View Full Version : [REL] JoneSoft Generic Mod Enabler (JSGME) v2.6.0 now available!
JScones
08-07-10, 09:25 PM
DOWNLOAD JSGME here in SUBSIM Downloads (http://www.subsim.com/radioroom/downloads.php?do=file&id=3559)
v2.6.0 Latest and last version
This is the JonesSoft Generic Mod Enabler, a vital program for installing and running mods for virtually any game. It lets you install with the click of a switch, warns you of potential conflicts and uninstall them again if you don't like them.
Changes:
- Fixed: now correctly disables mods that have [ as the first character in the mod name
- Added: new enhanced game file compare feature
- Changed: snapshot/compare feature now based on MD5 sums, not date stamps
A minor update, but one that includes a number of improvements and enhancements.
If you use the snapshot/compare feature, then you will need to take a new snapshot after you install this updated version.
I RECOMMEND THAT ALL JSGME USERS UPDATE TO THIS LATEST VERSION! There are no benefits running an earlier version of JSGME.
IMPORTANT!
If you intend installing over any previous version of JSGME, you MUST disable all enabled mods first. Not doing so will corrupt JSGME and hence your game. Once you've disabled all mods, you can install the new version over the top of the old version and resume using as normal.
INSTALLATION
JSGME can be installed one of two ways:
==1. CENTRAL INSTALLATION==
You can install the JoneSoft Generic Mod Enabler (JSGME) to a central location and point it to each of your games through creating shortcuts. To do this:
install JSGME to a central location (for example, “C:\Games\Generic Mod Enabler”). Keep the “Create a desktop icon” option selected in the installer
once installed, DO NOT RUN! Copy and paste the newly created JSGME desktop shortcut as many times as you have games and change the “Start in” folder of each shortcut to point to each game’s base folder. To change the “Start in” folder, right-click the shortcut, select “Properties” and then the “Shortcut” tab.
rename each shortcut to something meaningful, such as “JSGME - GameName1”, “JSGME - GameName2”, “JSGME - GameName3” and so on. To rename a shortcut, simply right-click the shortcut and select “Rename”
Using JSGME with subsequently installed games is simply a matter of copying, pasting and editing an existing shortcut (steps 2 and 3 above). And whenever JSGME is updated, you only need to install it once.
==2. SEPARATE INSTALLATION==
If you prefer, you can install separate copies of JSGME into each of your games. To do this, simply install JSGME to the base folder of the game that you would like to mod. The base folder usually contains the game’s main executable file and usually has a name unique to the game. If in doubt, consult the game’s online community. If you keep the “Create a desktop icon” option selected, the installer will add a uniquely named shortcut to your desktop.
Language Packs
If you use a language pack, please download the updated version from http://jonesoft.jaennahre.com (http://jonesoft.jaennahre.com/). Note that some packs have not yet been updated with new translations - new versions will be uploaded as soon as possible.
As always, please feel free to announce in other game forums...
AND REMEMBER - THE ONLINE USER GUIDE (http://www.users.on.net/~jscones/software/documentation/JSGMEUG.pdf) IS YOUR FRIEND!
JScones
08-07-10, 09:25 PM
In case it isn't obvious enough:
IMPORTANT!
If you intend installing over any previous version of JSGME, you MUST disable all enabled mods first. Not doing so will corrupt JSGME and hence your game. Once you've disabled all mods, you can install the new version over the top of the old version and resume using as normal.
JScones
08-07-10, 09:33 PM
A few people (literally) have indicated that JSGME is not correctly removing folders added by mods. If you experience this problem, and you are 100% sure that you have both the folder and any files within the folder closed, pls post details to me including the exact steps that I can follow to repeat the problem. Also include details of the OS you are using and any error messages.
Saying to anyone else that "JSGME won't remove folders" won't fix it. ;)
Sailor Steve
08-07-10, 11:04 PM
There are no benefits running an earlier version of JSGME. Except for the part where I have so many mods so carefully arranged, and some I've actually altered files to, that it could take literally weeks of experimenting to get them back the same way? Plus I'm in the middle of a patrol, and a career, that could be zonked by doing all that?
Oh well.
JScones
08-07-10, 11:09 PM
Create a mod profile first (Tasks>Save mod profile...). Then, after you have installed the new version, load the same mod profile and JSGME will automatically return your game to "how it was" (in the same activated order and including your "personalised" files, assuming the changes were made to the mod folder copies).
