22.12.2009, 06:37
WindWeapon Wrote:Quote:Please, explain it in a way that someone who is NOT familiar with IL2 modding can understand and use it. I'm in no way a PC, games oder hex edit noob, but telling me that "you have to edit the game's java files to fit the structure of HSFX" won't help ANYone unless it is told HOW. I'm growing quite frustrated with the way how everyone always assumes that people playing with mods have nothing else to do but look into file structure and folder trees and work things out themselves.
If you want to use JSGME to manage your mods in HSFX, this is the way I have figured it out. Its quite easy.
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!
Note I used this procedure to successfully add these mods as well using GME:
- P40 F, L (note, need to update ini files manually as directed along with the GME mod packaging directions)
- Spit Mk1 early (note, need to update ini files manually as directed along with the GME mod packaging directions)
- Hurricane Mk1 early wood prop (note, need to update ini files manually as directed along with the GME mod packaging directions)
I have not tried adding some of my old backup mods from my old UI 1.1+ mod set, but may try if I can identify some which are clearly missing from HSFX.
Additional Note:
- Recommend renaming your "extra" mods added via GME to "MOD - whatever" (exp: "MOD - cockpit_F6F_fly_zo") to clearly identify the extra mods added from the base HSFX 4.1 install. Then if/when 4.2+ comes out, you can simply disable the ones you added prior to updating your HSFX set, then reenable if you need to, following the HSFX update. Makes it very easy to manage mods in the game.
There are likely other ways to manage extra mods, however, using GME as the base tool, this setup seems to work well.
enjoy!
unfortunately this "simple" method won't work with mods which require alteration of ini files !
Maps which introduces new objects ( static.ini ) , new stationary planes ( stationary.ini ) etc .
To be able to add every kind of mods (old and new ones)... Mods folder needs to get created , every relevant ini file needs to be copied from Files folder back to Mods\STD\...
After this adding mods process is the same as with AAA UI's
* do bear in mind that some mods use game default files (from sfs archives) so if same files comes modded in HSFX you may end up with your mod / HSFX mod mix . Way to overcome this is to have all default files needed for desired mod present in Mods folder ( so HSFX modded files won't get loaded )
I'm sorry but there is no other (simpler) way until (if ever) filelist.txt for all HSFX mods gets published (so we know exactly which files comes already modded with HSFX).
reg
Z