes an earlier mod may make through the activation "order" of JSGME, the Magnified Hud Dials (MHD) will change it (removing it's intended purpose). Any modded menu_1024_768.ini
after MHD will do the same to it. This is true with any same named file.
So when you throw in the kitchen sink and have a JSGME list of mods as long as your arm for use, now you'll know why things don't work as intended.
