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#1 |
Ace of the Deep
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Hi folks,
I'd appreciate if someone with a better eye for these things could give me some guidance. I'm adding a few mods. Am in port and SH3Cmdr was rolled back. I'm getting conflict messages from JSGME when enabling some of the mods. I tried ignoring them, started up the game, but it CTD's in the last 1/4 or so of the secondary loading. Obviously, some of the mods are incompatible with each other or with what I had on previously. But I'm not sure what versus what, if you follow my drift. Here's what I started out with prior enabling any new mods: ![]() Then here's JSGME after enabling all of the new mods: ![]() So I disabled and re-enabled each mod in turn to get the conflict messages. Here they are in sequence of enabling. Enabling Radiolog Expanded gave no conflict message. Enabling U995 Rusty gave me no conflict message. Enabling Das Boot Clothes gave me no conflict message. Enabling Community Units, I get this: ![]() Enabling Extra Units AOTD, I get this: ![]() Enabling Bf109Reskin, I get this: ![]() I'll look at the files and file structures, which I haven't really studied yet, but can anyone tell me off the top if there's a fatal incompatibility somewhere in here, or perhaps another enabling sequence that might workaround or an obvious merge-file that needs to be done? edit: just deleting all sorts of font coding that somehow got into the post.
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#2 |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
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Of course now that I'm actually looking at the conflict messages, I'm seeing some things. I suppose I should have studied them first before posting
![]() The Community Units message looks easy; they are both adding the tex folder, so presumably the folder contents need to be merged if possible. The Extra Units AOTD message looks bad. I don't know enough about campaign_LND.mis to know if that's serious, not to mention the GWX stuff. The de_menu should'nt matter. The names files conflict outright I guess. So are these two mods compatible at all? Or with GWX 2.1 . I was pretty sure they were from my reading. For the Bf109 reskin message, the readme file doesn't matter, and otherwise it looks fixable doing a merge in that tex folder same way as the first message? :hmm: ![]()
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#3 |
CINC Pacific Fleet
Join Date: Sep 2003
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If you have any warning with JSGME then don't enable the mod! it basically means that a file already exists from a previous mod that has been enabled.
![]() What you should do is merge the files externally copying the newer files to the older ones, however with cfg files it is better to edit the one adding all data to the new, especially with files like EnglishNames.cfg, locations.cfg for example the EnglishNames has to be edited for each ship being installed or you will end up with CTD, the Campaign_Lnd.mis file contains the land based (cities etc) for the campaign your running, the replaced one has to contain the old information plus any new information on the new mis file being enabled, or the location will not exist, this will also explain the Locations.cfg file! ![]() Give a list of the existing mods that are enabled (just the ones that will conflict), and the new one that causes the conflict, we can then determine what to do from there, eg: This mod conflicts with that mod.
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#4 | |
Ace of the Deep
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#5 |
Crusty Capt.
![]() Join Date: Sep 2007
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The only error you can ignore is,
Folder "data\Texture\TNormal\tex" has already been added by XYZ. Thats fines. Has no effect on the game. The others are risky. |
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#6 | |
Ace of the Deep
![]() Join Date: Dec 2005
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I'm thinking that the real problem is the Extra Units AOTD warning. I'll compare the files tonight since RL work is going to interfere, but I'm wondering if some of the warnings at least may be "artificial" in the sense of signalling previous change (eg by GWX minor fix) but not being "real" conflicts. Meanwhile if anyone sees something sooner, guidance appreciated. Tks again ![]() edit: Also, I suppose there might be "inherent" incompatibility somewhere without there being a warning.
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#7 |
CINC Pacific Fleet
Join Date: Sep 2003
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1) OK, what I would do is Disable the minor fixes mod & actually install this!
![]() 2) Now disable the Extra Units, U995 Rusty,Community Mods & Bf109Reskin, now merge all these mods by copying from newest to oldest & rename mod to "U995 Rusty+Community Mods+Bf109Reskin", but first any mods with documentation (readme's) should be placed in the mods names folder so that 2 folders are there data & Documentation, the documentation folder is ignored by JSGME. ![]() You should be able to enable this with no conflics, but leave out at the moment. This leaves the following problem area's: OLC GUI Community units mod (now Combined) Extra Units. This is getting to be a nightmare!! ![]() My advise is to leave the Extra Units out for now, until all the cfg files have been edited, I think you get my drift! ![]() Just do Step 1) for now. I could combine all mods but you would have to upload or point me to where I can download all these mods: Extra Units U995 Rusty Community mods BF109 Reskin OLC Gui Sorry I had to do this in a rush as I have visitors! ![]() Cheers.
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#8 | |
Ace of the Deep
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#9 |
Sea Lord
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I'm sure I've read on here that someone else had a problem with the community units mod and some of the ships in the extra units AOTD MAX fix mod,not sure how they sorted it but there was a conflict of some sort:hmm:might be worth checking
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#10 |
CINC Pacific Fleet
Join Date: Sep 2003
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Yes, you can't just install mods, that JSGME reports as having a conflict, especially with cfg files, these have to be manually edited and appear in only of the mods!
![]() With these you have to combine the mods. For example, I have a mod folder called "New Ships", and each time I add a new ship I disable the mod, add the new files & edit the EnglishNames.cfg file (within the mod), then I enable the mod again! ![]() ![]()
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#11 |
Ace of the Deep
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So I merged U995 Rusty, Community Units and Bf109 reskin, which was just a matter of merging the contents of the tex subfolder.
I wanted to start my next patrol, so I've left Extra Units AOTD for now; I'll have a look at it and Community Units this weekend. If anyone would like the merge "mod" (it is most definitely not a mod, as I only merged the folder contents, but I made it jsgme-ready), just let me know.
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#12 |
Rear Admiral
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Personnaly I would bin the April 26th bugfix and the Extra units
Replace with this - both combined with the LND problems sorted http://files.filefront.com/AOTD+AA+S.../fileinfo.html Then add the community mod then the lifeboats I have all 3 in that order with no problems whatsoever The BF109 is just a TGA so no problem to add that Not sure what the U995 rusty is - TGA or DAT ? JSGME error messages are advice only Adding the Extra units mod will chabge the EnglishNames cfg Adding the community ships will also change that file so JSGME gives you a warning In this case the commuunity ships mod contains the latest of those files Can get tricky |
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#13 |
CINC Pacific Fleet
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Good one BBW!
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#14 |
Ace of the Deep
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@BBW. Tks much, I'll do that
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