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Old 11-06-13, 09:57 AM   #1
Hardigen
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Default Windows 7 and JSGME Problem!

For quite a while I,ve been trying to get JSGME to work, I have 3 Mods I would like on the game ( No Damn Bubbles,Wooden Life Boats,Das Boot Crew Mod for SH5 )there are some absolutely fantastic Mods out there ,but JSGME won,t work on my PC I,ve tried running it as administrator ,different compatability modes ,uninstalling SH5,reinstalled only to and have U play put the latest patch on which changed some of the graphics slightly ( smaller Depth,speed and compass indicators ). I,ve installed a fresh JSGME into the game with the MOD folder and followed the instructions,unzipped the 3 Mods put em in the MODS folder ,then moved em to the Left side of JSGME then moved em over as instructed. STILL NO LUCK. Now I,m running out of Ideas, Has any Skipper got any ideas I could try ? This is what the SH5 folder looks like SH5- data-NDB,NDH,OM#1no dialog indicator-SH5MODS-Extradata-JSGME. I hope that is the correct order, but that's what it looks like ! I,ll Drink The Health of Any Captains with a nice Pint of Thwaithes Mixed in my local if they could put me on the way to resolving the Problem, which I might add also occurs on SH4 .... Theres got to be summat I,M NOT DOING RIGHT ! I thank all who Read this H
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Old 11-06-13, 10:40 AM   #2
Mikemike47
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Quote:
Originally Posted by Hardigen View Post
This is what the SH5 folder looks like SH5- data-NDB,NDH,OM#1no dialog indicator-SH5MODS-Extradata-JSGME.
Disable all mods first.

Wrong, jsgme configured wrong or you did not read the JSGME documentation. Try post #3 of signature link below. Looks like folder structure issues.
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Old 11-07-13, 01:35 PM   #3
Hardigen
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Default THX Mikemike

I,ve looked at what you told me to ,and is not what it should be :- When I put the Mods into the MOD5 folder then open JSGME ,the Mods are NOT on the left hand side ,nothing is in JSGME .So what I do is drag them from the MODS folder TO the left side of JSGME , What d,ye think is wrong there ? It looks like you,ve found maybe whats wrong. Do you know what it could be ? Thanks Mike H
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Old 11-07-13, 02:01 PM   #4
Mikemike47
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Quote:
Originally Posted by Hardigen View Post
I,ve looked at what you told me to ,and is not what it should be :- When I put the Mods into the MOD5 folder then open JSGME ,the Mods are NOT on the left hand side ,nothing is in JSGME .So what I do is drag them from the MODS folder TO the left side of JSGME , What d,ye think is wrong there ? It looks like you,ve found maybe whats wrong. Do you know what it could be ? Thanks Mike H
First thought, JSGME.ini in "Your drive letter:\Silent Hunter 5\MODS\JSGME.ini is corrupted or something related.
Did you install JSGME to the sh5 game root folder? If so, nothing else helped in post #3 of my signature link?
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Old 11-07-13, 03:01 PM   #5
Hardigen
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My SH5 folder now looks like this :- SH5/SH5MODS/data/ JSGME. It could be as you say corrupted ,every time I,ve been putting mods into the MODS folder they,re never in the JSGME when I open it ! Something is stopping them from going over . would you download JSGME again ? although this version is I think the Latest JSGME 2.6 etc . Anyhow I feel I,m getting closer to solving this riddle ,I,ll keep you posted when I get to the bottom of it ,but your advice is valuable H
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Old 11-07-13, 06:23 PM   #6
Mikemike47
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Quote:
Originally Posted by Hardigen View Post
My SH5 folder now looks like this :- SH5/SH5MODS/data/ JSGME. It could be as you say corrupted ,every time I,ve been putting mods into the MODS folder they,re never in the JSGME when I open it ! Something is stopping them from going over . would you download JSGME again ? although this version is I think the Latest JSGME 2.6 etc . Anyhow I feel I,m getting closer to solving this riddle ,I,ll keep you posted when I get to the bottom of it ,but your advice is valuable H
The latest version is version 2.6.0157.

Again, I am reading all what you wrote like you did not read the directions. It is not corrupted, your JSGME if it means JSGME.exe, is in the wrong place. Application executable is 1170KB, version 2.6.0157. Did you just drag and drop the installer executable ( which is different) to SH5/SH5MODS/data/ here? The application program JSGME is showing the wrong folder structure shown above. correct = sh5 game folder\MODS folder created by JSGME installer plus other stuff, etc.

Did you read the JSGMEHelp.txt or JSGME pdf and just need help? The pdf download link is at post #1 of my signature link.
If you have the JSGME installer it should ask for your destination. Destination should be SH5 game folder. A JSGME executable, jsgme.ini and JSGMEHelp.txt should be in the main game folder plus other stuff elsewhere.

