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Old 05-24-08, 03:00 PM   #1
Vorkapitan
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My mods order check!

Hi All,

Anyone have the time to check the order of my mods?

I'm having some issues.

I would greatly apprieciate it.

Mod order:

TMO - REL_TriggerMaru_Overhaul_15B
CAMP - RSRDC_V371_Patch3
CAMP GER Z_Enable XVIII in Career Start
TMO_Enable_Uboat
SUB - Snorkel Beta 1 with Type XXI conversion
SUB - Skin Pack
SUB - UBOAT - SH4_1.5_ Uboat_freeCamFix
SUB - FooBor's PORPOISE HEAVY WTH HI-RES V1.0
SUB - FooBor's SARGO HEAVY WTH HI-RES V1.0
SUB - SS228 USS Drum (Gato Camo)
SUB - SS202 USS Trout_FooBor's TAMBOR Combo WTH HI-RES V1.0
SUB - Dowly'sSwastikaFlags
SUB - Realistic_torpedo_wake_1.1_for_Pacific_ROW
SUB - correctif_IXd2_float
SUB - Highres_Hud_Dials
CREW - German Belt Buckle
CREW - John Hamm's Uniform Mod V1.1
CREW - sobers better crew II (1.4)
Radio - RAK-7 (CND-46155)
PERI - Maxoptics 1.4 over TM1.7
PERI - MAXOptics2 1.5 UBOAT over TM
MAP - BlackMapContactsv1.1
ENV - ROW PE3 Install #1
ENV - ROW PE3 Special effects for NSM4 Light #2c
ENV - ROW - PE3 Submarine bubles and caustics and roll pitch #3
ENV - ROW PE2 clouds
ENV - ROW PE3 diverateRC2 mod by Swdw
ENV - PE3_1 Ship_debris_SH4_fixed_with bodies
ENV - PE3_1 Sky and reflection controls and textures
ENV - MiniSeaEnviromentV1.1
PHOTO - Catherine Bell Captain's Picture Color
TORP - Torpedo Damage Fix x2
ENV - NaturalSinkingMechanics_40 light
ENV - Enviromental 4.2 mod
SUB - UBOAT UBM Mission Pack
SHIP - black smoke
ENV - Kosh Reduced Floaters Apr 28
SUB - Nisgeis' Range Ring and Bearing Line Mod
ENV - PE3_2 patch for TM - 1
ENV - PE3_2_reflections_mod for harbour and objects
ENV - Enviromental 4.4a mod
MENU - JM_SilverHud
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Old 05-24-08, 03:20 PM   #2
Fincuan
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Looking at that hurts my eyes. That's gotta be the most mods I've ever seen anyone use. Hopefully you have read the readmes before enabling anything.
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Old 05-24-08, 07:09 PM   #3
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Quote:
Originally Posted by Fincuan


Looking at that hurts my eyes. That's gotta be the most mods I've ever seen anyone use. Hopefully you have read the readmes before enabling anything.
no, its just a lot of small mods.

i suggest you simplify things like i do, take all the small single mods you always use no matter what and put them together into "your" mod that adds things "you" like to the game.

you might not be able to group them all into one folder but most will be able to be merged and if there is a conflict a pop up will let you know about it.

its simple enough to do as long as you take your time so as not to miss anything.

all you have to do is just create a desktop folder and name it whatever you like to call it and that will be "your" mod.

now simply copy the data file from each small mod into it one at a time until you are done. now put it into the jsgme mods folder and all the little stuff is in one mod.

as for the original question about the order you install them it would be all the small stuff first then the bigger mods making sure rsrdc is the last you install
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Old 05-24-08, 11:52 PM   #4
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It might help also if we knew what issue your having. Judgeing by your list I'm sure there are a few
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Last edited by John W. Hamm; 05-25-08 at 01:53 AM.
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Old 05-25-08, 01:53 AM   #5
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I dont think sobers better crew II for (1.4) would work with 1.5. I could be wrong .
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Old 05-25-08, 01:54 AM   #6
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Im slow , ok its a joke
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Old 05-25-08, 02:29 PM   #7
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Quote:
Originally Posted by John W. Hamm
It might help also if we knew what issue your having. Judgeing by your list I'm sure there are a few
There is no deck gun crew slots and

Ship damage from torps is missing in campain olnly.
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Old 05-25-08, 02:29 PM   #8
Vorkapitan
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Quote:
Originally Posted by John W. Hamm
It might help also if we knew what issue your having. Judgeing by your list I'm sure there are a few
There is no deck gun crew slots and

Ship damage from torps is missing in campain only.
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Old 05-25-08, 02:45 PM   #9
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i think its just as important to uninstall mods only in the exact reverse order to prevent files going back into the wrong mods.

if a mod replaces an already replaced file and its uninstalled out of order then the first replaced file isnt restored before that mod is uninstalled so it will take whatever file it has in it at the time wont it?
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Old 05-25-08, 04:45 PM   #10
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Keep a copy of your entire SH4 folder somewhere, and you can mess with your game as much as you like...a reinstall is a matter of minutes.

Vorkapitein, you have multiple verions of mods, overwriting each other, etc.
I would do a fresh install, and only use the latest version of mods, to begin with.
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Old 05-25-08, 05:44 PM   #11
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Quote:
Originally Posted by Paajtor
Keep a copy of your entire SH4 folder somewhere, and you can mess with your game as much as you like...a reinstall is a matter of minutes.