Now, if you've manually added or edited files in situ, then your best bet is to create a new mod of just those files and apply it after you have reloaded the mod profile. This is the correct way of doing it anyway, because as soon as you modify game files outside of JSGME, all bets are off with JSGME.
TopcatWA
08-08-10, 07:52 AM
Thanks:up:
Sailor Steve
08-08-10, 09:43 AM
Create a mod profile first (Tasks>Save mod profile...). Then, after you have installed the new version, load the same mod profile and JSGME will automatically return your game to "how it was" (in the same activated order and including your "personalised" files, assuming the changes were made to the mod folder copies).
Now, if you've manually added or edited files in situ, then your best bet is to create a new mod of just those files and apply it after you have reloaded the mod profile. This is the correct way of doing it anyway, because as soon as you modify game files outside of JSGME, all bets are off with JSGME.
Thanks for the advice.
On the other hand it probably won't be a week before something goes wrong and I have to reinstall SH3 all over again anyway.
:rotfl2:
JScones
08-14-10, 05:35 AM
Bump in the absence of moderators...
JScones
08-28-10, 09:44 AM
:sign_yeah:
SteelViking
08-28-10, 10:10 PM
Ummm. I mean no offence to the moderators, or to Neal, but JScones having to bump the JSGME thread on the SH5 forum is not cool. A JSGME update should be stickied on the same day as posted as far as I am concerned. JSGME is an amazing tool for both modders and game players alike.
So, thank you JScones for JSGME, and for keeping this thread closer to where it should be(near the top).
Venatore
08-28-10, 10:22 PM
JScones,
Cheers matey :up:
JScones
08-28-10, 10:32 PM
Thanks guys.
SV, FWIW if Neal needed moderator assistance in this forum, then I think you'd be a perfect choice. :up:
SteelViking
08-28-10, 10:48 PM
Thanks guys.
SV, FWIW if Neal needed moderator assistance in this forum, then I think you'd be a perfect choice. :up:
Why thank you. Though I do not have a lot of free time, I do believe that I could be of some help here on the SH5 forums, as this is where I do choose to spend most of what I get.
SteelViking
08-31-10, 08:28 PM
Just putting this thread closer to where it should be.
JScones
09-01-10, 04:46 AM
Just report one of my posts...that'll get moderator attention pretty quickly, LOL!
raymond6751
09-01-10, 06:12 AM
[quote] Changes:
- Fixed: now correctly disables mods that have [ as the first character in the mod name
- Added: new enhanced game file compare feature
- Changed: snapshot/compare feature now based on MD5 sums, not date stamps
[unquote]
While I applaud upgrades to the software, I am unsure of why I need it. What is about to go wrong, as in what has needed a fix?
The above quote indicates a new feature but not what makes it of value.
As already mentioned, if you are involved in play, what about this makes it an immediate concern?
JScones
09-03-10, 12:24 PM
- Fixed: now correctly disables mods that have [ as the first character in the mod name
In earlier versions, mods with names starting with [, for example "[My Mod] Name of mod", would not be disabled correctly by JSGME. Presumably a problem affecting only very few people, for I was only alerted to it earlier this year, seven years after initial release. But, a problem it was, so it needed to be fixed (even though the workaround was very simple).
If you don't have mods starting with [, then you won't notice any difference.
However, as the enabling/disabling code has been changed, I decided that it would be prudent to ask all users to disable ALL mods before installing v2.6 in order to minimise the potential for problems.
- Added: new enhanced game file compare feature
- Changed: snapshot/compare feature now based on MD5 sums, not date stamps
Not critical, just some improvements to the file compare feature for those who use it. The comparison is now presented in a dialog box where users can scroll through or sort for easier analysis.
Using MD5 sums to compare files now means more accuracy over the previous time stamp only method, which was only ever meant to be temporary...it just took me a few years to update it to something more robust.
Besides the above, one or two people have stated that v2.5 has a problem with removing new folders that neither v2.4 or v2.6 has. I haven't been able to replicate the problem on my XP or Win7 installs, so this may be limited to certain system configurations (IIRC the users were running XP SP3). As no-one has reported this problem with v2.6, I strongly encourage all users to upgrade as soon as practical...but there will be no issue if people prefer to wait until they finish their current career or whatever.
