View Full Version : Correct Install order from scratch for NYGM
hocking
07-24-14, 12:24 AM
Been away for awhile but decided to return to SH3 and try NYGM for the first time (always used GWX 3.0 Gold before). I have spent hours reading up on all the new mods and utilities that have come out in recent years. Here is my simple question: What order should I install things to get a base NYGM installation?
I already created a folder for NYGM using MultiSH3 and this folder currently holds a completely unmolested installation of SH3 1.4b with JGSME installed in this folder ready for use. I know at some point I have to install the 4GB patch, Hsie V16B1 hardcode fixes, Stiebler4B_V16B1_Revised hardcode patch, SH3 Commander (w/ NYGM fixes), and NYGM using JSGME. I assume after I have all that installed I will be free to add other mods compatible with NYGM that I want to try with the first addition being something that will give me widescreen capability.
My hunch is that I should install the two hardcode fixes first, then the 4GB patch, then SH3 Commander, and finally the NYGM files through JGSME. I would then apply the NYGM SH3 Commander fixes, and start adding other mods of my choice starting with a widescreen capability mod. Just want to make sure I am on the right path. This is very daunting with so much being available.
Any suggestions to help with this process would be greatly appreciated.
My hunch is that I should install the two hardcode fixes first, then the 4GB patch, then SH3 Commander, and finally the NYGM files through JGSME. I would then apply the NYGM SH3 Commander fixes, and start adding other mods of my choice starting with a widescreen capability mod.
That should work just fine. It actually doesn't matter that specifically, because those are basically mutually exclusive components. The hardcode fixes and 4GB patch are modifying the .exe file independently, NYGM doesn't do anything with the .exe file, and Commander is completely external to SH3. As long as all the parts end up where they should be, the install will be fine - though your order is probably the most logical.
BigWalleye
07-24-14, 08:10 AM
That should work just fine. It actually doesn't matter that specifically, because those are basically mutually exclusive components. The hardcode fixes and 4GB patch are modifying the .exe file independently, NYGM doesn't do anything with the .exe file, and Commander is completely external to SH3. As long as all the parts end up where they should be, the install will be fine - though your order is probably the most logical.
CCIP, I respectfully disagree. Based on my experience with the software asd a careful reading of the documentation, I would suggest the following:
1) It doesn't matter when you install SH3 Commander. It's a stand-alone program. Just put it in its own folder on the root directory. Don't try to use JSGME!
2) The 4GB patch and H.sie's 4GB fix do exactly the same thing. There is no need to use both. You won't get 8GB.:) And you may get problems.
3) First, install the mega-mod and its updates. Follow the instructions and install NYGM, NYGM3 New, and NYGM3.6D. Don't add any of the additional mods that come packaged with NYGM unless and until you know what they do and are ready to use them. (For instance don't install the Mediterranean Campaign until you are going to start a career there.)
4) Now add whatever other mods you want.
5) After all the mods you are going to use are installed, now set up the h.sie and Steibler supplements. (Not before this point!) Once the supplemental folders are set up properly, install them. Carefully follow the excellent instructions provided by h.sie and Stiebler. These are not "drop-in" mods, and they require a bit of care.
So: NYGM and updates. Any NYGM add-ons. Any and all other mods. Set up H.sie and Stiebler. Activate h.sie, then Stiebler. Install Commander whenever.
From my experience, that's the best way to do it.
hocking, if you want to try a high-rez widescreen mod, you might look at Van1920x1080. It uses NYGM and Hitman's GUI, a great combination IMO. You can find it here. http://www.subsim.com/radioroom/showthread.php?t=213527
hocking
07-24-14, 10:05 AM
Ahh, this is definitely different from what I was originally thinking. So, I will install the Hsie V16B1 and Stiebler4B_V16B1_Revised patches last.
Why we are on the topic, I have another question about the Hsie and Stiebler hardcode fixes. I assure you that I have read the documentation for both fixes very closely.
In following the instructions, I first apply the Hsie patch by copying and pasting the original SH3.exe file into the Hsie "Patch Kit" folder and run the "Patch_SH3.bat" file. I then take the patched "SH3.exe" file and place it into the "Stiebler4B_V16B1_Revised" Patch Kit and run the "Patch_SH3.bat" file to apply Stiebler's fixes. When this is complete I I run the Option Selector and apply the fixes from both Hsie's and Stiebler's available options. When this is done I move the "SH3.exe" file into the "Stiebler4B_Addon_for_V16B1" folder. I then make all the changes to the files provided in the "Stiebler4B_Additional_files_V16B1" file as instructed. After this is done, I move the "Stiebler4B_Addon_for_V16B1" folder into the SH3 MODS folder and install using JSGME.
