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View Full Version : How big is your SH3 "data" folder?


pditty8811
07-18-11, 04:06 PM
I've been modding my SH3 since 06' thanks to the awesomely awesome modding community here and elsewhere. :rock:

I take pride in my SH3 data folder being approximately 15.5gb as of this minute. And growing....:yep:


I have about 730 some ships and who knows what else. Just on the top of my head here.

So how big is your "data" folder sailors? :salute:

Sailor Steve
07-18-11, 04:25 PM
'Only' 6 Gigs. There are many mods my computer just will not run.

pditty8811
07-18-11, 04:51 PM
Slow comp? If so stay away from the explosion mods, like particles.dat and the seafloor and grass anything 1024 res or higher isnt good for you probably.

Also lite harbor traffic mod helps too.

Missing Name
07-18-11, 05:56 PM
4.8 gigs. Once my new comp arrives, I expect the folder to become much bigger...

Sailor Steve
07-18-11, 07:11 PM
Slow comp? If so stay away from the explosion mods, like particles.dat and the seafloor and grass anything 1024 res or higher isnt good for you probably.
I've known that since before you joined. :sunny:

Also lite harbor traffic mod helps too.
Not possible. Harbor traffic is what I live for.

FIREWALL
07-18-11, 07:12 PM
Slow comp? If so stay away from the explosion mods, like particles.dat and the seafloor and grass anything 1024 res or higher isnt good for you probably.

Also lite harbor traffic mod helps too.

That was a good tip for the guys that have slow PC's pditty8811 :up:

I hope it doesn't get lost like other good tips have. :yep:

I'm only at about 6-7 GB myself. and climbing. :D

HW3
07-18-11, 08:27 PM
7.02GB here.

frau kaleun
07-18-11, 09:07 PM
http://www.nastyhobbit.org/forum/funnies/my-epeen.jpg

:O:

7.39 gigs here. Of course about 1/3 of my mods are enabled via Commander, so the additional files involved don't become part of the game's data folder until I actually launch the game. The MODS folder in Commander is 3.61 gigs, make of that what you will. :|\\

VONHARRIS
07-18-11, 11:52 PM
The current size of my data folder is 5,20 GB

OuNiS
07-19-11, 02:07 AM
I have 4 separated instaltions of sh3:

vanilla,
gwx 3.0,
LSH3 5.1,
WAC 4.1,

Each instaltions have some other smaller mods.
All data folders about 17 GB.

pditty8811
07-19-11, 03:26 AM
http://www.nastyhobbit.org/forum/funnies/my-epeen.jpg

:O:

7.39 gigs here. Of course about 1/3 of my mods are enabled via Commander, so the additional files involved don't become part of the game's data folder until I actually launch the game. The MODS folder in Commander is 3.61 gigs, make of that what you will. :|\\

I guess that's why mine is so big, I don't use JSGME. Well only for things like beards on deck after a patrol and stuff like that that sh3 commander can't do.

pditty8811
07-19-11, 03:28 AM
I have 4 separated instaltions of sh3:

vanilla,
gwx 3.0,
LSH3 5.1,
WAC 4.1,

Each instaltions have some other smaller mods.
All data folders about 17 GB.

I have all those too, but as backups that I use for files.

frau kaleun
07-19-11, 07:25 AM
I guess that's why mine is so big, I don't use JSGME.

Not sure why that matters. If you add X GB of extra files/data, it increases the size of the folder by X GB. Whether you add it manually or by using JSGME shouldn't make any difference. The only difference is that using JSGME makes the changes/additions easier to undo later. :03:

pditty8811
07-19-11, 08:54 AM
Not sure why that matters. If you add X GB of extra files/data, it increases the size of the folder by X GB. Whether you add it manually or by using JSGME shouldn't make any difference. The only difference is that using JSGME makes the changes/additions easier to undo later. :03:


Yes but also harder to blend via each file. In order for JSGME to work the each file has to be compatiable with all the predecessing mods.

frau kaleun
07-19-11, 09:20 AM
Yes but also harder to blend via each file. In order for JSGME to work the each file has to be compatiable with all the predecessing mods.

And making them compatible is not much different from doing all the same work manually on the files already in the game, except for the fact that using JSGME makes it easier to undo any changes if there is a problem or you want to remove a modification and try something different. One click is all it takes.

VONHARRIS
07-19-11, 09:55 AM
And making them compatible is not much different from doing all the same work manually on the files already in the game, except for the fact that using JSGME makes it easier to undo any changes if there is a problem or you want to remove a modification and try something different. One click is all it takes.

I agree with that.
JSGME saves a lot of trouble in adding/removing mods!
It is a very helpful tool indeed.

sublynx
07-19-11, 11:01 AM
4.4 gigabytes in data folder and 500 megabytes in mods folder.

Magic1111
07-19-11, 04:18 PM
data Folder: 7,12 GB !

Best regards,
Magic

pditty8811
07-19-11, 05:16 PM
And making them compatible is not much different from doing all the same work manually on the files already in the game, except for the fact that using JSGME makes it easier to undo any changes if there is a problem or you want to remove a modification and try something different. One click is all it takes.


But JSGME can't change node entries inside a .dat file, it has to replace the whole .dat .sim .eqp. .cfg .dsd and .val file. Thus the modder loses any previous changes to those files , but he still has the back-up, because the whole file is replaced.

frau kaleun
07-19-11, 05:46 PM
But JSGME can't change node entries inside a .dat file, it has to replace the whole .dat .sim .eqp. .cfg .dsd and .val file. Thus the modder loses any previous changes to those files , but he still has the back-up, because the whole file is replaced.

That is what I meant by "making them compatible is not much different from doing all the same work manually on the files already in the game."

Many if not most of the mods I use overwrite the same files, I just modify them before enabling the new files to make them compatible. By which I mean I make sure that they include any changes already done by previously enabled mods whose effects I don't want to lose. Basically I just take the files already in the game (which have already been modified by previously enabled mods) and add the new mod's changes to them as needed, and then save those new files to a modified version of the new mod.

The difference is that by enabling those new files with JSGME, I can take them out again in one fell swoop if I want to and revert to whatever was in the game beforehand. I don't have to go in and open every single file that was modified and edit out the changes again one by one. If necessary I can disable every single mod I use with one click and revert back to my original files and start over completely - as opposed to creating a brand new installation, or copying over huge batches of backup files.

It's really a matter of personal preference. The work you do directly to the game files, I do outside of the game folder and then drop in using JSGME... because if I change something in the game I want the ability to undo those changes as easily as possible. JSGME provides that option. The amount of manual editing I do to make everything I want to use work together takes up enough time, I'm not going to spend more of it creating hundreds of backup files every step of the way or log every single change somewhere when JSGME will do the bulk of that work for me.