I've taken to creating my own JSGME-ready mods with just my tweaked config files in them (e.g., menu_1024_768.ini, menu.txt, cameras.dat, etc. - and now commands.cfg) - that way, I can install and uninstall them just like any other mod, which has saved me a tremendous amount of time during testing and saved me from losing any of the work when I install or uninstall other mods. Just have to keep track (which I usually do in a readme or the title of my mod folder) of which mods formed the basis/starting point for my tweaks - so I can distinguish the stock 1.3-based ones from the RFB-based ones, for example. Things can get so confusing, but this has really helped me keep things straight while I'm doing all this experimenting and other folks' mods are still getting updated.
I'm not sure what the problem with the .bak files was, but for some reason SetKeys didn't create its own .bak copy but worked as soon as I created one for it to detect/use. In any event, it seems to be working fine now, and I've successfully added mapped keys to about 6 or 7 of my most-wanted commands, so I'm looking forward to getting them loaded into the speech recognition files and using them on patrol.
It's been a while since I used Shoot (back in my heavy SH3 days) - does it allow you to assign multiple spoken commands to the same game action/key output? (i.e., can you set it up so it will recognize 3 different ways to give the "dive" command, or is it limited to a one-to-one arrangement?) I never really thought about doing that when I was using it, so I don't think I ever actually tested that, but I had the impression for some reason that you couldn't tell it to output the same letter if it heard "this" or "that". Maybe I was just thinking too narrowly at the time.
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