View Full Version : NYGM question
John Pancoast
01-27-19, 11:11 PM
New to SH3. Is there a way to visually tell if this mod is installed ? I.e,. splash screen, etc. ?
I followed the instructions and used JSGME, it says it's activated, but starting the game, nothing is visually different anywhere.
bstanko6
01-28-19, 01:22 AM
Did you install all parts? There are like five files that need to activated in nygm. In the one I have there is a startup black and white picture of a tanker with black smoke, sinking after a torpedo strike.
John Pancoast
01-28-19, 06:23 AM
Did you install all parts? There are like five files that need to activated in nygm. In the one I have there is a startup black and white picture of a tanker with black smoke, sinking after a torpedo strike.
I installed the first three parts from here, https://www.mediafire.com/folder/f21lgiw0v0buw/NYGM_-_Not_Your_GrandMother%27s, that are marked essential. Rest are marked optional. Strange too, when I tried to install parts 2 and 3, JSGME gave me an warning message about how installing them may cause problems with the game.
So I said no. Tried it again and said yes, game ran fine but no nygm.
I must be doing something wrong with JSGME even though it says the mods are activated.
Obltn Strand
01-28-19, 09:43 AM
How about jsgme installation? Did you installed it into same folder as your sh3 game?
John Pancoast
01-28-19, 10:24 AM
How about jsgme installation? Did you installed it into same folder as your sh3 game?
Yes. I noticed though that the data and documentation folders from the mod is put under the JSGME folder when activated, instead of into the SH3 folder, for some reason.
If I drag/dropped the mod data and doc folders into the SH3 folder, I then get the NYGM mod installed correctly, but can't seem to make it work with JSGME.
Obltn Strand
01-28-19, 10:43 AM
First time you activate jsgme it asks permission to create MODS folder into your sh3 folder. Has this happened?
If so copy your mod folders to recently created MODS folder and activate them by jsgme.
Also make sure you don't have any additional folders in your mods. Otherwise they won't work. Extra folders are sometimes created when unpacking...
hauangua
01-28-19, 12:35 PM
First time you activate jsgme it asks permission to create MODS folder into your sh3 folder. Has this happened?
If so copy your mod folders to recently created MODS folder and activate them by jsgme.
Also make sure you don't have any additional folders in your mods. Otherwise they won't work. Extra folders are sometimes created when unpacking...
Step1
https://www.youtube.com/watch?v=zpRYc2OM3yw&feature=youtu.be
Step 2
https://www.youtube.com/watch?v=zpRYc2OM3yw&feature=youtu.be
Hope can help you
bstanko6
01-28-19, 01:02 PM
It is normal to get warnings for the NYGM installation to appear. In most cases for most mods you will get this because you are adding a layer, over a layer, over more layers... so you get that message. Also, when you finish getting NYGM set up, be sure to explore all files inside the NYGM mod... there are other Easter egg mods like bearing tools, harbor traffic and such.
John Pancoast
01-28-19, 01:04 PM
Thank you all for the excellent help. Ended up just doing a re-install of everything, and now JSGME works as it should. Not quite sure why/what is different, but it does.
Did all this before the last couple posts on this thread, but many thanks !
Couple NYGM questions:
1. Starting a patrol, single mission, etc., there is no weapons officer assigned to the command. I assume this is correct ?
2. The various officer spot graphics are now colored blocks with the officer title. I.e., no photos. Is this correct ? Fine with me, just want to make sure I didn't screw something up.
John Pancoast
01-28-19, 01:06 PM
It is normal to get warnings for the NYGM installation to appear. In most cases for most mods you will get this because you are adding a layer, over a layer, over more layers... so you get that message. Also, when you finish getting NYGM set up, be sure to explore all files inside the NYGM mod... there are other Easter egg mods like bearing tools, harbor traffic and such.
Since the creation dates are different, I was hoping that was the answer, thanks !
Yes, I noticed those other mods; I assume I have to drag/drop those to enable them ?
bstanko6
01-28-19, 01:07 PM
If you want a really gritty, realistic encounter minus the fluff of harbour planes and traffic, I suggest NYGM. Truly a challenge. If you combine this with 100% realism, it doesn't get better! For those looking for serious immersion.
