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02-15-22, 04:29 AM | #16 | |
Ocean Warrior
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Ok as long as you didn't apply any of the patches from Stiebler's section of the option selector you should be alright. However, you really should always use JSGME to apply any mod and I also would recommend using the Wolfpack less contact reports option. It can take a long time to get a pack sorted out even with this option, let alone without it.
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02-15-22, 09:15 AM | #17 | ||
Seaman
Join Date: Dec 2016
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I am also probably going to try out "Makman's Final GUI" (not sure if this is the correct name) mainly due to a specific periscope sight and the attack disc that should be contained within it. Do you think most of the mods related to that will be activated in JSGME after the NYGM and IABL mods? Also if you have any general knowledge about the order of activating sound mods or mods that alter e.g. crew clothes, interiors, and other visuals I would be thankful for any notes. |
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02-15-22, 11:00 AM | #18 | |
Ocean Warrior
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- You may disregard the 3_6f reference as all that is mentioned in it was incorporated into a later version(s) of NYGM which you already have. I.e., notice that info. has a 3_6 heading but it is a found in version 3_6f documentation. You can control the flag via shift-f and ctrl-f but a watch officer must be on the bridge to do so. I never use radar but search the commands*.cfg file for what keys control that. Found in path game\data\cfg - I've never used that GUI but *any* mods you add should be added *after* the NYGM and IABL mods. See the GUI's instructions for specifics on how to appy it. Also, in general you will always want to apply H.sie's patch last. - In general you can apply sound, etc. mods in any order you wish. Just look for conflicts with each other/other mods when applying them with JSGME. When there is a conflict between mods when using JSGME you will get a dialog box with a notice of it, asking you if you want to continue.
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02-15-22, 02:51 PM | #19 | |||
Seaman
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This time around I also had the newer Option Selector, with Stiebler's fixes available as its own button (previous attempt did not have this.) In it I had everything else checked, including Stiebler's, except: Realistic Repair Time(documentation says incompatible with NYGM, which has its own) and Bad Weather Fix(I think this needs to be off for some of Stiebler's fixes, right?). Additionally there was an option that was turned off by default named Diesel Damage Fix which I turned on, not sure if that is OK but I found nothing stating otherwise. I also set both Oxygen meters to 2.0, one being 2.5 initially. I have some confusion about the order especially due to some documentation: Quote:
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If it is of any use I noted that the "Smoke on the horizon!" modification mentioned in Stiebler4C documentation worked, I heard/saw that message for the first time (that 4C was not in use a day or two ago.) I have not tested the messages and wolfpacks yet. Current JSGME activated mods, once crashed on loading, once played OK: NYGM Tonnage War V2.5 - Stand Alone Version NYGM3_New NYGM3_6F NYGM_2017A IABLShipsforNYGM_New_Thomsen Stiebler4C_Addon_for_V16B1 Supplement to V16B1 (JSGME) EnvSimAct_10 |
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02-15-22, 03:08 PM | #20 | |
Ocean Warrior
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Hello; - Use the "Bad Weather Fix" option only if you want to use H.sie's weather file instead of Stiebler's. Either weather file will work but with a 16k environment such as NYGM, you MUST use one or the other; no others. Reason being is because only these two weather files are coded to make the night vision fix work correctly. No others are. Which one to use is strictly personal preference. They both do the job weather-wise. But H.sie's supplement folder includes his EnvSim file and Stiebler's folder has an older EnvSim file (that does not have the night vision code). So if you want to use Stiebler's EnvSim 10 file you must install it after both H.sie's supplement folder and Stiebler's so it will overwrite their files. That is what Stiebler is meaning in his documentation. - The diesel damage mod is optional. Some like it, some not. I like it myself. - The recommened O2 settings are left to right, 3.5 and 1. - Your install order is correct except for the Stiebler and H.sie folders. Their order should be reversed with H.sie's applied first. Your patched .exe should be in Stiebler's folder. Be sure to read the documentation with both H.sie's and Stiebler's mods. If the items there are not done correctly, etc. you will have game problems. - In your JSGME options, BE SURE to enable the automatic rollback function.
