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Installation utility v 1.1 for MVP v 1.0.
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MVP Mod Installation (MVPMI) Utility V1.2, by Woof1701 |
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! |
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I'm just the packing girl. :smug: |
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: |
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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:
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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: |
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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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