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-   -   NYGM question (https://www.subsim.com/radioroom/showthread.php?t=239786)

John Pancoast 01-27-19 11:11 PM

NYGM question
 
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

Quote:

Originally Posted by bstanko6 (Post 2588740)
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/f21...randMother%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

Quote:

Originally Posted by Obltn Strand (Post 2588789)
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

Quote:

Originally Posted by Obltn Strand (Post 2588798)
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=zpRY...ature=youtu.be

Step 2
https://www.youtube.com/watch?v=zpRY...ature=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

Quote:

Originally Posted by bstanko6 (Post 2588817)
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

Quote:

Originally Posted by bstanko6 (Post 2588821)
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

Quote:

Originally Posted by bstanko6 (Post 2588826)
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 !

Leoz 02-26-19 06:20 AM

Wow.
:Kaleun_Cheers:

Quote:

Originally Posted by bstanko6 (Post 2588821)
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.



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