22.12.2009, 06:18
I see it this way:
Since HSFX is now THE mod pack for everyone, time will come that most of the mods will be included into the packed files. This might result in a multitude of activatable mods, perhaps (for the sake of clarity) with prefixes like "AAAMod_" to make clear to the SEOW people which mods they can (and should, for compatibility) disregard if playing SEOW. In the end we will - hopefully - end up with the same multitude of activatable mods in the JSGME as we had in the old UI MODS folder, so that everyone can choose to (e.g.) not activate the massively FPS-eating Bf109/FW190 cockpit mods.
This will be a major reason of complaining for the SEOW people, seeing their very own tool "misused" for everyone, but hopefully only in the beginning. Luckily, the JSGME comes with a handy .ini file so that a set of pre-made .ini files can be published on each and every website to be compatible to the respective server settings.
I'm looking forward to those happy days and until to then, I'll be happy with the explanation given here on how to activate mods not yet included in HSFX4.1.
@WindWeapon: THANK YOU!!!!! Very complete and comprehensive explanation. Great!
Since HSFX is now THE mod pack for everyone, time will come that most of the mods will be included into the packed files. This might result in a multitude of activatable mods, perhaps (for the sake of clarity) with prefixes like "AAAMod_" to make clear to the SEOW people which mods they can (and should, for compatibility) disregard if playing SEOW. In the end we will - hopefully - end up with the same multitude of activatable mods in the JSGME as we had in the old UI MODS folder, so that everyone can choose to (e.g.) not activate the massively FPS-eating Bf109/FW190 cockpit mods.
This will be a major reason of complaining for the SEOW people, seeing their very own tool "misused" for everyone, but hopefully only in the beginning. Luckily, the JSGME comes with a handy .ini file so that a set of pre-made .ini files can be published on each and every website to be compatible to the respective server settings.
I'm looking forward to those happy days and until to then, I'll be happy with the explanation given here on how to activate mods not yet included in HSFX4.1.
WindWeapon Wrote:Step 1) download the rar or zip file containing the mod you want to add from the online mod post.
Step 2) Extract the mod to an extraction place. NOT in the game directory.
Step 3) Open the folder which contains the modded data and add a folder called Files/
Step 4) Move the modded content into Files directory in your mod pack
Step 5) Copy the updated modded directory (pack) to your GSGME folder.
Step 6) Via GME, enable your mod.
Here is an example of this process:
1) I downloaded (The link is inoperative) Mr. Jolly's F6F reskinned cockpit mod for HSFX
2) Extracted the rar to a storage drive where I store all my mods (not in game, on separate backup harddrive)
3) Navigated into the extracted mod directory structure to /cockpit_F6F_fly_zo/ directory.
4) added Files directory: cockpit_F6F_fly_zo/Files/
5) moved 3do and all content to cockpit_F6F_fly_zo/Files/ Now it looks like cockpit_F6F_fly_zo/Files/3do/
6) Copied /cockpit_F6F_fly_zo/ directory from my mod storage drive to my game drive and pasted into IL-2 Sturmovik 1946/jsgmemods/
7) Opened GME and enabled cockpit_F6F_fly_zo mod by moving it from the left to right window.
8) That was it, now it works!
@WindWeapon: THANK YOU!!!!! Very complete and comprehensive explanation. Great!