Now comes the most important part of this. I will call mine "More subtle click sound (Cougar_DK)": And if your MOD is one that will have many changes over time then please consider adding a version number to the folder name. The name given here will be the name users of your mod will see when using JSGME, so please give the folder a saying name. This is easiest done by going to the MODS folder in the root of Kharkov and making a new folder. I change the sound file in some kind of editor and have the changed file on my desktop. The sounds for Kharkov are located in the following folder:Īnd I want to make a MOD that changes the "click" sound played when I select something in-game. The JSGME MOD has to have the EXACTLY same folder structure from the root of the Kharkov folder to where the changed files are located. The most important thing when creating a MOD for JSGME is the folder structure. Enjoy yourself.Ĭreating a MOD is way beyond this guide, but how to make it JSGME ready will be covered next. You are now ready for playing Kharkov.If you want to disable a MOD, you select it from the right side "Activated Mods:" and click the "Select the MOD you want to activate by clicking its name and then click the ">" button to activate the MOD:.Start JSGME and you can see your newly installed MOD's, ready for activating:. Open your MODS folder in the Kharkov directory and make sure your MOD's is installed correctly:.Extract the files to your recently added MODS folder in your Kharkov directory (It is VERY IMPORTANT that your unpacker create sub folders!!!!):.The above file looks like this when opened:.Download the MOD and open the zip/rar file with your chosen unpacker, I normally use WinRAR.If you don't have any you can try this one: Stridor_Sound_MODS_JSGME.zip which I will use as an example. First we need one or more MOD's that made for JSGME (way more simple than it sounds, more of that later).And in the MODS folder (NB! Only the JSGME.ini will be visible if you aren't showing hidden files):.If you open your Kharkov folder the JSGME installer has made the following:.txt file with some info about your clean version of Kharkov and can help you when you want to clean up your Kharkov installation. After JSGME starts, click the "Tasks->Generate snapshot of game files.". Start JSGME from the desktop icon (if you selected that option when installing) or browse to your Kharkov folder and double click on the JSGME.EXE.Run the "jsgme_setup.exe" and install JSGME to your Kharkov folder:. Download the latest version of JSGME from the official homepage from the link above.I do this all the time since I don't want to mix it up and I want full control If your dream MOD doesn't comply to the simple structure of a JSGME MOD, then its very easy to do it yourself (read on).But again, nothing that have giving me troubles. This can be an issue for very big MOD's and low disk space. JGSME doesn't use some sort of compression like the LOMAN MOD manager, and therefore will an activated MOD files be in the MOD folder, in the game folder and the original files (if overwriting something) in the backup folder.I keep forgetting this and therefore there can be some mismatch between files when deactivating a MOD. If a patch is released for the game, REMEMBER to de-activate ALL MODS's BEFORE applying the patch.Before starting using a tool like JGSME then make sure you have a clean install of the game, since you want to return to that state sometime in the future.Here are my personal notes and should be taken as that: I will be using this tool for the rest of the guide and have been using it for handling MODS for games like rFactor, Silent Hunter 3 & 4, Panzer Campaigns, EEAH/EECH and Combat Mission. the tool handles the copying of files to the correct folders and then remove them again at the end users command.Ī perfect tool for this is "The Generic Mod Enabler" by JoneSoft and you can download it absolutely free of charge from the official homepage. First of, what is a MOD enabler? A MOD enabler is a tool for enabling and disabling mods, i.e.
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