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02-15-22, 05:59 PM | #21 | ||
Seaman
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NYGM Tonnage War V2.5 - Stand Alone Version (...) IABLShipsforNYGM_New_Thomsen Supplement to V16B1 (JSGME) Stiebler4C_Addon_for_V16B1 EnvSimAct_10 .. and the items are done correctly in H.sie/Stiebler mods, then both the weather and night vision code should be OK? Quote:
Did you mean the SH3 Commander automatic rollback? I have turned it on. |
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02-15-22, 06:11 PM | #22 | |
Ocean Warrior
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- Yes, your install order looks good and there should be no problem if the mods were put together correctly. - No, you can use the option selector over and over if desired. I.e, you do a patrol and don't like a certain patch or do want one, just change it. Simply copy the .exe file in your Stiebler folder (that is the only one you should be using to start the game) to where you have the options selector, make whatever change(s) you wish, and then copy the .exe again and put it back in the Stiebler folder and also the main game directory (which is where the Stiebler folder places it via JSGME). Note; the options selector will remember whatever you had checked for whatever .exe file you use it with. In other words, you'll only have to change the O2 settings vs. rechecking everything all over again if you use the same .exe file as before. - Correct, the Commander rollback. Sounds like you're all set in that regard.
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02-15-22, 06:27 PM | #23 | |
Seaman
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Just making sure I understand, I am very thankful for your help! |
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02-15-22, 06:31 PM | #24 | |
Ocean Warrior
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As long as you have an sh3.exe in Stiebler's mod and apply the mod via JSGME, it will replace the vanilla .exe. Look at the date of the .exe in your game. It should match the same date as the one in your Stiebler folder. The only reason I mentioned replacing the one in your game directory above was to save you from disabling and then re-enabling Stiebler's mod via JSGME after an option selector change; simply placing the .exe in the game directory does the same thing and saves you this step.
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02-15-22, 06:45 PM | #25 | |
Seaman
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Some of the mods, e.g. NYGM3_New, contain additional optional mods like the Harbor Traffic Add-in. There are even some cases where those same mod folders are found in multiple locations, for example the Harbor Traffic one is also in the NYGM3_6F parent folder. If I want to add those additionals, should I add them to the activated mods in JSGME immediately after whatever the parent folder happens to be (hypothetical example: NYGM3_New -> Harbor Traffic Add-in -> NYGM3_6F) or all after IABL/similar, & also should I in case of multiple same folders be choosing the one that is in the latest version, e.g. Harbor add-in from 3_6F instead of 3_New? |
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02-15-22, 06:49 PM | #26 | |
Ocean Warrior
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You can add them usually anytime after the main NYGM install, do not have to be with the parent folder, though I like to keep any NYGM mods I use all together for organization sake if nothing else. I.e., after IABL/similar. You're getting the idea ! Yes, in case of multiple versions of a mod use the latest version of it per your example. Don't worry about asking any questions at any time. It can be confusing at times.
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02-15-22, 07:46 PM | #27 | ||
Seaman
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02-15-22, 07:58 PM | #28 | |
Ocean Warrior
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Get the latest Option Selector version here ,#13,to allow the correct O2 settings. You really don't need an .exe in the EnvSim 10 folder. Only the Stiebler folder (or H.sie folder if only that is used) needs it. If you're more comfortable having it in the EnvSim 10 folder, just put the latest .exe version you want to use in that, and don't have one in the Stiebler folder then. It won't matter if you leave it in the Stiebler folder too as it will be overwrote by the EnvSim folder, but might as well keep things "clean" and not have an unnecessary file in the Stiebler folder.
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02-15-22, 10:33 PM | #29 |
Ocean Warrior
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One other thing since you're using Commander. Be sure to use the latest version of NYGM Commander files.
These are found in the documentation folders you mentioned earlier.
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02-16-22, 07:29 AM | #30 |
Seaman
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Looks like everything is working well after following your advice!
Current mod list: NYGM Tonnage War V2.5 - Stand Alone Version NYGM3_New NYGM3_6F NYGM_2017A IABLShipsforNYGM_New_Thomsen Hitman Optics NYGM 3.6 (Fixed) Harbor Traffic Add-In 1500 meter bearing overlay Enhanced Nav Map Plotting Tools CaptainAmericaOfficerIcons Anvart_Stiebler_TurmsR01R02 Supplement to V16B1 (JSGME) Stiebler4C_Addon_for_V16B1 EnvSimAct_10 Some mods I will be trying out: EAX Sound Simulation SH3 Thomsen's Sound Pack v3.2 (or Das Boot Sound Mod) depth charge noise - Rev A- master.7z (or v2, though I think this is the newer version) Das boot officer icons The MaGui mod (I am quite sure this is the 'Makman Final GUI' I was talking about earlier) Last edited by yagura; 02-16-22 at 09:03 AM. |
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bug, graphical problems, help with mod, help!, nygm |
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