JS Generic Mode Enabler works for Il-2!
#1

http://jonesoft.jaennahre.com/

You install this into the Il-2 root directory. Run it. It makes a MODS folder inside. As long as the mod is in the format like the basic sound mod---a mod folder, with the files in the appropriate Il-2 file structure inside, the program swaps in the mod files, and actually keeps a copy of the unaltered stock files (names changed).

When you first run it, under tasks, you can also create a snapshot of the stock file system. Do this.
Then, you drop the mod into the MODS folder. For example, I unzipped the basic soundmod, and simply put the folder it created into MODS.

I just did it with the base sound mod, and it works fine. Other mods can be added on top, and removed/added at will from within JSGME.

This is like the switcher, but it's generic to ALL mods, you can switch various mods in and out. For example, 3 mods alter the same map different ways. Throw em all in MODS, then turn on the one you want, and run the game.

tater
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#2

Note, this program is what we use to mod SH3 and SH4. It's a GREAT program, awesome for testing, too, since you can alter a couple files, swap them in, test, close game, tweak em, repeat.

Note that the install order of the mods matters, you can overwrite a mod, and it keeps track.

Say 1 mod has a bunch of planes, plus a rework of a map. A later mod just rewrites the same map, but you also want the planes. Install the 2d mod over the first, and the 2d mod's map overwrites the first... but when you uninstall the 2d mod, it goes to the 1st mod's map, uninstall the 1st mod, and it goes back to stock, etc.

VERY powerful tool.

tater
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#3

i'm using the Generic Mod Enabler sin sound mod came out... a very useful tool!!!
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#4

Sounds like magic! Smile
Essential tool IMO.
Thanks a lot spud :wink: !
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#5

I've not been active on this Website....I have not yet installed any Mods. I don't see that the various MOD discussions make reference to JSGME compatibility, as is usual in SH4 community.

Is there, or could there be, a sticky listing all the Mods which are JSGME compatible for easy installation? That would help prevent mistakes in installation.
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#6

With the new wrapper, the MODS folder is used, however. The new wrapper makes thing much easier. Had the wrapper used MOD as the name, then you could have JSGME easily swap mods in and out AND have the new wrapper.
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#7

Thanks for the very quick response...

So, are you saying, then, that JSGME is NOT usable with IL 1946....because one should use wrapper.exe instead? Are you saying that wrapper ceates a "MODS" folder while JSGME creates a separate "MOD" folder? I'm still a little confused.
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#8

No, they both use the same name. With the new wrapper there is a reserved character you can put at the front of a mod name and it won't load it.
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#9

The JSGME works with any game. All it does is takes files from the MODS folder and copy & pastes them to where they are indicated. :wink:
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#10

There are instructions on how to modify JS so that it will work with the new wrapper, in the installation guide section of the Map Mods forum
(The link is inoperative)

Credits to Maraz for the method. I just copied it, and added notes to cover the bits I went wrong on.
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#11

Any chance you could post the modified JSGME so I don't have to learn how to mess with the hex editor Big Grin
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#12

asheshouse Wrote:There are instructions on how to modify JS so that it will work with the new wrapper, in the installation guide section of the Map Mods forum
(The link is inoperative)

Credits to Maraz for the method. I just copied it, and added notes to cover the bits I went wrong on.

Good stuff, Asheshouse. I've been using JSGME for a while and was reluctant to give it up for the new wrapper system. Will try out this new method. Thanks.
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#13

What does the "wrapper" system offer which the JSGME does not? If I really need both, then I would also appreciate a "modified" JSGME as requested by spuds.

Thanks for the help...
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#14

I think the wrapper system makes it easy to remove or just temporarily disable any mod....

yesterday i took a few hours to re-do my MODS folder...by making folders for each mod...from the basic .90 up until present

just add a '-' in front of the name and its disabled......or move the folder to a folder in the Ubisoft one named 'disabled mods'

especially useful if you suspect a mod is conflicting with others...to quickly disable it
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#15

agree with fabianfred... very easy to use new wrapper system.

dzz
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