Then, under that folder you should replicate the folder structure as it is at the place where JSGME. A folder with the name of your mod, for instance: \mods\MyNewMod.
#Jsgme mod manager tk17 mod#
I packaged my mod to \mods folder but after activating it with JSGME I do not see any of the changes to take effectĭid you get the folder structure right? Under \mods you should first have They stay activated until you remove them with JSGME again.Ģ. A Quick JSGME Mod Manager How-To Updated : Video Tutorial Available Mod Enabler Tutorial Video CS:Middle East is rather picky about the file coherency underneath, so any mods you want to put in place youre adviced to use the free JoneSoft Generic Mod Enabler (from now on: JSGME) courtesy of the game install. Once you have them in place, you can forget them. So the sequence is: 1) Activate a new Mod (or deactivate one) 2) Relaunch the game. Relaunch your game to see the activated Mod in placeĬS:ME reads most of the files at start up, at the time you hit Play Scenario or Play Campaign at the main menu. My Profile Inbox Address Book My Subscription My Forums Log OutĪll Forums > Campaign Series: Middle East 1948-1985 > Mods and Scenarios > A Quick JSGME Mod Manager How-ToĪ Quick JSGME Mod Manager How-To - 9:24:57 AM The Colonials strike back! New Battlestar Galactica Deadlock: Resurrection content coming soon! Order of Battle: Red Star OUT NOW WarPlan Dev Diary #5: Supply system Slitherine acquires the Master of Magic franchise Order of Battle moves East on August 8th! Fantasy General II - Twitch Let's Play series announced! The new update for Armored Brigade is live Order of Battle: Red Star - The Red Army is coming! Field of Glory: Empires has been updated to version 1.0.3 Fantasy General II - A look at the Campaign Mapįorums Register Login Photo Gallery Member List Search Calendars FAQ