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The Art of Applying JSGME Mods
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 |
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.
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Thx for the advise. And no way am I using vista!
Cheers |
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. |
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.
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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.
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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 |
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. |
http://forums.ubi.com/eve/forums/a/t...3?r=3031058373
An illustrated guide for JSGME :roll:. May help:up: RDP |
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Vort |
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! |
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) 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: |
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. |
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