JSGMEHelp.txt
Code:
==Using the Generic Mod Enabler==

1. Ensure that you have a clean, unmodded installation of your game, preferably with the latest patch(es) installed. If you are already running a prior version of the Generic Mod Enabler, disable all enabled mods.

2. Install the Generic Mod Enabler to your game's root folder and run once. You will be asked to enter a mods folder name. Unless your game already uses a folder called MODS, it is recommended that you simply press OK to accept the default MODS name. The chosen folder will be created if it does not already exist. At this point you should take a snapshot of your "clean" game files by selecting the "Generate snapshot of game files" option from the "Tasks..." list. This snapshot can be used to verify the integrity of the game files at a later date, after you have installed and uninstalled mods (see "Further notes on usage" for more information).

3. After downloading a mod, unzip it into a sub-folder under the MODS folder (call the sub-folder what you like, but use something that defines what the mod is). Note that the modder may have already set up the mod to be "JSGME compatible", in which case this step and the following step will be done for you. In such instances follow the installation instructions that come with the mod.

4. Ensure that the unzipped files under the new mod sub-folder replicate the game's folder structure. For example, with Silent Hunter III you should see something like:

- SilentHunterIII
  + data
    documentation
  - MODS
    - The Mod Name <created at step 3>
      - data
        - Menu <etc...>
  + Support

5. Run JSGME.exe and you should see the mod listed as an available mod. Simply select and press the ">" button, or click and drag from Available Mods to Activated Mods and the mod is installed! 

That's it! Repeat steps 3 to 5 for each additional mod that you want to install and then simply exit the Generic Mod Enabler and load your (now modded) game as usual.

==Further notes on usage==

- MICROSOFT VISTA USERS: If you are running the Generic Mod Enabler on Vista and are having problems with mods "taking" (the usual symptom is that the MODS folder itself is not created when the Generic Mod Enabler is first run), then simply right-click JSGME.exe in Windows Explorer and select "Run as Administrator". Alternatively, right-click JSGME.exe and select "Properties". In the properties window select the "Compatibility" tab and check "Run this program in compatibility mode" and in the box below select "Windows XP (Service Pack 2)". In some instances you may need to apply both solutions.

- You can explore a mod's file contents through Windows Explorer by right clicking an available (not activated) mod and selecting "Explore".

- Selecting a mod and right clicking will bring up a list of all files in the mod's "documentation" folder for viewing.

- Selecting a mod will display a brief description of the mod if the modder has provided a text file with an ".jsgme" extension in either the "documentation" folder or base folder.

- You disable mods by clicking on the enabled mod and pressing the "<" button, or clicking and dragging from Activated Mods to Available Mods. If an enabled mod has had files updated by subsequent enabled mods, you will not be allowed to disable the mod until the subsequent mods are disabled.

- You can disable all mods in one action by pressing the "<<" button (useful for when patching your game or updating JSGME.exe).

- You can enable or disable multiple mods simultaneously by pressing the CTRL or ALT keys when selecting.

- You can import mods by unzipping anywhere onto your hard drive and then dragging and dropping the mod folder onto the Generic Mod Enabler's "Available Mods" list. The folder and contents will be automatically moved into the MODS folder ready for enabling. Nb: press the Control key when you drop the folder into the Generic Mod Enabler and it will be copied instead of moved. Alternatively, you can use the "Import mod..." task.

- You can remove available mods (not activated) from your computer by selecting and pressing the Delete key.

- You can rename mods by selecting and pressing F2.

- You can search for available or activated mods by pressing F3 or selecting the "Find mod..." option from the "Tasks..." list. Type in all or part of a mod name that you want to find and click the "Find" button. All matches will be listed in the "Results" box; just double-click an entry to view the actual mod entry in the main screen. Mainly useful for those with large numbers of mods.

- You can refresh the mod list at any time by pressing F5.

- You can create new mod folder names by pressing F7.

- You can create mod profiles by selecting the "Save mod profile..." option from the "Tasks..." list. Selecting this option will save to a file of your naming the list of all currently activated mods. At any time in the future you can reload this list of activated mods by selecting the saved profile file (*.mep) through the "Load mod profile..." option.

- You can check the integrity of your game files by selecting the "Compare game files to snapshot" option from the "Tasks..." list at any time. This will compare the current game files against the original snapshot taken at step 2. Any discrepancies will be reported for your information and action.

- To make sharing your mod lists with others easier, you can generate a text file list by selecting the "Export activated mods list" option from the "Tasks..." list. A file titled "Activated mods list.txt" will be saved to your MODS folder.

