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Old 01-19-10, 11:13 AM   #1
Nerka
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Questions about mods

I just started playing SH4 a few weeks ago and became addicted.

Now, I just need to know about the mods available. I've read the description on RSRDC and it sounds interesting. How do I install it (currently running stock game with one patch)?

Also, what exactly is Trigger Maru?

Thanks a lot!
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Old 01-19-10, 01:59 PM   #2
I'm goin' down
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Brief overview:

1. To activate a mod, go to SH4 mods worshop forum and open the sticky thread SH4 Popular Mods, etc. ....

2. Find the link to JGSME, download and open it. JGSME is a program. You download it. It stores your mods, which you can then acitvate if you choose to do so. It is very simple to use.

3. As for mods, when you find a mod you want to try out, you download it. Then it can be activated by JGSME. Once activated it becomes incorporated into the game until you deactivate it.

4. How do you activate a downloaded mod via JGSME? It is not hard, but it is difficult to explain without being able to visualize it. That can be done using screen shots. Someone asked this question awhile ago, and one of the replies contained screen shots on how to activate mods using JGSME. Hopefully, a link to that thread or a copy the procedure using screen shots will be included in a reply, as without pictures it is difficult to explain. I am not going to undertake that task. Bottom line, it is not difficult, as I figured it out with a little help from the famous Rockin Robbins, and I was a computer novice at the time.

Trigger Maru Overhauled is a major mod that changes many facets of the game. The changes are listed in the TMO thread in the SH4 mods forum. Its creators have incorporated many mods into one super mod. If you do not want to activate a super mod such as TMO, RFB (Real Fleet Boats) and FOTRS (Fall of the Rising Sun), there are many individual mods to choose from. Webster has a large collection of individual mods that you should look at to get some idea of what modders are capable of. Some mods are not compatible with others. You will pick up basic mod rules to follow as you go.

Version 1.9 of TMO is the most recent version (e.g. TMO 1.9). It is state of the art. It is designed for advanced players who you use manual targeting, but it can be played at any level of difficulty. At 100 percent realism it is a challenge, and the destroyers have ruined many a career.

If you are just starting out, I recommend reading up on and studying the tutorials in the thread in this forum known as the Skipper's Bag of Tools, Tricks, etc. There is a lot to learn. When you get "proficient" at manual targeting, you might want try the Easy Aob mod (runner up for mod of the year, the honor which was awarded to TMO 1.9) and gutted's Solution Solver Program.

Last edited by I'm goin' down; 01-19-10 at 02:49 PM. Reason: typos corrected
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Old 01-19-10, 02:36 PM   #3
Nerka
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Thanks!
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Old 01-19-10, 03:28 PM   #4
I'm goin' down
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I found the links to the screen shots. Below are the links. This should get you going.

To make things simple, I would download one of Webster's individual mods initially. They should load into JSGME without delay due to the size of the mod being activated. Choose a mod to activate that you can observe as you play, such as fewer air patrols better sub marker, better guns, etc.


JGSME--I assume you have downloaded JGSME. Download it to you SH4 main folder. Do not download it into another folder within SH4's main folder. Copy your download folder icon and drag the copy to your desk top so it will be available for easy access. Alternative: download it directly to the desk top.

Mod - When you download a mod, upon opening the download folder you should get a message it will create and insert your mod into MODS folder in SH4 main file. If not, you should create a MODS folder. Thereafter, you can download your mods into the MODS folder. A downloaded mod is usually in a zip format. You will need to get a free program to unzip it (j-zip??).

Read each of the following posts re JGSME which are copies of thse posts: [REL] Trigger Maru Overhauled 1.9
#1808, #1809 , #1811 , #1824, and #1827. These posts deal with a captain who has download a mod, but does not know how to activate it. It covers his situation and how to open the mod downloadedin zipped format into the MODS folder, which is your situation if I am reading you correctly.

Hint: Print the five posts so you have them in front of you. Read the posts in their entirety, so you understand the issues and have an idea of what JSGME will look like when it is opened on the desk top. Then start with posts 1824 and 1827.

The foregoing should explain what JGSME looks like and how to activate a mod. You know you are on the right track when you drag the mod you want open from its location in the MOD file to JGSME on the desk top and the mod's name appears in the right side window of JGSME.

Last edited by I'm goin' down; 01-19-10 at 04:18 PM. Reason: Added links, etc.
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Old 01-19-10, 04:24 PM   #5
I'm goin' down
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Default copy of pm to Nerka

I sent you links and you should be up and running with mods in no time ... well, it may take some time to get your sea legs working with choosing mods, downloading them into the right folders, unzipping them, transferring them to the desktop JGSME program, and activating them, but what the hell, you are a SUBSIM captain. We are hardcore and you will be soon. Welcome aboard.
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Old 01-19-10, 04:47 PM   #6
Armistead
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Here is a step by step mod install. It's older, but the steps are right, so when you get to the part to load a mod, just load the mod you want, not the old ones listed.
http://forums.ubi.com/eve/forums/a/t...5/m/5181035206
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