View Single Post
Old 10-09-07, 08:22 AM   #7
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
Default

Quote:
Originally Posted by JScones
Quote:
Originally Posted by vanjast
This might take up HD space but it might be worth it to make a back up of the files that are changed for the first time, into an 'original' folder. These files are the vanilla version of the game, so if the mods get corrupted one just has to reload these files to get back to 'Square One'.
Now this would really be a bandaid for sloppy housekeeping. I mean, creating *two* backups? Nah...

Personally I think that if users have the HD space they should create a backup of their games *before* making any changes. If something then goes wrong, there's no need to hunt out the original disc and reinstall, just simply delete the dodgy installation and recopy from the clean backup. Easy.

Quote:
Originally Posted by vanjast
I haven't looked at your proggy for a while, but does it keep a heirarchial sequence record of the mods that have been done. You know when a particular file can be replaced many times via different mods. This might help with the unloading sequence, cos sometimes I cannot remember after 6 months which mod was loaded before the other.
The Activated Mods list displays the mods in the order in which they were enabled, so there's no chance of forgetting the order you enabled them.

To answer your main question though, yes, JSGME maintains a record of what mods have changed what files. JSGME will not allow you to disable a mod that has had files modified by subsequently enabled mods.

Quote:
Originally Posted by coronas
I make it for my own: Is it posible make subfolders in mod folder like "war ships mod", "merchants mod", "air mod", "skin mod"? List of addons grow and grow and it would be easier and collectible instalation.
Sorry, this would be too confusing. JSGME copies the folders and files from the mod folder into the game as it finds them (hence why file structure is so important). Adding an extra layer of subfolders will break the file/folder integrity required to ensure the files get correctly placed into the game and will simply make things messy to manage.

My advice would be to rename your mods with consistent naming if you want to keep them together. Alternatively, you can combine separate mods yourself into one folder structure if you know you'll always want to enable them all together.

Quote:
Originally Posted by jcwolf
Is there a possibelity of, in the main window that opens
on the desktop, make the possible to drag mod folders
from the Desktop and drop into the JSGME window so that
you don't have to go to SHIII directory searching for
the GMod enabler mods folder?
Quote:
Originally Posted by leovampire
#1. The drag and drop feature for the mod's into the open JSGME window is a good idea.
It's in - if JSGME is open you can drag and drop folders from Explorer, Desktop etc and JSGME will move them into the MODS folder for you.

Quote:
Originally Posted by Racerboy
how about a log of what files were modified by what mod? Like press a button and a history is printed of what mod modified which files.
Quote:
Originally Posted by leovampire
#2. Being able to get a list of what mod changes what in the game folders to easily pinpoint a problem.
The next release will include something like this, but not visible to the general user, and not this elaborate. A user-friendly report might come in a later version, once it's clear *exactly* what would provide most benefit.

Quote:
Originally Posted by Racerboy
And mitigate the bug where if a file is replaced (accidently) by a file of smaller or bigger size and/or deleted it won't disable the mod when you ask it to.
Poor user housekeeping and manually deleting files can hardly be considered a bug in JSGME - user's must take some responsibility for their actions. However, see post above; this issue is now hopefully moot.

Quote:
Originally Posted by Racerboy
I've also noticed that if you try and enable a mod that has a new folder that isn't already on your hard drive it won't make and install the files for that folder.
I must be misunderstanding your problem - players have added new ships, planes etc (ie new folders and files) for years without any problems.

Quote:
Originally Posted by Wolfehunter
Game STALKER there "smart Mod Manager" can give you the option to choose which mod get the priority when files are conflicting. It doesn't merge or overright the file just move the appropriate file of choice. Can this be done while installing new mods that might conflict with current enabled mods?
Heres there link to there mod. Should you want to see it or ask questions.
http://www.gsc-game.com/index.php?t=...ype=xr&lang=en
I'm sure someone has already raised this and I answered accordingly. Can't find it now...

Quote:
Originally Posted by Wolfehunter
Can there be a link to click on that directly opens your MODS folder. Nothing fancy. I know I can make a shortcut on the desktop but this addition would be nice.
Right-click any available mod and select "Explore".

Quote:
Originally Posted by leovampire
#3. Having JSGME refresh it's self so you do not have to remember to close it out than add a mod then reopen JSGME to make it refresh.
I'm looking into this.

Quote:
Originally Posted by leovampire
Thanks for working on this great program some more JScones. I know you have already updated it once or twice already. When payday comes look for another donation for the new work.
Thanks mate, your support (and indeed that of all donators) is greatly appreciated.

Thank you JScones,

This is another Great improvement on the allready great tool mate!
__________________


JCWolf Mediafire SHIII Page

User name : JCWolf
Password : stefre@jcm
JCWolf is offline   Reply With Quote