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JSGME?

 
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JSGME? - 10/5/2018 7:24:28 PM   
76mm


Posts: 3682
Joined: 5/2/2004
From: Washington, DC
Status: online
This question probably belongs in the mods subforum, but there is not much traffic there, so thought I'd try here. I also did a search, no luck.

I'm trying to figure out how to get JSGME to work with TOAW; I use it with other games with no problem, but can't get them it work with TOAW, I assume I'm screwing something up with the folder structure...anyone have any tips?

< Message edited by 76mm -- 10/5/2018 7:26:26 PM >
Post #: 1
RE: JSGME? - 10/12/2018 11:54:12 PM   
Shadrach


Posts: 540
Joined: 10/16/2001
From: Oslo, Norway
Status: offline
I have JSGME.exe and its associated ini file and MODS folder directly in the folder:
"Documents\My Games\The Operational Art of War IV"

But JSGME *requires* mods to be packaged a specific way, and modders here seem to do all kinds of different things, so you need to arrange the folders yourself. This means creating first a unique folder for the specific mod under MODS, and then creating the "Graphics override" folder there. Or "sounds" if a sound mod for instance.

So the structure would be:

> Documents\My Games\The Operational Art of War IV
    JSGME.exe
    JSGME.ini
  > MODS
    > Astro_sound
      > sounds
    > Blue Water v1
      > Graphics Override
    > Cabido - Boardgame Style Map Mod
      > Graphics Override

And so on...

You *could* of course try to plop JSGME into the "Graphics override" folder. But then you'd won't be able to use it for sound for instance.

It would help if modders tried to stick to some kind of naming convention, and break their mods into more separate logical elements to avoid us having to manually copy files, and then run the risk of messing things up...


< Message edited by Shadrach -- 10/12/2018 11:56:50 PM >

(in reply to 76mm)
Post #: 2
RE: JSGME? - 10/13/2018 12:57:34 PM   
76mm


Posts: 3682
Joined: 5/2/2004
From: Washington, DC
Status: online
Thanks much, that got it working! Just couldn't get me head around the folder structure...

(in reply to Shadrach)
Post #: 3
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