JonesSoft Generic Mod Enabler is an application that allows you to manage addons more easily.
Tutorial: link
Installation
- Extract to your S.T.A.L.K.E.R. - Call of Chernobyl main directory
- Delete gamedata directory to remove existing addons. Then run JSGME.exe, click Tasks... then click Generate snapshot of game files. This will allow you to repair CoC if something bad happens but most likely won't ever occur.
- Create new sub directories in S.T.A.L.K.E.R. - Call of Chernobyl\MODS for each of your addons. In JSGME you should now see that you can enable or disable addons individually.
- Install each of your addons to their new directories. Example, I would extract AO3 to gamedata inside: S.T.A.L.K.E.R. - Call of Chernobyl\MODS\AO3.1 v.5\gamedata\
Tips and Tricks
- JSGME does not merge files so it's very important that you only enable compatible addons.
- JSGME lets you control which addons takes priority in an overwrite; Top to bottom. Great for fixing install order of addons without having to start from scratch.
- When updating addons for a new CoC patch. Disable the addons, delete the specific addon directory you are updating, reinstall the addon, then re-enable it through JSGME.
Credits
Jaesen Jones of JonesSoft
If someone would like to create a more detailed tutorial on how to use this application properly with Call of Chernobyl, let me know.
Moddb.com
That will be very helpful! Like Modloder for GTA :D
Modloader is such a convenient tool.
profile pic checks out
Interesting... I supose the mod in the top of the mods list has priority and overwrite other mods, right?
Yes.
does it overwrite or merge?, becuase I can do that manually and **** things up all the same. The merging on the other hand, now that would be amazing feature...
You can't merge conflicting items because they're - well, conflicting. You can simply delete those conflicts and be able to run the mods properly.
so this is why Mods directory was made (for ShoC iirc) and easily managed.
thanks for the tool, it will be really helpful
I LOVE THIS AND I LOVE YOU
EDIT: IN ALL CAPS EVEN
So if I wanted to implement the mods STCoP and Outfit Addon, would I just merge those two together and use them as a single mod?
This lets you put each addon into a separate folder in the MODS directory. Like for example you create MODS\STCOP\gamedata and MODS\Outfit Addon\gamedata\
Then run JSGME.exe. Then Add STCOP and Outfit addon with the > to the right to enable. To disable one or the other just hit select and hit <. It's very simple.
JSGME does not merge addons, it will overwrite with top to bottom priority. So you'll want to use addons that are compatible with each other.
Sorry if my wording sounded too basic. I'll try to explain my question better:
STCoP and AO are compatible if you use the compatibility patches included with the mods. However, because files are being overwritten with patched ones, would you need to merge the mods beforehand before making an single entry for those mods in the JSGME table?
For compatiblity patches it may be better to just treat them as their own separate addon, It would make updating them easier. Just make sure it has higher priority then both the addons it is supposed to make compatible.
I can see this being a good way to make compatibility patches between mods. If the files are merged correctly they can be placed in their own patch folder and safely override the main mods without messing them up :)
It seems a good tool. At a glance I would say it could be useful to see the overlapping files when multiple mods are activated, so the user can create a merge/patch mod with high priority (something similar was done by the Wrye Mash mod manager for the Elder Scrolls games IIRC).
Mash, Bash, Smash & Flash! I merged about 200 odd mods for all games and they are all still amazingly playable :) Bethesda games where built from the ground up for record merging though.
Would this work for example the outfit addon patch for STCoP? So we can use STCoP and outfit addon at the same time? Sorry if it's been answered I'm just not understanding it properly. If I want to use outfit addon and STCoP at the same time will this Mod manager work? Or should I stick with manual downloading and managing? By not merging does it mean I can only choose between STCoP and outfit addon?
I say in description you should only use compatible addons. The point is to keep each addon separate in their own folders for modular management. It's useful for example when updating your addons, you won't need to delete the gamedata folder, you would instead disable the addon, delete the addon folder, then put in it's place the updated version. Then run JSGME and re-enable it. JSGME just makes you life easier, it's not a magic merger tool.
Oh, wow, I remember this thing for Silent Hunter.
Someone wrote up a tutorial: Moddb.com
i try to use the next addons.
DoctorX Questlines 1.23 [CoC 1.4.22]
Modified Pay for DocX Questlines (1.4.22)
(both merge, so it´s just DrXQuest 1.23)
STCoP Weapon Pack 2.8.0.7 (v.5)
STCoP Weapon Pack 2.8.0.7 (v.5 to v.5.1) (Patch)
(same here)
Outfit Addon 1.4.4 [CoC 1.4.21]
More Fast-travel Locations [1.4.22]
Blue Corpses Minimap [CoC 1.4.22]
each on it´s own folder, and then run de JSGME.
first, not even starts. (ctd after game menu)
turn off DrX.
same
turn off outfit addon
game on, 20 min. till i go on agroprom underground, shot some bandits, freeeeeeze.
now i just have blue corpse and fast-travel. everything is fine si far, but i must be doing something wrong, i really want those addons.
any help?
thanks in advance
This tool is made good for compatible mods, add a texture mod with a meshes mod as example.
