View Full Version : The Art of Applying JSGME Mods
SeniorSpan
04-25-07, 04:15 PM
G'day,
Some procedural guidance for applying JSGME compatable mods would be appreciated.
1. You download a JSGME compatible mod for SH4
2. You add the new mod to the MODS directory
3. You exc. JSGME
4. You tell JSGME to apply the new mod
Now, after clicking on apply, JSGME comes back with a window telling you an older, different, all ready applied mod, changed a particular file the new mod needs to change; what's the general consensus for the next action?
1. Remove the older mod, even though it's adifferent mod then the new mod, then apply the new mod.
2. Apply the new mod allowing it to make it's necessay changes and see if everything is working as designed.
3. Don't apply a mod that needs to change a file that another mod has already changed.
I've used no. 2 once so far and it worked, but unsure if I was just lucky or that's the correct answer
Thx
Bob
Quillan
04-25-07, 04:21 PM
There's two other options:
4) Decide which of the mods you want more, and only leave that one enabled. If that's the new one, disable the old one first, then enable the new one.
5) Go through the modified file for both mods, see what changes have been made, manually combine the changes into one file, and use that instead.
4 is what I usually do, while 5 is a lot of work but possible.
Oh, if you use Vista you need to right click the JSGME.exe and run it as an administrator or else it wont backup the original data.
SeniorSpan
04-25-07, 11:42 PM
Thx for the advise. And no way am I using vista!
Cheers
Uber Gruber
04-26-07, 04:20 AM
I now know JSGME is a mod tool for any game, not just SH3 or 4. But it would be really cool if, on file conflict detection, an option existed to open a file merge tool. This would allow users to iterate through the file differences and confirm individual sections to merger/over-write.
On the negative side, this will in itself throw up a number of issues but I do feel its the only real way to give less technical users the ability to "layer" mods on top of each other.
Just my thrupenny bit's worth.
7Enigma
04-27-07, 07:35 AM
When I have a mod conflict the first thing I do is understand the underlying conflict. That is, if I have a comprehensive mod like RFP or the SuperSoundpack then that will normally be applied PRIOR to the new mod that is smaller in scope (say changed torpedo colors or diesel engine sound). That way I'm essentially getting both mods at a minimum sacrifice between them.
Barkhorn1x
04-27-07, 12:27 PM
When I have a mod conflict the first thing I do is understand the underlying conflict. That is, if I have a comprehensive mod like RFP or the SuperSoundpack then that will normally be applied PRIOR to the new mod that is smaller in scope (say changed torpedo colors or diesel engine sound). That way I'm essentially getting both mods at a minimum sacrifice between them.
That's my approach as well. This way you can get the benefit of bits and pieces of both. For instance I installed Flavored to Taste 2.2 and then Real Fleet Boat 1.2 over that. But, now that Ducimus has made many more changes additions and is coming out w/ a new version, I will reverse the order.
Gentlemen, what am I doing wrong? I exe the JSGME download in the data folder, that creates a MODS folder which I then put the mods into and extract. Then I run JSGME and I get the list up and then move mods I want from left section to right. Yet when I run the game no mods seem active. Example no colored torps, no more gun ammo, etc. Thanks for your help.
Vortimous
05-15-07, 04:55 PM
Gentlemen, what am I doing wrong? I exe the JSGME download in the data folder, that creates a MODS folder which I then put the mods into and extract. Then I run JSGME and I get the list up and then move mods I want from left section to right. Yet when I run the game no mods seem active. Example no colored torps, no more gun ammo, etc. Thanks for your help.
I am having the same problem. I dl the JSGME and placed two mods into the mods folder. When I execute the JSGME, I move the two mods to the right and then close the JSGME window and start the game. The two mods do not seem to be working. I am using the most recent patched version of the game. The only two mods I am trying are the two that make the buttons stay green and make the dials appear shiny. One is called greenlamp and the other is jimimadrid's_shinyborder_Hud
Both the named folders appear in the Mods folder and I activated them with JSGME, was I not suppose to close that window? When you open it again, it shows that they are still on the right and activated... can anyone help? Oh and yes I did unzip them with WinRAR to get the files....
