MOD-Activation_EN - Living Silent Hunter III

Transcription

MOD-Activation_EN - Living Silent Hunter III
MOD-Activation_EN
for LSH3 V5
(LSH3_V5_MOD-Activation_EN)
Creation and Compilation of MODs for the Strategic U-Boat Simulation for Silent Hunter III
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LSH3_V5_MOD-Activation_EN
Content
Foreword................................................................................................................... - 3
The JSGME MOD-Enabler............................................................................................ - 3
The MODs ................................................................................................................. - 5
The “green” MODs: _LSH3_V5__ ............................................................................. - 5
The “blue” MODs: _LSH3_V5_GUI_ .......................................................................... - 6
The “yellow” MODs: _LSH3_V5_SLS_ ....................................................................... - 6
Examples for Activation .............................................................................................. - 7
Overview of the JSGME-Examples ............................................................................ - 8
For the LSH3 V5 – Beginner: ................................................................................... - 8
For the GUI-User: ................................................................................................. - 10
For Single- and MultiPlayer: ................................................................................... - 13
For „Multi-Activation“: ........................................................................................... - 14
Appendix: compatibility of other MODs with LSH3....................................................... - 18
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Foreword
Because of some discrepancies in the forums, concerning the possible and correct order of
activation of the MODs delivered with LivingSilentHunter III V5, we have created this
manual.
We want to start this manual with a general overview of the basic functions of the Jonesoft
Generic MOD Enabler (JSGME) within “The JSGME MOD-Enabler”.
In the chapter “The MODs” we will describe the groups of MODs and if necessary give
special advice for the order of activation.
The last chapter “Examples for Activation” will show possible variations of MODs with
short descriptions. This will not be a complete list of all combinations. For every example
there is a JSGME-Profile available in the games subfolder “_LSH3_V5_JSGME-Profiles” which
easily can be loaded by JSGME.
This package LSH3_V5_JSGME_PROFILES.7z has to be unpacked into the game-folder;
The complete package is available at:
http://www.lsh3.com/v5/mods_en.html
The JSGME MOD-Enabler
After installation and activation of the main MOD _LSH3_V5 there will be another 20 MODs
on the left side of the window. Some of them can be activated on their own, others are
additions and should be chosen if the correspondent main mod is activated before.
The following picture shows the Quick-Info-Function of MS Windows. Keep the mouse steady
for a short time on a MOD name and read the information.
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Further information’s about the MODs are available in the manuals. Some of them contain
advises for activation.
Right click the MOD name and chose the PDF-document according to your language. This
function is available independently from the side, where the MOD is located.
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The MODs
To make the description easier to understand we grouped the MODs by a special
nomenclature and for this example coloured these groups within this manual.
So please don’t worry if your JSGME window DOES NOT SHOW ANY COLOUR! ☺
The “green” MODs: _LSH3_V5__
This group consists of the “elementary” MODs which may be activated in any combination
and order.
A special note for “_LSH3_V5__Single-Multi-Player-Missionen”:
This MOD is especially designed for Online-Gaming. The campaign files do not
contain any ship to shorten the start-up time. If this MOD is activated you should
not play any career.
(Examples: JSGME_BAS_01 to JSGME_BAS_03 and JSGME_MUA_01 to JSGME_MUA_06)
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The “blue” MODs: _LSH3_V5_GUI_
This group deals with the GUIs (Graphical User Interface).
Generally keep in mind, that only one of these GUIs plus one of its additions may be
activated each time.
The GUI “_LSH3_V5_GUI_Multi-SlideOuts” has to be activated without any other GUI.
The GUI “_LSH3_V5_GUI_OLC” can be activated, followed by one of the four dials according
to your type of the U-Boat. Never activate more than one of the dials, because only the last
one will be active.
Please note: If you want to use the “_LSH3_V5__Dunkles-Erkennungshandbuch” together
with the OLC-GUI be aware to activate it after the “_LSH3_V5_GUI_OLC”. If not there will be
an unlovely bright border around the darker ships pages.
The GUI “_LSH3_V5_GUI_Six-Dials-Simfeeling” can be complemented with the dials for the
type XXI-Boat by “_LSH3_V5_GUI_Six-Dials-Simfeeling-Typ-XXI”.
(Examples: JSGME_GUI_01 to JSGME_GUI_05, JSGME_MUA_01 to JSGME_MUA_06)
The “yellow” MODs: _LSH3_V5_SLS_
The MOD “_LSH3_V5_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal” is the main MOD of this
group. It has to be activated before every other of its additions. Depending on your desire
and the performance of your hardware “_LSH3_V5_SLS_Spezialeffekte-Gross” or
“_LSH3_V5_SLS_Spezialeffekte-Mittel” may be added afterwards. The addition
„_LSH3_V5_SLS_Sinkverhalten-SH3“ can be activated after one of the three aformentioned
combinations.
(Example JSGME_BAS_01 to JSGME_BAS_03 and JSGME_MUA_01 to JSGME_MUA_06)
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Examples for Activation
Now succeeding the summary of the maybe most popular activation examples. This will
represent just a small list out of the many possible combinations.
We have saved these examples in JSGME mod profiles within the game folder at
“_LSH3_V5_JSGME-Profiles”. These can be easily loaded as follows: click “Tasks…” then
“Load mod profile…” .
