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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Mar 2008
Location: brightlingsea
Posts: 6
Downloads: 15
Uploads: 0
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need help with shIII mods
I'm about to sound like an idiot here but how do you install the mods for shIII
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CAPT. SMEGG ![]() |
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#2 |
Grey Wolf
![]() Join Date: Mar 2008
Location: Stavanger,Norway
Posts: 895
Downloads: 78
Uploads: 0
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Hi Capt.smegg
![]() ![]() In Subsim we have all your answers to this wondeful game SH3+++ ![]() It's gonna be a whole new world for you my friend. So I have a link for you to see,and,remeber, read the instructions very,very carefully ![]() And by the way,,WELCOME ABOARD ![]() Here is the link : http://www.subsim.com/radioroom/showthread.php?t=102096 GOOD LUCK ![]() |
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#3 |
Swabbie
![]() Join Date: Mar 2008
Location: brightlingsea
Posts: 6
Downloads: 15
Uploads: 0
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thanks for your help but i dident really understand it because it was for the gwx mod's
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CAPT. SMEGG ![]() Last edited by capt. smegg; 10-12-08 at 03:48 AM. |
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#4 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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Most people here use a tool called JSGME to install their mods.
You can install JSGME on its own, but if you want to install the GWX supermod (an SH3 overhaul which is highly recommended) then you shouldn't and mustn't install JSGME first. GWX must be installed over a clean, unmodified copy of SH3 (patched to v1.4b) and JSGME is automatically installed as part of GWX, along with some optional GWX JSGME mods. That (I assume) is why StarLion directed you straight to the GWX link. If you don't plan to install GWX then you can get JSGME here: http://www.users.on.net/~jscones/sof...cts-jsgme.html
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#5 |
Grey Wolf
![]() Join Date: Mar 2008
Posts: 913
Downloads: 16
Uploads: 0
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Welcome.
![]() This page: http://silent-hunter-addict.com/Ques...m_Members.html was recently set up by another forum member and is extremely useful. |
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#6 |
Swabbie
![]() Join Date: Mar 2008
Location: brightlingsea
Posts: 6
Downloads: 15
Uploads: 0
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i now have a generic mod enabler how do i use it
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CAPT. SMEGG ![]() |
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#7 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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Welcome aboard!
JSGME should install a picture explaining how to load mods via it, but if not here's the basics: 1. In your Silent Hunter folder you should have JSGME.EXE and a folder called MODS. Any folders you place under MODS will show up in JSGME. So basically you'll unpack your mods into the MODS folder. 2. Start up JSGME. On the left side you'll have a list of possible mods you can install. These will match the folders in your MODS folder. To enable one just click on it then on the >> button in the middle. This will copy the folders/files under that mod folder into your game overwriting what was there. If this copy would conflict with another mod you've previous loaded (listed on the right side) you'll get a popup message detailing the files that are conflicting. Just remember that what you put in the MODS folder is the mod folder itself, not the RAR file or 7z file you downloaded. Let us know if you have trouble with this. Not all mods will work nicely with each other, so read up on the ones you want to use before hand. The SH III Mods Workshop forum is good for that. |
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#8 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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Welcome
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#9 | |
Swabbie
![]() Join Date: Mar 2008
Location: brightlingsea
Posts: 6
Downloads: 15
Uploads: 0
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Quote:
it did not show anything like JSGME.EXE ![]()
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CAPT. SMEGG ![]() |
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#10 |
Grey Wolf
![]() Join Date: Mar 2008
Posts: 913
Downloads: 16
Uploads: 0
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Don't worry about seeing JSGME.EXE in the SH III folder. Right click on the JSGME installer that you downloaded. Specify the SH III main folder as the destination & the program willl install itself there. Open up the SH III folder & you'll see a new folder called Mods. Place unzipped mods in that folder. Run JSGME & those mods should appear on the left-hand side of the screen as available to activate.
Certain mods like "Lifeboats & Debris v3b" and "Rowers for Lifeboats & Debris v3b" should be activated in this order: 1) Lifeboats & Debris 2) Rowers...Debris In this example the Rowers mod will overwrite the Lifeboats mod & JSGME will give you a warning message that this is happening and it may adversely affect your game. That's fine; these 2 mods are compatible. The Lifeboats mod will appear greyed out in the lst of active mods when the Rowers add-on is activated. As was previously stated, check a mod's release thread and readme file(s) to see if there are any known compatibilty issues with what you already have installed and active. Help this helps... Last edited by Murr44; 10-16-08 at 11:54 AM. |
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#11 |
Chief of the Boat
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Welcome to the community Kaleun smegg
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#12 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
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Here's my list of "Must Haves" for SHIII:
Silent Hunter III Commander (SH3Cmdr313.zip) http://hosted.filefront.com/Wolfehunter/2238729 GWX 2.1 (follow the links above) Make sure to read the provided manual for installation instructions and for using with Silent Hunter III Commander. Torpedo Damage Final (Torpedo damage Final ver2.0) http://hosted.filefront.com/OceanBlue This is so you can make those pesky enemy ships look like this ! ![]() ![]() RealweatherFix2 Mod (RealWeatherFix2.zip) to add a little variety to the weather and to help combat those month long Atlantic storms. http://hosted.filefront.com/TeddyBar/ Those are the mods that I use. The next mod for me to try out is the Lifeboats and Debris one.
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