What is totally missed in this process, and never talked about in the Stiebler instructions, is what to do with the original "Supplemental to V16B1 (JSGME)" file that was included with the Hsie Patch Kit. I assume I am still supposed to install that file using JSGME as the last thing I install based on the instructions provided by Hsie. However, I notice that the files "EnvSim.act" and SH3Sim.act" are included in both the "Stiebler4B_Addon_for_V16B1", which has already been installed using JSGME, and the "Supplemental to V16B1 (JSGME)" file provided by Hsie that is supposed to be installed last. I know the EnvSim.act is mentioned by Stiebler, so assuming I want his weather fix over Hsie, I should delete Hsie's EnvSim.act file before installing his other files using JSGME. I have no idea which SH3Sim.act file I should use, Hsie's or Steibler's. I am not even sure if I am supposed to still install Hsie's "Supplement to V16B1 (JSGME)" file last or not as it kind of gets lost from Steibler's documentation along the way.
Finally, there is absolutely no mention about what to do with the "tool" folder that comes with the Hsie original Patch Kit. Do I just leave it alone?
Thanks for any help with this, and thanks for the help you have already given me. I have tried to be as specific and clear as I can be in writing this post.
BigWalleye
07-24-14, 10:39 AM
Ahh, this is definitely different from what I was originally thinking. So, I will install the Hsie V16B1 and Stiebler4B_V16B1_Revised patches last.
Why we are on the topic, I have another question about the Hsie and Stiebler hardcode fixes. I assure you that I have read the documentation for both fixes very closely.
In following the instructions, I first apply the Hsie patch by copying and pasting the original SH3.exe file into the Hsie "Patch Kit" folder and run the "Patch_SH3.bat" file. I then take the patched "SH3.exe" file and place it into the "Stiebler4B_V16B1_Revised" Patch Kit and run the "Patch_SH3.bat" file to apply Stiebler's fixes. When this is complete I I run the Option Selector and apply the fixes from both Hsie's and Stiebler's available options. When this is done I move the "SH3.exe" file into the "Stiebler4B_Addon_for_V16B1" folder. I then make all the changes to the files provided in the "Stiebler4B_Additional_files_V16B1" file as instructed. After this is done, I move the "Stiebler4B_Addon_for_V16B1" folder into the SH3 MODS folder and install using JSGME.
What is totally missed in this process, and never talked about in the Stiebler instructions, is what to do with the original "Supplemental to V16B1 (JSGME)" file that was included with the Hsie Patch Kit. I assume I am still supposed to install that file using JSGME as the last thing I install based on the instructions provided by Hsie. However, I notice that the files "EnvSim.act" and SH3Sim.act" are included in both the "Stiebler4B_Addon_for_V16B1", which has already been installed using JSGME, and the "Supplemental to V16B1 (JSGME)" file provided by Hsie that is supposed to be installed last. I know the EnvSim.act is mentioned by Stiebler, so assuming I want his weather fix over Hsie, I should delete Hsie's EnvSim.act file before installing his other files using JSGME. I have no idea which SH3Sim.act file I should use, Hsie's or Steibler's. I am not even sure if I am supposed to still install Hsie's "Supplement to V16B1 (JSGME)" file last or not as it kind of gets lost from Steibler's documentation along the way.
Finally, there is absolutely no mention about what to do with the "tool" folder that comes with the Hsie original Patch Kit. Do I just leave it alone?
Thanks for any help with this, and thanks for the help you have already given me. I have tried to be as specific and clear as I can be in writing this post.
hocking, you are very clear and specific. Made it easy to respond. Thank you.
You must activate both h.sie's and Stiebler's Supplemental Folders. If you look inside, you will see that they contain different specific files which the fixes need. Any overwrites are intentional and necessary. You might be able to remove the overwritten files, but it's easier to leave them alone. As you can tell from the documentation, h.sie and Stiebler worked closely on these and my experience is that the patchers play together without problems.
Hang onto the tool folder. It contains essential elements of the Patching Environment folder. Just keep both folders out of the JSGME Mod folder. They are both useless there. Of course, if you keep the original compressed file you downloaded, then you can always recreate whatever you need.
