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Old 04-04-07, 01:18 PM   #1
duelen
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Default using mods effect 1.2 patch?

will using mods have conflict when updating to 1.2? im only using the A key fix and the one that only says contact reports around your area, and thinking about the one that reduces planes.
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Old 04-04-07, 01:26 PM   #2
TDK1044
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You should uninstall your current mods before installing patch 1.2. The 'A' CTD fix will undoubtedly be part of the new patch anyway. I'd be surprised if it isn't given all the fuss.
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Old 04-04-07, 01:35 PM   #3
Ducimus
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By default, i would disable any and all mods.
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Old 04-04-07, 02:12 PM   #4
Steppenwolf
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If you're not already, be sure to use JSGME (JoneSoft Generic Mod Enabler) to enable your mods. Not only does it make it easy to keep track of them and avoid conflicts, but you can disable your mods quickly and easily before installing the 1.2 patch when it arrives. It's available here:
http://www.users.on.net/~jscones/software/products.html
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Old 04-04-07, 03:05 PM   #5
duelen
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ah thanx, if i already have one active, how do I deactivate it?
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Old 04-05-07, 10:30 PM   #6
Steppenwolf
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JSGME can only disable mods that were enabled through it. So you will have to disable any mods you've already enabled manually first. From your post you apparently only have two mods enabled, and they only consist of one file each.

To disable the fewer contacts mod:
Hopefully you just backed up the contacts.cfg file before you started and can just copy it back in manually. If not, you need to change the following two lines from:

Display Range To Opportunity Radio Contacts=400;[>0] kilometers
Display Range To Important Radio Contacts=925 ;[>0] kilometers

back to:
Display Range To Opportunity Radio Contacts=1500;[>0] kilometers
Display Range To Important Radio Contacts=3500 ;[>0] kilometers

To disable the "A" key fix:
Again, hopefully you just backed up the menu.txt file before you started and can just copy it back in manually. If not, you need to change the following line from:

1029=Current depth %.0f %s

back to:
1029=Current depth %.0f feet
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Old 04-06-07, 05:40 AM   #7
Jace11
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one thing that will be very helpful when 1.2 comes out is a list of the changed files from 1.1, but how can you track whivh files are updated...
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Old 04-06-07, 08:43 AM   #8
Steppenwolf
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It's relatively easy to track which files have changed with a directory compare utility. I have been doing this for each change in GWX for SH3 and been posting listings of which files have been changed, added or deleted. I just edit and modify the output to make it more readable.

I will probably do the same thing for SH4 as well. Didn't bother for SH4 1.0 to 1.1 because the patch was out so fast, there were almost no mods built just for 1.0. See my thread on changes from GWX 1.02 to 1.03 as an example:
http://www.subsim.com/radioroom/showthread.php?t=109698
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Old 04-06-07, 09:43 AM   #9
Jace11
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Great, that will be invaluable when the time comes...
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Old 04-06-07, 09:55 AM   #10
Drebbel
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And how about patch 1.3 ? Will that conflict with my installed mods ?
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Old 04-06-07, 10:39 AM   #11
Steppenwolf
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Yes, the developer's have confirmed that 1.3 will be incompatible with all of your mods, largely because it will erase SH4 from your hard drive and replace it with "Barbie's Little Princess Dress-up Adventure". It is felt that this move will cut down on the need for further patches.
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