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Author Topic: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)  (Read 60891 times)

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Griffon_301

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #144 on: September 25, 2012, 02:22:08 PM »

thank you very much for your quick response!

as I have become just a casual simmer over the time I have decided to stay with DBW and use this as my preferred version of IL2 nowadays, so as long as I get that old girl running and giving me some thrills, I am a happy camper!

so if I have understood correctly, I just create a new subfolder named "Stuff_1" for example, throw in the alphabetically ordered content of my current #DBW folder and I am good to go;
also I can leave my current .sfs files and their associations as they are;

ah I will try that tomorrow and see what comes out :)

thanks again and I will report tomorrow what I have (or have not) achieved

good night
phil
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slipper

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #145 on: September 26, 2012, 09:36:06 AM »

Pablo

Funnily enough i was going to ask a similar question as regards Montys mod packs for his campaigns. I started to set up a different profile to run these with no obvious problem.

However reading Montys posts it would appear the mods are constantly changing, using different versions of mods, and/or loaded in a set order to avoid conflicts. With that in mind i believe it may be simpler to just put all of Montys mods into one folder and install the lot over a basic DBW 1.71 install through your TotalMODder ( i realise it goes against the grain with duplicates and that).

How do you think would be the best way to proceed in your opinion please? Or has anyone managed to get Montys mods packages running in TotalMODder? If so how did you accomplish it please?

regards

slipper
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Griffon_301

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #146 on: September 26, 2012, 01:27:57 PM »

hello slipper!

actually I am facing the same problem as you, but with a different mod pack to boot :)
I am planning to install the whole of WindWeapon´s mods over a basic install and would get this lot to run if I would simply throw them into the DBW folder (this I have tried and it worked)
of course Pablo´s solution is much more elegant and a great way into the future and that is why I do want to take that way for further modding my install;

as far as I have understood Monty´s works and Pablo´s system, it should be easy to drop each and every new iteration of Monty´s packs into an existing install for general use, the only thing that needs attention are the ini files;
thats where WinMerge comes in handy for example;
as I prefer to know what is going on inside my install, I am still doing things the old hard way sometimes, but that makes retracing false steps and eliminating errors a little easier :)

unfortunately I did not find the time to try out Pablo´s tool today, but as soon as I found some questions to my answers, I will post them here

regards
phil
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plug_nickel

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #147 on: October 05, 2012, 08:15:00 PM »

slipper / Griffon_301:

I think I've finally got the "The Full Monty" sequence figured out. I need to run through it a couple more times to see if I can "hash out" one oddity. In any event, I'll post the procedure tomorrow.

Needless to say, using TotalMODder, it takes less time to start up "The Full Monty 1_12" mod completely than the time it takes to load "#DBW_Monty_01" using JSGME.

plug_nickel

**** EDIT ****
Totally unstable. Getting random CTD's @ 5_20_30_70 and total freezes. Had to hard reboot one time.

This is going to take longer yet, if at all...d*mn.
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plug_nickel

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #148 on: October 06, 2012, 05:23:19 PM »

Pablo or ?:

Currently, I have "#DBW_Monty_1-12" showing now  to be fully activated using TotalMODder v1.3. So far, I've had no CTD's during activation or in-sim.

I need some guidance as to how to test to see if all 105344 files in the "The Full Monty" mod have properly activated.

What in-sim scenario(s) will show that activation was successful? I don't want to add anything extra at this point, so only "TFM" is activated.

plug_nickel



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slipper

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #149 on: October 07, 2012, 06:50:33 AM »

Plug_nickel

Well done mate, I have not tried for about a week to get it working sorry mate, I spent a few days trying everything, and even installed a default DBW 1.71 and Months mod.

Then found out there were a couple of files missing in the download that caused a 70% ctd.

My trials involved just loading all the Monty mod packs, so I was not saving anything as I had duplicated files.

I would suggest that maybe everything could be fine if your game is loading ok, ad there are that many variables that just missing one or two would probably give a ctd.

Other than that Monty gives a list of all mods in the reader, would take some time but you could try them one by one.

Be interested to know what you have done to get it working mate. Anyway well done and fingers crossed.

Regards

Slipper
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plug_nickel

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #150 on: October 07, 2012, 01:27:09 PM »

Slipper,

I was getting no where with "the Full Monty" until the addendum for "DBW_Monty_01" was uploaded.

Using TotalMODder, I was getting a CTD @ 5% with the D_M_01 pack. So I went into the pack and found two .sfs files outside of #DBW. I copied those into IL-2 root and was able to proceed to D_M_10 pack where I was getting a CTD @ 70%. I did the same for this pack as I had for _01, but I found nothing out of the ordinary. Then it dawned on me that I had updated HSFX 6.0 with a couple of .sfs files Tiger_33 mod used for update. I copied the .sfs files used to update #DBW  into IL-2 root and proceeded with pack _10 again and it completed. I then was getting screen freezes during campaign/missions testing so I backed out pack _10 and nulled out the Tiger_33 UV3 sound mod in pack _10 and started again. No freezes and all screens and several missions worked fine. I then proceeded again with the rest of the packs and "TFM" was showing fully activated without any CTD's, artifacting or freezes.

I'm reloading using JSGME so I can go into STD/XTD folders to see if and where any of .ini files were changed since there are several listed in the various mod packs.

plug_nikel
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benitomuso

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #151 on: October 07, 2012, 03:31:43 PM »

Plug Nickel and All,
                              I'm very close to release the TotalMODder v2. It will include features to check for *.SFS files in MODs and for conflift between a MOD and the rest. I think it will make much easier to investigate these kind of problems.

  In some way the trick for you is to check the current .rc files loaded (in the Full Monty I assume that it has to be someone present in the Pack 1). There it would list all the .SFSs to load, so letting you find where is the non-existent one.

  Regards,
                      Pablo
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plug_nickel

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #152 on: October 07, 2012, 03:56:34 PM »

Pablo,

Thanks for the .rc insight. In this instance, it's sometimes difficult seeing the trees (sfs files) through the forest (mods).

With v2, you'll have my donation.

plug_nickel
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CWMV

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #153 on: October 08, 2012, 03:52:34 PM »

Running the Full Monty with this fine, except I get none of the new planes.
Just that one, very obvious, abnormality...

Edit: disregard, it helps if you put things in the correct order. ::)
All works well!
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WindWpn

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #154 on: October 10, 2012, 12:44:15 PM »

Anyone know the directory structure to set up a UP3 Mod Activator for TotalModder?  I assumed it was only the folder #UP# but that does not work.  Stock 4.101 loads every time I try to launch my UP3 profile.
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benitomuso

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Re: New MODding Tool: Total MODder V1.2 (Build 120.15 - Aug 29th)
« Reply #155 on: October 10, 2012, 01:26:22 PM »

Anyone know the directory structure to set up a UP3 Mod Activator for TotalModder?  I assumed it was only the folder #UP# but that does not work.  Stock 4.101 loads every time I try to launch my UP3 profile.

  WindWpn,
                      you should leave all the .SFS files in the place the UP3 wants to load them (you have to check the .rc file to see that). I don't use UP3 so I don't know. Apart of that, in the typical #UP# folder you should have classes and some MOD activator. You have to copy all that structure to the place where you are storing your MODs, and add that #UP# Folder as a MOD, the base one.

  Now I don't remember but in the basic help of the TotalMODder 1.2 / 1.3 I think that I give some tips on that.

  RedSpade with the help of plug_nickel have prepared a quite detailed document on TotalMODder, but I'm trying to finish the V2 of the program and I still didn't have time to review the documentation.

  Regards,
                          Pablo
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