As I posted in my edited note, if your rig can handle 1920x1080, you might look at Van1920x1080. It uses NYGM and Hitman's GUI, a great combination IMO. You can find it here: http://www.subsim.com/radioroom/showthread.php?t=213527. It was released in May.
Anything I missed? If so. please post. I prefer the NYGM supermod, and think the two patchers add a lot to the game. Hope you can get it all working the way you like without to much fuss. Good luck!
hocking
07-24-14, 11:04 AM
Thanks for your help. Just a few questions about your post:
1) Based on the instructions from Steibler, using JSGME I would install Steibler's "Steibler4B_Addon_for_V16B1" folder before installing Hsie's "Supplement to V16B1 (JSGME)" as Hsie's folder is supposed to be installed last. If I do this, JSGME would replace Steibler's "EnvSim.act" and "SH3Sim.act" fiiles with Hsie's files since those two files appear in both of the these folders. That is where I am mainly confused. All the other files in the above two folders are unique so I understand there would be no other conflicts, but if I want to use Steibler's "EnvSim.act" file, for example, I would have to remove that file from Hsie's "Supplement to ...." file before installing it with JSGME. Does this make sense? This isn't really discussed in Steibler's instructions at all.
2) When referring to the "tools" folder you say "Just keep both folders our of the JSGME mod folder". Which folders are you referring to? The only folders I put into the JSGME MODS folder are the "Steibler4B_Addon_for_V16B1" and "Supplement to V16B1 (JSGME)" folders, and I install the "Steibler4B..." file first followed by the "Supplement to ..." file using JSGME. I add no other files to the MODS folder at this time.
Thank you very much for the Widescreen mod advice. I will definitely try it out. My final question is in relation to modding SH3. Based on your suggestion, I will install the NYGM mod first before installing these above fixes. With that said, do you have any other mod suggestions that is compatible with NYGM that I should try as well, and what install order I should install these mods to include the Van1920x1080 mod? I would greatly appreciate any suggestions.
Believe it or not, I used to be an avid GWX user and loved the realism the game offered. I have just been away for awhile and trying to get caught back up to speed. I probably haven't played SH3 since 2009 as the last time I got into the SH series I was playing SH4. I would like to get as much realism, and immersion/eye candy, out of SH3 as possible. Thanks again.
Stiebler
07-24-14, 11:17 AM
@Hocking,
BigWallEye's explanation is all correct. Sorry I did not make things clear enough in my explanation of how my hard-code patch fitted over H.sie's patch.
You *must* install all parts of the Stiebler hard-code fix (including all folders) *after* installing all parts (including folders) of the H.sie hard code patch, otherwise you may get CTDs (Crash-to-desktop).
You will discover that most of the changes to files required are already made for you in the NYGM 3.6D final overlay of the NYGM mod.
I cannot comment on the Vanjast wide-screen fix, since I lack a suitable screen resolution.
SH3Commander: NYGM has its own supplementary files for this. Download them after clicking on my logo below.
You won't find much eye-candy for NYGM. That is not its purpose. Realism (i.e. accurate play) is NYGM's purpose.
Good luck!
Stiebler.
hocking
07-24-14, 03:52 PM
Thank you very much for the feedback. Your directions are fine. I was just a bit confused. I understand what to do now.
In regards to Vanjast's widescreen fix, it does appear he alters some files that are altered by these hardcode fixes. I know BigWalleye must be using both the hardcode fixes with the widescreen fix. Are you having any troubles with the widescreen fix interfering with the hardcode fixes? I know I just made several manual changes to the "menu_1024_768.ini" file based on the Stiebler4B V16B1 patch and the widescreen fix appears to be setup to install a new "menu_1024_768.ini" file within its JSGME file structure. It seems like I would immediately lose the changes I made as soon as I install the widescreen fix. Any comments on this would be helpful.
The only other mod I am thinking about trying out with NYGM is the M.E.P. v4.3 Environmental Mod. Will this cause problems with the hardcode fixes?
Thanks again for your help.
I stand respectfully corrected then :salute:
Thanks for the feedback, I'm a little rusty on the install order myself - perhaps time to try it out myself on my other PC :yep:
vanjast
07-24-14, 04:18 PM
In regards to Vanjast's widescreen fix, it does appear he alters some files that are altered by these hardcode fixes. I know BigWalleye must be using both the hardcode fixes with the widescreen fix. Are you having any troubles with the widescreen fix interfering with the hardcode fixes?
That widescreen mod that I made only touches the games GUI (user interface), in places where the D3D.dll file doesn't.