- You can change the display language of the Generic Mod Enabler by visiting http://www.users.on.net/~jscones/software/products.html and downloading an available language pack. Simply follow the installation instructions included in the language pack.

- MODDERS: You can remove files from the game by including in your package (empty) text files with -remove added to the filename (ie "filename.ext-remove"). Files will be returned when your mod is disabled.

- MODDERS: Add a text file to your "documentation" or base folder with the extension ".jsgme" and the contents (up to 255 characters) will be displayed to the user whenever they click on your mod within the Generic Mod Enabler's interface. This is a great way to quickly "remind" users what your mod does.

- DEVELOPERS: The Generic Mod Enabler accepts a number of command line parameters, giving you the ability to enable and disable mods from your applications. This feature is very useful for setup file builders, who can now, for example, disable all mods automatically prior to installing a mod update. Accepted command line parameters and usage are:

/l "C:\Path\File.mep"
This loads the specified mod profile file. Return value (see below) is the number of mods enabled.

/e "mod 1" "mod 2" .. "mod n"
This enables the specified mods. Return value is the number of mods enabled.

/d "mod 1" "mod 2" .. "mod n"
This disables the specified mods. Return value is the number of mods disabled.

/da
This disables ALL mods. Return value is the number of mods still enabled.

You cannot combine these switches and /e, /d, or /da must be the first switch passed. In addition to these three switches, there is also:

/h<application handle>
It is recommended that you include your application's handle for post-message handling as the Generic Mod Enabler will pass it back when it passes its return value.

/x
If your application opened the Generic Mod Enabler, it will close automatically once processing is finished.

Once the Generic Mod Enabler has handled your request, it will send a message (via SendNotifyMessage) to your application's handle (retrieved from /h) with the wParam being your application's handle and the lParam being the return value.

To accept the message you'll need to define a new windows message in your application:

WM_JSGME : UINT;
...
WM_JSGME := RegisterWindowMessage('JSGME');

and then capture the message in your message handler:

...
if Msg.Message = WM_JSGME then
<do stuff with Msg.lParam>
...

If lParam is negative, or not what you are expecting (ie you're trying to disable 5 mods but get a return value of 4), then you need to do further investigation internally; JSGME.ini is an easy file to query for this purpose if you desire.

==How the Generic Mod Enabler works==

When you run the Generic Mod Enabler, all the sub-folder names under the MODS folder are collected and inserted into the "Available Mods" panel. Enabling a mod copies the associated files across into the game folder structure, backing up any files that it overwrites by appending the mod's name to the file extension and moving to a backup folder. This is why it is important that the folders and files under the mod sub-folder must mirror exactly the structure of the game itself. Also, once you enable a mod, it's good practice not to alter files in the source mod sub-folder. If you want to modify or update files in a mod sub-folder, disable the mod first then re-enable again after the files are updated (ie if a newer version of the mod is released).

The Generic Mod Enabler has been tested with European Air War, Panzer Elite, Silent Hunter III/IV, Total War and various other games but should work with just about any moddable game. Simply follow the above instructions replacing "Silent Hunter III" with the name of the game that you wish to mod.

Enjoy!

Jaesen Jones
JoneSoft
Email jonesoft@internode.on.net if questions or feedback

Last edited by Mikemike47; 11-07-13 at 06:43 PM.
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Old 11-07-13, 10:45 PM   #7
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Quote:
Originally Posted by Hardigen View Post
My SH5 folder now looks like this :- SH5/SH5MODS/data/ JSGME. It could be as you say corrupted ,every time I,ve been putting mods into the MODS folder they,re never in the JSGME when I open it ! Something is stopping them from going over . would you download JSGME again ? although this version is I think the Latest JSGME 2.6 etc . Anyhow I feel I,m getting closer to solving this riddle ,I,ll keep you posted when I get to the bottom of it ,but your advice is valuable H

it should look like this:

ubisoft/ SH5/ then you should see the "MODS" folder along side of or next to the "DATA" folder and the JSGME files

jsgme does NOT go inside of the data folder

jsgme goes inside of the sh5 folder then the mods you want to use go inside of the "MODS" folder found in that same location
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Old 11-08-13, 03:28 AM   #8
Hardigen
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Yes Mike ,I,ve got the instructions for ,and read them , how to install JSGME ,but The first time I installed the Modifier it went into the data folder, and I not knowing, thought that was the correct set up so carried on even with SH4 . If I moved the modifier and its mod folder out of the game then repositioned them in the root folder WOULD that work ? or would it be better to run a fresh JSGME in SH5 which would then set up a new Mods folder in the Root of the game ? Thanks Mike for helping me ! This Saturday I will not be on line for a week ,but will write on Subsim when I get back , When I think of it I must have dragged the Modifier into the game the first time then executed the Mods folder . Both in the wrong place, it was ages ago when I did that ( no wonder its not worked)

