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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Nov 2011
Location: In Port
Posts: 50
Downloads: 49
Uploads: 0
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OK-I'm not a modder, but I have used JSGME a bit, so here goes:
When you get the message that a mod is overwriting some files from another mod, all that is telling you is that two mods (or more) are modifying the same files-not NECESSARILY the same parts of those files. (Although that is a possibility) Meaning, just because you get that message, doesn't mean that the two mods won't work together. It is just telling you that some of the same files are being modified twice. The only way you can really be sure is by trial and error; activate the mods, run the game, and see what happens. If things don't work right, (or don't work at all) exit the game, deactivate the mod(s), then try again. Often, there is a particular order in which mods need to be activated in order to have them all play nicely together. Also, it is a good idea to use the "snapshot" function of JSGME to take a picture of your game files BEFORE adding any mods. That way, you can deactivate all mods, and compare your game files to the snapshot to determine if files have been modified to the point that you need to uninstall/reinstall your game and start from scratch. Hope this helps, and I'm sure there are plenty of others here who can offer an even better explanation. ![]()
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There are two types of ships in the world......submarines and targets. |
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#2 |
Chief of the Boat
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^Good post/explanation
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#3 | |
Seaman
![]() Join Date: Oct 2012
Posts: 34
Downloads: 74
Uploads: 0
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Quote:
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#4 |
Sailor man
![]() Join Date: Nov 2011
Location: In Port
Posts: 50
Downloads: 49
Uploads: 0
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When you open JSGME, in the center of the panel, below the arrow keys, there is a link titled "Tasks"; click on that and select "Generate snapshot of game files".
Also, if you are using a "super-mod" such as GWX or NYGM or w/e, remember that those mods alter LOTS of the games original files. So if you add mods after one of the super-mods, it is very likely some files will be altered again. So, don't be surprised. Many mods here in the download section will specifically say if they are compatible with the popular super-mods, and often will give advice regarding what order to enable them in. And, always remember, if you are adding mods and intend to continue a career you have already started, ONLY add the mods when your captain is in port, between patrols; otherwise you will have issues with your saved games-the file configuration will have changed, and the save will no longer be compatible with your new mod list. Good luck! ![]()
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There are two types of ships in the world......submarines and targets. |
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#5 |
Seaman
![]() Join Date: Oct 2012
Posts: 34
Downloads: 74
Uploads: 0
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Thanks....that helps a lot to have that info
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#6 |
Seaman
![]() Join Date: Oct 2012
Posts: 34
Downloads: 74
Uploads: 0
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More than one version of a mod
Ok...next question....on the activated Mods that Frontier359 has there are 3 sounds packs (Thomsen's) that he has active. 2 of them are grey and one (latest version 3.2 ) is bold. Does that mean that I need to activate all 3 to dublicate his set-up or just the latest version? Are there items on the other 2 version that are not on the latest version? Is that true with other files that have several versions?
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#7 |
Sailor man
![]() Join Date: Nov 2011
Location: In Port
Posts: 50
Downloads: 49
Uploads: 0
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It looks like, based on the write-up on that mod in the download section, that ver 3.2 is a combination of all the previous versions of Thomsen's sound mod.
So all you need is the 3.2 version. I think that's fairly typical; usually just go with the latest version of a mod. But, most of the time, the mod info in the download section will tell you what its compatible with, and which version works with what, etc. ![]()
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There are two types of ships in the world......submarines and targets. |
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#8 | |
Navy Seal
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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