Thanks
Vort
7Enigma
05-15-07, 07:12 PM
Sounds like the 2 of you are doing exactly what is required to get the mods to work? :o
Please check to make sure that all of the jsgme files are in the "silent hunter 4 wolves of the pacific" main folder. Please also make sure that the MODS folder is in the "Silent hunter 4 wolves of the pacific" folder. When you place a mod into the MODS folder it needs to be in folder format and not zip/rar'd (but you mentioned you did this). For the green lamp example:
-Extract the greenlamp folder from the .rar file into the MODS folder. When you load up jsgme you should see "greenlamp" on the left (originally). After enabling they should move to the right. When done hit close and start the game up.
Please make sure the mods you are using are compatible with the current version of the game you are running (latest is 1.2).
If you've done exactly this I would recommend hitting the << button to remove all mods and re-enable them. If that doesn't work I think you might need to reinstall since you've done it properly.
Goodluck.
ReallyDedPoet
05-15-07, 07:16 PM
http://forums.ubi.com/eve/forums/a/tpc/f/2881085392/m/3031058373?r=3031058373
An illustrated guide for JSGME :roll:. May help:up:
RDP
Vortimous
05-15-07, 08:28 PM
Sounds like the 2 of you are doing exactly what is required to get the mods to work? :o
Please check to make sure that all of the jsgme files are in the "silent hunter 4 wolves of the pacific" main folder. Please also make sure that the MODS folder is in the "Silent hunter 4 wolves of the pacific" folder. When you place a mod into the MODS folder it needs to be in folder format and not zip/rar'd (but you mentioned you did this). For the green lamp example:
-Extract the greenlamp folder from the .rar file into the MODS folder. When you load up jsgme you should see "greenlamp" on the left (originally). After enabling they should move to the right. When done hit close and start the game up.
Please make sure the mods you are using are compatible with the current version of the game you are running (latest is 1.2).
If you've done exactly this I would recommend hitting the << button to remove all mods and re-enable them. If that doesn't work I think you might need to reinstall since you've done it properly.
Goodluck.
I have done all this... I may need to fresh install the game and everything... the mod is not working even thought they both are on the right side and say activated. When I start the game, I do not see any difference no matter what game mode I play... quick mission, etc. I will try a new install. One thing I did was extract the mods to the Silent Hunter 4 folder then move the whole folder to the mod folder which is under Silent Hunter 4 folder... I didnt extract it directly to the mod folder, but moved it later. They both show up under JSGME when I execute it. I have that file under the Silent hunter 4 folder too... is it okay to have the JSGME.exe file in that folder?
Vort
7Enigma
05-16-07, 05:41 AM
Wait, I'm a bit confused. So you're saying that you have the jsgme .exe file INSIDE the MODS folder? It should be placed directly in the parent "silent hunter 4 wolves of the pacific" folder (along with all the other jsgme files from the .rar file. Having the .exe inside the MODS folder is the problem then (if its setup like this).
I hope this is it since its a quick fix (just move the jsgme files out of the MODS folder and back into the main SH4 folder.
Let me know if this was it!
danlisa
05-16-07, 05:59 AM
Pay close attention to the FOLDER STRUCTURE of the mod you are adding.;)
Copied & Pasted.......
1)Download JSGME_Setup (http://www.users.on.net/~jscones/software/products/jsgme_setup.exe (http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe))
2)Double Click & Run
3)Follow the installers instructions & direct the installation path to the game of your choice. (i.e c:\program files\Ubisoft\Silent Hunter 4) That is the ROOT directory.
4)The installer will ask you if you want a desktop shortcut - WHY NOT?
When the installer is finished you will find 4 extra files in your SH4 folder, these are.....
Jonesoft.txt
JSGMEhelp.txt
JSGME Example.jpg
JSGME.exe
5)Double click on the JSGME.exe file, this will create the MODS folder.
That completes the setup of JSGME.
When you have a mod you want to activate in your game, follow this proceedure.
1)Download Mod
2)Extract Mod to holding folder.
3)Copy the additional Mod to the MODS folder in SH4's ROOT Directory.
MAKES SURE THE FOLDER STRUCTURE FOR YOUR ADDITIONAL MOD IS AS FOLLOWS.......