Last edited by Hardigen; 11-08-13 at 03:42 AM.
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Old 11-08-13, 04:36 AM   #9
Mikemike47
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Quote:
Originally Posted by Hardigen View Post
Yes Mike ,I,ve got the instructions for ,and read them , how to install JSGME ,
Thank you, thank you for reading and trying many attempts. I say this because a lot of the posts could be avoided if other captains just read the documentation as requested. Saves time for all of us that way.
but The first time I installed the Modifier it went into the data folder, should have never went to the data folder and I not knowing, thought that was the correct set up so carried on even with SH4 . If I moved the modifier and its mod folder out of the game then repositioned them in the root folder WOULD that work ?
don't think it might work because you might be missing other things. See below after the comments in the quote area.
or would it be better to run a fresh JSGME in SH5 which would then set up a new Mods folder in the Root of the game ?
Yes, run a new JSGME and direct the installer to go to the main SH5 root folder . Correct location can be anything you name, for example, "Your drive letter\games\SH5" NOT
Your drive letter\games\SH5\data or any other folder. If windows says to install to something like C:\program files (x86)\ubisoft\silent hunter 5 it does not have to be installed there. Other subsimmers have reported administrator issues or something like elevated privledge problems. Thanks Mike for helping me ! This Saturday I will not be on line for a week ,but will write on Subsim when I get back , When I think of it I must have dragged the Modifier into the game the first time then executed the Mods folder . Both in the wrong place, it was ages ago when I did that ( no wonder its not worked)
I can not tell what the "modifier" is from what you wrote. JSGME installer executable?, JSGME application executable?, MOD folder?

Do you have more than one moddable game, ie, SH4 and SH5 and using a separate JSGME program for each? For example, I have two JSGME desktop shortcuts. One is linked to my Wolves of Pacific main game folder, the other shortcut is linked to Silent Hunter game folder.

When JSGME is installed correctly into any game directory that is moddable, the following happens:
A JSGME executable, jsgme.ini and (JSGMEHelp.txt or Jonessoft.txt - may be dependent on type of installer or drag and drop I used) should be in the main game folder. JSGME executable, jsgme.ini are the very important files needed.

Very important - JSGME installer or actual JSGME application (I do not recall which one) creates the MOD folder for
"Your drive letter\games\SH5". Two sub folders under the MOD folder: (You may or may not see these subfolders, in windows folder options, I have enabled to see all hidden folders, files, or drives.)
Silent Hunter 5\MODS\!BACKUP folder
Silent Hunter 5\MODS\!INSTLOGS" folder
Somewhere in the process there is an additional JSGME.ini file in the Silent Hunter 5\MODS which contains different information than the one in the root game folder. Both JSGME.ini files are important.

For applying mods to MOD folder, once JSGME is installed properly:
Some modders put multiple folders in their compressed file. You must uncompress the mod file structure FIRST and then check the folder levels.
Game\MODS\modname\data
NOT like this:
Game\MODS\modname\foldername\data

Maybe it is best to move all your SH5 Mods to a temporary drive and folder location. delete both JSGME.ini files. Delete the two subfolders in Silent Hunter 5\MODS, too until you get JSGME figured out.

I hope all of this can fix your JSGME issues. Below is an example of what should happen with JSGME when installed properly and the mods individually are installed properly to the MODS folder for any moddable game.
Attached Images
File Type: jpg My JSGME SH5 example.JPG (89.0 KB, 14 views)

Last edited by Mikemike47; 11-08-13 at 05:02 AM.
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Old 05-09-14, 04:29 PM   #10
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My windows 7 jsgme installation seems to always give me the following file structure :

Ubisoft/SH5/JSGME/Mods/

this means my Mod folder seems to be one level lower than all the descriptions of jsgme I have seen, i.e. I should have :

Ubisoft /SH5 / Mods (along side Data etc. )

Am I extracting the zip file to the wrong place ?

Thanks in advance to all !
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Old 05-09-14, 05:11 PM   #11
Mikemike47
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Quote:
Originally Posted by Railgun View Post
My windows 7 jsgme installation seems to always give me the following file structure :

Ubisoft/SH5/JSGME/Mods/
Click on the signature link below Get the user guide, it is much better than the JSGMEhelp.txt. Please attempt to read, read read the documentation first. We will gladly help if you are still stuck.
this means my Mod folder seems to be one level lower than all the descriptions of jsgme I have seen, i.e. I should have :
Quote:
Originally Posted by Railgun View Post
Ubisoft /SH5 / Mods (along side Data etc. )

Am I extracting the zip file to the wrong place ?
Click on the signature link below Get the user guide. Please read, read read the documentation. Errors link talks about where the data folder is, too.
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