Nils277 Posted December 17, 2018 Author Share Posted December 17, 2018 On 12/2/2018 at 10:00 PM, MikeO89 said: Did something get changed with the nuclear reactor? Recently I put one on a base and there wasn't even an option to turn it on like before. So it's just sitting there doing nothing. I didn't do anything different than any other time I've used it and all other times I could turn it off and on at will. Hmm, i did not change anything on the reactor. Can you post a log for it? Maybe there is some error. On 12/4/2018 at 6:24 AM, mrvice said: If i use TAC is the greenhouse supposed to produce oxygen or only food? edit: and if not is there any way to produce food,water,oxygen when landed on a different planet? The greenhouse as well as some other parts produce oxygen. You can use the TAC-LS Spreadsheet linked from the OP to see what you need for which planet On 12/11/2018 at 12:20 AM, SoonerTed said: The K&K storage (KIS) (both small and normal size) won't open for me inside the VAB. Am I missing a mod? Hmm, this should not happen. Maybe some update from KIS changed something. Will have to take a look at that. Can you post a log for the case that there are some other errors? Quote Link to comment Share on other sites More sharing options...
SoonerTed Posted December 18, 2018 Share Posted December 18, 2018 On 12/17/2018 at 9:46 AM, Nils277 said: Hmm, i did not change anything on the reactor. Can you post a log for it? Maybe there is some error. The greenhouse as well as some other parts produce oxygen. You can use the TAC-LS Spreadsheet linked from the OP to see what you need for which planet Hmm, this should not happen. Maybe some update from KIS changed something. Will have to take a look at that. Can you post a log for the case that there are some other errors? I am not using KIS. Is that it? Quote Link to comment Share on other sites More sharing options...
IgorZ Posted December 19, 2018 Share Posted December 19, 2018 On 12/18/2018 at 11:03 AM, SoonerTed said: I am not using KIS. Is that it? The main and only purpose of KIS storage is storing KIS items So if you don't use KIS, then you don't have the storages. Quote Link to comment Share on other sites More sharing options...
SoonerTed Posted December 19, 2018 Share Posted December 19, 2018 1 hour ago, IgorZ said: The main and only purpose of KIS storage is storing KIS items So if you don't use KIS, then you don't have the storages. Hah. Strange that the part would be enabled in the VAB, though. Thanks! Quote Link to comment Share on other sites More sharing options...
IgorZ Posted December 20, 2018 Share Posted December 20, 2018 8 hours ago, SoonerTed said: Hah. Strange that the part would be enabled in the VAB, though. Thanks! AFAIK, excluding parts from the game database basing on the mod presence is a big deal. Usually, all the parts are always loaded, but their modules depend on the mods installed. If you don't have KIS, then there will be no inventories in the part. If the part has no active modules, then it can only be used in the visual appearance. Quote Link to comment Share on other sites More sharing options...
