View Full Version : JSGME: "readme.txt" has already been altered
McHub532
12-17-08, 07:41 PM
I am wondering if the reason for the latest SH IV crash was that I ignored a few of the JSMGE warnings....
"readme.txt" has already been altered by the "Whatever other mod is here" mod.
Is that a possibility. Toss in a few overlapping "readme.txt" adjustments and ignore the JSMGE warnings and it might lock up your game?
What do you think?
fred8615
12-18-08, 02:55 PM
Shouldn't have. The game doesn't care about readmes. I've gotten that warning in the past, overwritten the file, and had no problems. It's possible one mod is incompatible with an already installed one. But it's not the readme.
McHub532
12-18-08, 03:04 PM
Shouldn't have. The game doesn't care about readmes. I've gotten that warning in the past, overwritten the file, and had no problems. It's possible one mod is incompatible with an already installed one. But it's not the readme.
Thank you Captain Fred !
After my next mission I'm going to swing by the north side of the island northeast of the Fiji Islands and throw a beach party. Bring your boat on by and your men. I've arranged for the USO to bring girls.
Longitude: 179 degrees 53 minutes West
Lattitude: 15 degrees 42 minutes South
Soundman
12-18-08, 03:19 PM
Be aware that some mods may, and in some cases should overwrite other files/mods. What is important, is if you do overwrite a file, make sure that you uninstall the mods in revervse order from the install. i.e. ...last in, first out. I'm guessing that may be why your installs are getting messed. As an example...if you put in TMO first then add a few more mods and one overwrites some TMO files and you then want to remove TMO. you should first remove the others before removing TMO,,,not just remove TMO. Be carefull there, and always try to find what mod is compatible with others. Now a days, that may be difficult with so many mods available. Try to stick with mods that tell you what they are compatible with or use the newer mods. Some of the older mods have not been updated and may not be 1.4 or 1.5 compatible.
McHub532
12-18-08, 03:22 PM
Be aware that some mods may, and in some cases should overwrite other files/mods. What is important, is if you do overwrite a file, make sure that you uninstall the mods in revervse order from the install. i.e. ...last in, first out. I'm guessing that may be why your installs are getting messed. As an example...if you put in TMO first then add a few more mods and one overwrites some TMO files and you then want to remove TMO. you should first remove the others before removing TMO,,,not just remove TMO. Be carefull there, and always try to find what mod is compatible with others. Now a days, that may be difficult with so many mods available. Try to stick with mods that tell you what they are compatible with or use the newer mods. Some of the older mods have not been updated and may not be 1.4 or 1.5 compatible.
Spectacular Soundman !
Consider yourself invited to the beachparty. See coordinates in post above.
Digital_Trucker
12-18-08, 06:15 PM
This brings up two things about the latest versions of JSGME:
1) It won't allow you to deactivate a mod if a file in the mod has been overwritten by a later mod. When one mod overwrites files from a previous mod, the font color for the previous mod's name is changed to a grey color. That way you can tell that files from that mod have been overwritten.
2) If, when you are creating a mod, you put the readme and any other documentation in a folder named Documentation, then the files won't be put into the game. And when you right click on a mod with files in a Documentation folder, JSGME will give you the option of viewing the files.
Soundman
12-19-08, 11:50 AM
This brings up two things about the latest versions of JSGME:
1) It won't allow you to deactivate a mod if a file in the mod has been overwritten by a later mod. When one mod overwrites files from a previous mod, the font color for the previous mod's name is changed to a grey color. That way you can tell that files from that mod have been overwritten.
2) If, when you are creating a mod, you put the readme and any other documentation in a folder named Documentation, then the files won't be put into the game. And when you right click on a mod with files in a Documentation folder, JSGME will give you the option of viewing the files.
Thanks for that info D.T. , I recently put in the newest JSGME and was wondering about the signifigance of the greyed out fonts. As they say, you learn something new each day. :)
Digital_Trucker
12-19-08, 06:09 PM
Soundman, you learned the same way I did about some earlier function changes, but we both should read the documentation:oops:, it usually contains everything we need to know (unless it's documentation that I've written, in which case there is inevitably something left out:damn:)
Edit : I forgot to mention it earlier, but if the mod you're fixing to install doesn't have the readme and other documentation in a folder named Documentation, I always create the folder and put the documentation in it before I activate it
Soundman
12-20-08, 02:36 PM
Soundman, you learned the same way I did about some earlier function changes, but we both should read the documentation:oops:, it usually contains everything we need to know (unless it's documentation that I've written, in which case there is inevitably something left out:damn:)
Edit : I forgot to mention it earlier, but if the mod you're fixing to install doesn't have the readme and other documentation in a folder named Documentation, I always create the folder and put the documentation in it before I activate it
Yea, your absolutely right. I am usually a manual reading (readme) fool, but in this case, I must have browsed over the top few lines of the thread and figured "this JSGME is better so I'll use it" ..That's how I missed that one...AHRR :arrgh!:
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