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Old 09-18-12, 10:37 PM   #16
Targor Avelany
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I don't understand such posts at all.

To me they sound not only somewhat insulting, but also very unobservant and careless.

I understand the beauty of GWX... But think HOW LONG was it developed. I understand how nice it is to download everything in one go.

But such posts also tell me that people don't really read the forums or smth. Look at how much stuff is going on in the SH5 Mod section. There is constant progress, new ideas, new modders (we now apparently have a frikking 13 and 14 yo kids doing amazing work!)

How do you exactly even imaging to do a mega mod when there is so much going on? At the same time we just tipping the top of the iceberg: TDW discovers new stuff in exe and other files every day. GR2 editor is just getting to the needed level (and again - TDW is the one who is working on it).

so yeah... think about it...
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Old 09-19-12, 11:51 AM   #17
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Originally Posted by desertstriker View Post
if some of those super mod lists could be turned into an install like that it would be nice. or one large file in the megamod file that is JSGME capable but something that doesn't take an entire month.

great idea, im glad you agreed to do it and upload it for all of us.

to start with you must greate a list of all the mods you want to use and contact each and every modder to get there help and permission to merge the files without conflicts then give proper credit to all in a read me detailing all the changes that will happen to the game and instructions for any explaining that must be done. undoubtedly there will be some mods that just are not compatable with others so you will have to choose which must be left out for those reasons unless the mod creator can find a solution.

im not being sarcastic here, all it takes is someone who cares enough about having it to stop waiting for others and do the work to make it happen. the modders here are always willing to give you all the advice and help you need if you are willing to do the work.

now the only catch is you need to keep up with them and update the files everytime a mod changes or gets updated that is in your bundle, its not that big a deal but you must now devote your time to tracking the developement of all these mods to keep them up to date
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Old 09-19-12, 11:57 AM   #18
desertstriker
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well thats the problem i could probably try to do it but i am not sure how to go about combining all those mods so you don't get the conflict messages... like you do in JSGME also the only mod experience i have is editing the CFG data files to give me when i want to screw around near unlimited deck gun ammo... and that is on SH3

also time is a constraint as being a student and working
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Old 09-19-12, 12:19 PM   #19
Targor Avelany
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I'm not sure if I should laugh...

... trying so hard..

Bwahahahahahaha

Sorry, I could not hold myself....
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Old 09-19-12, 12:22 PM   #20
Webster
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Originally Posted by desertstriker View Post
well thats the problem i could probably try to do it but i am not sure how to go about combining all those mods so you don't get the conflict messages... like you do in JSGME also the only mod experience i have is editing the CFG data files to give me when i want to screw around near unlimited deck gun ammo... and that is on SH3

also time is a constraint as being a student and working

now you have started, just keep asking questions and soon yuou will know everything you need to know to do it. just keep your questions and threads grouped into sections so they dont stray from the point, the worst thing is to confuse yourself by getting answers to two questions confused with each other so keep on target with your questions so answers are easy to come by and easy to give. this also becomes a thing to refer back to later on.

merging mods together is very easy, the hard part is when the mods both contain the exact same files. when this happens you find the mod with the fewest changes to the file and add those settings to the file from the other mod so it now contains the settings from both mods but there is only the one file now so no more conflicts. sounds simple enough for sure until you get a third mod that wants to change that same file or if the mods use different settings for the same value and in these cases you must choose one over the other and seek the advice of both modders as to the best way to do that.

before you start anything copy your main game file to your documents and label it as a backup copy, it would be best to copy it to CD so it can never be deleted or erased since this will save your butt when you need to get a virgin replacement file to fix an error or corruption with the game.


this should help answer question one: http://www.subsim.com/radioroom/showthread.php?t=149258

and something thats worth reading: http://www.subsim.com/radioroom/showthread.php?t=114633

Last edited by Webster; 09-19-12 at 12:36 PM.
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Old 09-19-12, 12:28 PM   #21
desertstriker
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alright i guess i will start working on it...
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Old 09-19-12, 12:41 PM   #22
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also to see what changes were made to files you compare stock files to the modded files and see whats been changed.

if you need to do this for text files use win merge to compare them side by side and it highlights any differences so you dont have to read thru them line by line
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Old 09-19-12, 12:44 PM   #23
Targor Avelany
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Quote:
Originally Posted by Webster View Post
also to see what changes were made to files you compare stock files to the modded files and see whats been changed.

if you need to do this for text files use win merge to compare them side by side and it highlights any differences so you dont have to read thru them line by line
notepad++ also has a comparing plug-in, which is (I would say) on par with winmerge.
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Old 09-19-12, 12:52 PM   #24
desertstriker
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are there any other tools i need, might come in handy or recommended ?
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Old 09-19-12, 02:34 PM   #25
Targor Avelany
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Quote:
Originally Posted by desertstriker View Post
are there any other tools i need, might come in handy or recommended ?
i would suggest first start looking at the files and starting to do the actual thing. When you run into struggle, better ask on a particular file/subject and people will help.
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Old 09-19-12, 02:40 PM   #26
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are there any other tools i need, might come in handy or recommended ?
Written permission from every mod author to use their work in your publicly available compilation.
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Old 09-19-12, 03:38 PM   #27
desertstriker
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Written permission from every mod author to use their work in your publicly available compilation.
working on that part and it goes without saying
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Old 09-22-12, 03:17 PM   #28
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what happens if i cant reach someone to ask permission to use their mods?
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Old 09-22-12, 03:38 PM   #29
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http://www.subsim.com/radioroom/showthread.php?t=115983
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Old 09-22-12, 07:05 PM   #30
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A bit off track but I kind of see Desertstriker's delemma. But I also understand why one super mod isn't going to happen, and possibly not work in SH5. There's too many variables on getting a bunch of mods combined to make one big super mod. Especailly seeing SH5 is a whole different ballgame over SH3 and SH4. I think UBI did that so in their eyes it would be next to impossible for anyone to mod SH5 to 'fix' their screwup. Little did they know..... Who and whomever can do this SH5 super mod has their work cut out for them. I wish them all the best in the world.

First off, for me it's very daunting to get some mods installed and properly running so not to cause CTDs and various other screw ups ingame. I think I'm in the same boat as Desertstriker is on this. Don't get me wrong, I just can't understand how a mod is made, and then you still have to go in and change files. Some with notepad, some with a Hex editor, and others some other way.

No offence intended towards TDW, but I just can't for the life of me follow thru to get his mods working in my SH5. I know he's the best we have, and God be him to keep going. Knowing and understanding computer programing like he does is super, and I greatly admire him for his knowlege and hard work.... as I do for every person here making mods. But for some us, a mod where all this is in one big mod all set to install with no changing files for those of us that can't get mods properly installed, especially for a dummy like me, would be kind of nice. And I'm embarassed to say all of this. It seems mods for SH3 and 4 were easier to install, but probably weren't. I just don't understand the how(s) and how to(s) with SH5 mods.

BTW.. for all the hard work and the time he's spent on doing his mods for SH5, I for one think he deserves one hell of a big award and a very huge thank you from us all.

Ok, I'll shutup now.
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