Stiebler's hardcode stuff injects data into the code (SH3.exe and other files) - a separate issue altogether and not related the screen resolution.
The most common bugs appear in the changing of the menu_1024_768.ini file across mods.
Here's my mod soup..
http://www.ephotobay.com/image/modsjul2014.jpg (http://www.ephotobay.com/share/modsjul2014.html)
The pink stuff is the core NYGM + Hitmans mods ==>> This is necessary for the NYGM widescreen mod from yours truly.
Stieblers mod is a 'necessity' that be added any time after the pink stuff.
There's a whole lot of other stuff added, including mods that I 'modded' = 'MyModname'... blah blah blah
As you can see the NYGM widescreen mod (Van1920x1080) appears much later, as it doesn't change that many files.
Beyond this I have the RealNav mod and AOB wheel mods - all undergoing refinement while I sail.
No problems with this lot, except one Game Shutdown (not CTD). This hasn't happened for a while now... so cannot pinpoint it.
:)
hocking
07-24-14, 04:48 PM
Thank you for listing your mod list. That is very helpful. However, I guess that is where I also become confused.
Q1) I know now that with installing the Hsie's V16B1 fix you first apply the patch and then install the "Supplement to V16B1" file back into the SH3 folder using JGSME. You then go through the Stiebler4B fix and apply the "Stiebler4B_Addonn_for_V16B1" which you have clearly done because this file is shown in your mod list as the 9th mod installed. However, what happened to the "Supplement to V16B1" mod install from the original Hsie's fix? It does not appear.
Q2) During the installation process of Stiebler's V16B1 fix, I made several manual changes to the "menu_1024_768.ini" file. If I were to now install your widescreen mod which has a new "menu_1024_768.ini" file within it JSGME file structure wouldn't that replace the file that I made all the manual changes to? This would cause me to lose some of the functionality of the Stiebler V16B1 fixes wouldn't it?
Here is a list of mods that I would like to get installed correctly (somewhat in the order I would think they should go):
NYGM
M.E.P. V4 for NYGM
Hitman's GUI for NYGM
3D Interiors for NYGM (if available)
Van1920x1080 widescreen fix
and then HSie's and Stiebler's hardcode fixes
Everything must be compatible with NYGM of course. Is this possible? Anything I am missing? Thanks for your help.
BigWalleye
07-24-14, 08:32 PM
Thank you for listing your mod list. That is very helpful. However, I guess that is where I also become confused.
Q1) I know now that with installing the Hsie's V16B1 fix you first apply the patch and then install the "Supplement to V16B1" file back into the SH3 folder using JGSME. You then go through the Stiebler4B fix and apply the "Stiebler4B_Addonn_for_V16B1" which you have clearly done because this file is shown in your mod list as the 9th mod installed. However, what happened to the "Supplement to V16B1" mod install from the original Hsie's fix? It does not appear.
Q2) During the installation process of Stiebler's V16B1 fix, I made several manual changes to the "menu_1024_768.ini" file. If I were to now install your widescreen mod which has a new "menu_1024_768.ini" file within it JSGME file structure wouldn't that replace the file that I made all the manual changes to? This would cause me to lose some of the functionality of the Stiebler V16B1 fixes wouldn't it?
Here is a list of mods that I would like to get installed correctly (somewhat in the order I would think they should go):
NYGM
M.E.P. V4 for NYGM
Hitman's GUI for NYGM
3D Interiors for NYGM (if available)
Van1920x1080 widescreen fix
and then HSie's and Stiebler's hardcode fixes
Everything must be compatible with NYGM of course. Is this possible? Anything I am missing? Thanks for your help.
hocking, I have no answer to Q1. I always install both Supplement to V16B1 and Stiebler4B_Addon_for_V16B1 - in that order. Maybe I don't need to, but I do it and AFAIK, everything works exactly as it should.
As to Q2), please refer to my previous post: "NYGM and updates. Any NYGM add-ons. Any and all other mods. Set up H.sie and Stiebler. Activate h.sie, then Stiebler."
Activate all other mods first, then modify the appropriate files for h.sie's and Stiebler's patches, then set up the two supplemental folders, then activate h.sie's supplemental, and finally, activate Stiebler's supplemental. Any changes will be carried forward properly.
Good luck and good hunting!
Obltn Strand
07-24-14, 10:16 PM
The only other mod I am thinking about trying out with NYGM is the M.E.P. v4.3 Environmental Mod. Will this cause problems with the hardcode fixes?