Highbury
09-03-10, 04:29 PM
Although I never ran into issues with the previous versions (and I use JSGME for EVERY game I mod so much as a texture in), I do really appreciate the new version. For me the drag-and-drop feature, as well as the auto refresh of the mods list are pure gold.
Thank you for the continued development!
:salute:
skwasjer
09-03-10, 09:27 PM
With many free apps I'm like, **** it, it's so ****ty I'll just build it myself. No such thing with JSGME. :rock:
JScones
09-03-10, 09:44 PM
Thanks guys. :shucks:
With many free apps I'm like, **** it, it's so ****ty I'll just build it myself.
Hehe, I'm exactly the same. And in a way, that's how JSGME started. I found the mod manager that came with Panzer Elite to be inadequate, so I decided to build my own that could be used not just for PE, but for Flying Corps Gold and EAW; two other games that I was heavily playing at the time.
In fact, my JSGME test environment still consists of FCG mods from 12 years ago!
Venatore
09-03-10, 09:50 PM
In fact, my JSGME test environment still consists of FCG mods from 12 years ago!
Never forget the old games :har:
http://www.youtube.com/watch?v=n8pK_q-_6dw&feature=related
JScones
09-03-10, 09:58 PM
For me the drag-and-drop feature, as well as the auto refresh of the mods list are pure gold.
It's part of a deliberate attempt to more tightly integrate JSGME with the Windows Shell to make it all a bit more seamless for the user (after all, JSGME deals with files and folders). Just have to make sure I don't go too far and alienate XP users or slow down performance (for a short while I tested using Shell file operations to copy/move the files around and was amazed at the performance hit. Operations that would ordinarily take 1 second to complete were taking 45...suffice to say I reverted back to my raw core calls and ditched the Shell calls, hence why you don't get warnings when files can't be copied (because they are open or whatever)).
Never forget the old games :har:
http://www.youtube.com/watch?v=n8pK_q-_6dw&feature=related
Wow, I think it was that exact ad that prompted me to buy one around the same time.
tonschk
09-04-10, 02:32 AM
Thank you JScones, great work! :up:
raymond6751
09-05-10, 08:38 AM
I apologize for an earlier post that may have offended. The Jonesoft enabler is a very valuable tool.
I was asking, without intending injury or rebuke, what the new 'features' meant and why the old version should be replaced.
I have never had a problem with the enabler and wondered if there was a potential one that I hadn't encountered (yet).
In other words, should I drop what I'm doing immediately for a change, or can it wait until my present patrol is done?
Again, apologies for the tone I used earlier.
Anachronous
09-06-10, 08:02 PM
I use this tool almost every day for a whole bunch of games. I couldn't do without it.
There is one feature that I feel it needs. Reading mods from zip/7z archives. So we can save space and keep things a little more tidy. Just prepare a JSGME ready zip with the proper folder structure, then drop it in the MODS folder, and it's ready to go.
Abd_von_Mumit
09-13-10, 03:01 PM
Today I installed this mod:
http://www.subsim.com/radioroom/showthread.php?t=174841
Now I tried to uninstall it to unlock an earlier mod on the list, but I can't. It gave me some error messages I've never seen before:
http://img824.imageshack.us/img824/1672/jsgmeerror01.jpg
I clicked "Yes", and continued unsintalling, but soon I got another error message:
http://img823.imageshack.us/img823/9869/jsgmeerror02.jpg
Now it seems I can't uninstall this mod, as it's locked with no way to unlock it. I tried installing the mod that generated the first error message, in hope that after uninstalling it the locked mod would unlock, but it didn't work.
The mod that causes troubles was made by modders from Russia. My theory is the errors are caused by some encoding issues - maybe there were some Cyrillic characters left in the mod folders' names or something like that.
Please help. And thank you.
EDIT: Vista Home 64 bit PL. :)
EDIT2:
My suspicion was correct - a Cyrillic character left by author in folder name caused the issue (the character looks exactly the same as Latin x, but has a different UTF-8 code number). I checked it by putting the folder name into my browser window. After I pressed Enter, the original name:
IO_Fix_MaskMap_for_TDW_4.3.0_1920х1080
was changed by my browser to
IO_Fix_MaskMap_for_TDW_4.3.0_1920%D1%851080
After I changed the original х to Latin x, and pasted
IO_Fix_MaskMap_for_TDW_4.3.0_1920x1080
into my browser window, the browser interpreted it as
IO_Fix_MaskMap_for_TDW_4.3.0_1920x1080
JScones
09-14-10, 02:31 AM
Correct - see http://www.subsim.com/radioroom/showthread.php?t=173248 for my warning on this very issue.
