Blitzen Posted September 19, 2022 Posted September 19, 2022 For years i've been enjoying the ease of using the JSGME tool ,but recently re-installed it. When I did so I re-read the readme, just to make sure I was doing in correctly. I read the one sentence that now confuses me: 6. VERY IMPORTANT! Only enable one mod at a time. Unable the mode you are playing, before you enable another one. If you want to remove any mod from the MODS folder, just delete it. It sounds as if I should only use one mod at a time and remove the previous one while doing so. Could this be correct? For years I've been using quite a few at the same time, mostly successfully but occasionally with a CTD ,Freeze or other glitch which caused me to edit my choices. Can someone take a moment and clear this up before I start adding mods to a new re-install of the sim? Thanks! ( Please move to MODS section if I have made a mistake placing it here..)
RedeyeStorm Posted September 19, 2022 Posted September 19, 2022 Ignore, I am using several mods. All you have to be aware of is whether or not your mods are changing the same file or not. In that case the last installed file is active.
Art-J Posted September 19, 2022 Posted September 19, 2022 (edited) As mentioned above, the sentence just reminds you that one mod might partially or completely overwrite another, rendering it (and sometimes the whole game) unusable. That, however, is inherent risk of using any file-replacement-type mods in any PC video game, no matter if applied via mod managers, or copy-pasted manually. There's no way around it apart from good old "trial and error" method (don't forget about backups!). Speaking of mod managers, given the fact that JSGME hasn't been supported for years and is a bit clumsy for today's standards, why not giving newer managers a try? I replaced JSGME with OvGME long ago (turned out to be much more functional for my needs), and even that one is not supported anymore. Open Mod Manager seems to be the one actively developed nowadays. Edited September 19, 2022 by Art-J
jollyjack Posted September 19, 2022 Posted September 19, 2022 https://forum.dcs.world/topic/240333-open-mod-manager/
Blitzen Posted September 19, 2022 Author Posted September 19, 2022 5 hours ago, jollyjack said: https://forum.dcs.world/topic/240333-open-mod-manager/ Will try to download & install while I have a fresh up to date total install. Any things in use that I should be aware of?
jollyjack Posted September 19, 2022 Posted September 19, 2022 dunno, just waiting for some daredevil testing it ?
Blitzen Posted September 19, 2022 Author Posted September 19, 2022 31 minutes ago, jollyjack said: dunno, just waiting for some daredevil testing it ? Ok Me too...
GADDY Posted January 30, 2023 Posted January 30, 2023 Mods can break/cancel each other out, when they do similar things, and you sometimes have to alter the order of the mods to get things going properly. I'm running half a dozen or so mods and have had no problems. If you have a fairly major mod, then another changes one of the things in the bigger mod, just put it after the main mod and try it. If it doesn't work, then one has to go. It's just a matter of trial and error - which I find to be one of the attractive parts of modding. Good luck.
GADDY Posted January 30, 2023 Posted January 30, 2023 ps. When modding Silent Hunter III (one of the all-time greatest sims ever) I had literally dozens of mods controlled by JSGME, and aside from a little order juggling and the occasional mod removal, I had no problems at all.
jollyjack Posted February 9, 2023 Posted February 9, 2023 (edited) I just had a major issue involving game 5.004b crashes. JSGME related probably; been installing and removing stuff a lot, and i guess the crashes were caused from left overs or wrong stuff removed. I wonder if OvGME does a better job ... Edited February 9, 2023 by jollyjack
1CGS LukeFF Posted February 9, 2023 1CGS Posted February 9, 2023 6 minutes ago, jollyjack said: I just had a major issue involving game 5.004b crashes. JSGME related probably; been installing and removing stuff a lot, and i guess the crashes were caused from left overs or wrong stuff removed. I wonder if OvGME does a better job ... I've been using JSGME for well over a decade and have never had an issue with it leaving "leftovers" behind. Either the mods are enabled or they are not. 1
jollyjack Posted February 9, 2023 Posted February 9, 2023 I had that same feeling, but i installed and de-installed the new v2.0 enhanced pack sets all-in-one. Results looked greatt, but maybe that was too rigorous ... installing the 2.1 fix add-on also overwrote stuff maybe not de-installing properly ? Just been checking on OvGME 1,7,4. Seems it works with zipped mod files ... looks promising.
WitchyWoman Posted February 10, 2023 Posted February 10, 2023 I have always used multiple mods with this program and in my 1946 install and 60 or so at a time in fallout 4 with no issues at all. As said by others, don't worry about that, thats very old information.
Stonehouse Posted February 10, 2023 Posted February 10, 2023 (edited) JSGME is definitely designed for multiple mods. One of its features is mod profiles. If you look under tasks, you will see that you can save your list of currently enabled mods as a profile. So, if you want to keep a particular load order and set of mods you can load them in 3 or 4 clicks via a profile. Particularly handy if you have a shared set of mods across a virtual squadron and you want everyone to have the same mods enabled. The other mod managers will have an equivalent, but the point is that JSGME is designed to have more than a single mod enabled. Edited February 10, 2023 by Stonehouse
1CGS LukeFF Posted February 10, 2023 1CGS Posted February 10, 2023 10 hours ago, jollyjack said: stuff maybe not de-installing properly ? I have never, ever heard of JSGME failing to de-install something.
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