Haven't found any problems since M.E.P v4.3 came out...
Stiebler
07-25-14, 01:35 AM
@Hocking:
Q2) During the installation process of Stiebler's V16B1 fix, I made several manual changes to the "menu_1024_768.ini" file. If I were to now install your widescreen mod which has a new "menu_1024_768.ini" file within it JSGME file structure wouldn't that replace the file that I made all the manual changes to? This would cause me to lose some of the functionality of the Stiebler V16B1 fixes wouldn't it?
Your last sentence is correct.
You must make the same changes to Vanjast's menu_1024_768.ini file that were necessary for the V16B1 fix. It is possible that the numbering system in the file will be different too.
Of course, Vanjast probably started his mod with NYGM's 3.6D menu_1024_768.ini file as the base, in which case most, or all, of the necessary changes should be in place already. I'm afraid you will have to check that.
Stiebler.
vanjast
07-25-14, 02:21 AM
Of course, Vanjast probably started his mod with NYGM's 3.6D menu_1024_768.ini file as the base, in which case most, or all, of the necessary changes should be in place already.
Yes.. that's right - Sorry I forgot to mention this - The NYGM + Hitmans menu file.
hocking
07-25-14, 07:18 AM
That makes sense Steibler. In my current testing, I have the Van1920x1080 widescreen mod installed and really like it. I have not installed the Hsie and Stiebler hardcode fixes yet. Here are two observations:
1) In order to use the Van1920x1080 widescreen you must use the older version "Hitman_GUI_NYGM3_1.0" rather than the more recent "Hitman Optics NYGM 3.6 (Fixed)" version that is located in the Documentation folder of the "NYGM3_6D" folder which is apart of the NYGM install. Is this correct? What is the difference between these two version of Hitman's GUI?
2) When I look at my current "menu_1024_768.ini" file after installing both Hitman's GUI and vanjast's widescreen mod I notice that the Steibler changes from his hardcode fixes are not there. I also noticed, as Steibler warned, that the numbering system has changed as well. This means I will have to apply Stiebler's hardcode fix manual changes to my final "menu_1024)768.ini" file after installing all other mods paying particular attention to the code titles rather than numbers since they have changed. Is this correct?
Thanks again for continued help on getting me up and running. I guess I have been away from SH3 since about 2009 which seems an eternity with all these new mods and updates that are available.
BigWalleye
07-25-14, 11:29 AM
That makes sense Steibler. In my current testing, I have the Van1920x1080 widescreen mod installed and really like it. I have not installed the Hsie and Stiebler hardcode fixes yet. Here are two observations:
1) In order to use the Van1920x1080 widescreen you must use the older version "Hitman_GUI_NYGM3_1.0" rather than the more recent "Hitman Optics NYGM 3.6 (Fixed)" version that is located in the Documentation folder of the "NYGM3_6D" folder which is apart of the NYGM install. Is this correct? What is the difference between these two version of Hitman's GUI?
2) When I look at my current "menu_1024_768.ini" file after installing both Hitman's GUI and vanjast's widescreen mod I notice that the Steibler changes from his hardcode fixes are not there. I also noticed, as Steibler warned, that the numbering system has changed as well. This means I will have to apply Stiebler's hardcode fix manual changes to my final "menu_1024)768.ini" file after installing all other mods paying particular attention to the code titles rather than numbers since they have changed. Is this correct?
Thanks again for continued help on getting me up and running. I guess I have been away from SH3 since about 2009 which seems an eternity with all these new mods and updates that are available.
1) I am not the expert here, but I will try to answer your question based on what I know and have inferred about the two mods. I apologize to all if my interpretation is wrong, and I invite anyone who has better information (Hitman, especially!) to post here and set me straight.
Hitmans' Optics is just what the name implies. It is a mod which alters the optics of NYGM, with the goal of increasing the historical accuracy of the optics screens only. It changes cameras.dat to make the FoV and magnification historically more appropriate, and to make the proportions of images in the scopes more useful for determining target range and aspect when using scope graticles only (as was done historically). It removes the stadimeter and RAOBF, and uses graticles modeled on surviving examples from actual U-boats. It removes the notepad interface with the WE. That, as I understand, is all it does. It is not a GUI or a replacement for a GUI.