B-STRK Posted December 20, 2018 Share Posted December 20, 2018 Speaking of which, going off from IgorZ's post above, how would I be able to expose the mini-greenhouse (it's not been deprecated, right?) without installing an LS mod... for roleplaying purposes only? I'd be willing to edit a cfg, although I guess would it be safer instead to write an MM patch to force the exposure? Thanks! What? I take good nutrition seriously. How else are my kerbals going to stay a healthy shade of pink green, chew on rocks? Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted December 26, 2018 Share Posted December 26, 2018 @Nils277 hello good day, I have a simple question regarding the reactor which uses uranium, is this meant to work with NFT reactors or can it be standalone? If so is there a way to refine uranium from mining or something and not need other mods or constant resupply? Thanks Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 31, 2018 Author Share Posted December 31, 2018 On 12/19/2018 at 9:50 PM, SoonerTed said: Hah. Strange that the part would be enabled in the VAB, though. Thanks! Hmm it should not be available when KIS is not installed. Will take a look if i forgot something On 12/20/2018 at 3:07 PM, B-STRK said: Speaking of which, going off from IgorZ's post above, how would I be able to expose the mini-greenhouse (it's not been deprecated, right?) without installing an LS mod... for roleplaying purposes only? I'd be willing to edit a cfg, although I guess would it be safer instead to write an MM patch to force the exposure? Thanks! What? I take good nutrition seriously. How else are my kerbals going to stay a healthy shade of pink green, chew on rocks? Will make a config ready ofter the holiday season On 12/26/2018 at 2:12 AM, The-Doctor said: @Nils277 hello good day, I have a simple question regarding the reactor which uses uranium, is this meant to work with NFT reactors or can it be standalone? If so is there a way to refine uranium from mining or something and not need other mods or constant resupply? Thanks When NFE is installed the mod uses it's mechanics. Bit it can also be used as standalone. PS: An update for KSP 1.6.0 will come after the holiday season Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted December 31, 2018 Share Posted December 31, 2018 (edited) @Nils277 mind I ask, shouldn't the mod support - parts (e.g. KIS parts) have this tag? PART:NEEDS[KIS] { // stuff } .. instead KIS parts only have PART { // stuff } EDIT: I noticed (after looking through the cfg files) only these are lacking of ":NEEDS[KIS]" KKAOSS_KIS_FuelTank (FuelTank_g.cfg) KKAOSS_KIS_FuelTank_small (FuelTank_small_g.cfg) Edited December 31, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted December 31, 2018 Share Posted December 31, 2018 2 hours ago, Nils277 said: Hmm it should not be available when KIS is not installed. Will take a look if i forgot something Will make a config ready ofter the holiday season When NFE is installed the mod uses it's mechanics. Bit it can also be used as standalone. PS: An update for KSP 1.6.0 will come after the holiday season No worries 1.5.1 update working fine. wouldn't be surprised of a 1.6.1 release soon over the lander can issue but looking forward to it anyways :-) Quote Link to comment Share on other sites More sharing options...
bunjatec Posted January 3, 2019 Share Posted January 3, 2019 I think I found a bug with the thermal management of the smelter.. it wasn't getting up to temperature so I stole some the .cfg code from the EL smelter and tweaked it in.. Quote tags = #LOC_KPBS.smelter.tags MODULE { name = ELConverter ConverterName = Smelter EVARange = 3 StartActionName = #LOC_KPBS.smelter.metal.start StopActionName = #LOC_KPBS.smelter.metal.stop ConverterRecipe = LFOFiredSmelter Rate = 5.59964 efficiency = 273.15, 0 efficiency = 1873, 1 AutoShutdown = false GeneratesHeat = true } MODULE { name = ELConverter ConverterName = Scrap Metal Remelter EVARange = 3 StartActionName = #LOC_KPBS.smelter.scrap.start StopActionName = #LOC_KPBS.smelter.scrap.stop ConverterRecipe = LFOFiredRemelter Rate = 5.59964 efficiency = 273.15, 0 efficiency = 1873, 1 AutoShutdown = false GeneratesHeat = true } MODULE { name = ELCoreHeat CoreTempGoal = 1873 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0.01 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.05 MaxCalculationWarp = 1000 CoreShutdownTemp = 4000 MaxCoolant = 0 } The ELCoreHeat needs to be there as otherwise it won't work.. (it's almost always at 0% efficiency) btw, I'm running on KPBS1.6.6 and KSP 1.6.0.2395 and I've not encountered any other problems yet.. keep up the good work . Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 7, 2019 Author Share Posted January 7, 2019 On 1/3/2019 at 12:12 PM, bunjatec said: I think I found a bug with the thermal management of the smelter.. it wasn't getting up to temperature so I stole some the .cfg code from the EL smelter and tweaked it in.. The ELCoreHeat needs to be there as otherwise it won't work.. (it's almost always at 0% efficiency) btw, I'm running on KPBS1.6.6 and KSP 1.6.0.2395 and I've not encountered any other problems yet.. keep up the good work . Thanks! I think that there is a github issue already that some EL configs changed and KPBS is not up to date with the changes. Will take care of that for the next update. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 8, 2019 Share Posted January 8, 2019 I can't remember exactly why I needed to do a custom core-heat (I think it was to avoid core-heat's shutdown mechanic), but it just derives from the main core-heat module and tweaks some behavior. Quote Link to comment Share on other sites More sharing options...
