View Full Version : [IMPORTANT] Mod Installations
Uber Gruber
04-14-07, 07:22 AM
This is not a gripe but could all mod makers ensure their mods are JSGME compatible. Its very simple to do and saves mod users from having to fiddle with their SHIV file system.
Respect to mod makers but if you really want people to use your mod and thus give you your deserved praise then at least encourage them to use it by making sure its JSGME friendly (and thus user friendly).
Personally, i'll download a mod, open it with RAR and if its not JSGME compatible I delete it.
Just my tuppence worth...
not every one uses JSGME!
BTW what is JSGME? Thanks
BTW what is JSGME?
A mod enabler program. It's pretty good. You should use it. It's here: http://www.beerymod.com/sh3_011.htm
Mast
JScones
04-14-07, 07:43 AM
The latest version of JSGME (and quite newer than the one at the above link) can always be found at my webpage; link in my signature...
CaptainCox
04-14-07, 07:45 AM
I have heard some peeps say they don't want to use JSGME...WHY!!!? it makes life soooo much more easy. Its super easy to install and use, but still some wont have it....:nope: beats me...really does.
Thyro has setup a ring fenced anti-torp net around his sub :arrgh!:
I'll install it later on. Cheers :up:
Alright! Question about JSGME....
How to uninstall JSGME??? (no uninstall exe either it appears on XP apps installed list!). :hmm:
Alright! Question about JSGME....
How to uninstall JSGME??? (no uninstall exe either it appears on XP apps installed list!). :hmm:
Did you installed it in the first place?
Or, did you just extracted from zip, in that case, just delete it.
It is distributed without the installer also.
Elder-Pirate
04-14-07, 12:18 PM
The latest version of JSGME (and quite newer than the one at the above link) can always be found at my webpage; link in my signature...
Has the option for "Imperial" measure been added to your "JSGME" yet ? As this is what I've been waiting on before I install it to SH4. Loved it in SH3. :rock:
In SH3 we played as the Germans and they used "Metric", every body used it and I do not think there were any problems. Along comes SH4 which we play as Americans whom used ( and still do use ) Imperial measure. SH4 Devs said before Sim was on shelves that the measure would be "Imperial" and they lied as of course they in real life use metric which would be natural for them but at the time and just before the 1.1 patch there was only metric. Now we have both Imperial and metric measure in the Sim which is wrong as there should be NO metric measure in SH4 whatsoever. Everyone played SH3 with Metric and so should the people play SH4 with Imperial measure, period.
U-Bones
04-14-07, 05:50 PM
The latest version of JSGME (and quite newer than the one at the above link) can always be found at my webpage; link in my signature...
Has the option for "Imperial" measure been added to your "JSGME" yet ? As this is what I've been waiting on before I install it to SH4. Loved it in SH3. :rock:
In SH3 we played as the Germans and they used "Metric", every body used it and I do not think there were any problems. Along comes SH4 which we play as Americans whom used ( and still do use ) Imperial measure. SH4 Devs said before Sim was on shelves that the measure would be "Imperial" and they lied as of course they in real life use metric which would be natural for them but at the time and just before the 1.1 patch there was only metric. Now we have both Imperial and metric measure in the Sim which is wrong as there should be NO metric measure in SH4 whatsoever. Everyone played SH3 with Metric and so should the people play SH4 with Imperial measure, period.
Your statement about JSGME and metric/imperial is profoundly... wrong.
JSGME is file content neutral. It just puts new files where they go, and then put every thing back the way it started if you want. It does so 100% reliably, even if the files you move around are meaningless.
Well, with the current structure, every mod is JSGME compatible. The only thing you have to do is but em in the MODS folder with a descriptor folder. That's like 5 seconds of work and doesn't necessarily have to be done by the modder (though it helps out).
The problems start when multiple mods start replacing the same files and then JSGME helps out a bunch for resetting back to vanilla.
Elder-Pirate
04-14-07, 06:46 PM
@ U-Bones quoted: Your statement about JSGME and metric/imperial is profoundly... wrong.....unquote.