Generally, big mods are not compatible (script &/or configs). So, winmerge is the best way.
You have to understand than this tool erase files, so more incompatible addons you add, more datas you loose.
Whenever I try to activate the Arsenal overhaul mod, JSGME crashes
Okay its working now but the game crashes before it starts and I get this error message
Expression : I
Function : CInifile::Load
File : Xr_ini.cpp
Line : 267
Description : Can't find include file:
Arguments : outfit_upgrades\o_svoboda_exo_outfit_up.ltx
stack trace:
0023:00716502 xrCore.dll, CInifile::Load()
0023:00716531 xrCore.dll, CInifile::Load()
0023:00715EB8 xrCore.dll, CInifile::CInifile()
0023:00461025 xrEngine.exe, CApplication::load_draw_internal()
0023:0045E71A xrEngine.exe, InitSettings()
0023:0045F143 xrEngine.exe, InitSound2()
0023:0045F466 xrEngine.exe, InitSound2()
0023:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
0023:74DC336A kernel32.dll, BaseThreadInitThunk()
0023:772E9902 ntdll.dll, RtlInitializeExceptionChain()
0023:772E98D5 ntdll.dll, RtlInitializeExceptionChain()
The tutorials on this are misleading.
Every mod you put in will overwrite matching files of the mods before/above it. The program warns you, though, so it's a great tool to make compatibility patches for mods with.
For example, if you add Deadly Anomalies, and also try to add 33 New Artifacts Mod, they both alter some anomaly files. The LAST mod you put on will OVERWRITE the files if they are the same.
I somehow managed to import my own desktop into the mod manager. Now my 'desktop' is stuck in the MODS folder and I cannot get rid of it. Any idea on how to fix this?
Can you safely disable mods at the bottom of the list without having to start a new game? For example the "Traders buy weapons at 50% durability", since it only changes a few lines of code.
I have a question
Does this work with the latest, beta version 1.5?
I simply just cannot add any Addons to COC. I am installing them in gamedata folder just like they tell me. They even register on my Mod enabler.
All i want is some simple little addons like Autumnal Winds and AO3.1.
Are these addons not compatible with 1.4.12 COC or am i doing something wrong?
I just dont get it and all the other people asking for help have some broken russian translation reply such as "Put the Gamedata folder in the new gamedata folder after you create your gamedata folder".
Please someone english help.
They are compatible I would suggest patching COC to 1.4.22
and using autumnal winds 1.23 which you can find in a Russian site just use a page translator.
They way I did it is patch to 1.4.22
Install Arsenal Overhaul first into gamedata
Then Outfit Addon
And AO3 Patch, please note you don't have to overwrite everyfile. If they already exist check what they are before just overwriting all.
Outfit addon is the one that will bring you problems.
After that Autumnal Winds 1.23
And for me I put warfare v2 at the end. With some added presets.
With this you overwrite very few files keeping most integrity with COC.
And yes it will play. Remember while in game always save before dialog, quest, trading and upgrading. You never know if a script may just be off.
Nothing is ever perfect.
I used JSGME in this same order and none of them worked properly.
So just installed manually.
Very handy and easy to use tool, thanks. Had no problems with it at all, everything worked first time.
Does someone know where/if JSGME keeps backups of the files which are overwritten? I can't seem to find a folder with backup files.
JSGME didn't work at all when I installed.
1.4
AOv3.1
Outfit Aaddon
Outfit addon patch
Autumnal winds
warfare v2
Showed as installed but when starting new game no arsenal overhaul found.
Game still played with warfare and winds but nothing else.
Installed them manually in the same order straight into gamedata without JSGME and all of them worked perfectly and have found no errors so far in a 4-5 hour game as Bandit.
JSGME may need a overhaul or fix because as it is currently, I don't believe it is actually working.
So wait a minute, when extracting mods onto JSGME, am I supposed to extract the entire mod folders or do I extract just the gamedata folder inside the mod files? Or do I extract the main mod folders into JSGME and rename those folders as "gamedata"? This is really confusing me.
Does this tool work with CoC 1.5 R6?
guys how do l make this program overwrite mods?
l tried activating the mods in the order of this guide but it does not work.
Moddb.com
I'm using it on the 25/DEC/2019 and it works
How does JSGME compare to MCM? Presently, I am using JSGME but on one mod page I saw that MCM was "HIGHLY RECOMMENDED". Can both be used simultaneously?
Mod Organizer its more better ... and also work on any game using this trick: Moddb.com
Simple yet effective, just watch your load order folks. If you looking for something more modern for a mod loader use Mod Organizer 2 (MO2)
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