bunjatec Posted January 8, 2019 Share Posted January 8, 2019 The stock ISRU has a buggy behaviour at high warp rates, occasionally coming out of warp at 6000K the EL code seems to not do this.. (so I personally think it may be better) Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 8, 2019 Share Posted January 8, 2019 (edited) EL's smelter has some issues I need to look into, but it does seem to be less weird (I have had it be a little excessively hot once or twice). Main issue I need to look into is its dual-mode operation (ie, running both smelter and scrap melter at the same time): I'm not sure if it should consume twice the LFO (which it does now), or share the heat from the LFO between the two. However, thanks for the feedback :) Edited January 8, 2019 by taniwha Quote Link to comment Share on other sites More sharing options...
FLO Posted January 15, 2019 Share Posted January 15, 2019 (edited) Any news for 1.6 integration? I'm still waiting for this mod to play the newest version of KSP! EDIT: Also, where is the donate button, I wanna tip you for this awesome mod that made me not play KPS without it( and the rover mod too) <3 Edited January 15, 2019 by FLO Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 15, 2019 Share Posted January 15, 2019 11 minutes ago, FLO said: Any news for 1.6 integration? I'm still waiting for this mod to play the newest version of KSP! EDIT: Also, where is the donate button, I wanna tip you for this awesome mod that made me not play KPS without it( and the rover mod too) <3 It's a pretty straightforward parts pack. I haven't used the parts much in my current save, but I haven't seen any issues in 1.6. (The rover I know is working fine. Been using it fairly extensively.) Typically packs that are just parts (no changes in behavior of the game) have no issues between versions. Recently even a fair number plugin-dependent mods have been working fine as well. Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted January 15, 2019 Share Posted January 15, 2019 (edited) On 1/15/2019 at 2:22 PM, DStaal said: It's a pretty straightforward parts pack. I haven't used the parts much in my current save, but I haven't seen any issues in 1.6. (The rover I know is working fine. Been using it fairly extensively.) Typically packs that are just parts (no changes in behavior of the game) have no issues between versions. Recently even a fair number plugin-dependent mods have been working fine as well. I have been using it on 1.6.1 with both Kerbalism and USI-LS (not both at the same time ) and I have had no issues (also using KIS and KAS). Hope that Nils has had some time for the spacer Part (a part that allows you to account for different module sizes in order to have a symmetrical base.) Currently using the control module disabling the sas and torque and getting them in hibernation . UPDATE: Found an issue while using Kerbalism. My kerbals cannot transfer, nor board the Greenhouse module. It gives you the message "Cannot enter a module that is full" it is not game breaking, but part of the fun of KPBS is the beautiful IVAS that Nil's made. OBTW don't know if this is actually a bug or by design when using kerbalism. Edited January 16, 2019 by Rafael acevedo Updated Info Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 17, 2019 Author Share Posted January 17, 2019 On 1/15/2019 at 9:40 PM, Rafael acevedo said: I have been using it on 1.6.1 with both Kerbalism and USI-LS (not both at the same time ) and I have had no issues (also using KIS and KAS). Hope that Nils has had some time for the spacer Part (a part that allows you to account for different module sizes in order to have a symmetrical base.) Currently using the control module disabling the sas and torque and getting them in hibernation . UPDATE: Found an issue while using Kerbalism. My kerbals cannot transfer, nor board the Greenhouse module. It gives you the message "Cannot enter a module that is full" it is not game breaking, but part of the fun of KPBS is the beautiful IVAS that Nil's made. OBTW don't know if this is actually a bug or by design when using kerbalism. Hmm, have to look into the config. I think that the Greenhouse should be accessible in Kerbalism Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted January 17, 2019 Share Posted January 17, 2019 31 minutes ago, Nils277 said: Hmm, have to look into the config. I think that the Greenhouse should be accessible in Kerbalism Nils, I also poste the issue in the Kerbalism OP Quote Link to comment Share on other sites More sharing options...