Generic Mod Enabler - v2.6.0.157
[C:\myUboat\SilentHunterIII\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Merchant_Fleet_Mod_3.2
Stiebler4C_SubsFlag
NYGM_HiRes_Submarines_3_6F
Harbor Traffic Add-In
M.E.P v5
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
1500 meter bearing overlay
Single Merchant Contact Mod
Depthcharge Shake v2.01
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Color Dials with Dark Compass
NYGM Tonnage War Minefield Mod
Lighthouses and Entrance Points for NYGM3.6F beta
DD_VisibleMines_V1.0
Fubars harbor personnel
Das Boot Clothes
Bearded faces
RL_E v2 standard
RealDC_4
SHIV U-Boat Missions-Flaggen für SHIII
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Real Depth Charge
Thomsen's WhispeRING RING mod
KB's Diesel Sound Mod
TheRealPing
RadioMessage - MorseCodeOnly
TorpedoTubesFfireFinal vStock
Optional O2-Gauges v2 (for V16B1)
Aces' Radio Room Postcards
depth charge explosions and fire light
Stiebler4C_Addon_for_V16B1
Optional - FSF for MEP v5
TKSS18 German U-Boats Compilation(noEagle)
TKSS18 German U-Boats Compilation2(noEagle)
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
Stiebler_EnvSim
M.E.P v5 - VisualSensors for NYGM 3.6D
Haunting Atlantic Wind
Supplement to V16B1 (JSGME)
The first several files are all NYGM based, if you did not add them I suggest you do.
John Pancoast
01-28-19, 01:10 PM
If you want a really gritty, realistic encounter minus the fluff of harbour planes and traffic, I suggest NYGM. Truly a challenge. If you combine this with 100% realism, it doesn't get better! For those looking for serious immersion.
Generic Mod Enabler - v2.6.0.157
[C:\myUboat\SilentHunterIII\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Merchant_Fleet_Mod_3.2
Stiebler4C_SubsFlag
NYGM_HiRes_Submarines_3_6F
Harbor Traffic Add-In
M.E.P v5
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
1500 meter bearing overlay
Single Merchant Contact Mod
Depthcharge Shake v2.01
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Color Dials with Dark Compass
NYGM Tonnage War Minefield Mod
Lighthouses and Entrance Points for NYGM3.6F beta
DD_VisibleMines_V1.0
Fubars harbor personnel
Das Boot Clothes
Bearded faces
RL_E v2 standard
RealDC_4
SHIV U-Boat Missions-Flaggen für SHIII
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Real Depth Charge
Thomsen's WhispeRING RING mod
KB's Diesel Sound Mod
TheRealPing
RadioMessage - MorseCodeOnly
TorpedoTubesFfireFinal vStock
Optional O2-Gauges v2 (for V16B1)
Aces' Radio Room Postcards
depth charge explosions and fire light
Stiebler4C_Addon_for_V16B1
Optional - FSF for MEP v5
TKSS18 German U-Boats Compilation(noEagle)
TKSS18 German U-Boats Compilation2(noEagle)
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
Stiebler_EnvSim
M.E.P v5 - VisualSensors for NYGM 3.6D
Haunting Atlantic Wind
Supplement to V16B1 (JSGME)
The first several files are all NYGM based, if you did not add them I suggest you do.
Thanks, yes, I still love/play AOD, so graphics aren't my priority, ha ! I have NYGM installed, have to check out some of the other above listed mods.
bstanko6
01-28-19, 01:13 PM
Do yourself a favor, don’t activate all of these mods at first. Play NYGM by itself for a mission or two, and then add a few mods at a time. If you just start adding mods on top of mods you won’t know what you like or what effect this will take place that you may not appreciate. Start slow. Some of the mods I have listed I customized and placed in so they would be out of place to most people. So don’t depend on my list to set you up. But most of these mods are very good very stable and you will like. Good luck.
John Pancoast
01-28-19, 01:29 PM
Do yourself a favor, don’t activate all of these mods at first. Play NYGM by itself for a mission or two, and then add a few mods at a time. If you just start adding mods on top of mods you won’t know what you like or what effect this will take place that you may not appreciate. Start slow. Some of the mods I have listed I customized and placed in so they would be out of place to most people. So don’t depend on my list to set you up. But most of these mods are very good very stable and you will like. Good luck.
Planning on exactly that, thanks again !
Wow.
:Kaleun_Cheers:
If you want a really gritty, realistic encounter minus the fluff of harbour planes and traffic, I suggest NYGM. Truly a challenge. If you combine this with 100% realism, it doesn't get better! For those looking for serious immersion.
Generic Mod Enabler - v2.6.0.157
[C:\myUboat\SilentHunterIII\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Merchant_Fleet_Mod_3.2
Stiebler4C_SubsFlag
NYGM_HiRes_Submarines_3_6F
Harbor Traffic Add-In
M.E.P v5
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
1500 meter bearing overlay
Single Merchant Contact Mod
Depthcharge Shake v2.01
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Color Dials with Dark Compass
NYGM Tonnage War Minefield Mod
Lighthouses and Entrance Points for NYGM3.6F beta
DD_VisibleMines_V1.0
Fubars harbor personnel
Das Boot Clothes
Bearded faces
RL_E v2 standard
RealDC_4
SHIV U-Boat Missions-Flaggen für SHIII
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Real Depth Charge
Thomsen's WhispeRING RING mod
KB's Diesel Sound Mod
TheRealPing
RadioMessage - MorseCodeOnly
TorpedoTubesFfireFinal vStock
Optional O2-Gauges v2 (for V16B1)
Aces' Radio Room Postcards
depth charge explosions and fire light
Stiebler4C_Addon_for_V16B1
Optional - FSF for MEP v5
TKSS18 German U-Boats Compilation(noEagle)
TKSS18 German U-Boats Compilation2(noEagle)
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
Stiebler_EnvSim
M.E.P v5 - VisualSensors for NYGM 3.6D
Haunting Atlantic Wind
Supplement to V16B1 (JSGME)
The first several files are all NYGM based, if you did not add them I suggest you do.
