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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Aug 2010
Posts: 35
Downloads: 136
Uploads: 0
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I enjoy all the mods that are provided on Subsim. Really enhances the whole eperience. I'm just wondering how JSGME workes when you activate a mod. Does it just simply copy and paste. Or does it take the origional file and modify it?
I'm only asking because if it did modify files then that means that mods that require the use of the same file as long as they don't change the same "code" can be used togethor right? If JSGME didn't work like this it sure would be nice if it did huh? Forgive my spelling errors. |
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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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It only copies/substitues/replaces files, and stores the original files, so that to replace them back when you uninstall the mod.
If 2 mods share a file, only the last one of these 2 mods installed will "count".
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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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