UP 2.0 and HSFX4.1 MODs folder vs jsgmemods folders
#1

What is the relationship between the UP 2.0 and HSFX4.1 "MODs" vs "jsgmemods" folders?

The "jsgmemods" folder contains a default set of Mods which can be activated using JSGME, which I have done. However, I've now downloaded one additional MOD (Sabre cockpits) and was told to put that Mod folder into the "MODS" folder of 2.0 (deleting the - in the "-MODs" folder name first). That MOD would then automatically be activated, bypassing or overwriting the Mods in the "jsgme" folder which have been activated by JSGME.

Why can't a stand-alone MOD like the cockpits Mod simply be dropped into the "jsgmemods" folder and activated using JSGME. I'd like just One procedure for Mod installation/activation, if at all possible.

It's just a tad confusing. ANy help/clarification will be appreciated
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#2

If I'm very honest, JSGME sucks!!

On my pc, it always stalls, never reacts, I have to shut the damn program off with taskmanager :twisted: And I will do that with all pleasure :twisted:

I store all the MODS in the MODS folder, just like we all did with UI and stuff..

That's much easier for me, just drop in the MODS folder, add some lines sometimes, and ready to go!! Not the stupid JSGME, it's only a way around :roll:

But that's just my opinion

Cheers
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#3

You can use the JSGME approach, but you have to configure the mod path the correct way. The is a slight difference between the MODS folder path and JSGME path.

Also, the MODS folder overwrites anything in the JSGME, which is another benefit to using the MODS folder route.

The benefit of using the JSGME method is that it will tell you immediately if there is a conflict if any particular file overwrites another duplicate file (something the MODS folder will not do).

I use the JSGME on ALL my other games that I mod EXECPT IL-2 since IL-2 has the "wrapper" & MODS method.
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#4

Hello Doolittle81 ,
you have asked in Philip.ed's topic about installing mods like our HG&P .50 ricochet mod by using JSGME .
Difference between classic " MODS " folder and " jsgmemods " folder is that if you want to use
JSGME mod selector you have to change a bit folders structure before dropping mod in to
" jsgmemods " in order for mod to be working while for classic MODS folder there is no need to do anything
just dropping mod in to that MODS folder and that's all.

Here is description if you want to select " 00_HG&P_Ricochet_Gunsmoke_Bullets_2D_Smoketrail " through JSGME :

Take mod " 00_HG&P_Ricochet_Gunsmoke_Bullets_2D_Smoketrail " for example to work with .
Now create in some place new separate folder and give it name " Files " .
Now open " 00_HG&P_Ricochet_Gunsmoke_Bullets_2D_Smoketrail " mod and you will see
Effects folder and two class files .
Now place that new created still empty " Files " folder next to those Effects and two class files .
Now drag or cut and paste " Effects " folder and two class files in to that " Files " folder .

Now you will have first folder " 00_HG&P_Ricochet_Gunsmoke_Bullets_2D_Smoketrail "
When you open that mod folder you will now see next folder inside to be " Files "
When you open " Files " folder , then you will have inside " Effects " folder and two class files .
If you still have problem to do it , let me know I will upload new correct files structure mod for you.

Now open your main game folder IL-2 1946 folder ( C:\Program Files\Ubisoft\IL-2 Sturmovik 1946 )
Inside you will see " jsgmemods " folder .
Now cut and paste or copy and paste or drag that new created " 00_HG&P_Ricochet_Gunsmoke_Bullets_2D_Smoketrail "
folder mod ( which now have correct files structure inside to work with " jsgmemods " ) in to this " jsgmemods " folder
so it will be next to other mods in there .

Close everything , all and any open folders .

On your desktop is " JSGME.exe " shortcut .
Open jsgme application and click on left side " 00_HG&P_Ricochet_Gunsmoke_Bullets_2D_Smoketrail " mod
then click on software option button " > " to move it to the right side and click yes to any message .
Close JSGME and start UP 2.0 game .

