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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Mar 2007
Location: Kansas City, KS
Posts: 203
Downloads: 10
Uploads: 0
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hey check this >>> http://www.subsim.com/radioroom/showthread.php?t=120621 I hope what I did helps
![]() quote=panzer 49th]How do I use this JSGME thingy I dont know which one of the MODS folders to put my mods in I have one in the root directory and one in the folder DATA which one do I extract mods to please help me.[/quote]
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"Be my friend or be a mushroom cloud."~If I was President...Iran would have a nuke...they just wouldnt like the delivery method... ![]() <AHREF="http://www.subsim.com/radioroom/showthread.php?t=120621"_blank">JSGME Quick Reference</A> Major US ARMY RANGERS 1985-2003 |
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#2 |
Weps
![]() Join Date: Jul 2007
Location: Canada
Posts: 361
Downloads: 5
Uploads: 0
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Thanks for all your help guys (imjohnson36 your guide fixed my problem)
Now how exacttly does it work like what does it do to enable the mods I dont get how it does that |
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#3 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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It basically does the same thing you would do to put a mod into your game. It replaces the files in the game with the modded files. It automates the process of backing up the original files, checking for conflicts and keeping track of which mods are installed and which aren't. In general, it makes modding life a lot simpler!
One thing you need to make sure to do is check the folder structure on the mods when you decompress (unzip, unrar, un7z) them. Always make sure that the folder you put in the MODS folder is the one that (generally) contains the Data folder. Most mods change a file that is contained somewhere in the Data folder (or a folder contained in it), so you can tell that you have reached the mod itself when you get to the Data folder. |
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#4 |
Canadian Wolf
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Nice guide jmjohnson36
![]() Here is another version, it is on my sig ![]() RDP |
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