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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#601 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,452
Downloads: 493
Uploads: 0
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#602 |
Sparky
![]() Join Date: Aug 2008
Location: Poland
Posts: 152
Downloads: 878
Uploads: 0
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Hello, I would like to paint my ship. In what file can I do this. I play on German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) and TKSS18 German U-Boats Compilation mods
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Leutnant z.S. kimanu-96 |
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#603 | |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,487
Downloads: 880
Uploads: 0
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![]() #1 "U-Boat Skins" MODS
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#604 |
Sparky
![]() Join Date: Aug 2008
Location: Poland
Posts: 152
Downloads: 878
Uploads: 0
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Thanks, but JSGME doesn't work for me, I had to change files ok
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Leutnant z.S. kimanu-96 |
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#605 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,487
Downloads: 880
Uploads: 0
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Never, you hear, NEVER do that! The problem is not with JSGME, but with who doesn't know how to use it.
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#606 |
Sparky
![]() Join Date: Aug 2008
Location: Poland
Posts: 152
Downloads: 878
Uploads: 0
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Ok I'm making copies of the mods I use
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Leutnant z.S. kimanu-96 |
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#607 | |
Grey Wolf
![]() Join Date: Sep 2011
Posts: 979
Downloads: 256
Uploads: 0
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Install JSGME into your main SH3 folder for whichever megamod install. Create a "Mods" folder and place mods there. ***READ*** the installation instructions for the mod you want to install and understand that some of them have nested directories that need to be properly placed in the mods folder. ***UNDERSTAND*** the SH3 directory structure to know how the mod will be impacting the times in the SH3 folder when activated. Activate using JSGME. ***BE PATIENT*** - some mods can take 10 minutes or longer to be activated due to the quantity of files being backed up and replaced. |
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#608 | |
Sparky
![]() Join Date: Aug 2008
Location: Poland
Posts: 152
Downloads: 878
Uploads: 0
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Leutnant z.S. kimanu-96 |
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#609 |
Grey Wolf
![]() Join Date: Sep 2011
Posts: 979
Downloads: 256
Uploads: 0
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#610 |
Sparky
![]() Join Date: Aug 2008
Location: Poland
Posts: 152
Downloads: 878
Uploads: 0
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Ok everything works, I just had to swap the order of the TKSS and German U-boat mods. Thanks-This is my car after modernization
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Leutnant z.S. kimanu-96 Last edited by Belmondo; 03-01-21 at 04:10 PM. |
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#611 | |
Sparky
![]() Join Date: Aug 2008
Location: Poland
Posts: 152
Downloads: 878
Uploads: 0
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Leutnant z.S. kimanu-96 |
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#612 |
Commodore
![]() Join Date: Aug 2008
Location: U-30
Posts: 600
Downloads: 919
Uploads: 12
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Is this mod compatible with NYGM?
Thanks in advance. KUrtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#613 |
Ocean Warrior
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Yes, though not plug and play.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#614 |
Commodore
![]() Join Date: Aug 2008
Location: U-30
Posts: 600
Downloads: 919
Uploads: 12
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I have to make some adjustments?
KUrtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#615 |
Ocean Warrior
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I only installed it to look at it a bit awhile back but look at the files and you'll see some that will conflict with some NYGM ones. I.e., commands, menu.ini, etc.
Pretty much have to make adjustments for this mod to work with anything. Any mod can usually be made to work with anything. Just might take some editing, etc.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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