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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
A-ganger
![]() Join Date: Jan 2009
Location: Apple Valley, MN
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I currently have the following mods installed and they all seem to not be working even though I use JSGME to activate them (I also am using v1.5):
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Ultima Ratio Regum (The Final Argument of the Kings) ![]() ![]() Sig by Gunfighter |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Have you read any of the readmes?
The first list of mods you have installed consists of sets of mutually exclusive mods as the readmes would instantly tell you. Even the bits that work together are not in the right order. JSGME works by swapping stock files with the files within the mod. If mod 1 changes a specific file, and mod 2 changes the same file, installing mod 2 over mod 1 means that ONLY mod 2's change is in effect. IF mod 1 changed some file that mod 2 does not, then you would then have mod 2 running with the 1 mod 1 file also changed. This can, hell, WILL cause problems. I'm surprised you don't crash to the desktop or bluescreen just loading the game up, frankly. Turn them all off, then pick a SINGLE supermod (either TMO or RFB) if you wish. RSRD will run with either, or stock, but you MUST follow the directions in the readme as to what to install, and in what order. There is a specific RSRD version for each of RFB, TMO, and stock, you must run the right one with the right mod. "Sir! We have a circle runner!" |
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#3 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
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In other words, for mods working with the same files..
Mod-1 has mods A & B Mod-2 has mod C Install order: 1) Mod-1 2) Mod-2 Result:- Only mod C will be in effect. The mod files are not merged by JSGME, but backed up, and replaced. If you have a look at the 'Super-Mods' (TMO & RFB), They've tried to include many of the small mods as possible, so as to get around the 'file replacement issue'. If you want to, you can delve into the small mods and replicate the changes into the bigger mods yourself - I do this. You must just be carefull of what you change as some changes are linked to other files. ![]() |
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#4 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
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In addition to tater's post, your two RUIM mods and the NSM mod are in direct conflict with RFB.
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#5 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
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In addition to what the previous guys said your folder structure is wrong with the two consecutive MODS-folders, so none of your mods are working as it is now. See the instructions that come with JSGME for the correct way.
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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^^^ on the plus side, that prevented the game from always crashing
![]() BTW, once you read the JSGME instructions, and the others and have a crack at it, you'll get it working. We're not trying to be mean, but your question is sorta like walking into a mechanics convention, and telling them you've repeatedly filled the radiator with gas, and you put water, then gas, then antifreeze, then gas again into the gas tank and then ask them: "why doesn't my car run?" It's also sort of a peeve for many that they work hard on writing a (sometimes huge) README, and no one ever reads them ![]() |
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#7 |
Planesman
![]() Join Date: Dec 2008
Location: Vancouver BC
Posts: 186
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I see that he has RFB and TMO running. Would they not conflict?
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If it's a fair fight, then you didn't plan it properly. ==================================== |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Yes, as I said, many are mutually exclusive, OTOH, as Fincuan said, the folder structure is such that none were actually applied anyway.
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#9 |
Lucky Jack
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My God, I'm surprised your game starts at all
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#10 |
A-ganger
![]() Join Date: Jan 2009
Location: Apple Valley, MN
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All right, thanks everybody, really I mean that. I'll give it a go. (Readme's huh? I wonder why they're called that... :rotfl: )
Thanks again.
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Ultima Ratio Regum (The Final Argument of the Kings) ![]() ![]() Sig by Gunfighter |
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#11 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Could be worse, could be modding il-2, that confused the hell out of me
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#12 | |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
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#13 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Sort of, but I wanted to use JSGME, not the AAA UI paradigm.
![]() I'm "spud" over there. |
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#14 |
A-ganger
![]() Join Date: Jan 2009
Location: Apple Valley, MN
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All right, read the readme's and I have an understanding of what must be done. Just one problem, I try to move my TMO_162_full file into the MODS folder JSGME make for me and it says I do not have permisson to do so.
![]() EDIT: Fixed it. What I needed to do was move the game files then make a folder with the same name as the mod. It works. So unless I'm doing something fatally wrong (feel free to tell me) it should be good. Also, anyone know of good files compatible with TMO?
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Ultima Ratio Regum (The Final Argument of the Kings) ![]() ![]() Sig by Gunfighter |
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#15 | |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
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