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-   -   Odd issue adding mods to GWX (https://www.subsim.com/radioroom/showthread.php?t=232493)

planecrazydale 07-12-17 08:10 AM

Odd issue adding mods to GWX
 
Hi all, hoping someone can help me out here.

I have GWX 3 on my steam version of SH3. Via JSGME, I can add any mods downloaded from Subsim.com and they work fine, but if I try to add any mods that I downloaded via Mediafire (such as FM Interior Mod, etc), my game crashes (silent hunter has quit responding) just as the mission is going to start. (the red bar fills up and then ctd)

Those same mods from Mediafire all work fine on my vanilla SH3 (patched to 1.5) It's not until I do a fresh install and add GWX that they won't work.

I'm sure the answer is looking me straight in the face, but I simply can't figure it out.

Any help would be greatly appreciated!

Thanks all,

Dale

planecrazydale 07-12-17 08:36 AM

Hi Badwolf!

Yes, it seems that any mod from mediafire won't work. (but they all work fine on plain SH3)

I had a thought that maybe my JSGME isn't the most current version and that could be causing a conflict in GWX?


Quote:

Originally Posted by badwolf (Post 2499559)
Have you tried just enabling one mod on it's own from Mediafire and try running that in a fresh game? That will test confliction issues. Are the mods you are trying to install, compatable to run in GWX 3.


badwolf 07-12-17 09:02 AM

ok
Well it seems to me that your mods are conflicting files with GWX3.
So install the mods one by one on your plain Sh3, write down what mod files conflict.
Then uninstall mods and install GWX3 first.
Add mods and note down conflicting files in 2nd list.
Now you have 2 lists, most likely the problem will be with conflictions in 2nd list that don't appear in 1st list.

But without merging files that conflict even if the game runs ok, you will always lose something as the 1st mod's file that conflicts will be totally overwritten by the 2nd mods file installed.

A very common crash causing file, is the Dial.cfg being overwritten. Where the mod is looking for a dial config but it has been removed by the 2nd mod overwriting. Result it can't find it and crashes.

planecrazydale 07-12-17 09:07 AM

Ok, will give that a try! I am pretty sure they all worked fine with each other in plain SH3, but will double check that.

Thanks Badwolf! :up:


Quote:

Originally Posted by badwolf (Post 2499571)
ok
Well it seems to me that your mods are conflicting files with GWX3.
So install the mods one by one on your plain Sh3, write down what mods conflict.
Then uninstall mods and install GWX3 first.
Add mods and note down conflicting files in 2nd list.
Now you have 2 lists, most likely the problem will be with conflictions in 2nd list that don't appear in 1st list.


Aktungbby 07-12-17 09:12 AM

welcome back!
 
planecrazydale!:Kaleun_Salute:

planecrazydale 07-12-17 09:21 AM

Thanks!! :Kaleun_Salute:

Quote:

Originally Posted by Aktungbby (Post 2499577)
planecrazydale!:Kaleun_Salute:


badwolf 07-12-17 09:23 AM

The mod conflict in 2nd list that don't appear in 1st list (which still allow game to work) will most likely be the ones conflicting with GWX3 and that is were your problem lies.

badwolf 07-12-17 09:32 AM

Another way to handle it is to add just GMX3 and test if ok. Then add each mod one by one until crash results. It's a hit or miss solution and many people do it. Then they add mods in a different order to try to get it running. I don't personnally use any of these methods.

badwolf 07-12-17 09:59 AM

The method I use is to merge the files, resulting in a perfect running game every time.

You start by installing GWX3 only, then test to see if running ok. This is your root installation.

Next you add a mod, note conflicting files and then remove it.
You do the above with each mod.

Then you take the 1st conflicting file and which mods are involved.

Then you investigate as to what is the difference between each. This is done by comparing each mods file to the GWX3 one, as that is you root file.
You then copy the GWX3 file and put all the changes of each mod on that file and save in a folder named something like "XXX Mods Merged". Make sure this is named so it appears at bottom of list and will install last and thus overwrite the conflicts.

You repeat the process for each confliction. Now you have a folder "XXX Mods Merged" with modded merged files. You then put each merged file in folders so as to put them in their correct place.

Now you can put that folder in the JSGME MOD folder and after initiating all mods, finally initiate this one, which will overwrite any conflicts.

Result, no conflictions, every mod has files with correct data and an installation without problems.

If you decide to add another mod, you update the XXX Mods Merged using above methods.

You will require tools to do this. SD3, winmerge etc. You can use winmerge to compare not just text but also other types of files, you may see some garbage, but you get enough information to give you an idea where the conflict is wriiten in the file.

planecrazydale 07-12-17 10:05 AM

Great advice! Thanks for detailing it out! I will try this tonight. Updates tomorrow! :salute:


Quote:

Originally Posted by badwolf (Post 2499593)
The method I use is to merge the files, resulting in a perfect running game every time.

You start by installing GWX3 only, then test to see if running ok. This is your root installation.

Next you add a mod, note conflicting files and then remove it.
You do the above with each mod.

Then you take the 1st conflicting file and which mods are involved.

Then you investigate as to what is the difference between each. This is done by comparing each mods file to the GWX3 one, as that is you root file.
You then copy the GWX3 file and put all the changes of each mod on that file and save in a folder named something like "XXX Mods Merged". Make sure this is named so it appears at bottom of list and will install last and thus overwrite the conflicts.

You repeat the process for each confliction. Now you have a folder "XXX Mods Merged" with modded merged files. You then put each merged file in folders so as to put them in their correct place.

Now you can put that folder in the JSGME MOD folder and after initiating all mods, finally initiate this one, which will overwrite any conflicts.

Result, no conflictions, every mod has files with correct data and an installation without problems.

If you decide to add another mod, you update the XXX Mods Merged using above methods.


badwolf 07-12-17 10:34 AM

hi planecrazydale
I'll keep in touch when I can and help with any problem you may have.

If you try to add mods that are non compatable with GWX3, you have a lot more work to do, but it is possible.

badwolf 07-12-17 11:21 AM

Here is proof that that methoid works.
http://www.subsim.com/radioroom/show...45#post1067145

The merged mods worked perfectly, the strange angles bug turned out to be nothing to do with the mods. I added some new jump-back instructions in my own installation and this caused the sub to roll, probably do to Camera.dat settings.

This will work for any supermod, you would use that as your root installation. GWX3, NYGM or LSH3.

B_K 07-12-17 05:04 PM

Hi, I also had a problem with FM Interior mod, it is quite heavy and with some other mods, especially environmental mods - there are Crashes. Do you use 4 GB patch or Large Address Aware? They are similar, LAA helped me. Now I can install larger mods too. I would start from that instead of uninstalling everything.

planecrazydale 07-13-17 08:52 AM

Hi B_K!

I am going to try that today! I figured that because I have a high end gamer rig it wasn't necessary, but from everything I've read it sounds like may it is.

Quote:

Originally Posted by B_K (Post 2499733)
Hi, I also had a problem with FM Interior mod, it is quite heavy and with some other mods, especially environmental mods - there are Crashes. Do you use 4 GB patch or Large Address Aware? They are similar, LAA helped me. Now I can install larger mods too. I would start from that instead of uninstalling everything.


J0313 08-31-17 05:30 PM

Bump.


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