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#1 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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Please can you tell me which is the better order to install GFO first and Real Environmental last or the opposite ? thank you for the help
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What we do in life echoes in Eternity |
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#2 |
Stowaway
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#3 | |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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What we do in life echoes in Eternity |
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#4 |
Navy Seal
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Webster, it was my soon to be released Convoy from Hell mission. I haven't tried a career yet, I was in a state of mind for some quick intense action. It worked.
![]() In all my deck gun actions my hull took 51% damage, so the armed merchies coordinated well and got their licks in. As I said before, I was going to use every piece of ammo on the boat or die. Although there are only two warships in the Convoy from Hell, an Asashio and a generic gunboat, almost all the merchies are armed. Folks, in general, mods installed later overwrite anything installed before. So if you want PE to work as intended, it should be installed over GFO. If it's compatible, you'll get PE effects in a GFO environment. If you install PE first, all the PE effects will be overwritten with whatever stock effects are contained in GFO. When parts of an earlier mod are overwritten, the newest JSGME grays the name of the overwritten mod. That isn't necessarily bad, but it means that some features have been replaced. In all cases that I can think of GFO should be installed first and any modifiers installed later in an order of your choice, depending on what flavor of mod soup you are creating. In any event, when cooking mod soup you lose the right to complain to Webster or any other modder. Your creation is your own responsibility. So be nice and ask for help if you have a problem. I'd start a new thread for that to keep this thread focused on GFO alone and issues with the base mod. That's the considerate way to proceed. Don't let this keep you from experimenting. Unintended consequences are how great discoveries are made. JSGME makes it very easy to undo any conflicts you create and try something different!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#5 | |
Stowaway
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ahh, ok i thought you were bringing up a mod issue. well it was worth looking into anyway because those ships do seem to have very drunk captains driving them. i ran the convoy catastrophy mission and some ships would do figure 8's then criss cross then get in the wrong line of ships and make others move out of the way and all for no reason. i put the sub 5 miles away at 300 feet so i think im safe assuming i wasnt detected by them lol. in both GFO and stock they looked like a bunch of drunken sailors who didnt know which ship to follow lol. use 32x time compression and it looks like those old time black and white keystone cops films. |
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