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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Jun 2017
Posts: 58
Downloads: 25
Uploads: 0
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I'm really pleased to see the mod's coming along nicely. Normally, I'd use a Nexus mod tool to keep track of what mod's are installed and to provide a 'merge' capability across the .txt control files. CW appears to have a similar approach.
Is there a handy way to activate multiple mods. I like the sensor/torp up's, plus new campaigns. A little help on getting the modd'ing big picture for this gem would be nice. I admit to being dink on reading the modder's forum, so if it's already there, please remind me. I tried a search, but ???. Sometimes one just needs to roam a little. |
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#2 |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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I've been using good ol' JSGME without any issues. My mods are packaged with it in mind.
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#3 |
Mate
![]() Join Date: Jun 2017
Posts: 58
Downloads: 25
Uploads: 0
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Thanks. I'm trying it out. I suppose that the MODS folder needs to get pointed at the Override folder (name change in JSGME. I haven't really figured it out yet as the pdf is pretty generic. But, yes this is the sort of thing I was looking for (I need to get it working first B4 really making that claim).
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#4 |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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Yeah, working with the override folder tends to be the best practice, so a mod altering the 1984 campaign would have a structure like this:
\Cold Waters\MODS\Longer Campaigns - Epic\ColdWaters_Data\StreamingAssets\override\camp aign\campaign001 (not sure why the message is creating that phantom space in "campaign")
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#5 |
Mate
![]() Join Date: Jun 2017
Posts: 58
Downloads: 25
Uploads: 0
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I've been catching up on doc's and file struct's. Starting to see the light with an example. Thanks.
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