Hitman's GUI is a (partial) change to the NYGM GUI. It incorporates a change to the NYGM optics. Not exactly the same change as Hitman's Optics but very similar. It also adds a new TVR panel (TVR was the German functional equivalent of the TDC), large pop-up gauges for 260m and heading gauges, new images for the officer buttons, and a new target bearing angle calculator. None of this additional functionality appears in Hitman's Optics.
Van1920x1080 is based on NYGM and Hitman's GUI. It might work with Hitman's Optics, but it isn't meant to. If you don't want the additional functionality of Hitman's GUI. you will have to edit it out of Van1920x1080. (BTW, that is the approach I have taken.)
Hitman's Optics is absolutely not a follow-on version of Hitman's GUI. They serve different purposes, should not be used together, and should not be substituted for one another.
2) That is correct. You can also use the .tga files in an item entry (in menu_1024_768.ini) to help identify the item's function. As Stiebler notes, the ItemIDs shown will only match the ItemIDs in from the menu_1024_768.ini from unmodded NYGM.
h.sie has a very nifty little tool for resequencing groups in menu_1024_768,ini. You can find it here: http://www.subsim.com/radioroom/showthread.php?t=152823 Don't leave home without it!
hocking
07-25-14, 12:59 PM
Thank you very much BigWalleye. I was definitely confused thinking those two files were substitutes.
To summarize for anyone else following my attempt to get things straight, Hitman has two versions of his GUI: "Hitman_GUI_NYGM3_1.0" and a newer version "Hitman_GUI_NYGM3_1.1". The version that should be used with vanjast's 1920x1080 widescreen fix for NYGM is the older version "Hitman_GUI_NYGM3_1.0" (keeping in mind that vanjast makes some alterations to this in his widescreen mod). Hitman's "Optics" mod should not be used if your goal is to use vanjast's widescreen mod.
Please correct me if anything above is not true. I am slowing getting to where I want to be to start my first patrol. Hopefully this weekend.
hocking
07-25-14, 03:35 PM
Is "FM_NewInterior v2.1D" interior mod compatible with NYGM, Hitman's NYGM3_1.0, and vanjast's 1920x1080 widescreen mod?
In getting to the end of my install order, this is what order I have installed in:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6D
IABLShipsforNYGM_New
3rd Flotilla Mod
NYGM HiRes Submarines
NYGM 3.6D zigzag campaign layer
Hitman_GUI_NYGM3_1.0
Sh3_volumetric_clouds&fog_V2.2
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Planning to install these next in this order:
FM_NewInterior v2.1D
Supplement to V16B1 (from Hsie's hardcode fixes)
Stiebler4B_Addon_for_B16B1 (from Stiebler's hardcode fixes addon)
Vanjast's 1920x1080 Widescreen
Then I will make the manual changes to files (i.e., menu_1024_768) from Stiebler's hardcode fixes.
The only other mod I would want to add to this list later is the MEP v4 environment mod. I want to try the base NYGM environment first.
BigWalleye
07-25-14, 06:35 PM
To summarize for anyone else following my attempt to get things straight, Hitman has two versions of his GUI: "Hitman_GUI_NYGM3_1.0" and a newer version "Hitman_GUI_NYGM3_1.1". The version that should be used with vanjast's 1920x1080 widescreen fix for NYGM is the older version "Hitman_GUI_NYGM3_1.0"
I made a fairly thorough comparison of the contents of Hitman_GUI_NYGM3_1.0 and Hitman_GUI_NYGM3_1.1. The only substantive difference that I was able to identify was that Hitman_GUI_NYGM3_1.1 contains all the changes necessary to implement h.sie's Colored Hull Integrity Indicator, while Hitman_GUI_NYGM3_1.0 does not. Most of the files in V1.1 show a different timestamp from the same-named files in v1.0, but an examination shows the same file contents. I did not view and compare all the graphics files, but a sampling showed the same contents for them also. I did not review all of cameras.dat parameters, but the UZO, peri, and obs peri entries all show the same parameter values in v1.0 and v1.1. I conclude from these results that Hitman_GUI_NYGM3_1.1 can be used interchangeably with Hitman_GUI_NYGM3_1.0 and that vanjast's widescreen mod will work equally well with either.
And I am relieved, as I didn't notice the call-out for v1.0 in vanjast's documentation. I used v1.1, which I already had in my JSGME Mods folder. I can report that I have not encountered any problems with the combination of Hitman_GUI_NYGM3_1.1 and Van1920X1080, although truthfully I haven't had much operational experience with it yet.
