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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
Downloads: 30
Uploads: 0
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Danke JS.
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#2 |
Commodore
![]() Join Date: Aug 2008
Location: U-30
Posts: 600
Downloads: 919
Uploads: 12
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Got it!
![]() Thanks a lot! ![]() KUrtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#3 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Just a gentle reminder, I get a LOT of PMs and emails from players seeking support on specific mods for specific games.
I can only provide support for setting up and using JSGME. I do not, and cannot, explain what "Mark's Carby Tweaks" mod does, why "BFNMPP v1.3" keeps crashing your game with error 0x0e890a57 after you press the F7 key, or which folders within a mod you need to enable to get the three dials option instead of the two. You need to direct those types of questions to the mod author. Also, if your game suddenly starts crashing after installing a mod, DISABLE THE MOD, then ensure that you have the mod folder structure correctly set as per the JSGME User Guide and the mod author's instructions (particularly the latter). If everything is in order and your problem persists when you re-enable the mod, you will need to consult the mod author directly as your problem will most likely be either with that mod, or your combination of enabled mods. Following the above will most likely see you up and running much quicker than waiting for upwards of 24 hours for me to essentially tell you to consult the mod author. It will also help free me up to focus on feature requests, bug reports, questions surrounding User Guide contents and other JSGME-related questions. |
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#4 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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Jaesen a very quick question. Do I need to disable all mods before upgrading to v2.5 of JSGME (from the previous one) or I can keep them enabled?
Thanks in advance
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![]() http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
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#5 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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No. From the User Guide:
Quote:
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#6 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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__________________
![]() http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
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#7 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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IT'S JUST BEEN BROUGHT TO MY ATTENTION THAT MODS HAVING NAMES STARTING WITH [ ARE NOT CORRECTLY HANDLED BY JSGME!
I know the reason and will be working on an update as time permits over the next few weeks. In the meantime, the workaround is simply to ensure that mod names DO NOT START with a [. For example: BAD: C:\Games\SilentHunter\MODS\[My Mod] Conning Tower Emblem\data\ GOOD: C:\Games\SilentHunter\MODS\(My Mod) Conning Tower Emblem\data\ C:\Games\SilentHunter\MODS\Conning Tower Emblem [My Mod]\data\ C:\Games\SilentHunter\MODS\Conning Tower [My Mod] Emblem\data\ |
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