This i guess is what a lot of jsgme new users might find easier to grasp
When jsgme is opened (assuming you let it install 'MODS' default named folder) that 'mods' folder you've placed all mods in is like a holding tank of all mods you can use
Whatever you see on the left side is that holding tank, when applied/used the mod/mods go from holding (left) to installed/enabled (right side)
So eg : you dl a winzip/rar etc, you unzip/rar (using extractor for it of course) copy/move folder of mod to that holding tank (mods folder in game direc)
So when you open jsgme just send (enable) left side to right, once on the right, whenever you run the sim, those right sided mods will run as they are 'enabled'
Check eg : on unrarring etc check the unrarred folders name .......
I have had some mods i dl/unrar/copy extract to mods folder, only to find they were like this ...........
Rarfile (for eg) called Mullet, extracted to see Mullet folder, but without checking the next folder was also called Mullet, so when enabled in jsgme nothing in it worked
Reason being, imagine jsgme as a layercake, 1st layer is main folder with a name eg : Mullet, second layer should contain the actual parts that jsgme sends into the games data or alike (whatever the mod mods) just check after the initial folder it's not named twice etc
Hope that makes sense
The exceptions are for eg : NewUI's by TDW, once extracted you get a main folder, but in there is a folder called MODS, it's in this folder the seperate mods are that you get to choose from and copy/move to the jsgme mods holding tank
In other words, if you're not sure a mods working as it should just check the structure of said mod
eg :
Mod folder name/data/blah blah blah
Not Mod folder name/another name or same/data/blah blah blah
Hopefully it all makes sense, sometimes it's easy to miss the obvious and go the longway round trying to find mod errors when it's a simple thing overlooked
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