Is "FM_NewInterior v2.1D" interior mod compatible with NYGM, Hitman's NYGM3_1.0, and vanjast's 1920x1080 widescreen mod?
Yes, it works fine and the sub interior looks great in widescreen. You will probably have to edit your commands.cfg file to get the hatches to open and close. (I always use my own custom commands.cfg, so I don't know for sure.) That edit shouldn't be a show-stopper.
A caution: Some, but not all, players who have used TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 have reported experiencing corrupt, unrecoverable saves. This problem doesn't seem to be an inherent flaw in the mod, but the result of an interaction between it and something else in the program environment, probably another mod. To date, no one has succeeded in chasing this problem down. I wouldn't discourage anyone from using this mod, but you might get the rest of your install up and running and gain some operational experience before you load TheDarkWraith_DC_Water_Disturbance_v4_0_SH3. Then try it for a patrol or two without making a heavy emotional investment in a career.
hocking
07-25-14, 11:18 PM
Thank you so much for the clarification on this, and for the warning about the TDW_DC_Water_Dist possible bug. I will hold off on that mod for now and make sure I have everything else working for at least one patrol before trying it out.
I went ahead and installed FM_NewInterior v2.1D before I installed Hitman's GUI v 1.1 and the Van1920x1080 widescreen mod. As you mention, I have the excellent looking interiors but the only way I can get around them is to press SHIFT+F2 (free camera) and float around the sub moving through closed hatches and things like that. The SHIFT+E (dynamic free camera) simply transports me to the engine room, and SHIFT+H and CTRL+H do not open and close hatches. I didn't even try the SHIFT+O or CTRL+0 commands as I am using vanjast's mod for the observation scope. My guess is that when I install Hitman's GUI and Vanjast's widescreen fix after installing the FM_Interiors the commands_en.cfg files are changed removing the FM_Interior functions.
I looked up the code for Shift+E, Ctrl+H, and Shift+H in the commands_en.cfg file that is included with the FM_NewInterior mod and put those lines into the command_en.cfg file in the data/cfg folder (after backing up this file and making sure nothing else was assigned to those keys). This did not work at all. Should I install these three mods in another order? Or, could you let me know what I need to add to the command_en.cfg file to get the full FM_NewInterior functionality?
Really appreciate all your help. After getting this squared away all I have left to do is apply the hardcode fixes and I am ready for my first patrol.
BigWalleye
07-26-14, 07:02 AM
Thank you so much for the clarification on this, and for the warning about the TDW_DC_Water_Dist possible bug. I will hold off on that mod for now and make sure I have everything else working for at least one patrol before trying it out.
I went ahead and installed FM_NewInterior v2.1D before I installed Hitman's GUI v 1.1 and the Van1920x1080 widescreen mod. As you mention, I have the excellent looking interiors but the only way I can get around them is to press SHIFT+F2 (free camera) and float around the sub moving through closed hatches and things like that. The SHIFT+E (dynamic free camera) simply transports me to the engine room, and SHIFT+H and CTRL+H do not open and close hatches. I didn't even try the SHIFT+O or CTRL+0 commands as I am using vanjast's mod for the observation scope. My guess is that when I install Hitman's GUI and Vanjast's widescreen fix after installing the FM_Interiors the commands_en.cfg files are changed removing the FM_Interior functions.
I looked up the code for Shift+E, Ctrl+H, and Shift+H in the commands_en.cfg file that is included with the FM_NewInterior mod and put those lines into the command_en.cfg file in the data/cfg folder (after backing up this file and making sure nothing else was assigned to those keys). This did not work at all. Should I install these three mods in another order? Or, could you let me know what I need to add to the command_en.cfg file to get the full FM_NewInterior functionality?
Really appreciate all your help. After getting this squared away all I have left to do is apply the hardcode fixes and I am ready for my first patrol.
The open/close hatches action of FM_NewInterior v2.1D is linked to the WE. Find the command in commands.cfg for Name=Weapons_officer. Use that key to cycle the hatches. If there is no key bound to that command, assign one. In Hitman's GUI, "SHIFT ;" is unassigned. I use it. BTW, in the commands.cfg for Hitman's GUI, the command Name=Weapons_officer has no key binding.
Then check to see that the WE is on station. I have spent hours (literally!) trying to get the hatch to open, only to realize that I was using the academy missions for my test case - and the WE is not on station when the academy missions load. You must drag the lazy slug off his bunk and into the Command Room (on the crew status page, natch). Then try the hatches.
