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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Commodore
![]() Join Date: Aug 2008
Location: U-30
Posts: 600
Downloads: 919
Uploads: 12
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![]() Quote:
![]() Does someone have it there? Kurtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#17 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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That's the URL of Plissken's* Server for SH3 mods.
You have to look into Jaesen Jones' folder... *AKA Maik Haas |
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#18 |
Stowaway
Posts: n/a
Downloads:
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thx
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#19 |
Commodore
![]() Join Date: Aug 2008
Location: U-30
Posts: 600
Downloads: 919
Uploads: 12
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Aaarrgh sorry!
I am in the Library. Jaesens site for some reason is "filtered", I cannot gain access! Does anybody have a link for me? Thanks a lot if you can help! Ps, Cool SquareSteelBar, thanks for your help! ![]() Kurtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#20 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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Doesn't it work for you?
-> ftp://maikhaas.dyndns.org/Volume_1/S...COMMUNITYMODS/ Go to directory 'Jaesen Jones', click 'jsgme_setup.exe' - it's the latest version... |
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#21 |
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
Downloads: 30
Uploads: 0
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Danke JS.
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#22 |
Commodore
![]() Join Date: Aug 2008
Location: U-30
Posts: 600
Downloads: 919
Uploads: 12
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Got it!
![]() Thanks a lot! ![]() KUrtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#23 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Just a gentle reminder, I get a LOT of PMs and emails from players seeking support on specific mods for specific games.
I can only provide support for setting up and using JSGME. I do not, and cannot, explain what "Mark's Carby Tweaks" mod does, why "BFNMPP v1.3" keeps crashing your game with error 0x0e890a57 after you press the F7 key, or which folders within a mod you need to enable to get the three dials option instead of the two. You need to direct those types of questions to the mod author. Also, if your game suddenly starts crashing after installing a mod, DISABLE THE MOD, then ensure that you have the mod folder structure correctly set as per the JSGME User Guide and the mod author's instructions (particularly the latter). If everything is in order and your problem persists when you re-enable the mod, you will need to consult the mod author directly as your problem will most likely be either with that mod, or your combination of enabled mods. Following the above will most likely see you up and running much quicker than waiting for upwards of 24 hours for me to essentially tell you to consult the mod author. It will also help free me up to focus on feature requests, bug reports, questions surrounding User Guide contents and other JSGME-related questions. |
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#24 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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Jaesen a very quick question. Do I need to disable all mods before upgrading to v2.5 of JSGME (from the previous one) or I can keep them enabled?
Thanks in advance
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![]() http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
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#25 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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No. From the User Guide:
Quote:
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#26 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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![]() http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
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#27 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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IT'S JUST BEEN BROUGHT TO MY ATTENTION THAT MODS HAVING NAMES STARTING WITH [ ARE NOT CORRECTLY HANDLED BY JSGME!
I know the reason and will be working on an update as time permits over the next few weeks. In the meantime, the workaround is simply to ensure that mod names DO NOT START with a [. For example: BAD: C:\Games\SilentHunter\MODS\[My Mod] Conning Tower Emblem\data\ GOOD: C:\Games\SilentHunter\MODS\(My Mod) Conning Tower Emblem\data\ C:\Games\SilentHunter\MODS\Conning Tower Emblem [My Mod]\data\ C:\Games\SilentHunter\MODS\Conning Tower [My Mod] Emblem\data\ |
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#28 |
Medic
![]() Join Date: Apr 2005
Location: Centre
Posts: 161
Downloads: 32
Uploads: 0
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#29 |
Gunner
![]() Join Date: Jun 2007
Posts: 92
Downloads: 1209
Uploads: 0
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I have noticed that sometimes when I enable some Mods with JSGME, a duplicate folder of that particular mod is created outside of the MODS folder in the SH# exe file. It appears that when that happens, the mod does not work. Any ideas to fix this? Or is this normal? Thanks!
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#30 |
Gunner
![]() Join Date: Jun 2007
Posts: 92
Downloads: 1209
Uploads: 0
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Never Mind! I found out the problem. It was a double name install which you and others have repeatedly warned us against! My stupidity!
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