S! HG
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#5

I use the mods folder for mods which I do not expect to change when getting online, such as minor effects and new cockpits. Most of what are in the JSGME are mods such as the Zuti_MDS, which you might need to turn on or off quickly and easily in order to be compatible with an online sever or coop.
I use JSGME when I'm getting ready to join a coop or online server, so I can join without issues. Maybe I'm just lucky but JSGME works without a hitch for me most all the time when I need it.
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#6

Murph Wrote:I use the mods folder for mods which I do not expect to change when getting online, such as minor effects and new cockpits. Most of what are in the JSGME are mods such as the Zuti_MDS, which you might need to turn on or off quickly and easily in order to be compatible with an online sever or coop.
I use JSGME when I'm getting ready to join a coop or online server, so I can join without issues. Maybe I'm just lucky but JSGME works without a hitch for me most all the time when I need it.

+1
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#7

Very informative and helpful. Thanks.

Now if I understand from this and other threads, if I have UP 2.0 installed with its "jsgme" set of Mods, if I want some additional oddball Mods of any sort, I can drop such Mods into the MODS folder, and they will be active automatically as in the past with any/all AAA MODs. I understand that such Mods in the MODs folder will overwrite or take precedence over any similar MOD in the jsgme folder.
That would be the simplest way to add a couple of odd Mods, cockpits let's say, on top of the basic UP 2.0.

FYI, I never fly online so any steps or procedures relative to online use are irrelevant to me. I never have to worry about switching MODs on and off, activating or deactivting depending upon Server requirements, etc.

The major advantage of UP 2.0 "jsgme" type Mod activation is that it is faster loading than the old way, since the Mods are written in SFS 'format'....is that correct?
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#8

Doolittle81 Wrote:Very informative and helpful. Thanks.

Now if I understand from this and other threads, if I have UP 2.0 installed with its "jsgme" set of Mods, if I want some additional oddball Mods of any sort, I can drop such Mods into the MODS folder, and they will be active automatically as in the past with any/all AAA MODs. I understand that such Mods in the MODs folder will overwrite or take precedence over any similar MOD in the jsgme folder.
That would be the simplest way to add a couple of odd Mods, cockpits let's say, on top of the basic UP 2.0.

FYI, I never fly online so any steps or procedures relative to online use are irrelevant to me. I never have to worry about switching MODs on and off, activating or deactivting depending upon Server requirements, etc.

The major advantage of UP 2.0 "jsgme" type Mod activation is that it is faster loading than the old way, since the Mods are written in SFS 'format'....is that correct?

Up and HSFX both work in the same manor and fast. Also the disk space used is about haft that of UI.
My Ui took 16.5 GB of space now with HSFX 9.1Gb. load time about 45 sec where as UI took 3 to4 mins.
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#9

This is in general how all mods are loaded.

The game engine looks in folders in this order

root/MODS
root/files
root/ ------ most root files are compressed into *.sfs files

If the game engine finds the same file in multiple locations then it will only load the first one found.
So files in MODS take precedent over files in files and root, and files in files takes precedent over files in root but not in MODS.

Folders in MODS or files can be disabled by renaming folders or subfolders (eg -MODS)

The jsgmemods folder is used in conjunction with the JSGME Utility to make temporary installations of mods. The files in JSGMEMODS folder are not read by the game engine. If mods are activated using the JSGME Utility then the files in the jsgmemods folder are used to overwrite the equivalent files or copy new files to the MODS, files or root folders. These same files can be removed again by dectivating using the JSGME Utillity.

Deactivating using the JSGME Utility can result in problems if later changes have been made to the mods installation without using JSGME. If using JSGME it is probably best to stick to installing mods from a single source to avoid conflicts. If using the MODS folder and installing files manually within this, there are less likely to be problems, but still essential to backup all files which will be overwritten.

Ashe
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#10

This is like going to school...Very educational!

Thanks for explaining it all...
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