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View Full Version : Sorting it out


swdw
09-29-07, 10:15 PM
Ok modders, I need some help here. :hmm:

I've already combined the TM 1.6 and 1.6.2 patch, added the seafoam and arcade cam vs 4 updates to ROW.

Here's where the problem lies. Can someone tell me what mini mods are included in
Reflections on Water

I've spreadsheeted the mods included in RFB and TM 1.6.2, but can't find a list of minimods for ROW

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Also which order would you install these 3 mods and is the TM grafx pack needed if you use ROW and RFB? My best guess is to use this order.

Real Fleet Boat
Trigger Maru (no GFx pack)
Reflections of Water

Because RFB fixes some problems without using minimods by editing some text files, will these fixes be overwritten by anything in TM or ROW?

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The idea is to build a combined mod at first that includes the above 3 mods, anything that fixes a gross error, and things that imorove the game like Capt Cox's radio stations and uniform mods, the japanese ship dimensions correction, the better periscope mod, etc. Still perusing the mods and sorting through whats available. Once I have a better idea, I'll post suggested combinations and get feedback.

What's running around in the back of my mind is 2 basic combined mods that can then be added onto. One would be the hard core gamers mod and the other would be a mod along the lines of TM lite for those who like blowing stuff up;) The mods would provide the most commonly used/desired mods among the community.

Each mod would install to the mods folder, allowing the usage of JSGME to activate and deactivate the mods. I think I can set up the installer to run jsgme automatically after the files are installed to the mods folder. :)

Now with my work schedule this may take a couple of moths, so please be patient.

Thanks for the help in advance:up:

swdw
09-30-07, 12:28 AM
Had another thought, I could set up the installer to allow the user to preselect certain options (ROW reflections as an example) so only the desired ones would show up when JGME is launched.

Will ponder other options while I'm looking at this.

JScones
09-30-07, 01:00 AM
See my comments on your other thread. ;)

The problem with your thought above is what happens if the player changes their mind and suddenly wants to install that wackydo mod that they didn't select when the installer first ran? How will they get that mod "out of the installer and into JSGME", short of totally reinstalling?

In the GW1.1a installer (not the same as the GWX one I referenced in my other post), the installer was done similar to this, with the difference being that the installer took on the role of JSGME. If one wanted to install an optional mod, they'd select it at installation. If they subsequently changed their mind, they'd re-run the installer and deselect it (or vice versa). A bit of a PITA and some users found it confusing being presented with a long list of mods to choose from at installation time, that is, *before* they'd had a chance to read the manual (ie "what's this mod do??" followed by a later "wish I hadn't installed that one"), hence why it wasn't done this way with GWX. I found it much easier to install everything into the MODS folder, giving the player a brief rundown in the installer and pointing them to the manual for more information. *Then* they can enable after they know what it is they are enabling (or delete altogether if they want to)!

swdw
09-30-07, 01:06 AM
I found it much easier to install everything into the MODS folder, giving the player a brief rundown in teh installer and pointing them to the manual for more information. *Then* they can enable after they know what it is they are enabling (or delete altogether if they want to)!

OK, will listen to your experience- thanks for the advice.

Kinda throwing ideas out and hoping peoplen will come back with info / feedback like you have. Being a noob, I prefer to learn from what other people have already tried.