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harryt8
09-29-10, 11:22 PM
Further to my post about MOD CONFLICTS the other day, I’ve browsed the various MODS posted, and have selected those below as possibly suitable. However in using JSGME v2.6.0.157 there appears to be a majority of MOD CONFLICTS in introducing them.

If I adhere to the warnings given by JSGME, only the top 6 (below) appear in bold type as "activated". The other 51 when I try to activate them, give me a “Folder data has already been added/altered” type warning. If I force the activation, the list below (in bold and faint type) is subsequently presented.


Previously I used GWX3.0 with OLC Gold V3 and a few of these mods. I just thought I'd upgrade to some of these excellent improvements.


Can someone advise, what I’m doing wrong or if I’m being over ambitious?


------------------------------




Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII\MODS\MODS]

OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI
Rapt0r's Instruments V3.5
Additional Record Covers
Capt. Teach's Color Icons
Low RPM
RB_SH4_Effects_for_SH3_2_03


1.4b Assisted Plotting Mod
ACM Reloaded for OLC 'Gold' MkII
ANZACMICKS WEATHERED TYPE VII
BritishAsdicMkIFinal
clearer map with nomograph
Conning Tower open Hatch093food
Das Boot Clothes
Das Realistic Food
DasBootSehrohr
Destroyers&Corvette
DirtyCrew
.Dönitz Picture With Fly
Elite U-boat Binoculars
Evan82's Uniforms II
Floppy_Cap_Fix
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
FM_NI_Fix_for_NVD_DC_Shake_001
FM_NI_Fix_for_OLC_GUI_001
Foam
Improved Malloy's Ruler
Improved Submarine surfacing
Kiel Map Detail
LifeBoats&Debris_v4
No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix
OLC_DasBoot_Green
OLC's Modified Searchlight Beams for GWX3
Pascal_Binoculars_Black
pascal_damage_screen
pascal_map
Pascal_Port_People
RadioMessage - MorseCodeOnly
Rapt0r's Das Boot Interior
Real Depth Charge
SH4 Maptools for SH3-Stock
Small Freighter Mast Fix
Sobers 3D waves
sobers real smoke darker and a brown tint1.1
Sonar Sounds
Spirit of machines
Stock- Stay Alert _crew fix_v1c
STzSinkingShipFix 2.1
Thomsens Ships V3 (alpha)
Thomsen's Sound Pack V3
Torpedo damage Final ver2.0
TorpedoTubesFfireFinal
TwistyPeriscopeThingyMod
Undersea_Mod_Reworked
Uniform mod V.2
Waterstream+Exhaust Combi V2.3 for GWX3
Wooden_Lifeboats_Mod_1.1


Thanks. I'll wait for some advice before cranking up SH3....:-?

harryt8
09-30-10, 06:14 AM
I think the cause of the problem was a "double folder" error when extracting the mods.

I now have in my activated mods list:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII\MODS]

Additional Record Covers
BritishAsdicMkIFinal
Capt. Teach's Color Icons
Das Boot Clothes
Das Realistic Food
Dönitz Picture With Fly
Elite U-boat Binoculars
Floppy_Cap_Fix
High RPM
Improved Submarine surfacing
Internal U-Boat Sound Effect
Kiel Map Detail
LifeBoats&Debris_v4
MightyFine Crew Mod 1.2.1 Stock faces
MoraleMod
No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix
OLC's Modified Searchlight Beams for GWX3
pascal_damage_screen
pascal_map
Pascal_Port_People
RadioMessage - MorseCodeOnly
Real Depth Charge
sobers real smoke darker and a brown tint1.1
Spirit of machines
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Torpedo damage Final ver2.0
TwistyPeriscopeThingyMod
U-Boat Bases Map with New St Nazaire
Undersea_Mod_Reworked
Waterstream+Exhaust Combi V2.3 for GWX3
Rapt0r's Instruments V3.5
OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI

However, I am still puzzled:

* ANZACMICKS Weathered Type VII cannot be activated as "README.TXT" has already been altered by "Rapt0r's Instruments v3.5" mod.
* FM New Interior v1.0 cannot be activated because of a number of conflicting OLC Gold MkII files
* Rapt0r's Das Boot Interior cannot be activated because of "read me.text" on Rapt0r's Instruments mod and OLC Gold
* Conning Tower open hatch 093food cannot be activated because of a similar conflict with these two mod files.

Can someone explain the what the problem is and how it is overcome please?

Thanks. :cry:

Draka
09-30-10, 08:09 AM
Any message that a "readme.txt" file has been altered can be safely ignored. Any good archive has such, explaining what files are there, a history of changes and where to place them. The better ones have a unique name - and if not you can go into that folder and rename it - for instance, "readme.txt" to "Raptor's Instruments Readme.txt" and all will be well.

As for the others - need to look at exactly what is changed and make a decision as to which one is more important to you, and change the load order so the one that you want to take effect is later in the list. Or learn to edit the files so as to incorporate ALL desired changes in the appropriate files for your set. There will probably be someone along who uses those who can further expand on this.

frau kaleun
09-30-10, 08:14 AM
When you get a possible conflict message from JSGME what it means is that there is a file in the new mod that will overwrite a file put in place (or already overwritten) by the mod named in the message.

For 'readme' files this is not important, as those files are included only to provide info/instructions for users of a mod. They do not include data that will be used by the game and affect anything there. Personally I unzip all mods in a location other than the game's MODS folder first, and when I do copy them in there to be enabled I don't include any "readme" files or other files/folders that are for documentation purposes only. I only include the files/folders that the mod actually needs to make the desired changes to the game. It avoids getting meaningless notices about one readme file overwriting another.

With other notices of potential conflicts, you have to look at what files are involved and determine whether or not overwriting a version from another mod will "break" that mod or your game in some way. One way to do this is to go ahead and enable the newer mod and load the game to see what happens. Or you can ask here about the specific files/mods involved, other users or the modders themselves can often tell you if the reported conflict is really going to be a problem and how and what you will have to do to work around it if possible.

Getting one of those conflict messages from JSGME doesn't necessarily mean you can't use two mods together - it's just letting you know that you are about to overwrite files that have been created or modified by a previously installed mod so that you can stop there and investigate whether or not they are compatible before proceeding.