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Old 03-06-11, 07:01 PM   #1
frau kaleun
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If you are using JSGME to enable them directly into the game, just put in the one for your current in-game time period.

Or you can use the "Date" folders feature in Commander and let it enable/disable each one automatically according to the in-game date every time you launch the game.
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Old 03-07-11, 12:36 PM   #2
mr chris
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Ah was wondering if you could possibly use the date folders in SH3 Commander.
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Old 03-07-11, 08:07 PM   #3
frau kaleun
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Quote:
Originally Posted by mr chris View Post
Ah was wondering if you could possibly use the date folders in SH3 Commander.
That's what I do, I try to use as many of Commander's functions as possible. It takes the hassle out of having to enable/disable stuff that is dependent on what date range you're playing, what type boat you're in, whether or not you've transferred to an Arctic or Mediterranean flotilla, etc. Commander is capable of doing a lot of the grunt work for you.
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Old 03-08-11, 02:52 AM   #4
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Quote:
Originally Posted by frau kaleun View Post
That's what I do, I try to use as many of Commander's functions as possible. It takes the hassle out of having to enable/disable stuff that is dependent on what date range you're playing, what type boat you're in, whether or not you've transferred to an Arctic or Mediterranean flotilla, etc. Commander is capable of doing a lot of the grunt work for you.
How do you do that?

Do you put simply, say, MFM-v3-US+UK_Skins19390901 file in the SH3 Date folder?

or

do you rename it as 19390901 before putting it?
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Old 03-08-11, 04:49 PM   #5
frau kaleun
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The Date folders in Commander will enable mods in the game, but only when you launch the game via Commander and only (I assume this is how it works) when your in-game date gets to or is past the date specified in the folder's name, and continue to do so for every session up until the next date for which there is a folder is reached or past (at which point the stuff for the later date gets enabled instead).

What you do is create a folder in the Date directory with the desired date (if one does not already exist) in format YYYYMMDD. In that folder you place the 'data' folder (and all its contents) from the mod you want enabled at or past that in-game date.

All the stuff in that 'data' folder will be written into the game when you launch it via Commander at the appropriate date in your career.

So for skinpack MFM-v3-US+UK_Skins19401101, I have the folders set up like so:

SH3 Commander\Date\19401101\data

The 'data' folder there is just a copy/paste of the 'data' folder from the skinpack.
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Old 03-08-11, 07:25 PM   #6
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Quote:
Originally Posted by frau kaleun View Post
The Date folders in Commander will enable mods in the game, but only when you launch the game via Commander and only (I assume this is how it works) when your in-game date gets to or is past the date specified in the folder's name, and continue to do so for every session up until the next date for which there is a folder is reached or past (at which point the stuff for the later date gets enabled instead).

What you do is create a folder in the Date directory with the desired date (if one does not already exist) in format YYYYMMDD. In that folder you place the 'data' folder (and all its contents) from the mod you want enabled at or past that in-game date.

All the stuff in that 'data' folder will be written into the game when you launch it via Commander at the appropriate date in your career.

So for skinpack MFM-v3-US+UK_Skins19401101, I have the folders set up like so:

SH3 Commander\Date\19401101\data

The 'data' folder there is just a copy/paste of the 'data' folder from the skinpack.
Frau Kaleun, please: Can you post your JSGME list for SH3 Commander? Or the mods installed in commander (with their folders)?

I need that reference for avoid problems...

Many thanks and best regards!

Fitzcarraldo
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Old 03-08-11, 08:12 PM   #7
frau kaleun
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Quote:
Originally Posted by fitzcarraldo View Post
Frau Kaleun, please: Can you post your JSGME list for SH3 Commander? Or the mods installed in commander (with their folders)?

I need that reference for avoid problems...

Many thanks and best regards!

Fitzcarraldo
Here 'tis:

Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 3\GWX3\SH3 Commander\MODS]
My StaticSettings
Nightclub
Ship Names
WB's Warning Orders (SH3 Cmdr) v1.3
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
MFM-v3-US+UK_Skins19391101
MFM-v3-US+UK_Skins19400201
MFM-v3-US+UK_Skins19400501
MFM-v3-US+UK_Skins19400801
MFM-v3-US+UK_Skins19401101
MFM-v3-US+UK_Skins19410201
MFM-v3-US+UK_Skins19410801
MFM-v3-US+UK_Skins19420201
DD_OpenHatch_v3.09_w_CDC_Fix_&_Int_Orders
FM_NI_V1.0 [no sdl file] w Blue Int & Int Orders
GWX - Open Hatch Mod
Random Dockside Music
Mutant 20km Env Mod For GWX3 & SH3 Cmdr
7B Turms Your Way

As you can see, I am using JSGME to mod Commander, instead of manually moving the files in and out of the appropriate folders.

