Crossroads -> RE: A Quick JSGME Mod Manager How-To (9/26/2015 9:35:39 AM)
|
Frequently Asked Questions Using the mod manager is that easy. There's not many issues I've seen. To start the FAQ section, just ask! Here's the one I see most often: 1. Relaunch your game to see the activated Mod in place CS:ME reads most of the files at start up, at the time you hit Play Scenario or Play Campaign at the main menu. So the sequence is: 1) Activate a new Mod (or deactivate one); 2) Relaunch the game. Once you have them in place, you can forget them. They stay activated until you remove them with JSGME again. 2. I packaged my mod to \mods folder but after activating it with JSGME I do not see any of the changes to take effect Did you get the folder structure right? Under \mods you should first have A folder with the name of your mod, for instance: \mods\MyNewMod Then, under that folder you should replicate the folder structure as it is at the place where JSGME.exe is, for instance \mods\MyNewMod\graphics <- All your new graphics files here \mods\MyNewMod\OOBs <- All your new OoB files here \mods\MyNewMod\scenarios <- All your new scenario files (map, org, scn) here See JSGME User Guide for more information. 3. JSGME only enabled some of the files I have in my mod folder Likely, some of the files were locked by another programme. The likely culprit is often the Unit Viewer. See the picture below. For this particular case, at least the following graphics files are locked: Icons7d.bmp <- NATO Icons Icons 7d23.bmp <- Egyptian 2D Unit Icons Up238009.bmp <- Egyptian SA-6 3D sheet with the six 3D facings for the unit. P230000.bmp <- The default unit picture for Egyptian units, if no unit specific pictures not available. And there isn't any. So the one thing to do if you've been testing your mod with Unit Viewer, is to close it before enabling/disabling mods. [image]local://upfiles/32195/52940D75892D48189729A8F83F92E47A.jpg[/image] 4. "Enabling this mod *may* have adverse effects on your game" Warning SEE HERE
|
|
|
|