In the opening dialog box navigate to your LSH3 V5-folder and further to
“_LSH3_V5_MANUALS\JSGME-Profiles”. Select the desired profile.
Click “Open” and the MODs in the chosen profile will activate automatically.
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Overview of the JSGME-Examples
For the LSH3 V5 – Beginner:
JSGME_BAS_01
For the first-time user, who does not want to be “disturbed” by radio messages, doesn’t take
care of his crew and wants to so see quick efforts sinking ships.
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JSGME_BAS_02
As well for the “quick gamer” (just important radio messages, no crew fatigue, fast sinking of
torpedoed ships), but who sets value on environment: Bunkerstart, DF-Antenna,
SLS_Spezialeffekte-Mittel.
JSGME_BAS_03
For the advanced beginner, looking for higher provocation (ExtendedChallenge), paired with
a well equipped computer (Spezialeffekte-Gross).
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For the GUI-User:
JSGME_GUI_01
For minimalists: the dark recognition manual with the new GUI Multi-SlideOuts.
JSGME_GUI_02
For the friends of the OLC-GUIs: the dark recognition manual must be activated after the
GUI. The dials may be activated afterwards.
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JSGME_GUI_03
Another example for the OLC-GUI-Fans: here too the dark recognition manual is activated
after the main MOD.
JSGME_GUI_04
The third GUI in our compilation: Six-Dials-Simfeeling with the Dr. Diesel-Console and Big
dials.
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JSGME_GUI_05
This GUI also has an addition – the dials for the Type XXI-Boat.
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For Single- and MultiPlayer:
Special note: the MOD “_LSH3_V5__OhneErmuedung” does not have to be activated
separately, because it is already integrated into “_LSH3_V5__Single-Multi-Player-Missionen”.
JSGME_MP_01
The GUI Multi-SlideOuts is well suited for first-timers in the MultiPlayer-world, because the
torpedo settings are available in the periscope- und UZO-view as slides and the notepad with
its information’s is not covered all the time.
JSGME_MP_02
An absolute classic for torpedo attacks with the wolf pack: the OLC-GUI. Here combined with
ExtendedChallenge, SLS-MOD and Spezialeffekte-Gross.
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JSGME_MP_03
Likewise well suited for Online-Gaming is the GUI Six-Dials-Simfeeling. Its big dials are good
for fast and save course corrections.
For „Multi-Activation“:
JSGME_MUA_01
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JSGME_MUA_02
JSGME_MUA_03
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JSGME_MUA_04
JSGME_MUA_05
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JSGME_MUA_06
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Appendix: compatibility of other MODs with
LSH3
Modifications, which are based on Standard-SH3 called „Stock SH3, will basically be
compatible with LSH3. The specifics, which have to be considered when installing U-boatskins, are mentioned in the appendix “Naming conventions “.
We especially advise that any MOD which changes one or more of the following files, will not
be compatible with LSH3.
Basic.cfg
(data/Cfg)
Flotilla.cfg
(data/Cfg)
Campaign_*.mis
(data/Campaigns/Campaign)
messages_de.txt
(data/Campaigns/Campaign)
flotillas.cfg
(data/Menu/cfg/menu)
de_menu.txt
(data/Menu)
menu_1024_768.ini
(data/Menu)
scene.dat
(data)
EnvColors_*.dat
(data/Env)
SkyColors_*.dat
(data/Env)
flag.dat
(data/Library)
flagS.dat
(data/Library)
Harbor_kit.dat
(data/Library)
materials.dat
(data/Library)
particles.dat
(data/Library)
AI_Sensors.dat
(data/Library)
Sensors.dat
(data/Library)
Weapon_CREW.dat
(data/Library)
guns.dat
(data/Library)
guns.sim
(data/Library)
guns.zon
(data/Library)
guns_SB.dat
(data/Library)
guns_SB.sim
(data/Library)
guns_SB.zon
guns_radars.dat
guns_radars.sim
guns_radars.zon
guns_radars_03.dat
guns_radars_03.sim
guns_radars_03.zon
gunsVAA_Liliput.dat
gunsVAA_Liliput.sim
gunsVAA_Liliput.zon
guns_bunker_01.dat
guns_bunker_01.sim
guns_bunker_01.zon
GUNS_SUB.dat
GUNS_SUB.sim
GUNS_SUB.zon
Search_Lights.dat
Search_Lights.sim
Search_Lights.zon
*.dat
*.dat
sh3.sdl
DC_R_KG.dat
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Library)
(data/Objects)
(data/Submarine)
(data/Sound)
(data/Library)
Please note that the files UBOOT.DAT, TURM.DAT, SENSORS.DAT and SENSORS.SIM have
been revised and changed. These files must not be changed by other MODs, otherwise
important functionality will be lost or SH3 might crash TD)!
Important: SENSORS.DAT and SENSORS.SIM have both been reworked and changed. These
files MUST NOT be replaced by any other MOD! If so most of the functionality will be lost or
SH3 might crash to desktop.
Adding additional objects, Ships, U-boats, Air-planes and Land-units, which are compatible
with Standard-SH3, should make no problems in LSH3.
Modifications especially those made for other Big-MODs, such as GWX, will not be
compatible with LSH3!
In case of doubt regarding compatibility of any MOD, please ask the LSH3 Team
at the well known forums Marinesims or UBI-Forum.
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