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Old 05-16-07, 08:16 AM   #16
danlisa
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I see what you are saying. You are assuming that the DATA folder has been copied into JSGME's MODS folder.

However, when you unzip/extract the mod that you have just downloaded, quite often an EXTRA HEADER folder is created.

So the folder tree (in this case) would be - Best Mod > Best Mod > data > etc etc.
Now if you put that into JSGME then the 'name' you are activating in JSGME's UI will read Best Mod. But you need to remove 1 x Best Mod, for the mod to work (in this example).

As long as JSGME was installed correctly (as per my instructions above) then it will not matter that certain JSGME files were put in the MODS folder.

I'm 99.9% sure that an EXTRA folder is causing the problem.
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Old 05-16-07, 09:36 AM   #17
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I was wondering how you handle a mod that does'nt appear to be written for Jsgme?
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Old 05-16-07, 10:55 AM   #18
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To make a file/mod JSGME ready, you first need to find the original which will be replaced. A windows search for the file name will give you the complete file location.

For example, the location of a cfg file in SH3/SH4 should be.......

Silent Hunter > data > cfg > (name of file here)

All you have to do is recreate this structure but rename the lead folder to a name which is easily remembered, to make your mod JSGME ready. So you have....

My Mod > data > cfg > (name of file here)

FYI, JSGME only uses the lead folder name in the user interface, the second folder in the structure is where it will start reading from and begin making changes.

Oh, JSGME can be used with ANY moddable game, not just the Silent Hunter Series. The same rules apply.
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Old 05-16-07, 12:02 PM   #19
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Quote:
Originally Posted by danlisa
I see what you are saying. You are assuming that the DATA folder has been copied into JSGME's MODS folder.

However, when you unzip/extract the mod that you have just downloaded, quite often an EXTRA HEADER folder is created.

So the folder tree (in this case) would be - Best Mod > Best Mod > data > etc etc.
Now if you put that into JSGME then the 'name' you are activating in JSGME's UI will read Best Mod. But you need to remove 1 x Best Mod, for the mod to work (in this example).

As long as JSGME was installed correctly (as per my instructions above) then it will not matter that certain JSGME files were put in the MODS folder.

I'm 99.9% sure that an EXTRA folder is causing the problem.
Ah, I see what you're saying. I always drag the mod folder from the winrar archive window (that shows the files inside the archive) directly into the MODS folder, which I guess is technically not extracting the file using the complete hierarchy.
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Old 05-16-07, 10:32 PM   #20
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Okay, for the record... NO, I do not have the JSGME files in the MOD folder it created... they are in the root before which would place them in the SH4 folder. I extracted the 2 mods to the SH4 folder also then moved those two folders to the MODS folder. When i execute JSGME, they both appear on the left hand side. I click to move them to the right to activate them. They both are now on the right hand side. I close JSGME window and start the game. I see no difference (buttons do not lite up green and no silver around the dials, etc) I am running the latest patched version of the game and these are the only mods I have ever tried to put on the game... I just dont know what is wrong... I dont even have any saved games... I think I will just reinstall, patch then try again...

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Old 05-17-07, 12:54 AM   #21
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Quote:
Originally Posted by Vortimous
I extracted the 2 mods to the SH4 folder also then moved those two folders to the MODS folder.
Ok, open the MODS folder and double click on one of the added mods and tell us what the next folder that you see is called.
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Old 05-21-07, 02:27 PM   #22
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Sorry it took so long to reply, was out of town... The very next folder is the DATA folder, for each

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