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-   -   Can we split Super MOD into several parts? (https://www.subsim.com/radioroom/showthread.php?t=141300)

wdq4587 08-25-08 08:29 PM

Can we split Super MOD into several parts?
 
Just found I can not fully agree all the MOD maker choices. But I want many feature of it. So is there are any safe way to split these Super MODs into several part? And I only install some parts of them. It's better than not install or fully uninstall it.

I know there are dependence and conflict. Dependence like if you add a new ship, you need change the campaign files to let it appear. Conflict means 2 MOD modification in theory is no compatible problem. But they all modify same file. So use a file level installer like JSGme it should be conflict no doubt. But I still guess we can split these MODs into several big parts.

Madox58 08-25-08 09:36 PM

You can break any mod up as your understanding of the files allows.
To do it for a personnal install is easy.
As extra, non-used files are not an issue.

It's your game.
Do what you wish.
That has always been encouraged!

Dietrich 08-26-08 03:20 AM

Quote:

Originally Posted by wdq4587
Just found I can not fully agree all the MOD maker choices.

Another option is to create a mod to change the bits you don't like. Thus, you install, say, GWX, and then use JSGME to install "YourMod" over the top of it. YourMod would revert the GWX settings you don't like back to their original values.

As privateer points out, it's your game, so you can configure it however you'd like, whether that be by dismantling a supermod to pick-and-choose the bits you like, or by re-modding a supermod to make it work just the way you'd like it to.

wdq4587 08-26-08 05:02 AM

Thanks all of your answer! Try adjust these need much time.

What I want is a guideline about how to divide big MOD to small not related part. As I know the ships and the campaign are mostly not related to GUI system. But I am not sure such divide can be done in directory level or had to be in file level.

Dietrich 08-26-08 10:26 AM

Quote:

Originally Posted by wdq4587
What I want is a guideline about how to divide big MOD to small not related part. As I know the ships and the campaign are mostly not related to GUI system. But I am not sure such divide can be done in directory level or had to be in file level.

Hmm... not so easy. The problem is that sometimes things get tangled. For example, a new U-boat type (like the XXIII) can have both GUI elements (e.g. conning tower and boat layout for the F7 crew management screen) and elements in the units and roster area. I'm afraid there is no easy answer, other than disecting the mod piece by piece, or trying to build one up from parts.

However, if there is one specific element that you are trying to extricate, then you could always try asking on the forums for help. Often people can give you some tips as to what to look out for, or can direct you to a mod which already offers those features.

Sailor Steve 08-26-08 11:04 AM

The last supermod you could easily do that with was Beery's original Real U-Boat. His readme listed every single change to every single file. I used to complain that newer 'supers' didn't do that, but was finally forced to admit that anything with a 600-page manual is going to be a little more difficult to explain in fine detail.

A lot of the mods come from individuals. you might try looking or asking for each one that you decide you want to use.

bigboywooly 08-26-08 03:11 PM

A lot of things are interdependant

If you use the campaign files then you must also use the Sea\Roster\Air and Land folders also
Then there are elements of the Library folder that are used by either ships or aircraft in those Sea and Air folders

Certainly is possible to split IF you know how files are linked

Graphics are probably the easiest to seperate but even some of those are crosslinked in the menu.ini
:hmm: maybe sounds are the easiest
lol


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