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02-25-21, 01:59 PM | #601 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,344
Downloads: 475
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02-26-21, 01:14 PM | #602 |
Soundman
Join Date: Aug 2008
Location: Poland
Posts: 147
Downloads: 845
Uploads: 0
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Hello, I would like to paint my ship. In what file can I do this. I play on German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) and TKSS18 German U-Boats Compilation mods
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Leutnant z.S. kimanu-96 |
02-26-21, 02:42 PM | #603 | |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,390
Downloads: 856
Uploads: 0
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Quote:
#1 "U-Boat Skins" MODS
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02-26-21, 03:41 PM | #604 |
Soundman
Join Date: Aug 2008
Location: Poland
Posts: 147
Downloads: 845
Uploads: 0
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Thanks, but JSGME doesn't work for me, I had to change files ok
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Leutnant z.S. kimanu-96 |
02-27-21, 02:59 AM | #605 |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,390
Downloads: 856
Uploads: 0
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Never, you hear, NEVER do that! The problem is not with JSGME, but with who doesn't know how to use it.
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02-27-21, 07:02 AM | #606 |
Soundman
Join Date: Aug 2008
Location: Poland
Posts: 147
Downloads: 845
Uploads: 0
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Ok I'm making copies of the mods I use
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Leutnant z.S. kimanu-96 |
02-27-21, 09:34 AM | #607 | |
Grey Wolf
Join Date: Sep 2011
Posts: 955
Downloads: 247
Uploads: 0
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Quote:
Install JSGME into your main SH3 folder for whichever megamod install. Create a "Mods" folder and place mods there. ***READ*** the installation instructions for the mod you want to install and understand that some of them have nested directories that need to be properly placed in the mods folder. ***UNDERSTAND*** the SH3 directory structure to know how the mod will be impacting the times in the SH3 folder when activated. Activate using JSGME. ***BE PATIENT*** - some mods can take 10 minutes or longer to be activated due to the quantity of files being backed up and replaced. |
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03-01-21, 05:42 AM | #608 | |
Soundman
Join Date: Aug 2008
Location: Poland
Posts: 147
Downloads: 845
Uploads: 0
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Quote:
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Leutnant z.S. kimanu-96 |
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03-01-21, 06:39 AM | #609 |
Grey Wolf
Join Date: Sep 2011
Posts: 955
Downloads: 247
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03-01-21, 09:22 AM | #610 |
Soundman
Join Date: Aug 2008
Location: Poland
Posts: 147
Downloads: 845
Uploads: 0
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Ok everything works, I just had to swap the order of the TKSS and German U-boat mods. Thanks-This is my car after modernization
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Leutnant z.S. kimanu-96 Last edited by Belmondo; 03-01-21 at 04:10 PM. |
03-03-21, 06:15 AM | #611 | |
Soundman
Join Date: Aug 2008
Location: Poland
Posts: 147
Downloads: 845
Uploads: 0
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Quote:
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Leutnant z.S. kimanu-96 |
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03-11-21, 03:17 PM | #612 |
Officer
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Is this mod compatible with NYGM?
Thanks in advance. KUrtz
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TorpedoTubesFireFinal. https://www.subsim.com/radioroom/dow...o=file&id=2764 2020 SubSim. https://www.youtube.com/watch?v=vWTr8me3JlM |
03-11-21, 04:08 PM | #613 |
Ocean Warrior
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Yes, though not plug and play.
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03-11-21, 05:12 PM | #614 |
Officer
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I have to make some adjustments?
KUrtz
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TorpedoTubesFireFinal. https://www.subsim.com/radioroom/dow...o=file&id=2764 2020 SubSim. https://www.youtube.com/watch?v=vWTr8me3JlM |
03-11-21, 05:43 PM | #615 |
Ocean Warrior
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I only installed it to look at it a bit awhile back but look at the files and you'll see some that will conflict with some NYGM ones. I.e., commands, menu.ini, etc.
Pretty much have to make adjustments for this mod to work with anything. Any mod can usually be made to work with anything. Just might take some editing, etc.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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