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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Sep 2002
Posts: 245
Downloads: 0
Uploads: 0
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I'm trying to figure out if I can do everything via JSGME or if I have to manually backup everything and then install the mods.
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\"One ping to find them all, One ping to link them; One ping to promote them all, and in the darkness sink them.\" with apologies to J.R.R. Tolkien |
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#2 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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Depends how the mod is done. Most stuff are JSGME compatible here. If you open the (any mod) folder and check if the next folder is called "Data" then most likely its JSMGE ready. If its just some files "DDS" or"INI" or what have you, then you have to look and put them in manually.
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#3 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Denver, CO USA
Posts: 382
Downloads: 46
Uploads: 0
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If I download a mod that is not JSGME compliant, then I...
1) Go into the MODS folder. 2) Create a New Folder and name it, usually the name of the file that was download or something similar. 3) Then, within that folder I set up a folder hierarchy/structure that matches where the file(s) go into SH4. 4) Then enable the mod with JSGME. Of course this could be quite tedious and time consuming if the mod contained a lot of files that go into various different folders within SH4! But most people that make mods that contain a lot of files use the JSGME format. At any rate, nothing touches my game without being installed through JSGME! Regards
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
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