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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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I'm a real simpleton when it comes to mods.....I can download them, extract them, install them and uninstall them using JSGME, but that's about the limit of my mod knowledge.
So, to those of you with consideranle knowledge in this area, please forgive the question. What I want to know is if I'm running a large mod like TM, and I go to add a small mod and I get the message that the file or files I'm seeking to mod have already been modded by TM, if I go ahead and install the small mod, is that OK because all I've changed is TM? Or, by altering TM, when I disable the TM mod and the small mod, is there now a file corruption issue relative to the stock game? I ask because I got that message when installing ROW mods on top of TM 1.6.5, but Dave said that was fine. Indeed it was fine, but I'm curious if that would always be the case, or whether as a general rule if you get that 'files have already been modded' message you should not proceed. |
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#2 | ||
Pacific Aces Dev Team
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example: 1. stock game 2. enablel mod1 -> mod2 -> mod3 3. disabel mod3 -> mod2 -> mod1 4 stock game
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-- Vapor-ware is always easier to sell because there's no limit what it can do! |
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#3 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
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The newest version of JSGME doesn't even allow you to disable mods in the wrong order, so there goes that too
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#4 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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Yep, it won't let you do it wrong if the same file has been overwritten 7 times or more:rotfl: When ROW was in the testing stages and Leo would toss out new stuff, all I did was put the new stuff in the mods folder and let it overwrite what was already there. At one point I had some files that had been replaced seven times and JSGME (hats off, mr. scones) would not let me disable the original mod until I had disabled each of the latter 6 in the reverse order of installation.
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#5 |
Rear Admiral
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As a general rule, if you do not understand the file that is conflicting, then you should not enable the conflicting mod.
The exception to this rule, is 90% of ROW. Since all of it, except for the roll and shake mod is 100% compatiable (cause i changed some variables here or there). ROW, has become, the modular graphical package for all the other large mods use that concentrate on gameplay - and i totally dig this. It allows mods to focus on what they do best and work collaberatly rather then compedatively. The worst that can happen by running row over TM, is a minor adjustments here or there not being present, but it won't break the mod. Where things get dicey, is when you start talking about core files that deal with anything not related to 3d graphics or skins. For a mod to be compatible in this regard generally speaking, someone has to go through both mods, see what changes were being made in both, and make it so they coexist harmoniously, which isnt an easy thiing to do. |
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#6 |
Lucky Jack
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You have to remember that what is loaded up behind the mods will change the previous mod. For example, I tried a mod that had DC and some sound changes. When I placed it in last it said it was overwriting ROW sounds. Well, I happen to like the ROW sound file. So I uninstalled the new DC mod and ROW sounds. Reintalled the DC mod and then added the ROW sound mod right behind it. Bingo, the ROW overwritten the DC mod sounds and I had what I wanted. You just have to watch major changes when the overwritten warning pops up. Textures and sound are no big deal. Just have to watch sensor changes and such. For example, I have RFB but wanted to try Peto's new longer evasion mod. I loaded it up behind RFB knowing it would change what RFB had to offer in the sensor file. This is the only file it changed and was harmless as the new file was making the DD sensor just a bit better. No issues.
Ultimately each mod in succession of loading will control the game and experience.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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