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Old 03-03-11, 04:14 AM   #1
Feuer Frei!
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Default Conflict with mods via JSGME in GWX3

Kaleuns,
i can't for the life of me find a answer for this but,
when enabling certain mods via JSGME in GWX3 i get on occasions the following:




Now the question is, can i continue to install mod? It's just a readme txt file right?
It wouldn't make the game crash or behave in strange ways? Would it affect either mods, in this case the spysat and all weather guns mods?
What do you guys do in situations like this? Continue installing mods?
Or not?
Thanks in advance
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Old 03-03-11, 05:19 AM   #2
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Depends on the mod. Those lower in the list tend to overwrite the ones higher up. In most cases they're supposed to.

Give it a try. If you notice that something doesn't work or the game crashes, then you may need to merge the conflicting files manually.

Judging from that screenshot though, 'Readme.txt' is definitely something you can overwrite without concern.
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Old 03-03-11, 05:35 AM   #3
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Quote:
Originally Posted by Frontier359 View Post
If you notice that something doesn't work or the game crashes, then you may need to merge the conflicting files manually.
Thanks for your answer, in relation to this though, please educate an ignoramous
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Old 03-03-11, 06:10 AM   #4
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Quote:
Originally Posted by Feuer Frei! View Post
Thanks for your answer, in relation to this though, please educate an ignoramous
From time to time 2 mods will modify the same file and if you wish to run both mods you must analyse the 2 versions of the file and see if you can merge the changes so that both mods will run. In this particular case I don't think you will have any issues, it simply means that an existing mods ReadMe file will be overwritten by the new mods ReadMe file. You could remove the Readme file from the new mod you are installing and the JSGME conflict will disappear.
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Old 03-03-11, 06:12 AM   #5
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Quote:
Originally Posted by KptnLt Eric Karle View Post
From time to time 2 mods will modify the same file and if you wish to run both mods you must analyse the 2 versions of the file and see if you can merge the changes so that both mods will run. In this particular case I don't think you will have any issues, it simply means that an existing mods ReadMe file will be overwritten by the new mods ReadMe file. You could remove the Readme file from the new mod you are installing and the JSGME conflict will disappear.
Thanks for the helpful insight

Edit: The spysat mod requires a december 23rd fix, is there a working link to this so i can d/l?
I've searched but to no avail.
I'm assuming the spysat mod won't function without this?
I could have sworn that GWX3 comes with the december 23rd fix already included? Maybe i read that wrong.

EDIT 2: found the link here: http://www.subsim.com/radioroom/show...=102551&page=7

but links not working.
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Old 03-03-11, 10:40 AM   #6
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In answer to your original question, yes, the readme is just a readme. That particular message just means that it will replace the "All Weather Guns" readme with the "Spy Sat" readme. Since you can't read the readmes in-game anyway it shouldn't be a problem.

With some mods the changes make a difference, and you need to decide which is more important to you, but you can also feel free to ask about those as well. The nice part about JSGME is that it asks at all, and lets you decide what to do.

One of the changes made by many mods is to the Commands.cfg file. I keep one set up the way I like in a special folder, and after adding any mods I always reinstall that file directly to the game, so the key commands are always just the way I like them.
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Old 03-03-11, 10:50 AM   #7
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Quote:
Originally Posted by Sailor Steve View Post
In answer to your original question, yes, the readme is just a readme. That particular message just means that it will replace the "All Weather Guns" readme with the "Spy Sat" readme. Since you can't read the readmes in-game anyway it shouldn't be a problem.
It's interesting because, i attempted to run the game with this setup:



after taking out the readme file from spysat, but game loaded then crashed.
I'm thinking it's because of the lack of the 'december 23rd fix'?
Which i don't have. Instrctns say that this must be enabled before spysat.
I found the thread with the december fix, but all the links are dead.
Any idea where i can get this with a live link?

Quote:
One of the changes made by many mods is to the Commands.cfg file. I keep one set up the way I like in a special folder, and after adding any mods I always reinstall that file directly to the game, so the key commands are always just the way I like them.
Thanks for this tip, most helpful.
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Old 03-03-11, 02:00 PM   #8
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Anything that isn't in a mod's 'data' folder shouldn't be necessary for the mod to work correctly, unless the mod is designed to do something to files that are not in the game's analogous 'data' folder. I have yet to come across a mod for the game designed to be enabled by JSGME that has any files outside its 'data' folder that are necessary and not there just for documentation purposes.

However if there is a readme.txt or some other file outside the mod's data folder, JSGME will write it to the analogous spot in the game folder - which means it gets added to the game folder itself, one level up from the 'data' directory.

If you then enable another mod with a readme.txt file outside the 'data' folder, JGSME will do the exact same thing - write it to your game folder - but before doing so it will notify you that it already put something called 'readme.txt' in that same place when you enabled a previous mod... just like it does with files inside the 'data' directory when you enable a mod that overwrites something a previous mod did.

It used to throw me everytime that happened, now when I copy a mod to my MODS folder I just delete everything that doesn't need to be there for the mod to work properly. Since I have copies of all my mods saved on an external storage drive, the readme files and any other documentation files/folders are there if I need to refer to them... but I don't have a lot of unnecessary files cluttering up my game installation.
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Old 03-03-11, 02:06 PM   #9
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Quote:
Originally Posted by frau kaleun View Post
Anything that isn't in a mod's 'data' folder shouldn't be necessary for the mod to work correctly, unless the mod is designed to do something to files that are not in the game's analogous 'data' folder. I have yet to come across a mod for the game designed to be enabled by JSGME that has any files outside its 'data' folder that are necessary and not there just for documentation purposes.
check my UIs mod in the SH5 mods forum. I have about 9 dlls I created for the mod that exist outside the data folder
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Old 03-03-11, 02:31 PM   #10
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I don't play SH5, so I wouldn't have come across those yet.
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Old 03-03-11, 03:31 PM   #11
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In answer to your original question, if you create a folder on the same level as the data folder, and name it Documentation, you can put the readme, and any other included information, such as mod screenshots in it, and JSGME will handle it automatically.

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Old 03-03-11, 03:48 PM   #12
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To your original question:

Readme.txt is only the information and instructions file of the mod. If you overwrites it with another readme of another mod, you will have the last readme added...Only that.

No readme file can produce any conflict between mods and it isn´t a cause of crashes.

If you install and uninstall constantly mods with JSGME, some "residuals" of the mod, not properly uninstalled, can remain in the data folder and that can create a conflict. Do you experiment some crash in JSGME when installing mods?

Do you use the 4GbPatch? Your load of mods isn´t important, but if your PC haven´t capacity, that can produce a CTD.

Best regards.

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Old 03-03-11, 06:50 PM   #13
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Quote:
Originally Posted by fitzcarraldo View Post
Do you experiment some crash in JSGME when installing mods?
No i don't get any crashes usually when using JSGME, just in the case provided further down.

Quote:
Do you use the 4GbPatch? Your load of mods isn´t important, but if your PC haven´t capacity, that can produce a CTD.
I don't use the 4gb patch.

Does anyone know where i can obtain the December 23rd fix?
Links are all dead.
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Old 03-03-11, 07:11 PM   #14
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Quote:
Originally Posted by Feuer Frei! View Post
N


I don't use the 4gb patch.
If you have a 64 bit O.S. and + 2Gb RAM (2Gb or more), I recommend you the use of 4Gb Patch. This little patch avoid many of the frequents CTDs.

My best regards.

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Old 03-04-11, 02:23 AM   #15
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Here is a link to the 23 December fix.

http://www.megaupload.com/?d=NLZ3X087

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