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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Jun 2007
Posts: 215
Downloads: 0
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i've posted this on the main page but realized it is better on the mod page. So i have decide to use Oceanblue's torpmod. The problem is that i dont know how to incorporate it into the game. I saved the dowload to the mods folder in the main SH3 file which JSMG's instructions told me to do. It says when i run JSMG that it should be listed. Mabye i havent unzipped it because the fiel shows a zipper on it. It isnt showing up . Do any of y'all know what to do or have instructions for me tofollow(i'm not to computer savy so no big words.) Any help once again. I"m sorry for double posting and hope it isnt an inconvinience. Thankyou --Mowgli
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#2 |
Weps
![]() Join Date: Oct 2006
Location: Jacksonville, FL
Posts: 351
Downloads: 69
Uploads: 0
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It's been a while, but if I remember correctly when you install JSGME in your SH3 directory, it creates another folder called "mods". Unzip the damage texture file in there, such that the directory structure looks something like:
C:\...\Ubisoft\SilentHunterIII\MODS\Torpedo damage Final. Depending on where you installed SH3, the "C:\...\" may be different. If you go into the "torpedo damage final" folder, there should be a folder called "data" - if so, you installed correctly. Then when you run JSGME, you should see "torpedo damage final" as an option to enable. |
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#3 |
Officer
![]() Join Date: Apr 2005
Location: Astoria , Oregon
Posts: 246
Downloads: 0
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Ok .. I was confused too when adding mods to JSMG .... once you download a mod you want ... lets say " Kill_them_all.rar " ( doesn't exist of course ) ..... UNrar it and you get a folder called " Kill_them_all " .............. nows the confusing part ... INSIDE this new folder is another folder called " Kill_them_all " and sometimes a readme.text ..................
Open " Kill_them_all " folder and if you see another folder called " data " close it and copy the " Kill_them_all " ( that has the data one in it ) and paste it in the MODS folder as described by dmlavan and your done .. just open JSMG and enable the new mod .............. hope that didn't confuse you anymore than I am LOL |
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#4 |
Engineer
![]() Join Date: Jun 2007
Posts: 215
Downloads: 0
Uploads: 0
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Thankyou both. One more question. Now it showed up and i moved it over to activated one. Is that all i do?
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#5 |
Weps
![]() Join Date: Oct 2006
Location: Jacksonville, FL
Posts: 351
Downloads: 69
Uploads: 0
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Yep - that's it!
Eventually, your challenge when you have a lot of mods will be that some of them conflict with eachother, and you'll have to determine if you can make them work, or which ones to keep. |
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#6 |
Engineer
![]() Join Date: Jun 2007
Posts: 215
Downloads: 0
Uploads: 0
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ok well i'll try it out now.Thanks y'all.
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