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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
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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.
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#2 |
Admiral
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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.
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#3 | |
Ocean Warrior
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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.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() Last edited by John Pancoast; 01-28-19 at 06:36 AM. |
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#4 |
Commodore
![]() Join Date: Oct 2009
Location: Helsinki, Finland
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How about jsgme installation? Did you installed it into same folder as your sh3 game?
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#5 | |
Ocean Warrior
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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.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#6 |
Commodore
![]() Join Date: Oct 2009
Location: Helsinki, Finland
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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...
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Himmel, sukeltakaa! |
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#7 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: Verona, Italy
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Step 2 Hope can help you
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
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#8 |
Admiral
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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.
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#9 |
Ocean Warrior
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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.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#10 | |
Ocean Warrior
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Yes, I noticed those other mods; I assume I have to drag/drop those to enable them ?
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#11 |
Admiral
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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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#12 | |
Ocean Warrior
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#13 |
Admiral
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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.
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#14 | |
Ocean Warrior
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#15 | |
Officer
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Wow.
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Leoz "Auf gefechtsstationen!" NYGM |
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