New Mod > data > etc etc NOT New Mod > New Mod > data > etc etc
During the extraction process an extra folder can be created.;)
Now, all you need to do is use the shortcut on the desktop and open JSGME's ui menu. On the left you will see the available MODS and on the right you will see already activated MODS. To activate a MOD, click on it and press the button that points to the right, your mod will now move to the right. It is activated. Do the reverse for deactivation.:up::up:
7Enigma
05-16-07, 07:53 AM
danlisa,
I checked the particular mods they are trying to use and they are in the proper jsgme format. There would be no way to screw up the placement as when selecting the mods they would all be called DATA. I'm thinking it was the placement of the jsgme files inside the MODS folder that caused the issue.
danlisa
05-16-07, 08:16 AM
I see what you are saying.:yep: You are assuming that the DATA folder has been copied into JSGME's MODS folder.
However, when you unzip/extract the mod that you have just downloaded, quite often an EXTRA HEADER folder is created.
So the folder tree (in this case) would be - Best Mod > Best Mod > data > etc etc.
Now if you put that into JSGME then the 'name' you are activating in JSGME's UI will read Best Mod.:yep: But you need to remove 1 x Best Mod,;) for the mod to work (in this example).
As long as JSGME was installed correctly (as per my instructions above) then it will not matter that certain JSGME files were put in the MODS folder.
I'm 99.9% sure that an EXTRA folder is causing the problem.
pocatellodave
05-16-07, 09:36 AM
I was wondering how you handle a mod that does'nt appear to be written for Jsgme?
Pocatellodave
danlisa
05-16-07, 10:55 AM
To make a file/mod JSGME ready, you first need to find the original which will be replaced. A windows search for the file name will give you the complete file location.
For example, the location of a cfg file in SH3/SH4 should be.......
Silent Hunter > data > cfg > (name of file here)
All you have to do is recreate this structure but rename the lead folder to a name which is easily remembered, to make your mod JSGME ready. So you have....
My Mod > data > cfg > (name of file here)
FYI, JSGME only uses the lead folder name in the user interface, the second folder in the structure is where it will start reading from and begin making changes.
Oh, JSGME can be used with ANY moddable game, not just the Silent Hunter Series.:up: The same rules apply.
7Enigma
05-16-07, 12:02 PM
I see what you are saying.:yep: You are assuming that the DATA folder has been copied into JSGME's MODS folder.
However, when you unzip/extract the mod that you have just downloaded, quite often an EXTRA HEADER folder is created.
So the folder tree (in this case) would be - Best Mod > Best Mod > data > etc etc.
Now if you put that into JSGME then the 'name' you are activating in JSGME's UI will read Best Mod.:yep: But you need to remove 1 x Best Mod,;) for the mod to work (in this example).
As long as JSGME was installed correctly (as per my instructions above) then it will not matter that certain JSGME files were put in the MODS folder.
I'm 99.9% sure that an EXTRA folder is causing the problem.
Ah, I see what you're saying. I always drag the mod folder from the winrar archive window (that shows the files inside the archive) directly into the MODS folder, which I guess is technically not extracting the file using the complete hierarchy.
Vortimous
05-16-07, 10:32 PM
Okay, for the record... NO, I do not have the JSGME files in the MOD folder it created... they are in the root before which would place them in the SH4 folder. I extracted the 2 mods to the SH4 folder also then moved those two folders to the MODS folder. When i execute JSGME, they both appear on the left hand side. I click to move them to the right to activate them. They both are now on the right hand side. I close JSGME window and start the game. I see no difference (buttons do not lite up green and no silver around the dials, etc) I am running the latest patched version of the game and these are the only mods I have ever tried to put on the game... I just dont know what is wrong... I dont even have any saved games... I think I will just reinstall, patch then try again...
Vort
danlisa
05-17-07, 12:54 AM
I extracted the 2 mods to the SH4 folder also then moved those two folders to the MODS folder.
Ok, open the MODS folder and double click on one of the added mods and tell us what the next folder that you see is called.:up:
Vortimous
05-21-07, 02:27 PM
Sorry it took so long to reply, was out of town... The very next folder is the DATA folder, for each
Vort
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