Refering to JSGME in that post were only two lines asking about imperial measure being installed or not, nothing else. The bottom statement was not meant toward JSGME. Also the post was intended for Jscones.
Hmm, guess I need to know more about JSGME as I thought at opening of SH4 it was mentioned that JSGME used only the metric measure and would be corrected later. Guess I'll have to look into it then.
This is not a gripe but could all mod makers ensure their mods are JSGME compatible. Its very simple to do and saves mod users from having to fiddle with their SHIV file system.
Respect to mod makers but if you really want people to use your mod and thus give you your deserved praise then at least encourage them to use it by making sure its JSGME friendly (and thus user friendly).
Personally, i'll download a mod, open it with RAR and if its not JSGME compatible I delete it.
Just my tuppence worth...
I assume this is aimed at me (maybe I flatter myself :oops: )
You must also remember that JSGME (its a great tool and I use it all the time) swaps files. Some mods share those same files. Its impossible for a modder to know exactly how each person has customized those files. Take the . . oh. . lets see . . Commands .Cfg for example. You may have the Enter key assigned to "Launch Torpedo" and the modder may use F11.
Now if you swap that file with JSGME this may enable that particular mod, but when you go to F11 for the free cam and start launching fish instead youre going to be pretty upset. I think the modders try to make it as simple as they can within reasonable limits.
And I thank you for it, JScones!
Without JSGME installing mods would be like pulling teeth without anaesthetic.
S!
Meridian
04-15-07, 06:49 AM
This is not a gripe but could all mod makers ensure their mods are JSGME compatible. Its very simple to do and saves mod users from having to fiddle with their SHIV file system.
Respect to mod makers but if you really want people to use your mod and thus give you your deserved praise then at least encourage them to use it by making sure its JSGME friendly (and thus user friendly).
Personally, i'll download a mod, open it with RAR and if its not JSGME compatible I delete it.
Just my tuppence worth...
I assume this is aimed at me (maybe I flatter myself :oops: )
You must also remember that JSGME (its a great tool and I use it all the time) swaps files. Some mods share those same files. Its impossible for a modder to know exactly how each person has customized those files. Take the . . oh. . lets see . . Commands .Cfg for example. You may have the Enter key assigned to "Launch Torpedo" and the modder may use F11.
Now if you swap that file with JSGME this may enable that particular mod, but when you go to F11 for the free cam and start launching fish instead youre going to be pretty upset. I think the modders try to make it as simple as they can within reasonable limits.
True, but the main point is it doesn't swap them without warning you first. If for example it's about to overwrite a texture file that you prefer you can then go into the mods folder and delete that particular file before installing it. That way you only keep the stuff you want.
How is using JSGME any different then using the old copy and paste manually with a mod. The main one is, if you do accidently overwrite a file JSGME will remove the mod and you'll be back where you started, no harm done.
If you use the copy and paste manually method and things go screwy, then what........a re-install maybe?
The program makes everything far easier and quicker than doing it all by hand, especially when it comes to patches. The patches don't unsually install if it detacts a file which has changed. With the mod manager you just roll back the mods, patch the game and them roll them back on again. As a Modder, campaign editor and user of mods I'm simply not interested in putting all the files in there by hand, making sure everything is manually backed up and so on - it takes up far too much time. There aren't any good reasons for not using it,(possible problems with Vista aside,) and I know that I won't use a mod that isn't set up for it now.
The fact that this manager is now being used with dozens of game of different genres (stalker being the latest from wht I hear,) is a testament to it's flexibilty and ease of use. It does't change anything itself - it simply puts mods in the correct place and automatically backs up the files it changes.
Elder_Pirate: Are you maybe thinking about Shcommander which is also by JScones? There is no way the mod manager can change anything between imperial and metric by itself - you would have to get it to apply a mod that does that.
It's a brilliant program, and one I wish had been available years ago.
Redwine
04-15-07, 08:07 AM
The program is a wonderful program, is useful when you are installing files wich do not overwrite any previouslly modified file.
The most important is .... the modders do a "Manual Editing Guide"
If not, as happened into SH III, the ussers will be enforced to choice, one mod or another...
:up:
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