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#1 |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
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I am wondering if the reason for the latest SH IV crash was that I ignored a few of the JSMGE warnings....
"readme.txt" has already been altered by the "Whatever other mod is here" mod. Is that a possibility. Toss in a few overlapping "readme.txt" adjustments and ignore the JSMGE warnings and it might lock up your game? What do you think? Last edited by McHub532; 12-17-08 at 07:42 PM. |
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#2 |
Saint of the seas
Join Date: Mar 2004
Location: Sorrento, Louisiana
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Shouldn't have. The game doesn't care about readmes. I've gotten that warning in the past, overwritten the file, and had no problems. It's possible one mod is incompatible with an already installed one. But it's not the readme.
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#3 | |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
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After my next mission I'm going to swing by the north side of the island northeast of the Fiji Islands and throw a beach party. Bring your boat on by and your men. I've arranged for the USO to bring girls. Longitude: 179 degrees 53 minutes West Lattitude: 15 degrees 42 minutes South Last edited by McHub532; 12-18-08 at 03:05 PM. |
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#4 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
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Be aware that some mods may, and in some cases should overwrite other files/mods. What is important, is if you do overwrite a file, make sure that you uninstall the mods in revervse order from the install. i.e. ...last in, first out. I'm guessing that may be why your installs are getting messed. As an example...if you put in TMO first then add a few more mods and one overwrites some TMO files and you then want to remove TMO. you should first remove the others before removing TMO,,,not just remove TMO. Be carefull there, and always try to find what mod is compatible with others. Now a days, that may be difficult with so many mods available. Try to stick with mods that tell you what they are compatible with or use the newer mods. Some of the older mods have not been updated and may not be 1.4 or 1.5 compatible.
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#5 | |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
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Consider yourself invited to the beachparty. See coordinates in post above. |
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#6 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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This brings up two things about the latest versions of JSGME:
1) It won't allow you to deactivate a mod if a file in the mod has been overwritten by a later mod. When one mod overwrites files from a previous mod, the font color for the previous mod's name is changed to a grey color. That way you can tell that files from that mod have been overwritten. 2) If, when you are creating a mod, you put the readme and any other documentation in a folder named Documentation, then the files won't be put into the game. And when you right click on a mod with files in a Documentation folder, JSGME will give you the option of viewing the files. |
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#7 | |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
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#8 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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Soundman, you learned the same way I did about some earlier function changes, but we both should read the documentation
![]() ![]() Edit : I forgot to mention it earlier, but if the mod you're fixing to install doesn't have the readme and other documentation in a folder named Documentation, I always create the folder and put the documentation in it before I activate it Last edited by Digital_Trucker; 12-19-08 at 06:12 PM. |
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#9 | |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
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Downloads: 60
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