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#1 Flying_Falcon

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Posted 14 January 2020 - 13:23

For mods such as 

Ships Package #1 v2.0

and Static Planes ver.5.0 for 1.034

do you need to use the mission editor to create a mission for these to show up or will they show up by themselves?


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#2 Panthercules

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Posted 14 January 2020 - 15:30

For mods such as 

Ships Package #1 v2.0

and Static Planes ver.5.0 for 1.034

do you need to use the mission editor to create a mission for these to show up or will they show up by themselves?

 

You (or someone) has to create a mission in order for these to show up.  IIRC, these are some of the mods that Pat Wilson incorporated in PWCG, so if you use PWCG those missions will probably use those mods (maybe not every mission, but many at least).


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#3 Flying_Falcon

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Posted 14 January 2020 - 15:58

Alright, thank you!


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#4 Flying_Falcon

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Posted 16 January 2020 - 23:00

Sometimes when I try to use multiple mods I get this error

Enabling this mod *may* have adverse effects on your game

Are you sure you wish to enable this mod?

Does it actually effect the game? or is it just saying that in case there is?


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#5 Panthercules

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Posted 17 January 2020 - 05:18

That's just JSGME's way of telling you that the mod you are about to activate includes some folders or files that have already been added/changed by some previously-activated mod.

 

If the message refers only to one or more folders, then you can safely ignore the message as the new mod will have no effect whatsover on the previously-activated one.

 

On the other hand, if the message refers to one or more specific files, then some previous mod has already added/changed such file(s) and the new mod, if you activate it, will overwrite those files in the old mod(s) with the files from the new mod.

 

Often, that's not really a problem - the game will probably run just fine if you go ahead with the new mod activation.  It just means that for such particular file(s) you will only get the benefit of the changes made by the new mod, and any changes to those file(s) made by the previously activated mod(s) will be ignored.  If those files are really crucial to the value/effect of the old mod, then activating the new mod after it may well mess up what you were trying to get from the earlier mod(s).  However, many times the conflict is in some files that are more significant for the new mod than for the old one(s), in which case you may decide that it's worth it to go ahead and install the new mod.  Alternatively, if the conflicting files are more significant for the old mod(s) than the new one, you may just want to reverse the order and activate the new one before the old one(s) - in any event, whichever mod you activate last will govern over any preceding mod(s) with respect to any files that conflict.

 

As an example, you'll see in my current mod list from JSGME (pictured below) that several of the mods are grayed out, indicating that some file(s) in those mods have been overwritten by some later-installed mod(s), but the game still works fine and I get the results I want out of the mixture:

 

Attached File  RoF - activated JSGME mods list.jpg   189.77KB   0 downloads


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#6 J2_Bidu

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Posted 17 January 2020 - 08:17

If the message refers only to one or more folders, then you can safely ignore the message as the new mod will have no effect whatsover on the previously-activated one.


This assumes no inter-files dependencies exist, which I'm unsure of. Dependency on a non-change may be as relevant as dependency on a change.
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#7 Flying_Falcon

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Posted 17 January 2020 - 12:26

Thank you for explaining it!


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#8 Panthercules

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Posted 17 January 2020 - 18:17

This assumes no inter-files dependencies exist, which I'm unsure of. Dependency on a non-change may be as relevant as dependency on a change.

 

Well, if by this you mean that Mod B may somehow "depend" on certain game files (which it does not touch) remaining unmodded, and thus may be affected by the fact that Mod A has already modded such file(s), I suppose that might be true.   But because any such "dependency-based" files, if they exist, could be in any game folder, and not just in the same folders as the files touched by Mod A, JSGME's generation of the "folder" conflict message doesn't necessarily say anything about whether such a dependency exists or is potentially being triggered.  Thus, again, in practice the JSGME "folder" message can generally be safely ignored because all it's saying is that some previous mod has already added one or more folders contained in the new mod, but that no specific files in the new mod have already been altered by any previous mod.  

 

Fortunately, based on my experience with modding in RoF and several other games over the years, the theoretical possibility of such dependent files doesn't seem to be much of a problem in practice.  And, as far as I know, JSGME has no way of knowing that and will not report any such error message in that event, so I don't think that's relevant to the OP's question in this case.  


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#9 J2_Bidu

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Posted 17 January 2020 - 18:44

Fortunately, based on my experience with modding in RoF and several other games over the years, the theoretical possibility of such dependent files doesn't seem to be much of a problem in practice.

 

I considered adding that, but the drama value of the post would have been reduced immensely.


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#10 Panthercules

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Posted 17 January 2020 - 18:47

I considered adding that, but the drama value of the post would have been reduced immensely.

 

 

:icon_e_biggrin:


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