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Old 07-08-10, 09:01 AM   #1
Sailor Steve
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Yes it is the FMNewInteriors V1.0 and I opened the icon from the desktop and activated from there . I downloaded 7zip , Now what i can do to the files please ?
1. Open the zipped file.

2. Move the files inside to the MODS folder in the SH3 folder.

3. Double-check that it is JSGME-ready by opening the <Mod Name> folder. The next folder inside should be the Data folder, and the ones inside that should be the the folders leading to the different sections of the game. All you are really doing here is making sure there isn't another of the same folder - Data/Data/Sound, or Data/Sound/Sound. It's not as complicated as it sounds when I write it out.

4. Close the folders and double-click on the JSGME icon on the desktop. In the left field you will see the names of mods waiting to be activated. Click on one you think you want and then click the Arrow button to move it to the Activated side.

5. Start SH3 and select one of the Acadamy Training Missions, and see if it worked!

I know that probably sounds like I think you're a total idiot, but sometimes I surprise myself with some little thing I missed, so I try to cover all the bases. If you have any trouble at all, let me know. I'll do what I can to help.
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Old 07-08-10, 11:51 AM   #2
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Default Nothing again ...

Quote:
Originally Posted by Sailor Steve View Post
1. Open the zipped file.

2. Move the files inside to the MODS folder in the SH3 folder.

3. Double-check that it is JSGME-ready by opening the <Mod Name> folder. The next folder inside should be the Data folder, and the ones inside that should be the the folders leading to the different sections of the game. All you are really doing here is making sure there isn't another of the same folder - Data/Data/Sound, or Data/Sound/Sound. It's not as complicated as it sounds when I write it out.

4. Close the folders and double-click on the JSGME icon on the desktop. In the left field you will see the names of mods waiting to be activated. Click on one you think you want and then click the Arrow button to move it to the Activated side.

5. Start SH3 and select one of the Acadamy Training Missions, and see if it worked!

I know that probably sounds like I think you're a total idiot, but sometimes I surprise myself with some little thing I missed, so I try to cover all the bases. If you have any trouble at all, let me know. I'll do what I can to help.
Hey steve I did as you told me but for nothing again
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Old 07-08-10, 05:47 PM   #3
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Can you post a screenshot of what the JSGME screen looks like? Something like Jaesens' picture in post #1?
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Old 07-09-10, 01:27 AM   #4
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Default The picture ....

This is the image

Steve do I need any patches for Silent Hunter's games ? because i didn't install any patches
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Old 07-30-10, 10:39 AM   #5
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Just FYI, a new version of JSGME will be forthcoming in the next week or two. The new version will include the following:

- Fixed: now correctly disables mods that have [ as the first character in the mod name
- Added: new enhanced game file compare feature
- Added: now displays a prompt if JSGME cannot enable or disable mod files (ie because they are open)
- Changed: snapshot/compare feature now based on MD5 sums, not date stamps
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Old 08-02-10, 03:18 AM   #6
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Added: now displays a prompt if JSGME cannot enable or disable mod files (ie because they are open)
I might have to reverse this. Historically I have used the rawest, lowest level system functions to copy and move files. To implement this feature, I have had to use higher level wrappers (which add overhead such as checking whether the file/folder is open and showing a "Try again" message box if it is)...which has resulting is a massive performance decrease. Mods that currently take 1 second to enable now can take 40 seconds, all so that JSGME can trap the situation when users have files open.

Given the unlikelihood that you will have mod or game files open (unless you are a modder), then I don't think this enhancement is worth the performance hit. Thus I will rollback this particular change and remind all users (direct from the User Guide):

Make sure you close all mod and game files before enabling or disabling mods. Not doing so may result in integrity problems and possible game corruption as locked files are ignored by JSGME.
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Old 08-08-10, 07:02 AM   #7
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New release here... http://www.subsim.com/radioroom/showthread.php?t=173323
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Old 07-30-10, 11:06 AM   #8
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This is the image
It looks good from where I sit. I'm not sure why at this point it would not show up. I hope somebody else reading this has some idea of what the problem might be, because at this point I sure don't.

Quote:
Steve do I need any patches for Silent Hunter's games ? because i didn't install any patches
How new are the copies you own? SH3 and SH4 are older now, so if you just bought them they should already be fully patched.

SH5 is still brand-new, so you will need the 1.2 patch to get the latest updates.

JSGME doesn't care about that, just in case that was what you meant.
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Old 07-30-10, 04:25 PM   #9
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Looks like you have the mods folder and JSGME in your My Documents and they should be in your c:\program files\ubisoft\silent hunter x\ folder or wherever you installed the game. JSGME tells you what directory it is running from in that screenshot.
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Old 08-01-10, 02:19 AM   #10
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^ Yes, this.
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