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Seminole
04-13-06, 11:17 AM
I used this utility to install the Grey Wolves mod and all went well...the game plays great.

Then I wanted to uninstall in order to complete the Naval Academy before lauching a career but neither the < nor the << would remove the mod.

Tried the click and drag technigue but that didn't work either.

So...any idea what I am doing wrong?

Did I need to do some kind of backup before I installed GW?

I am re-reading the readme to see if I missed something but so far I am coming up empty.

vois2
04-13-06, 12:52 PM
Thanks for mentioning this. I love JSGME and have not had the specific problem you describe. However, this afternoon I'm going to load up GW using JSGME. I was then planning to pile NYGM1.03 and EUC on top of that. However, I'll pause after enabling GW and see whether I can back out. We'll see if the problem is repeatable.

vois2
04-13-06, 05:17 PM
As promised, I brought my machine up to match yours. That is:
SH3 virgin + patch 1.4b + GW v1.0

I enabled GW using JSGME, then I backed out to disable it from being an active mod. The enabling and disabling both worked perfectly.

So, a few things come to mind...
1) Is the GW v1.0 subfolder placed directly and immediately inside of the MODS folder on your SH3 install directory?
2) When copying the 'six parts' of the unzipped data files for GW, did you place the one special folder 'GW Documentation and optional mods' to its special location?

Seminole
04-13-06, 08:41 PM
What happend was that I used the Ubisoft folder instead of the SHIII folder to extract the utility into..... :down:

Then I went ahead and installed all the others GW...NYGM tonnage...NYGMterrain add-in plus... the Unified mod.

Guess what...the game ran in the original unmodded condition....duh.....

So....I just moved all those folders and files from the UBISoft folder over to the SHIII letting all of them rewrite. as needed ... and guess what again....it works......just fine.....or has for the last couple of hours that I have been playing single missions. I am going down the Kiel canal in a new career and all looks ok to me.

I still don't have any idea whether or not I can undo any of the mods since I installed them in such a bassackward way.....but its really not a problem now. My only concern was to finish the Academy before the mods went in and made it impossible to complete....which I did before I started installing the mods.

So then...if anything comes along that warrants a fresh install I will save the files that have the academy training completed and reinstall everything fresh and hopefully the right way next time..... :shifty:

....and BTW....this Unified mod project really has to be seen to be believed...it is magnificient!

vois2
04-13-06, 09:15 PM
Thanks for the comments. I'm glad you got the mod layers working!

I've now installed SH3 + patch 1.4b + GW + NYGM + EUC.

I haven't had time to play it but tonight I do plan to study the info on "how to play" NYGM, and then launch a career this weekend.

I found your comments about the academy training interesting, so now I have to start reading to learn whether the academy is something I'll need to accomplish before starting a career under these mod layers.

Seminole
04-13-06, 10:37 PM
There was a bonus renown award for completing the academy in the original.

It don't know if it really does anything worthwhile or not with all these new mods. I wanted to do the academy not only because I like going through the training but also because I haven't been able to play SHIII for many months so doing the Academy training was a good way to refresh my memory on how things work in the sim.

One thing I found out with the GW mod only...never mind the NYGM tonnage one....and that is you don't have anywhere near enough deck gun ammo to complete the Gunnery section. It took betwen 30-40 rounds just to destroy one small costal vessel. I don't want to think of what the total for the large cargo would have been.

So that is why I wanted to unmod the GW.

vois2
04-13-06, 11:18 PM
I skipped the academy and went straight to a starting career. I was given 500 tonnage to start, which is probably like the stock game (I can't really remember.) Like you, I haven't played in many months.

I took a good hour tonight to get out of port so that I could play with all the new functionality.

I'm sure I will learn all about the following as I continue to investigate threads, but for now, here is what I have noticed:
1) I used to be able to configure my crew into their departments before embark, and everyone would stay put where I placed them when setting sail. Now, people are moved around the instant you set sail, so you have to watch for that, and reset things the way you want them.
2) It looks like crew ranking configurations have changed from stock for the VIIB. 5 officer, 16 petty, and 25 sailor. I think that is new.
3) Definitely the number of playable slots in the engine rooms has changed. I have more to learn about that, even though upon setting sail it placed 3 guys into formerly-existing slots which made them appear 'dead' and X'ed out right away. They weren't actually dead though, I could move them elsewhere to bring their spirits back.
4) Relative rudder control has been replaced by a chronometer of unknown functionality (as of yet). More reading required.
5) Overall, panel graphic enhancements are just superb. The 3d environment looked poor to what I remember, but I may just need to tweak my drivers to clear it up.

I read your comments about 88mm deck gun. After I had played Real U-Boat for many months, like many others I had pretty much stopped using the deck gun for anything at all. So this doesn't dissuade me from using the GW mod for now.

Seminole
04-14-06, 04:26 PM
I was actually talking about the Gunnery Section of the Academy training more than in campaign.

Still in my first patrol in a IIA I hit a med cargo with my last two torps and watched helplessly as it sailed away at 1 knot listing almost to the waterline. After following for 36 hours I decided it wasn't going down and I had to leave the area .... cussing the fact that there was no gun on the IIA. :down:

vois2
04-14-06, 05:25 PM
I read your comments about that frustration no-sinker situation. It'll be interesting to see how things turn out for my boat when I decide to engage. I had to wind through the Channel on my first patrol out from Willhelsmhaven (VIIb) so this substantially slowed me down on that first patrol.

I'm headed towards my patrol zone now, but wondering if I should even bother since the awards are now on tonnage??

The only consistent gripe I have so far is the 'three dead men' syndrome. The stock SH3 game keeps filling up the engine room as we switch over to oxygenated power while surfacing. But since there seem to be only 5 sailor slots in the engine rooms now, three of those eight are marked with the 'dead man' symbols. I didn't find documentation in the read me which addressed this.