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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 | |
Count Dracula
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#62 |
Captain
![]() Join Date: Sep 2013
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Thanks Sjizzle .. now it makes sense to me :p I have this issue where I need to understand something if I am to accept it :p
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#63 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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#64 | |
Count Dracula
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now i didnt sleep more then 35h i realy need a bed now ...
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#65 |
Navy Seal
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Location: CJ8937
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#66 | ||||
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
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The TDW****.dll files do not come from the TDW patcher but from TDW's New UIs for TDC. |
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#67 | |
Captain
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At this point my generic patcher folder contains the current state of my gamefiles, including the .exe and any and all files acted on or needed by the generic patcher. I now use the patcher, and enable/change whatever I want and close the patcher. Now I use JSGME to install the 'mod'. Whenever I want to add or remove a mod, I first disable the 'patcher mod', which should bring my game folder back to pre-patch state, and then I disable/update the rest of my mods. The goal is to keep it relatively easy to plug stuf in or change things, without going full FUBAR all the time and needing to keep a copy of a clean SH5 install to revert to every time I screw up :p |
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#68 | ||
Grey Wolf
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#69 |
Sea Lord
![]() Join Date: Apr 2007
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OK, it looks like with this latest version of the patcher you don't have to copy anything into the actual SH5 directory - when you run the patcher it asks you the location of the game files it needs to modify.
But what about the MODS folder that unpacks with the patcher? Do I need to copy over and install any of those mods with JSGME? Or is everything handled through the patcher UI? Steve |
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#70 | |
Grey Wolf
![]() Join Date: Sep 2006
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You can make it a mod with JSGME AFTER the modifiying the current version of patcher. Then create a folder structure that is JSGME compatible. Then enable like any other mod.
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JSGME help links and common error solutions Last edited by Mikemike47; 01-04-14 at 01:05 PM. |
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#71 | |
Sea Lord
![]() Join Date: Apr 2007
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I went back to page 1 of this thread and re-read Sjizzle's instructions. Basically he walks you through targeting the files that the patcher is going to modify. But he does not talk about the MODS folder at all. I have run the patcher and enabled the patches I want. What do I do with the mods folder? Anything? My impression was that this latest version of the patcher is stand-alone and does not work like a mod? Steve |
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#72 | |
Grey Wolf
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I never said he did.
What are you referring to here? Mods folder within TDW_GenericPatcher_v1_0_149_0\MODS? Mods folder from SH5\Mods since I am talking about making the generic patcher moddable with JSGME? Mods folder from SH5\Mods is created by JSGME. Quote:
Maybe a picture is worth a thousand words here. Here is Generic patcher as a mod AFTER I made the changes just like Sjizzle, you or I did according to the instructions. Once it is enabled by JSGME, you can open up the root folder of SH5 and see that the stock file versions have been overwritten.
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JSGME help links and common error solutions Last edited by Mikemike47; 01-04-14 at 01:10 PM. |
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#73 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
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When I disable the Orbit Listener, where can I find my save files for them on my machine? The ones saved locally.
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#74 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
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Another question here, is this mod still valid if I use this TDW_gui_aob_reset_fix
or shouldn't use it? |
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#75 |
Count Dracula
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generic patcher is not a mode is a stand allone aplication and without this patcher the game is not playable...
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