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The real super-mod enabler unify JTxE and JSGME ;) That would be quite awesome, but probably A LOT of work and require both developers to collaborate...
Well, Dreaming is not forbidden :arrgh!: |
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More info in post 28 and post 38 here. As you can see though, I'm not about to rush into it considering the extra potential for conflict through allowing individual setting adjustments. Further, while the existing function allows editing of any binary or ini-structured text file, it needs expanding to support other file types, like XML, as JSGME is game neutral and thus must maintain maximum compatibility (another reason to carefully plan such an addition). But such a feature will come...it might not necessarily be in the next release, but it will come... |
OK, I'll take the silence to mean that there's no additional suggestions beyond those already raised throughout this thread. That's good.
Regardless, the next release will at least have one visual difference - you'll be able to tell straight away the mods that can't be disabled because they have files that have been modified by subsequently enabled mods (which must be disabled first). TBH I didn't think that this would be a useful addition, but having used it over the last week or so with SH3, I'm surprised at how helpful it is. A screenshot to demonstrate... http://img366.imageshack.us/img366/7310/jsgmeky2.gif (even after so many years, I still test using mods created for Flying Corps Gold, lol) It's now easy to see straight away which mods can't be disabled (and before anyone asks, JSGME uses your screen colour preferences, so if your greyed out buttons and such are normally coloured pink, so too will the greyed out mod entries). Note that this is not new, or different, behaviour, but just a visual cue for the existing behaviour, so it's nothing new to learn. |
I've a small one (you now, I'm lazy...), a "refresh" mod button (or popup) to disable and reenable the mod with only one click, I do that a lot when testing...
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I haven't read through the thread and I apologize if this issue has been addressed already. Would it be possible to have JSGME enable mods faster? The reason I ask is because while most mods do enable at a good clip, some do not. One that pops into my head is the German speech mod for SH4 UBM. It doesn't take as much space as TMO, but takes longer to enable than TMO does.
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No biggy, I told you it was a lazy's man whish :) Ref |
@Everyone, just a heads up to let you know that whilst I will still view this thread and any others that relate to JSGME (where it's obvious from the thread title), I will no longer be announcing new releases through new threads.
To find out at any time whether there is an updated version of JSGME, you can rely on JSGME's "Updates" feature, or check my webpage (at some point I'll re-add a "Version history" page). Enjoy! |
Could you at least post in this thread, please? Not all of us have internet at home (I know I'm one), so we can't rely on the Update feature :cry:
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@skwas and anyone else that wants to interface programatically with JSGME (including those creating setup files), you may find my latest update thread on JSGME of interest.
Note: Due to Ubisoft's inability to make good an offer they made to me over 6 months ago, I do not have SH4 installed, so pls keep that in mind if/when asking me questions. For now, all JSGME development update posts will be placed exclusively in the SH3 Mods Workshop forum. |
Excellent work :up:
Thanks for upkeeping this very valueable tool :cool: |
Awesome!
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JSGME opens the door to all the great work. Alas for me, one option is missing. It cannot reactivate some of the modders (like for instance Ducimus). Perhaps in a future version:rotfl: Great stuff. It's a icon on my desktop and MUST be a sticky. plse? Happy hunting, regardless of the mods you use or the game you play. Aniuk |
mod enabler update
:up: thanks JScones
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