I don't know about the dynamic free cam. Never used it. But "SHIFT F2" gets me the free cam and that is what I use.
I use a home-brew commands.cfg, which I activate last, along with all other changes I make to the mods I am using. That way, all the rest of my mods are copied into JSGME exactly as downloaded. I call it my "On-top Mod". So when I merge menu_1024_768.ini files from Van1920x1080 and Stiebler's patcher, I leave the mod folders alone and put the merged file into the On-top folder. I found it saves a lot of hair-pulling!
hocking
07-26-14, 09:04 AM
Yes, I also use the Academy "Navigation" mission to test things so I also would have had the issue of the WO being in the bunk! Thanks for the warning.
I have applied the Commands.cfg changes following along with the Commands.cfg file that came with the FM Interior mod. I assigned both the Shift+E and Shift+H (neither were assigned in my original Commands.cfg file) so I will go test things out making sure the WO is on duty. Thanks for your instructions on this.
I think I am done applying mods for now and am ready to start learning NYGM in actual patrols/training missions. Here is my final install order:
Generic Mod Enabler - v2.6.0.157
[G:\SH3-NYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6D
IABLShipsforNYGM_New
3rd Flotilla Mod
NYGM HiRes Submarines
NYGM 3.6D zigzag campaign layer
FM_NewInterior v2.1D
Hitman_GUI_NYGM3_1.1
Sh3_volumetric_clouds&fog_V2.2
Harbor Traffic Add-In
Supplement to V16B1
Stiebler4B_Addon_for_V16B1
Van1920x1080_also install d3d9 files manually
NON-JSGME: Make manual file changes found in Steibler's V16B1 update
Thanks again for all your help in getting me set up correctly.
BigWalleye
07-26-14, 11:28 AM
Yes, I also use the Academy "Navigation" mission to test things so I also would have had the issue of the WO being in the bunk! Thanks for the warning.
I have applied the Commands.cfg changes following along with the Commands.cfg file that came with the FM Interior mod. I assigned both the Shift+E and Shift+H (neither were assigned in my original Commands.cfg file) so I will go test things out making sure the WO is on duty. Thanks for your instructions on this.
I think I am done applying mods for now and am ready to start learning NYGM in actual patrols/training missions. Here is my final install order:
Generic Mod Enabler - v2.6.0.157
[G:\SH3-NYGM\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6D
IABLShipsforNYGM_New
3rd Flotilla Mod
NYGM HiRes Submarines
NYGM 3.6D zigzag campaign layer
FM_NewInterior v2.1D
Hitman_GUI_NYGM3_1.1
Sh3_volumetric_clouds&fog_V2.2
Harbor Traffic Add-In
Supplement to V16B1
Stiebler4B_Addon_for_V16B1
Van1920x1080_also install d3d9 files manually
NON-JSGME: Make manual file changes found in Steibler's V16B1 update
Thanks again for all your help in getting me set up correctly.
Lookin' good! Hope everything works well for you.
Good luck and good hunting!
vanjast
07-27-14, 05:38 AM
..Don't leave home without it!
That's funny..:D
Yes.. this is a very important utility when fiddling the Menu file - saves a lot of headaches :up:
What I did when using this, is keep every backup file created, in another folder - helps if you need to go back a few steps
Is "FM_NewInterior v2.1D" interior mod compatible with NYGM, Hitman's NYGM3_1.0, and vanjast's 1920x1080 widescreen mod? I haven't tried this as I last remember that there there were some problems... but thanks BigWallEye.. I'll install when I return to the 'Bordello' :D
:up:
BigWalleye
07-27-14, 06:32 AM
That's funny..:D
Yes.. this is a very important utility when fiddling the Menu file - saves a lot of headaches :up:
What I did when using this, is keep every backup file created, in another folder - helps if you need to go back a few steps
YES! When you are editing the game files, there is no such thing as too many back-ups.
I haven't tried this as I last remember that there there were some problems... but thanks BigWallEye.. I'll install when I return to the 'Bordello' :D
:up:
Yes, there is a (minor) problem. Hitman's GUI includes a commands.cfg the does not have a keybinding for the Weapons Officer. FM_NewInterior v2.1D uses the Weapons Officer key as the command to cycle the hatches. So you have to edit the commands.cfg and assign the Weapons Officer command to an unused key combination. . No biggie, but it won't work out-of-the-box. But it does work, and looks great at 1920x1080. Thank you!
I have a custom commands.cfg that I always load last, so I never noticed this.
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