Sebra Posted January 17, 2019 Share Posted January 17, 2019 Hm. Is it work in 1.6.1 already? I have some errors but there are so many unupdated mods yet... Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 20, 2019 Share Posted January 20, 2019 (edited) @Nils277 There is a bug in 1.6.0 & 1.6.1 that can lock up the parts menu in the VAB if a bulkheadProfiles isn't defined for each part. The following thread discusses it. The following parts in this mod are missing a bulkheadProfiles definition: Spoiler ./PlanetaryBaseInc/BaseSystem/Parts/Electrical/Centrifuge.cfg ./PlanetaryBaseInc/BaseSystem/Parts/Electrical/NuclearFuel.cfg ./PlanetaryBaseInc/BaseSystem/Parts/Electrical/Reactor.cfg ./PlanetaryBaseInc/BaseSystem/Parts/FuelTank/FuelTank_g.cfg ./PlanetaryBaseInc/BaseSystem/Parts/FuelTank/FuelTank_small_g.cfg ./PlanetaryBaseInc/BaseSystem/Parts/Resources/Drill_g.cfg ./PlanetaryBaseInc/BaseSystem/Parts/Structural/Flatbed/Flatbed.cfg ./PlanetaryBaseInc/ContainerSystem/tank_fuelcell.cfg ./PlanetaryBaseInc/ContainerSystem/tank_liquidFuel.cfg ./PlanetaryBaseInc/ContainerSystem/tank_ore.cfg ./PlanetaryBaseInc/ContainerSystem/tank_ore_small.cfg ./PlanetaryBaseInc/ContainerSystem/tank_rocketFuel.cfg ./PlanetaryBaseInc/ContainerSystem/tank_rocketFuel_small.cfg ./PlanetaryBaseInc/ContainerSystem/tank_science_jr.cfg ./PlanetaryBaseInc/ContainerSystem/tank_xenon.cfg ./PlanetaryBaseInc/ModSupport/Parts/DeepFreeze/DF_TankGlykerol/tank_Glykerol.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/Drill_MetalOre.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/FuelTank_Metal.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/FuelTank_MetalOre.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/FuelTank_RocketParts.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/Launchpad.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/Recycler.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/ScrapMetal.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/Smelter.cfg ./PlanetaryBaseInc/ModSupport/Parts/Extraplanetary Launchpads/Workshop.cfg ./PlanetaryBaseInc/ModSupport/Parts/KAS/gangway_flexible.cfg ./PlanetaryBaseInc/ModSupport/Parts/KAS/gangway_flexible_LEGACY.cfg ./PlanetaryBaseInc/ModSupport/Parts/KIS/FuelTank_g.cfg ./PlanetaryBaseInc/ModSupport/Parts/KIS/FuelTank_small_g.cfg ./PlanetaryBaseInc/ModSupport/Parts/KIS/tank_KIS.cfg ./PlanetaryBaseInc/ModSupport/Parts/KIS/tank_KIS_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Airfilter.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Algae.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CarbonExtractor.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_ECLSS_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_ECLSS_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Elektron.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Fertilizer_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Fertilizer_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Food_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Food_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Greenhouse.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Hydrogen.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_IFILS_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_IFILS_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_IONCROSS_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_IONCROSS_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Kerbalism_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Kerbalism_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Mulch_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Mulch_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Nitrogen.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Noms_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Noms_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Oxygen_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Oxygen_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Sabatier.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Snacks_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Snacks_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_Waste_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_Waste_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_USILS_AirScrubber.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_USILS_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_USILS_Recycler.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_USILS_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WasteWater_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WasteWater_Small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Waste_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Waste_small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WaterPurifier.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Water_big.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Water_Small.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Drill_Water_g.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/OrbitalScanner.cfg ./PlanetaryBaseInc/ModSupport/Parts/LifeSupport/SurfaceScanner.cfg ./PlanetaryBaseInc/ModSupport/Parts/OSE Workshop/Drill_Dirt.cfg ./PlanetaryBaseInc/ModSupport/Parts/OSE Workshop/MaterialKits.cfg ./PlanetaryBaseInc/ModSupport/Parts/OSE Workshop/OSE_Converter.cfg ./PlanetaryBaseInc/ModSupport/Parts/OSE Workshop/OSE_Resources.cfg Edited January 20, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
nathan88fox Posted January 21, 2019 Share Posted January 21, 2019 Im having a lot of trouble installing. I tried installing from twitch and I've been lead here. I don't know what I'm supposed to transfer with gamedata. I would appreciate if someone could help. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 21, 2019 Share Posted January 21, 2019 @nathan88fox You might want to try CKAN to manage mod installation. Quote Link to comment Share on other sites More sharing options...
