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Author Topic: The Full Monty  (Read 329878 times)

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NNFFLYLB

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Re: The Full Monty
« Reply #1032 on: May 30, 2013, 11:03:02 AM »

To overcome any issues with an fps hit using Gurners FX, comment out (or delete) the the main view distance classfile 8A318408BB7C513E.
thank a lot!
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ol' Navy

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Re: The Full Monty
« Reply #1033 on: May 31, 2013, 10:15:14 AM »

To overcome any issues with an fps hit using Gurners FX, comment out (or delete) the the main view distance classfile 8A318408BB7C513E.

Where in the heck do you find classfiles.  I'd like to do as suggested, but I don't know where to look.  Thank you for the help.
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sphantom

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Re: The Full Monty
« Reply #1034 on: May 31, 2013, 10:17:21 AM »

Just open the gurner file there it is
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ol' Navy

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Re: The Full Monty
« Reply #1035 on: May 31, 2013, 01:42:27 PM »

Just open the gurner file there it is

Thank you.  Over the years I have heard you guys talk about classfiles but I never did know what they were, or where, and so I have never done anything to/with them.  Thanks again.
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4ent

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Re: The Full Monty
« Reply #1036 on: June 01, 2013, 12:46:22 AM »

Hello, in my new install  I want put TFM straight to DBW folder(not via JSGME).My question is: some mods name start with prefix _(for example _00_F-4 Phantom II),have i change this prefix to aktivate them?In what sequence of prefixes game loads mods?(sry my bad English)
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Bonez

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Re: The Full Monty
« Reply #1037 on: June 01, 2013, 04:30:03 AM »

Hello, in my new install  I want put TFM straight to DBW folder(not via JSGME).My question is: some mods name start with prefix _(for example _00_F-4 Phantom II),have i change this prefix to aktivate them?In what sequence of prefixes game loads mods?(sry my bad English)

Leave the mod folders in The Full Monty named as they are! Restated, DO NOT rename anything!
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4ent

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Re: The Full Monty
« Reply #1038 on: June 01, 2013, 04:57:20 AM »

OK i copy that.Concerning second part of question: 0000_modX will be loaded before 000_mod Y?
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SAS~Boomer

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Re: The Full Monty
« Reply #1039 on: June 01, 2013, 05:02:05 AM »

My question is: some mods name start with prefix _(for example _00_F-4 Phantom II),have i change this prefix to aktivate them?In what sequence of prefixes game loads mods?

All Mods are loaded in Alpha/Numerical order
to deactivate/activate mods a minus sign is used,not an underscore
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4ent

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Re: The Full Monty
« Reply #1040 on: June 01, 2013, 07:11:33 AM »

I used Bravo Direct Install.Game works no CTD ,but: My QMB list of planes doesn´t show all planes from air.ini.Any clue?
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4ent

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Re: The Full Monty
« Reply #1041 on: June 01, 2013, 09:10:23 AM »

Nevermind, I´v made new install from scratch and all worked ok.THX Monty and all modders!
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Griffon_301

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Re: The Full Monty
« Reply #1042 on: June 04, 2013, 10:51:14 AM »

just a quick question regarding adding Gurner´s excellent effects mod: is it ok to load after the Plutonium effects mod files that are included in TFM?
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SAS~Monty27

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Re: The Full Monty
« Reply #1043 on: June 06, 2013, 02:10:45 AM »

just a quick question regarding adding Gurner´s excellent effects mod: is it ok to load after the Plutonium effects mod files that are included in TFM?
Yep, I did.
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