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-   -   Installer for MVP !! VERY Important Update !! (https://www.subsim.com/radioroom/showthread.php?t=82097)

Wolf52 07-15-05 08:11 AM

Installation utility v 1.1 for MVP v 1.0.

The Avon Lady 07-15-05 08:45 AM

Quote:

Originally Posted by Wolf52
Installation utility v 1.1 for MVP v 1.0.

Then you are running the old version. The new one shows:
Code:

MVP Mod Installation (MVPMI) Utility V1.2, by Woof1701

for Iambecomelife's Merchant Variety Pack V 1.0 "Early War Edition"


Wolf52 07-15-05 12:47 PM

Thats odd, because i got it from the link you posted above. I got it just last night so i thought it was the updated version. I just downloaded the version thats on there now (its using a different host than last night). Now, what do i need to do to make sure everything is ok when i move from the other installation to the new one?

EDIT: I uninstalled the old mod and used the new one, now when i run the randomizer all files copy ok. Thanks for this mod btw, it is awesome!

The Avon Lady 07-16-05 02:06 PM

Quote:

Originally Posted by Wolf52
Thanks for this mod btw, it is awesome!

The thanks go to Iambecomelife for the mod and Woof1701 for the installer.

I'm just the packing girl. :smug:

sinewave 07-18-05 01:54 AM

Avon Lady,

One confusing issue which could be clarified in the readme is that the readme does not specify which bat file to shortcut and run, the one in the JSME MOD folders, or the one installed (via JSME) in the ‘Silent Hunter III’ folder.

If you run the one in the JSME folder the correct path is not found and the mod does not take effect (and being an idiot, you don’t know why). I didn't realise what I was doing wrong with the first installation method until I had tried the second (non-JSME) installation method.

Then I finally understood what I was doing wrong, I was trying to run the right bat file from the wrong folder. Doh!

Perhaps you could clarify this within the readme of the final version?

Other than that, both installation methods worked fine, backup worked fine, un-installation worked fine, and randomisation and re-randomisation worked fine. :rock:

The only other thing I would suggest is to make the readme (singular) much more concise and brief. When one sees a large readme (or more than one :o ), with what looks to be a lot of steps and considerations, it does tend to put one off the mod. I know you are only repackaging it for JSME, but I think you should supply a JSME only installer version, with concise JSME install instructions (and some brief relevant notes on the mod and its author after this) and that would be a much better installer for the end-user.

Just a bit of fool-proofing for people like me. :yep:

The Avon Lady 07-18-05 02:11 AM

Quote:

Originally Posted by sinewave
Avon Lady,

One confusing issue which could be clarified in the readme is that the readme does not specify which bat file to shortcut and run, the one in the JSME MOD folders, or the one installed (via JSME) in the ‘Silent Hunter III’ folder.

I have yet to see a single mod that references files for execution in the JSGME's MOD folder. This mod's no different.
Quote:

If you run the one in the JSME folder the correct path is not found and the mod does not take effect (and being an idiot, you don’t know why).
Now you're on to something! :rotfl: ;)
Quote:

I didn't realise what I was doing wrong with the first installation method until I had tried the second (non-JSME) installation method.
From bad to worse! :88)
Quote:

Then I finally understood what I was doing wrong, I was trying to run the right bat file from the wrong folder. Doh!
Life is about learning from your mistakes.
Quote:

Perhaps you could clarify this within the readme of the final version?
The correct place for such obvious information is in the JSGME's own ReadMe, which already says the following:

Also, once you enable a mod, you must make sure not to alter files in the source MODS folder. If you want to modify or update files in the MODS folder, disable the mod first then re-enable again after the files are updated (ie if a newer version of the mod is released).

The MVPMI batch file's ReadMe already states:

JSGME will have copied folder \MVP\ and the MVPMI batch file into SH3's root installation folder..
Quote:

The only other thing I would suggest is to make the readme (singular) much more concise and brief.
Tell me how. What's redundant? In fact, you just asked me to add more information to the ReadMe! :dead:
Quote:

When one sees a large readme (or more than one :o ), with what looks to be a lot of steps and considerations, it does tend to put one off the mod. I know you are only repackaging it for JSME, but I think you should supply a JSME only installer version, with concise JSME install instructions (and some brief relevant notes on the mod and its author after this) and that would be a much better installer for the end-user.
If the MVP mod could be simply installed just by using JSGME, it would have been done by the modder, Iambecomelife.

But because of the complexity of the MVP mods method of working, there are no further shortcuts that can be made.

I don't know if you tried installing the original MVP mod, with its fixed installation path names and inflexibility if SH3's installed on anything other than drive C:. It was not a pretty situation.

Woof1701 resolved that with the enclosed MVPMI batch file. All I did was help beta test, update the documentation and clean up.

I seem to be always cleaning up. :oops: :oops: :oops: :oops:

sinewave 07-18-05 04:57 AM

Quote:

Originally Posted by The Avon Lady
The correct place for such obvious information is in the JSGME's own ReadMe, which already says the following:

Also, once you enable a mod, you must make sure not to alter files in the source MODS folder. If you want to modify or update files in the MODS folder, disable the mod first then re-enable again after the files are updated (ie if a newer version of the mod is released).

The MVPMI batch file's ReadMe already states:

JSGME will have copied folder \MVP\ and the MVPMI batch file into SH3's root installation folder..


Which is precisely the sort of thing I was referring to.

As you didn't understand what was being referred to, how about this:

--

Readme.txt example follows:

--

Brief description: This mod includes many new skins and randomises skins and merchant ships appearance each time you run it

Installation:
1. Backup
2. Extract and place in JSME
3. Enable
4. Run .batfile in SHIII folder
5. Follow onscreen instructions as the .bat executes.

Disclaimer: Use at your own risk

Credits: Blah Blah.

Accessory notes: (for anyone interested)

--

Simple and concise = easy to install, use and understand


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