Modders need to remember to stick to the first 128 characters if they want to ensure full compatibility with all potential users...and more importantly the game itself. As the above link shows, using extended characters with SH3, for example, will in certain circumstances break it, regardless of whether JSGME is used or not.
In your case it might just be the mod folder name with an extended character, which will only break JSGME (because the mod folder itself isn't copied to the game), but if one of the mod files has a similar problem, it could potentially CTD your game, because your game may not be able to "see" the file with the extended character.
I'm in the process of making JSGME fully UTF-8 compliant; at the moment the interface is, but the config files are not. That's an easy fix, however, it still won't compensate for file names that deviate from the standards.
Abd_von_Mumit
09-14-10, 02:42 AM
Thank you for prompt and informative response. :salute:
Ended up reinstalling SH5. :88)
Abd_von_Mumit
09-16-10, 08:30 PM
TDW, author of IRAI mod (http://www.subsim.com/radioroom/showthread.php?t=171973), nests modlets in his mod folder, so that after installation of main mod the modlets are added to JSGME repository and can be installed. This crashes JSGME "Load mod profile" option though.
The idea however is a very good one. If it didn't "crash" JSGME it would be very useful for both modders and end users to ensure internal dependencies between parts of one mod are not broken. IRAI is a good example - one can't install a modlet, that needs the main mod to be activated, unless main mod is activated. Uninstallation of main mod hides modlets. Charm. This could be even nested deeper.
For this to fully work JSGME would have to "remember" that a mod is a child/parent of another mod, which doesn't seem to be a hard requirement in my non-programmer eyes. JSGME would also have to recognize MODS folder inside a parent, treat all its sub-folders as child-mods, and install them into user's MODS folder also when user's MODS is named in other way.
Why this would be useful:
- more secure inner-mod dependancies,
- more consistent way of providing documentation (it would be enough to have one documentation folder in the parent mod folder, modlets documentation folders would be optional),
- much more user friendly (especially in case of mega-mods).
Ideas of even further development:
A mod I'm making right now comes in 5 "flavours" - user picks ONE flavour only, as two or more won't work together. These flavours are just sub-folders of the main folder after unzipping. This has currently a few cons:
- users can't just copy whole the unzipped folder to JSGME - it won't work. They need to manually pick one "flavour" (sub-folder) and copy it to JSGME.
- I have to either put documentation into each sub-folder, which is producing redundant kilobytes, or put just one documentation into the main folder, thus stripping the "flavours" of the useful JSGME right-click context menu fast access to documentation.
- there is no mechanism preventing users from installing more than 1 flavour in the same time.
What's more, the mod will have options - they can be applied to some flavours, and can't be applied to other flavours. This is again a dependancy issue. These options also come as sub-folders, just like flavours. What may go wrong:
- users can install option on top of wrong flavours,
- users can install options without installing any flavour,
- options are not documented unless with redundant files.
This would work smooth if I could put a config.jsgme file into every sub-folder, which would say:
requires "other_subfolder_name_A"
requires "other_subfolder_name_B"
These would trigger visibility of these mods (subfolders) in left JSGME window, after installing whole the mod as it comes out from a ZIP file. Initially only those subfolders would be visible that don't have any "requires" record. This also would save space on documentation.
Can you imagine that? No more:
Your mod doesn't work for me!
Because instead of installing it like
A
B
C
D
you should install it like
C
D
A
B
AvM http://img822.imageshack.us/img822/4344/crazy2.gif
eagleFMJ
09-18-10, 03:05 PM
Many thanks for program I use it with all the games I have mods for:salute:
Thanks a lot, what am excellent tool.
I use this on many other games too.
I still don't have SH5 but SH3 and 4.
:D
J, it's ben and long time since I've even played SHIII but I see you've really worked on the JSGME package quite a lot. Looks great.
One question I can't seem to find an answer for. Is there a newer SH Commander for SH5?