Padrone Posted January 21, 2019 Share Posted January 21, 2019 12 hours ago, nathan88fox said: Im having a lot of trouble installing. I tried installing from twitch and I've been lead here. I don't know what I'm supposed to transfer with gamedata. I would appreciate if someone could help. @nathan88fox Sorry, I don't know how to install anything from Twitch. But I can give you some starting pointers for installing mods yourself. Generally, you download a zip or other sort of archive file. Usually from Curse, Spacedock or Github. Once you have the mod downloaded: Open the downloaded file with the appropriate software. Drill down until you find a "GameData" directory inside the archive file. Merge that directory with your KSP Game directory file. If that's too much like a word salad for you, I second the idea you look up CKAN and how to use it, until you're more familiar with KSP's directory structure. Pro tips if you decide to give manual installation a try: (Please read through ALL of the below before attempting any work. Below, when it says ".\GameData", that refers to wherever your KSP game is installed. For this discussion, I'm going to use the Real Chute mod as my example. Also, "Directory" is also known as "Folder" in the Windows world.) Look inside the "GameData" directory inside the downloaded archive file. You'll find at least a directory. That's the mod directory. If you are updating a mod, you'll avoid many problems by removing the existing mod before installing the update: Remove any existing mod SUBDIRECTORIES that are already in the .\Gamedata. (DO NOT remove the GameData directory!). in this example, it's in a directory named "RealChute" that's inside of "GameData". I.E. .\GameData\Realchute. So you'd delete the existing "RealChute" directory before merging the two GameData directories. If you ended up with a directory called "GameData" inside your .\GameData, you've messed up. Start over from the backup you made. (You did make a backup of the game directory first, right?) Some mods keep your settings in a file contained in a "PluginData" directory inside of "Plugins", inside the directory that's inside the Mod directory. For example: .\GameData\MechJeb2\Plugins\PluginData\ If you delete the mod directory, in which case you'll lose your settings. Copy that file(s) containing your settings some place, safe. After updating your mod, put the file(s) back in the same place. If there are other things beside the main mod directory in your zip file's .\GameData, you probably need to copy them over also. Here's some tips on those cases: Updated Module Manager versions often are found bundled in with a mod. If the MM in the mod is newer (has a larger number) than your existing MM, copy the new one over and either delete the older one, or rename it from "ModuleManager.8.8.0.dll" to "ModuleManager.8.8.0.NOTdll". Either stops it from being used, and the second way lets you revert the MM update by just renaming the two files involved. ReadMe files and licenses have to be distributed with Mods, but there's no real reason to keep them on your drive. If there's other directories, they're probably required for your new mod to work. Keep in mind you may already have them on your disk. Check and update them if necessary. How do you know? Most all mods now have a "<modname>.version" file in their directory. Open that up with an editor such as Notepad, and look for the section named VERSION. Larger numbers mean newer versions. This is by no means a complete primer, but it should enough to get you started. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.