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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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BUMP, just in case the elusive butterfly happens to land...
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#2 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Did you notice my development suggestion in post #30? Asking just in case you missed it, as you didn't comment a word on it.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#3 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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It's on my "to consider" list, but, primarily because there's been no posts made about bugs or critical issues, I haven't really thought much about JSGME lately (too busy with other things). I've also been mindful of the "disable all mods before updating" requirement, which, oddly, seems to be concerning some people, so I want to limit the "challenge" as much as possible. Quarterly, or perhaps six monthly, updates shouldn't be as upsetting.
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#4 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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Make my remote control better!
IMHO the inconveniences of using JGME come from there being too many mods, mods of mods, mod options, creating soup issues. Sure, one mod can have options, but with 30 mods in your list that can be a pain. I notice this mostly in sh5. not other games. A solution is either working hard and making your own super mod for personal use, that you take time and update now and then, using one modfolder in JGME. Or you could be lazy like me and wait for a supermod. |
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#5 | |
中国水兵
![]() Join Date: Mar 2010
Location: 47°46′46″N, 37°14′51″E
Posts: 271
Downloads: 231
Uploads: 0
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#6 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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i just mean making a folder ie: MyBigMod and dropping the data folders of all the mods you use, one by one, in the right order that you know what you're overwriting, and just use that one folder for your mods.
however if you wanted to mess with it, you'd have to disable it in JGME, and large mods take more time to disable. IF though, you know what file you are wanting to modify, you could just add it with a modfolder. less tidy, but quicker. |
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