I can't really explain the difference between installing with CM or JSGME ... as I never used the CM one due to the fact I already used JSGME since the very beginning of AC ... when CM didn't exist yet.
( and finally use it for years now for all sims with modding possible ).
They surely work the same way ... but I feel that CM seems to know how to unzip automatically the different ways to zip the modded files ... the right way.
JSGME.exe needs to be in the root folder of AC ( or any other sim: 1 JSGME per sim ).
When launching JSGME the 1st time it will create a MODS folder
I
n this folder ... separate subfolders for installing any mod: track - cars - apps - graphic mods - etc .... )
I'm using for each subfolder name a precise name beginning with MOD_xxxx for cars - TRACK_xxxx - APP_xxxx etc.... ( xxxxx being simply the zip name of the mod even with its version number ) ... in order to manage them easily. ( they'll be easy to find in the list as they appear per alphabetic order in the list ).
How to manage those subfolders ?
They simply
have to respect the AC directory tree to where the mod has to be installed. .... therefore, each zipped file must be controled before unzipping ... as not all mods have the full path for install.
For tracks: it needs to be Content containing a Tracks subfolder ( and extension and system for example if this track is already foreseen for CSP ) ...
For cars: Content with a subfolder Cars
For skins: Content with a subfolder Cars with a subfolder "the name of the car" with a subfolder "skins"
Easy then to do the same kind of directory tree for apps etc ... once you understand the way it's done.
( I'm used to know perfectly directory trees as I already had a PC under DOS ...advantage to be older ?
)
Once a mod is prepared in this MODS folder, launching JSGME ( with a shortcut that's easier ) all mods will appear at the left ot the tool... and you may activate one per one.
In the future you'll be able to have the possibility of unactivating them one per one. ( or more at a time )
Disadvantage:
- double space on HDD as when installed the content of the unzipped mod is still in the "MODS" folder + in the game
- it has to be on the same disk ... so big problem if your HDD is rather short of free space.
- it cannot support zipped files for install ( you need first to unzip files )
- never modify a file in the game itself when it was installed with JSGME ... you need first to unactivate the mod, modify in the MODS folder and reactivate the mod ....
- bigger time to install especially with a very heavy mod ... as JSGME will first analyze what it might replace and if some folders already exist ... for a warning before installing in game ( also advantage ? )
Advantage:
- if after the activation of the mod you notice a problem .... no need to search for files ... JSGME knows where they are. Unactivating will be enough and even retrieve the previous modified original file )
- If a mod modifies a file already part of another activated mod, you will not be able to unactivate the 1st one before uninstalling the latest one. ( JSGME knows what it replaced so ... uninstalling the new one will allow to get the right file back for the 1st installed mod ... allowing then to uninstall this 1st mod without damage )
- just activate mods you're using at the moment allows the game to remain lighter and to manage many more mods or tracks ( AC has a limit for it ... and the MODS folder is not a AC folder
) but the limit is now the .... HDD space
)
- In case of problems or reinstall ... just saving this MODS folder is enough to have all mods separately saved
NB: I even install SOL with it ... unactivating the previous version to delete all traces of it and just modifying the copy of the old version replacing the folders of the new version in each right subfolder )
Once you understand how it works ... that's very easy to use it.
BUT it needs a good knowledge of the directory and file tree of the game.... no danger if you activate at the wrong place ... if it doesn't work .. you simply made a mistake ... unactivate and find where to correct the mistake ... all wrongly installed files will be gone from where it was wrongly installed when unactivating the mod.
NB: long to read but I tried to be as clear as possible.