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New JSGME v1.6.1 RELEASED
I've finally gotten around to updating JSGME. I started a while ago, but then got sidetracked with GWX and RL. But I've re-focussed now.
So far I've added the ability to remove files from the game. This means that instead of fudging file removal with zero-byte text files (eg to replace the intro movies), modders can add "placeholder" files with the suffix "-remove" and the game files will be backed up (as usual) and then removed from the game altogether. Apart from the intro movies (where text files called "Intro.wmv-remove" and "Logo.wmv-remove" would work), other examples of usage include the removal of tex\tga files when a mod is released that has the files repacked into the dats; the removal of the non-swastika tex\tga files when released as part of a larger "Swastika" mod; the removal of skins where they are no longer needed; the removal of superfluous or erroneous Roster entries (eg when releasing replacement units); the removal of files that may conflict with your mod, and so on. Disabling the mod returns the original files. I've also toyed with extending this feature to include removing whole folders, but at this point the recursiveness aspect may make it a tad bit too complicated for users - I'd like to keep JSGME as easy to use as possible. Determining whether to remove whole folders and all, some, or no sub-folders I think adds too much complexity (despite being relatively easy to code) and may even undermine the "Generic" part of the name. I have a few people playing with a beta now, but before I release it I thought I'd ask again if anyone had any other ideas that may improve JSGME. If so, pls post here. If you're a member of other forums that use JSGME, pls extend this offer to them too. |
Thanks for working on improving this tool, Jaesen. :up:
You rule ! :rock: |
Thanks for a great modding tool
Thank you, JScones, for your efforts. Without JSGME modding the game would be much, much more difficult. It is a great tool, indeed.
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Do you think you could put back the function of being able to right click on a mod in the right side pane to open a file in the documents folder?
Also, is it possible to go back to the old way of being able to open the Doc files directly from JSGME rather than having it open another explorer window. I'm still using 1.4.1.50 BTW. Thanks. |
Moin,
this is pretty good news. I especially like the "-remove" feature. And IŽd like to encourage you to implement this feature for folders too. But IŽd limit it to folders that have been created by the respective mods and only if there havenŽt been any changes made after enableing, such as updating. Just to prevent from deleting folders that might be still needed. How about a checker box to choose whether to delete the empty folder(s) or not? Since new units leave empty folders after beeing disabled this would make sense to me. Regards, DD |
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Thanks for your work on this.
RDP |
I think it is good idea if users of JSGME could select "MODS" folder location as it sometimes uses a lot of space (my own SH3 GWX installation can use up to 7GB of disc space: you put a lot of mods there and additionaly JSGME is creating a backup of original files so it doubles the disc space occupied by SH3). For example i would like to move this folder to partition D (SH3 is on "C:/") cause i have a lot of free space there. Also by moving it to other partition i could put there all mods i own - that way they would be easier to manage and so on...
JScones - if im asking too much just tell me and i will shut up ;) |
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No more need to have multiple copies of JSGME in every game's root folder. I guess once I've fully polished the current JSGME, I'll continue working on v2.0. |
Your mod tool is truelly exellent :up: . I use it for for other games than SH3 aswell such as Hearts of Iron 2 et al. Dont know if that rings a bell. This tool saves up alot of disk space i can tell you that :) Good to hear it is still being worked on.
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Oh, btw, I welcome more translations if anyone is interested. So far I have Spanish, French, German, Portuguese (Brazilian), Polish, Greek, Catalan and Galician.
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OK, by popular demand, the right click context menu has been reinstated. You'll be able to (again) view documentation by right clicking a mod.
Other new features coming... - Added ability to remove game files via new "-remove" switch - Now deletes new folders added by mods, if empty, when disabling - Returned ability to read mod documention by selecting a mod and right clicking - Right clicking an available mod nows provides option to explore in Windows Explorer - Removed ability to open available mod folder(s) in Windows Explorer by double clicking or selecting and pressing "Enter" (replaced by above new feature) - Pressing F1 on main screen now brings up help screen - Minor code enhancements That'll be pretty much it I think. I'll release it sometime during the next week or so (when I get the translations back). |
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. |
Brilliant JScones,JSGME is a lifesaver for people like me:up:
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Great improvements...very much appreaciated! :()1:
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Great!!!! Let's hope to have it available soon.
CapZap |
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JSGME supports multibyte character sets. :yep: |
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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. |
#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. |
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