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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   New JSGME v1.6.1 RELEASED (https://www.subsim.com/radioroom/showthread.php?t=114843)

CapZap1970 05-21-07 12:33 AM

Great!!!! Let's hope to have it available soon.
CapZap

azn_132 05-21-07 12:35 AM

Quote:

Originally Posted by JScones
Oh, btw, I welcome more translations if anyone is interested. So far I have Spanish, French, German, Portuguese (Brazilian), Polish, Greek, Catalan and Galician.

Will Chinese, Japanese, Korean, and Thai translations can be on for the mod enabler?

JScones 05-21-07 03:00 AM

Quote:

Originally Posted by azn_132
Quote:

Originally Posted by JScones
Oh, btw, I welcome more translations if anyone is interested. So far I have Spanish, French, German, Portuguese (Brazilian), Polish, Greek, Catalan and Galician.

Will Chinese, Japanese, Korean, and Thai translations can be on for the mod enabler?

If someone translates, then yes.

JSGME supports multibyte character sets. :yep:

Webster 05-21-07 06:16 PM

Quote:

Originally Posted by Reece
Hi Jaesen, sounds great (as usual), just wondered if it were possable to replace a "whole folder" rather than just files within a folder?:D
Cheers.


yes. i second this request.

please can this be done?


i noticed some mods when pasted over will blend the text together causing the values to change but not be the values as the mod intended to be.

Tikigod 05-22-07 04:28 AM

#1 There is a cool feature I have seen with the Oblivion Mod Manager Tool (its alot like yours but, more complicated and custom made only for Oblivion)

The color coding feature for mods that illustrates ahead of time what mods are compatible and which ones may conflict before you even try to install a mod. This allows me to quickly glance over what all is installed and what I just added to mod folder to see what I can use and not use. The program scans each time you start or close the program so I think it is then when it updates the color scheme.

The program is located here http://timeslip.chorrol.com/obmm_download.html (if you would like to check out the features) But, like I said it only works with Elder Scroll's IV Oblivion

A screenshot of the right panel showing all Mods in Mod directory:
http://i4.photobucket.com/albums/y14...ivionMods1.jpg

Green is what is in my mod folder (that isn't active and can be enabled without conflicts with what is installed)
Blue is what mod is enabled or installed (that I am currently using in game)
Red is mods that may have major conflicts with what is blue (this lets me know what mods in folder may conflict with what is installed)
Yellow/Orange is mods in folder that arent enabled that may have minor conflicts with what is installed.


#2 I would also like to see the ability to rename mod folders that are disabled in JSGME rather than exiting out of the application and having to come back in. Alot of times I am renaming folders when arranging my mod collections and I have to keep exitting just to rename a bunch of directories. It isn't a big deal...but, its just more ideas of improvements since you are demanding we give you more ideas. I think we are running out.

JScones 05-22-07 05:54 AM

Quote:

Originally Posted by Tikigod
#1 There is a cool feature I have seen with the Oblivion Mod Manager Tool (its alot like yours but, more complicated and custom made only for Oblivion)

The color coding feature for mods that illustrates ahead of time what mods are compatible and which ones may conflict before you even try to install a mod. This allows me to quickly glance over what all is installed and what I just added to mod folder to see what I can use and not use. The program scans each time you start or close the program so I think it is then when it updates the color scheme.

From the obmm FAQ:
Quote:

Why is obmm so slow?
As you add more and more omods to your collection, obmm can become unbearable slow. On an average machine and with all of obmm's optional bits turned on, performance is generally acceptable up to around 100 omods, but after that you might want to tweak obmm's settings to speed it back up a bit. Turning off automatic conflict updating will speed up omod activation/deactivation. Turning off automatic archiveinvalidation will massively decrease obmm's shutdown time, but remember to update it manually when activating/deactivating texture replacing mods. Turning off 'update unparented esp headers' will speed up the startup time a little. For a much bigger decrease in startup time, you can put obmm into its unsafe mode. (When in this mode, never alter anything in the obmm or data directories by hand.) Finally, to speed up startup time and general responsivness, you can 'hide' omods which you don't intend to access in the near future to stop obmm from processing them. In its fully stripped mode, obmm can happily cope with many hundreds of omods.

This is why this isn't an option for me. The performance hit involved in checking every uninstalled mod file against every installed mod file to provide, ironically, a "quick" indication of conflict, would IMHO make this a somewhat meaningless exercise.

TBH I like the simplicity of JSGME.

Quote:

Originally Posted by Tikigod
#2 I would also like to see the ability to rename mod folders that are disabled in JSGME rather than exiting out of the application and having to come back in. Alot of times I am renaming folders when arranging my mod collections and I have to keep exitting just to rename a bunch of directories. It isn't a big deal...but, its just more ideas of improvements since you are demanding we give you more ideas. I think we are running out.

You don't need to exit JSGME. You can make your changes in Windows Explorer and then press F5 in JSGME (v1.5+) to refresh the list.

I may look this weekend into whether it's easy to build renaming mods into JSGME. To do so will require a re-write using different controls.

Bane 05-22-07 08:10 AM

I use a program similar to JSGME for another game I play, X3: Reunion. The program is called the Plugin Manager and can be found here.

People that make mods for X3 pack their work into *.spk files which I believe are just zip files renamed to have the .spk extension. This allows the end user to just download the *.spk file into a folder and activate it with the Plugin Manager, that's it. No need for the end user to save to a temp location, unzip, check for unnecessary folders created by unzipping, move the unzipped contents to the MODS folder and then finally activate.

Granted, either method is very easy in my opinion. Some people don't use JSGME though because they believe it to be too confusing. Using this custom zip file, if indeed that's what *.spk files are, would eliminate some of the steps that keep some people from using mods and have the bonus of making it easier on everyone in general (except you as the programmer I assume).

Another feature I like is the ability to select a default mod location. This wouldn't do much good if you don't implement the custom zip files above, but if you do please consider this default mod location ability as well.

Thanks for taking suggestions.

Edit: there is a companion packager program as well, which I just noticed, so maybe the *.spk files aren't just renamed zips. It's worth a look either way though I imagine!

danurve 05-22-07 08:12 AM

This is probably a long shot but;
I made the Additional time-line Radio Messages as a text mod, to amend the messages(_en) file. Instructions are to copy the lines into the file thus adding aboout 475 lines not replacing others. I would like to re-do it to be JSGME compatable. But if I did that the install would overwrite the players existing text lines. Is there any switch or a way to tell JSGME to amend a text file instead of overiding it?

I thought about doing this with a batch file but - ehh.

Onkel Neal 05-22-07 12:20 PM

Great work :up:

JScones 05-26-07 08:33 AM

Released...

D/l via my website or via JSGME's "Updates" feature.

Pls disable ALL mods before installing this update. Also bear in mind that new game folders created through previous versions of JSGME will NOT be removed by the new version of JSGME.

poor sailor 05-26-07 08:42 AM

Thanks, downloading now!:up:

nikbear 05-26-07 12:03 PM

Thanks for that JS,downloaded and installed:up:

CapZap1970 05-26-07 12:29 PM

Thanks a lot JS.
Downloaded and installed.
CapZap

Wilko 05-26-07 05:25 PM

Thank you for a wonderful tool, your efforts a greatly appreciated :yep:

SquareSteelBar 05-28-07 03:40 AM

Quote:

Originally Posted by JScones
Released...

D/l via my website or via JSGME's "Updates" feature.

Many THX for this new release. :up:
I nearly failed to notice it because I haven't been online since some days. What a catastrophe that would have been... http://img116.exs.cx/img116/6469/g5cgrin.gif

SSB


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