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View Full Version : Is it ok to rename mods before installing?


Paul Riley
08-24-08, 08:03 AM
After downloading mods,is it generally safe to rename them to something more easier understood?,as I burn all my mod dls but with some of the original file names I would probably forget what filename is for which mod!.My main reason for this post is relative to an earlier post about the interior diving angles mod,which I downloaded but the name appears to be garbled,and someone mentioned it could in fact be a 'hash error'.Either that or it is well and truly screwed in the rear,royal style.Now I am willing to believe that the file's integrity may still be fine and probably just needs renaming. *I hope*
Also,can someone please tell me where in the SHIII data that mod needs to go?.:damn: :nope:

Thanks.

Jimbuna
08-24-08, 08:10 AM
There should be no problem renaming the master folder to a name of your choice...but go no further into the 'mod tree'.

The best advice I can give you is.....NEVER install anything that is not JSGME compatable, unless you are 100% confident in your installation abilities.

You should always 'back up' any files prior to 'tinkering' with them.

Paul Riley
08-24-08, 08:21 AM
What I normally do is make a backup of the folder I will be installing the mod into,and then just drop the file into the relevant location.Seems to have worked ok with my other mods.I am just confused about this one,because of the weird file name that DAP left me with,and am also unsure where this bloody file goes.Surely the author of this mod could have left us with a basic readme,even if it was only one line of text :shifty: .I am also a bit wary of some of these files,some of em don't look safe to me,maybe i'm just paranoid here
I might forget about this mod now anyway,its not that important and to be honest,when I dive I don't really care what the interior looks like,so long as I get down there.
I might be wrong here,but doesn't Commander include JSGME?.

Cheers anyway.

Murr44
08-24-08, 11:36 AM
JSGME is included with GWX 2.0. I'm afraid that you'll find that a lot of mods don't come with readme files. Most of the more popular mods are JSGME compatable though. If you find one that isn't you can use a JSGME mod as a example to make it work with JSGME.
If your Interior Diving Angles mod is okay then you should place it in the Mods folder of the SH III directory. The Mods folder should have been created when you installed GWX (JSGME will have been installed along with it).

von Zelda
08-24-08, 01:07 PM
What I normally do is make a backup of the folder I will be installing the mod into,and then just drop the file into the relevant location.Seems to have worked ok with my other mods.

You need to use the mod enabler that comes with GWX or you run the risk of installing mods on top of mods that some of their files conflict with each other. The mod enabler has the ability to tell you if a mod has a conflict with a previously installed mod.

Also, if you have a problem with a mod it is easy to uninstall with the mod enabler. Just try to uninstall one that you dropped into a folder yourself. Backing up the files helps but eventually with a goodly number of mods installed by hand, you run the risk of a problem popping up.

If you haven't already done so by now, you need to upgrade to GWX with the 2.1 update.

Jimbuna
08-24-08, 02:45 PM
What I normally do is make a backup of the folder I will be installing the mod into,and then just drop the file into the relevant location.Seems to have worked ok with my other mods.I am just confused about this one,because of the weird file name that DAP left me with,and am also unsure where this bloody file goes.Surely the author of this mod could have left us with a basic readme,even if it was only one line of text :shifty: .I am also a bit wary of some of these files,some of em don't look safe to me,maybe i'm just paranoid here
I might forget about this mod now anyway,its not that important and to be honest,when I dive I don't really care what the interior looks like,so long as I get down there.
I might be wrong here,but doesn't Commander include JSGME?.

Cheers anyway.

Sh3 Commander doesn't come with JSGME AFAIK and not wishing to add confusion here I would advise you to add JSGME to your Commander programme also (I have) and that way it is a simple click of the mouse to add or uninstall mods to Commander.

Von Manteuffel
08-25-08, 03:38 AM
JSGME Rules! You can install and uninstall mods at the click of a mouse and never put your main istallation at risk.

I download mods and unzip them into a categorised archive on a dedicated separate HD. From there it's easy to copy them into the \SilentHunterIII\MODS folder.

If I want to re-name a mod for the sake of clarity, that's where I do it, leaving the original mod as it was unzipped.

As Murr44 says, it's fairly straightforward to convert non-JSGME mods into ones that will work with the Mod Enabler. Often you just need to create a foldr for the mod with the following structure:

Mod Name\data\ file-path to the file, or folder which the mod affects changes.

A quick look at the file-structure of a few JSGME compatible mods will make things clear.

Paul Riley
08-25-08, 05:23 AM
Cheers all.

tonschk
08-25-08, 06:48 AM
JSGME is included with GWX 2.0.

Hello , I always understood that GWX is a big mod not compatible with JSGME , because is very big mod and JSGME only can work with small or middle size Mods , can somebody tell me if I am correct or not ? thank you

Jimbuna
08-25-08, 08:53 AM
JSGME is included with GWX 2.0.

Hello , I always understood that GWX is a big mod not compatible with JSGME , because is very big mod and JSGME only can work with small or middle size Mods , can somebody tell me if I am correct or not ? thank you

From the GWX website:

2. You can use JSGME to activate other modifications after you install GWX, but not GWX itself;