Keep in mind that if you take a mod designed to be enabled in the game folder, but want to mod Commander to enable the mod in the game for you when you launch it, you will have to create the correct the folder/file structure before you use JSGME to put that mod in Commander.

For instance I'm using JSGME to mod Commander to enable FM New Interiors in the game but only when I play a Type VII. So the mod's 'data' folder needs to end up in the SH3 Commander\U-boat folders for the Type VII boats.

So the file structure ends up looking like this:



Each 'data' folder contains all the files needed to enable the mod in the game. When I enable the mod in Commander with JSGME, it writes a copy of the 'data' folder into each U-boat folder for the Type VII boats. When I launch the game via Commander to play a Type VII, Commander writes everything in the 'data' folder for that type boat into the game files, thus enabling the mod in the game for that gaming session.
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Old 03-09-11, 09:50 PM   #8
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Quote:
Originally Posted by Robin40 View Post
How do you do that?

Do you put simply, say, MFM-v3-US+UK_Skins19390901 file in the SH3 Date folder?

or

do you rename it as 19390901 before putting it?
As FKL said, you can use SH3 Commander's date based file transfers; another method is to enable & disable in JSGME. Simply ignore the conflicting file messages that will pop up.
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Old 03-10-11, 03:47 AM   #9
KptnLt Eric Karle
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Quote:
Originally Posted by Robin40 View Post
How do you do that?

Do you put simply, say, MFM-v3-US+UK_Skins19390901 file in the SH3 Date folder?

or

do you rename it as 19390901 before putting it?
Inside SH3 Commander's Date folder there are already a series of folders named for each month of the war, inside each months folder there is a data folder as in the game. By default the only files inside these folders are the War radio mod (data/Sound/Gramophone/Radio.wav) any mods that you wish to install will need to be added to these data folders using the same ingame folder structure as you would if you were adding the files directly to the game or using JSGME
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Old 03-18-11, 11:53 AM   #10
VONHARRIS
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What do I have to do to run the MFM?
Spec: windows xp professional SP3
intel core 2 duo 3.00GHz
RAM : 2 GB 2x1 Gb cards(even raised to 4GB 4x1Gb cards)
Asus Nvidia 460GTX

SH3 + gwx + sh3c + a lot of mods=great game
BUT I want the MFM!
I can not even run the lite version.
It causes CTD at the end of loading the saved game or when I load the Museum.

In my despair I have even used the 4GB patch but I don't think it improved anything.

HELP ME !
Thank you all.

Last edited by VONHARRIS; 03-18-11 at 12:12 PM.
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Old 03-18-11, 12:37 PM   #11
fitzcarraldo
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Quote:
Originally Posted by VONHARRIS View Post
What do I have to do to run the MFM?
Spec: windows xp professional SP3
intel core 2 duo 3.00GHz
RAM : 2 GB 2x1 Gb cards(even raised to 4GB 4x1Gb cards)
Asus Nvidia 460GTX

SH3 + gwx + sh3c + a lot of mods=great game
BUT I want the MFM!
I can not even run the lite version.
It causes CTD at the end of loading the saved game or when I load the Museum.

In my despair I have even used the 4GB patch but I don't think it improved anything.

HELP ME !
Thank you all.
Do you use the 4Gb Patch? Do you have the XP with 64 bits?

I have a lot of mods, and MFM full version, and SH3 GWX works fine in my PC:

Windows 7 Home Premium
Intel i7
4 Gb RAM (I use the 4 Gb Patch).
ATI RADEON 5970.

Without the 4GbPatch, in my system, MFM go to CTD...Only with the 4GP works...

Best regards.

Fitzcarraldo
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Old 03-18-11, 12:49 PM   #12
Fubar2Niner
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Quote:
Originally Posted by VONHARRIS View Post
What do I have to do to run the MFM?
Spec: windows xp professional SP3
intel core 2 duo 3.00GHz
RAM : 2 GB 2x1 Gb cards(even raised to 4GB 4x1Gb cards)
Asus Nvidia 460GTX

SH3 + gwx + sh3c + a lot of mods=great game
BUT I want the MFM!
I can not even run the lite version.
It causes CTD at the end of loading the saved game or when I load the Museum.

In my despair I have even used the 4GB patch but I don't think it improved anything.

HELP ME !
Thank you all.
@VONHARRIS

If your OS is 64bit which I doubt, as the 4GB patch isn't working for you. You'll have to use the 3GB switch for 32bit systems I have posted info regarding this in the past but for the life of me can't remember where. Do a search of the forums mate, I'm sure it'll tip the answer up for you. Best of luck kaleun

Best regards.

Fubar2Niner
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