Vorkapitein, you have multiple verions of mods, overwriting each other, etc.
I would do a fresh install, and only use the latest version of mods, to begin with.
as a rule, anyone using or doing mods should copy a clean unmodded version of the stock data folder (v1.4 or v1.5 or both) to their documents file to restore corrupted files.

if i remember correctly optics2 read me for 1.5 says maxoptics if used for 1.5 causes ctd and other issues which is the reason he had to make optics2 in the first place.

also i think optics2 has enviromental side effects (funny colors and ghost images) but maybe thats just me.
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Old 05-26-08, 03:36 AM   #12
John W. Hamm
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I would un install one mod at a time (I know it wounds time consumeing) untill you no longer have that issue in order to figure out which mod it is causing that, with as many mods as you have it would be virtually impossible without countless hours of reviewing each mod to figure out the correct order, and to be honest with all the changes that each of those mods make to the game and then to the other mods as well, it's a very real possiblity that there is no correct load order to keep them from not working with other mods. alot of the reason is is some modders especially newr one, don't start their work with a vanilla copy they use already modded files and mod those, which might mean there are other changes already in place in addition to their modded files, and I could name a ton of other issues as well.
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Old 05-26-08, 01:06 PM   #13
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Quote:
Originally Posted by John W. Hamm
I would un install one mod at a time (I know it wounds time consumeing) untill you no longer have that issue in order to figure out which mod it is causing that, with as many mods as you have it would be virtually impossible without countless hours of reviewing each mod to figure out the correct order, and to be honest with all the changes that each of those mods make to the game and then to the other mods as well, it's a very real possiblity that there is no correct load order to keep them from not working with other mods. alot of the reason is is some modders especially newr one, don't start their work with a vanilla copy they use already modded files and mod those, which might mean there are other changes already in place in addition to their modded files, and I could name a ton of other issues as well.

another common mistake is to make changes to the game with mini tweaker or 3ditor while you have mods installed, always uninstall all your mods before making changes to them or the game then reinstall them when your done. what happens is whe jsgme goes to uninstall the mod it doesnt recognise the changed file so it cant restore it. if you need to make changes with a mod installed then after you finish you HAVE TO manually restore the file to its prechanged version then uninstal the mod, this prevents unrecognised files being left in the game, now you replace the file in the uninstalled mod. if not jsgme leaves the changed file in the game because it doesnt recognize it anymore and now the game has a non stock file in the stock game so any mods installed may no longer work right because that is not the stock file. bottom line is its easier than you think to corruupt not only the game but also your mods.

as a rule, anytime i have "issues" i delete the data folder and replace it with my back up copy of a virgin data folder, then i delete all the mods from jsgme and replace them with my back up copies of the mods. this way no matter what is corrupted i can start fresh in only a few minutes. trying to save something might save the very thing thats corrupted.

Last edited by Webster; 05-26-08 at 01:19 PM.
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Old 05-26-08, 05:43 PM   #14
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Quote:
Originally Posted by Vorkapitän

I'm having some issues.

That could be an understatement.

This is just a guess, but it looks like:

- Your 1024_768_menu.ini file has been overwritten about two times. This alone is bad mojo.

- Your scene.dat has been overwritten around 5 times.

- Your zones.cfg has been overwritten at least twice.

- Your cameras.dat has been overwritten im guessing around two times as well.

- same with your submarine.sim files

- Last i checked NSM is not 1.5 compatible.

- Your using two different mods that alter crew files, i'll hazard a guess that none of them will work cohesively.

- Your using a number of items that are already included in some form within TM itself.


It also stands to reason a number of features in TM are now broken, or have been overwritten.




I realize everyone likes to have their submarine sandwich seasoned to their own personal taste, but what alot of people seem to have forgotten is that, in general, if a mod has file conflicts with another mod, more likey then not, they ARE NOT compatible.

Some files can touch on many different aspects in the game very subtly. For example, just to incorporate Eviormental mod 4.3 into TM, i had to do ALOT of testing and adjusting to make it work cohesively in TM so things worked as they should. Including this mod, had me into the sim.cfg file to get it to work right.

By overwriting the zones.cfg file, one could conceivably break:
- AI submarine sinking mechanics
- aircraft adjustments
- player submarine adjustments
- ship sinking rates.
- various balance adjustments such as making the two engine zones harder to destroy.


When combining mods that have file conflicts, here are some questions you should ask yourself about each and every conflicting file, no matter how minor it might seem:

1.) Is this a new file? Does it exist in stock or not? If not, then why is it here?
2.) What exactly was changed from stock in mod A?
3.) What exactly was changed from stock in Mod B?
4.) How do these changes compare to one another? How do they differ? Are they important?
5.) What does this file effect? Does this file interact with another file? Will changing this file effect other areas of the game?


What you *should* eventually do, is find out what's what in your mods, and then combine them so they work cohesively. In general, its good practice to not have conflicting files. It's using mods and getting them to work cohesively so the game runs right, is what really got me into modding to begin with. You can't really install every mod under the sun and expect it to work right. Changes are often very subtle.

If its any help, get winmerge. For things like UPC, CFG, SNS, EQP files and the like, its the best way to see whats what in order to get things running harmoniously.
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Old 05-26-08, 08:06 PM   #15
Vorkapitan
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Thanks Ducimus,

That was a good write-up.

I'll have to check my mods again...


Ducimus, would you supply me with a list of the mods you are using?
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