:salute:
JScones
09-23-10, 07:22 AM
Hey mate, long time no see. :salute:
Nup, there's no SH3Cmdr equivalent for SH5. I've no plans on building one, but I don't know if anyone else is considering it.
mikeydredd
09-23-10, 09:59 AM
What a brilliant tool - I use it all the time.
JSGME is pretty useful too!!!
Thanks for this excellent FREE software. I use it in a whole load of games and it's always worked - unless I have done some thing wrong.
Brilliant stuff.
Regards
Dredd:arrgh!:
JScones
10-05-10, 03:36 AM
BUMP, just in case the elusive butterfly happens to land...
Abd_von_Mumit
10-05-10, 07:15 AM
BUMP, just in case the elusive butterfly happens to land...
Did you notice my development suggestion in post #30 (http://www.subsim.com/radioroom/showpost.php?p=1495235&postcount=30)? Asking just in case you missed it, as you didn't comment a word on it. :)
JScones
10-05-10, 07:21 AM
It's on my "to consider" list, but, primarily because there's been no posts made about bugs or critical issues, I haven't really thought much about JSGME lately (too busy with other things). I've also been mindful of the "disable all mods before updating" requirement, which, oddly, seems to be concerning some people, so I want to limit the "challenge" as much as possible. Quarterly, or perhaps six monthly, updates shouldn't be as upsetting.
mobucks
10-05-10, 10:13 AM
Make my remote control better!
IMHO the inconveniences of using JGME come from there being too many mods, mods of mods, mod options, creating soup issues. Sure, one mod can have options, but with 30 mods in your list that can be a pain.
I notice this mostly in sh5. not other games. A solution is either working hard and making your own super mod for personal use, that you take time and update now and then, using one modfolder in JGME. Or you could be lazy like me and wait for a supermod.
SashaKA001
10-05-10, 10:33 AM
Make my remote control better!
IMHO the inconveniences of using JGME come from there being too many mods, mods of mods, mod options, creating soup issues. Sure, one mod can have options, but with 30 mods in your list that can be a pain.
I notice this mostly in sh5. not other games. A solution is either working hard and making your own super mod for personal use, that you take time and update now and then, using one modfolder in JGME. Or you could be lazy like me and wait for a supermod.
I fully support,:yeah: you and who does it take? Need a super mod, but oh how far it has.:wah::wah::wah:
mobucks
10-05-10, 05:43 PM
i just mean making a folder ie: MyBigMod and dropping the data folders of all the mods you use, one by one, in the right order that you know what you're overwriting, and just use that one folder for your mods.
however if you wanted to mess with it, you'd have to disable it in JGME, and large mods take more time to disable.
IF though, you know what file you are wanting to modify, you could just add it with a modfolder. less tidy, but quicker.
Adriano19701980
06-16-12, 04:46 AM
JoneSoft Generic Mod Enabler (JSGME) v2.6 is now available from http://jonesoft.jaennahre.com (http://jonesoft.jaennahre.com/) or via JSGME's Update feature.
http://www.users.on.net/~jscones/software/screenshots/JSGME.png
Changes:
- Fixed: now correctly disables mods that have [ as the first character in the mod name
- Added: new enhanced game file compare feature
- Changed: snapshot/compare feature now based on MD5 sums, not date stamps
A minor update, but one that includes a number of improvements and enhancements.
If you use the snapshot/compare feature, then you will need to take a new snapshot after you install this updated version.
I RECOMMEND THAT ALL JSGME USERS UPDATE TO THIS LATEST VERSION! There are no benefits running an earlier version of JSGME.
IMPORTANT!
If you intend installing over any previous version of JSGME, you MUST disable all enabled mods first. Not doing so will corrupt JSGME and hence your game. Once you've disabled all mods, you can install the new version over the top of the old version and resume using as normal.
INSTALLATION
JSGME can be installed one of two ways:
==1. CENTRAL INSTALLATION==
You can install the JoneSoft Generic Mod Enabler (JSGME) to a central location and point it to each of your games through creating shortcuts. To do this:
install JSGME to a central location (for example, “C:\Games\Generic Mod Enabler”). Keep the “Create a desktop icon” option selected in the installer
once installed, DO NOT RUN! Copy and paste the newly created JSGME desktop shortcut as many times as you have games and change the “Start in” folder of each shortcut to point to each game’s base folder. To change the “Start in” folder, right-click the shortcut, select “Properties” and then the “Shortcut” tab.
rename each shortcut to something meaningful, such as “JSGME - GameName1”, “JSGME - GameName2”, “JSGME - GameName3” and so on. To rename a shortcut, simply right-click the shortcut and select “Rename”
Using JSGME with subsequently installed games is simply a matter of copying, pasting and editing an existing shortcut (steps 2 and 3 above). And whenever JSGME is updated, you only need to install it once.
