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Re: [MOD][GMM] Pirates! V2.0
Posted: Fri Oct 26, 2012 12:12 am
by jeme223
i skimmed through it and saw you were adding ships, may i recommend that you add the ships as a separate mod, like i have some custom ships that id love to play this mod with.... but other than that, i LOVE this idea. i like the ability to pick from more options
Re: [MOD][GMM] Pirates! V2.0
Posted: Fri Oct 26, 2012 5:17 pm
by alextfish
I imagine GMM ought to handle that fine: just edit ModOrder to ensure your custom ships are later down the list than Pirates!, and you're sorted.
Re: [MOD][GMM] Pirates! V2.0
Posted: Mon Oct 29, 2012 4:30 am
by RichText
^Yep; but keep in mind that if any mods above Pirates alter weaponry or events, those features are disabled as well.
Re: [MOD][GMM] Pirates! V2.0
Posted: Fri Nov 02, 2012 2:08 pm
by DovahTroll
How do you uninstall the mod or turn it off?
Re: [MOD][GMM] Pirates! V2.0
Posted: Thu Nov 08, 2012 5:44 am
by RichText
Simply run GMM, deselect "Pirates!," and then press the patch button.
Re: [MOD][GMM] Pirates! V2.0
Posted: Thu Nov 08, 2012 11:16 pm
by McDougle
So you´re still working on it, Rich?
I want to give this a try when I´m bored of the "maingame".

Re: [MOD][GMM] Pirates! V2.0
Posted: Sat Nov 10, 2012 9:03 pm
by Grumpy

ahaahah just feel like laughing....
Re: [MOD][GMM] Pirates! V2.0
Posted: Mon Nov 19, 2012 1:04 am
by RichText
Pardon?
Re: [MOD][GMM] Pirates! V2.0
Posted: Thu Dec 06, 2012 4:12 am
by RichText
Update coming with the winter holidays, stay tuned!
Re: [MOD][GMM] Pirates! V2.0
Posted: Thu Dec 06, 2012 5:45 am
by BrenTenkage
sweet, can't wait to lets play it