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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Feb 2007
Location: Australia
Posts: 64
Downloads: 52
Uploads: 0
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Mod conflicts
Further to my post about MOD CONFLICTS the other day, I’ve browsed the various MODS posted, and have selected those below as possibly suitable. However in using JSGME v2.6.0.157 there appears to be a majority of MOD CONFLICTS in introducing them.
If I adhere to the warnings given by JSGME, only the top 6 (below) appear in bold type as "activated". The other 51 when I try to activate them, give me a “Folder data has already been added/altered” type warning. If I force the activation, the list below (in bold and faint type) is subsequently presented. Previously I used GWX3.0 with OLC Gold V3 and a few of these mods. I just thought I'd upgrade to some of these excellent improvements. Can someone advise, what I’m doing wrong or if I’m being over ambitious? ------------------------------ Generic Mod Enabler - v2.6.0.157 [C:\Program Files\Ubisoft\SilentHunterIII\MODS\MODS] OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI Rapt0r's Instruments V3.5 Additional Record Covers Capt. Teach's Color Icons Low RPM RB_SH4_Effects_for_SH3_2_03 1.4b Assisted Plotting Mod ACM Reloaded for OLC 'Gold' MkII ANZACMICKS WEATHERED TYPE VII BritishAsdicMkIFinal clearer map with nomograph Conning Tower open Hatch093food Das Boot Clothes Das Realistic Food DasBootSehrohr Destroyers&Corvette DirtyCrew .Dönitz Picture With Fly Elite U-boat Binoculars Evan82's Uniforms II Floppy_Cap_Fix FM_NewInterior_V1.0 FM_NI_Fix_for_Anvart_FM30_UpDown FM_NI_Fix_for_NVD_DC_Shake_001 FM_NI_Fix_for_OLC_GUI_001 Foam Improved Malloy's Ruler Improved Submarine surfacing Kiel Map Detail LifeBoats&Debris_v4 No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix OLC_DasBoot_Green OLC's Modified Searchlight Beams for GWX3 Pascal_Binoculars_Black pascal_damage_screen pascal_map Pascal_Port_People RadioMessage - MorseCodeOnly Rapt0r's Das Boot Interior Real Depth Charge SH4 Maptools for SH3-Stock Small Freighter Mast Fix Sobers 3D waves sobers real smoke darker and a brown tint1.1 Sonar Sounds Spirit of machines Stock- Stay Alert _crew fix_v1c STzSinkingShipFix 2.1 Thomsens Ships V3 (alpha) Thomsen's Sound Pack V3 Torpedo damage Final ver2.0 TorpedoTubesFfireFinal TwistyPeriscopeThingyMod Undersea_Mod_Reworked Uniform mod V.2 Waterstream+Exhaust Combi V2.3 for GWX3 Wooden_Lifeboats_Mod_1.1 Thanks. I'll wait for some advice before cranking up SH3.... ![]() |
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#2 |
Bosun
![]() Join Date: Feb 2007
Location: Australia
Posts: 64
Downloads: 52
Uploads: 0
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I think the cause of the problem was a "double folder" error when extracting the mods.
I now have in my activated mods list: Generic Mod Enabler - v2.6.0.157 [C:\Program Files\Ubisoft\SilentHunterIII\MODS] Additional Record Covers BritishAsdicMkIFinal Capt. Teach's Color Icons Das Boot Clothes Das Realistic Food Dönitz Picture With Fly Elite U-boat Binoculars Floppy_Cap_Fix High RPM Improved Submarine surfacing Internal U-Boat Sound Effect Kiel Map Detail LifeBoats&Debris_v4 MightyFine Crew Mod 1.2.1 Stock faces MoraleMod No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix OLC's Modified Searchlight Beams for GWX3 pascal_damage_screen pascal_map Pascal_Port_People RadioMessage - MorseCodeOnly Real Depth Charge sobers real smoke darker and a brown tint1.1 Spirit of machines TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships Torpedo damage Final ver2.0 TwistyPeriscopeThingyMod U-Boat Bases Map with New St Nazaire Undersea_Mod_Reworked Waterstream+Exhaust Combi V2.3 for GWX3 Rapt0r's Instruments V3.5 OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI However, I am still puzzled: * ANZACMICKS Weathered Type VII cannot be activated as "README.TXT" has already been altered by "Rapt0r's Instruments v3.5" mod. * FM New Interior v1.0 cannot be activated because of a number of conflicting OLC Gold MkII files * Rapt0r's Das Boot Interior cannot be activated because of "read me.text" on Rapt0r's Instruments mod and OLC Gold * Conning Tower open hatch 093food cannot be activated because of a similar conflict with these two mod files. Can someone explain the what the problem is and how it is overcome please? Thanks. ![]() |
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#3 |
Lieutenant
![]() Join Date: Jul 2008
Location: Phoenix, AZ
Posts: 256
Downloads: 322
Uploads: 0
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Any message that a "readme.txt" file has been altered can be safely ignored. Any good archive has such, explaining what files are there, a history of changes and where to place them. The better ones have a unique name - and if not you can go into that folder and rename it - for instance, "readme.txt" to "Raptor's Instruments Readme.txt" and all will be well.
As for the others - need to look at exactly what is changed and make a decision as to which one is more important to you, and change the load order so the one that you want to take effect is later in the list. Or learn to edit the files so as to incorporate ALL desired changes in the appropriate files for your set. There will probably be someone along who uses those who can further expand on this. |
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#4 |
Rear Admiral
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When you get a possible conflict message from JSGME what it means is that there is a file in the new mod that will overwrite a file put in place (or already overwritten) by the mod named in the message.
For 'readme' files this is not important, as those files are included only to provide info/instructions for users of a mod. They do not include data that will be used by the game and affect anything there. Personally I unzip all mods in a location other than the game's MODS folder first, and when I do copy them in there to be enabled I don't include any "readme" files or other files/folders that are for documentation purposes only. I only include the files/folders that the mod actually needs to make the desired changes to the game. It avoids getting meaningless notices about one readme file overwriting another. With other notices of potential conflicts, you have to look at what files are involved and determine whether or not overwriting a version from another mod will "break" that mod or your game in some way. One way to do this is to go ahead and enable the newer mod and load the game to see what happens. Or you can ask here about the specific files/mods involved, other users or the modders themselves can often tell you if the reported conflict is really going to be a problem and how and what you will have to do to work around it if possible. Getting one of those conflict messages from JSGME doesn't necessarily mean you can't use two mods together - it's just letting you know that you are about to overwrite files that have been created or modified by a previously installed mod so that you can stop there and investigate whether or not they are compatible before proceeding. |
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