At a single glance I can tell what mods I have active and if I want to remove one, I do not have to look for each individual file that belongs to that mod, GME does it for me. I personally find it a great organizer of my mods. Some probably wonder why to continue to use GME now that there is a specific folder in WOT itself. Call of Chernobyl main directory Delete gamedata directory to remove existing addons. Tutorial: Installation Extract to your S.T.A.L.K.E.R. Now writes JSGME path to JSGME.ini for use by third party apps that interact with JSGME. So if you want to change you sniper view, you will have to exit the game and restart it once the mod has been transferred. The Generic Mod Enabler takes most of the hassle out of installing and. These appear to be read at the start of the game and no other time. While that appears to remain true for skins, hanger mods etc, it is no longer true for any mod that uses a flash file. With the older version you could hot swap mods and they would go into effect in your next battle, next tank selection, etc. The third little thing took a bit before I realized what was happening. While you can go ahead and tell GME to overwrite and every thing works, the first mod cannot be removed until you remove the second mod. If GME makes a folder and another mod uses the same folder, it looks like a conflict, if the folder already was there, no conflict. The reason for this step is to prevent GME from issuing a warning message about overlapping mods. Depending on your mods you may have to add some other folders as well. The second is to go into the game's res_mods0.7.1.1 folder and manually add the gui and content folders, In the gui folder add the flash and maps folders.
It's wrapped in a plain and simple interface that. Res to res_mods and add the 0.7.1.1 folder to the mod's folder tree. Generic Mod Enabler (jsgme) is a tiny tool specially made to help gamers seamlessly create a library out of multiple mods and activate them.