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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jun 2014
Posts: 23
Downloads: 56
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So I picked up SHIII from the Steam Summer Sale, and while I've been thoroughly enjoying the game and what the GWX mod adds alone, I have a few questions about mods and the modding process for SHIII. I've already been poking around in the forums for a few days now, but hopefully someone can help me with questions I wasn't able to find answers to.
Or just call me an idiot and direct me to where I need to go. So 1) EDIT: Figured this out on my own. Silly me. And 2) Mod Order. Is there a guide or good rule of thumb to use when determining the order of mods in JSGME? Right now I'm assuming it's a lot like Bethesda games, where mods lower in the list overwrite data from competing mods higher up. Now, JSGME gives me a warning when two mods edit the same file. Do mods completely replace the file or just append the file in a practical way? Last edited by Theodulus; 06-25-14 at 01:30 AM. |
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#2 | |
Torpedoman
![]() Join Date: Dec 2012
Location: Zentrale of VIIB U-51...
Posts: 118
Downloads: 74
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Welcome to subsim btw. ![]() |
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#3 |
Watch
![]() Join Date: Jun 2014
Posts: 23
Downloads: 56
Uploads: 0
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#4 |
Gefallen Engel U-666
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THEODULUS!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#5 |
Navy Seal
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Check the readme of the mods, some are designed to work with other mods, so the overwriting in those cases is expected and ok.
BTW: Welcome Aboard!
__________________
"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#6 |
Canadian Wolf
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Welcome to SUBSIM
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#7 |
Chief of the Boat
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Welcome
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#8 |
Watch
![]() Join Date: Jun 2014
Posts: 23
Downloads: 56
Uploads: 0
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Thanks for the warm welcome! I've managed to work out most of the weird quirks and the game is running pretty darn solid
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