bstanko6
02-26-19, 01:01 PM
I did a lot of sound engineering you will not see in my soup. My goal was to get the grittiest feel possible, paying attention to AI reactions and such. If you want fluff... I suggest you go get a unicorn puking cotton candy... but if you want a game that punishes mistakes dearly.... mwahahaha!!!! My mod soup is what you want!
Don’t forget the h.sie patch!
John Pancoast
02-26-19, 01:08 PM
I did a lot of sound engineering you will not see in my soup. My goal was to get the grittiest feel possible, paying attention to AI reactions and such. If you want fluff... I suggest you go get a unicorn puking cotton candy... but if you want a game that punishes mistakes dearly.... mwahahaha!!!! My mod soup is what you want!
Don’t forget the h.sie patch!
When I try many of those mods, they conflict with NYGM ones or at least want to overwrite what NYGM did to some files. So I don't bother with those types of mods.
How did you get around that ?
bstanko6
02-26-19, 03:42 PM
They are suppose to overwrite... in the manual for NYGM it states to allow the mods through.
All non NYGM mods will alert as well. Allow them.
bstanko6
02-26-19, 03:43 PM
The only modnon the list I have that is out of place is the Steibler patch. I had to reconfigure a few things to make it work. If you use it, don’t place it where I did.
John Pancoast
02-26-19, 04:53 PM
They are suppose to overwrite... in the manual for NYGM it states to allow the mods through.
All non NYGM mods will alert as well. Allow them.
Yeah, I know the NYGM work is supposed to overwrite itself. I was meaning the non-NYGM stuff.
You're allowing that to overwrite the NYGM stuff too ? That's what I've seen with some of the mods in your list; they are non-NYGM mods that want to overwrite the NYGM ones, which I don't want to do myself.
bstanko6
02-26-19, 05:09 PM
I have never had a problem with them. Try it and have fun.
John Pancoast
02-26-19, 05:39 PM
Step1
https://www.youtube.com/watch?v=zpRYc2OM3yw&feature=youtu.be
Step 2
https://www.youtube.com/watch?v=zpRYc2OM3yw&feature=youtu.be
Hope can help you
These are excellent btw, many thanks !
BigWalleye
02-26-19, 05:56 PM
If you do not allow a mod - any mod - to overwrite files, it will not function as it's developer intended. Either trust the mods you install and let them overwrite, or don't bother with them.
It is possible to tweak mods and merge files so that inherently incompatible mods will work together. But that requires some knowledge of modding and the mechanics of the mods you try to merge. If in doubt, don't activate it.
bstanko6
02-26-19, 06:17 PM
Well put BigWalleye!
Like I said, aside from the steibler, this mod soup is good. In fact, I can’t wait to hear how you like it!
John Pancoast
02-26-19, 06:31 PM
If you do not allow a mod - any mod - to overwrite files, it will not function as it's developer intended. Either trust the mods you install and let them overwrite, or don't bother with them.
It is possible to tweak mods and merge files so that inherently incompatible mods will work together. But that requires some knowledge of modding and the mechanics of the mods you try to merge. If in doubt, don't activate it.
Yeah, some mess with Hitman's Optics which I use and don't want to change, and I also don't install any non-NYGM mod that overwrites any NYGM files.
No big deal; I like to keep it simple anyway. To each his own.
John Pancoast
02-27-19, 01:59 PM
bstanko6; stumbled upon your videos. Outstanding !
bstanko6
02-27-19, 05:29 PM
Thank you. Hope they help!
Obltn Strand
03-01-19, 02:20 PM
I'd like to recommend FM_Interiors v2.1D. After you install this and your rig can handle it you can declare zentrale as your new home. Perhaps even notifying authorities of your new address :O:
John Pancoast
03-01-19, 04:46 PM
I'd like to recommend FM_Interiors v2.1D. After you install this and your rig can handle it you can declare zentrale as your new home. Perhaps even notifying authorities of your new address :O:
Yeah, they're nice but they mess up the Hitman's Optics 3.6 I'm using so have to pass myself.
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