![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Chief of the Boat
|
![]()
It has come to our attention in the last couple of days that there was a travelling light error in some of the turms....this has now been rectified and there are JSGME compatable links for the GWX supermod from Mediafire and the SubSim downloads section below:
http://www.mediafire.com/?ka4ena8f2egae2q http://www.subsim.com/radioroom/down...o=file&id=3996 From the readme: Quote:
|
|
![]() |
![]() |
![]() |
#2 |
Eternal Patrol
![]() |
![]()
Thank you Mr. Big Jim.
![]()
__________________
“Never do anything you can't take back.” —Rocky Russo |
![]() |
![]() |
![]() |
#3 |
Chief of the Boat
|
![]()
Cheers Steve...will speak later today after shopping and banking is sorted
![]() |
![]() |
![]() |
![]() |
#4 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() |
![]() |
![]() |
#5 |
Sea Lord
![]() |
![]()
As the dialog box says, it is a warning that you are about to overwrite game files which have already been overwritten by another mod. You have four options:
1) Ignore the warning, and install the GWX Turm Lights Fix, knowing that whatever changes the DFant_subFlag_2010 mod has made will be lost. 2) Heed the warning, cancel the install of GWX Turm Lights Fix, and keep the changes made by DFant_subFlag_2010. Of course, you will not enable any effects of GWX Turm Lights Fix. 3) Remove the conflicting files from the GWX Turm Lights Fix folder. This will preserve the changes made to those files by DFant_subFlag_2010 while losing the changes GWX Turm Lights Fix would have made to those files. This may result in unintended behavior when you load the game - odd visuals, white spaces, loss of function, CTDs - or it might have no observable effect. Or it might have no effect at all, if both mods make the same changes to those files. YMMV. 4) You can open each of the conflicting files - for each mod - using s3ditor or a similar program, see what changes each mod made, and attempt to resolve the conflict within the files. Specifically, if the two mods made completely different and non-interacting changes to each file, you can use s3ditor to incorporate both sets of changes into your own "combimod". Then you will gain the benefit of both mods. This is the most desirable result, but it also requires the most knowledge and work on your part. (You can download s3ditor here: http://s3d.skwas.com/downloads.aspx) If you don't feel you have enough knowledge and experience to do either 3) or 4), don't try to do them! But if you want to learn how, remember that this is NOT rocket science. Just make sure you have saved the original downloads of both mods on your hard drive so you can restore them, use JSGME to make any changes to your mod load, and deactivate any mod before you try to change it. Good luck. |
![]() |
![]() |
![]() |
#6 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
Thank you for your help. Oh dear.. it's indeed a rocket science. I wish I would realize what I'm looking at in there lol.. Ok I opened both conflicting files in separate S3D windows, now can't find the way to compare them. Last edited by Montekidlo; 05-29-13 at 08:44 AM. |
|
![]() |
![]() |
|
|