==2. SEPARATE INSTALLATION==
If you prefer, you can install separate copies of JSGME into each of your games. To do this, simply install JSGME to the base folder of the game that you would like to mod. The base folder usually contains the game’s main executable file and usually has a name unique to the game. If in doubt, consult the game’s online community. If you keep the “Create a desktop icon” option selected, the installer will add a uniquely named shortcut to your desktop.
Language Packs
If you use a language pack, please download the updated version from http://jonesoft.jaennahre.com (http://jonesoft.jaennahre.com/). Note that some packs have not yet been updated with new translations - new versions will be uploaded as soon as possible.
As always, please feel free to announce in other game forums...
AND REMEMBER - THE ONLINE USER GUIDE (http://www.users.on.net/~jscones/software/documentation/JSGMEUG.pdf) IS YOUR FRIEND!
What the ****! I try to get the JSGME fron the link you point above but appears a blond bautiful lady and buttons about credit cards, cells, phones.... what is this? please, be serious and make it easy for normal people, please!!!!!
What the ****! I try to get the JSGME fron the link you point above but appears a blond bautiful lady and buttons about credit cards, cells, phones.... what is this? please, be serious and make it easy for normal people, please!!!!!
Seems that Jonesoft's official webpage is off. And seems also that most normal people don't know how to use google :)
Get Generic Mod Enabler 2.6.0 from here (http://www.cimexchange.com/index.php?/files/download/8-generic-mod-enabler/). I checked the link, and it should work. And please, the next time try to show some more initiative before questioning the seriousness of people who wanted only to help, though having their private lives :yep:
Sailor Steve
06-16-12, 07:27 AM
Get Generic Mod Enabler 2.6.0 from here (http://www.cimexchange.com/index.php?/files/download/8-generic-mod-enabler/).Or you can get it right here at Subsim Downloads.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3559
But Gap is right, Adriano. You're complaining about a post made almost two years ago. Also, swearing on the forum is a bad thing, even fake swearing with asterisks.
http://www.subsim.com/radioroom/faq.php?faq=vb_faq#faq_new_faq_item_language
AxemanPGCA
03-09-15, 07:16 PM
wow you guys thanks alot! :/\\!! you say that i need this to install mods and when i go to download this thing lo an behold i need to pay money to get acces to A BONUS MOD? really wtf so because i cant and dont want to donate money i cant download the JSGME to install mods for SH5?
THEBERBSTER
03-09-15, 07:30 PM
I think JSGME is a free download on the net but you may have to set up an account so you can get it.
From rules and regulations.
You're a new member and you've never posted. New members with 0 posts may be limited to 3 downloads a day. Solution: make a post somewhere in the forum, such an introductory post in the Comments to SUBSIM section. After an hour or less the forum will automatically enable downloads.
wow you guys thanks alot! :/\\!! you say that i need this to install mods and when i go to download this thing lo an behold i need to ****ing pay money to get acces to A ****ING BONUS MOD? really wtf so because i cant and dont want to donate money i cant download the JSGME to install mods for SH5?
A solution I use sometimes that may apply here is to backup my \Data folder.
Then, with a 'megamod' or any mod I just overwrite the \Data folder with the Mod's \Data folder.
In SH4 I have a RFB, TMO 2.5, and a 'clean' un-modded install.
If there ever is a problem (never been one yet) I'll just delete the \Data folder and copy the 'clean' backup folder in its place.
I don't have SH5, I have SH4, however I think the folder structure is similar.
Good luck
Has anyone got JSGME working on windows 10?
Great little app by the way, it works perfectly on my windows 7 installation.
yes, it works great. No problems. Just install. I have a clean installation of Windows 10 (no upgrade)
yes, it works great. No problems. Just install. I have a clean installation of Windows 10 (no upgrade)
I have it working now, had to re-install SH5 first, but all seems to be working.
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