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JSGME - Printable Version +- Phoenix Garden (https://roysforum.com) +-- Forum: VX game and content (some content are compatible with V7.5) (https://roysforum.com/forum-4.html) +--- Forum: Klub 17 Mesh/Script Addon (https://roysforum.com/forum-74.html) +--- Thread: JSGME (/thread-126.html) |
JSGME - grumpf44 - 09-11-2013 The revolution is there !!! Do not try if you do not have a good knowledge of the game and of how to change files and folders !!! In my favorite Flight Sim I use the JSGME (JoneSoft Generic Mod Enabler). This software allows to enable and disable mods on any modable game. It looks the web site is no more reachable, but the software is still available: [To see links please log-in or register here] With this tool we can activate any mod with only one mouse click, even change game patch.. (I give you below samples to change from 99B to 99C)1/ Install the tool. Download this tool and install it into your game directory (change to your appropriate path). [To see links please log-in or register here] When you start JSGME for the first time, the following dialogue will show:[To see links please log-in or register here] Confirm it, so that JSGME creates a new folder named 'MODS' in your game directory [To see links please log-in or register here] JSGME - 2 - grumpf44 - 09-11-2013 2/ Structure of the mods folders The mods folders must have the exact structure of the file of be added or replaced. In the attached example, the new file add a new place in the fetish room (Thank you 1234test...). The file is going to (PlaceOfTheGame)\Archives\2.114.001. So the hierarchy of the mod folder must be NameOfTheMod\Archives\2.114.001\FileOfTheMod. [To see links please log-in or register here] [To see links please log-in or register here] JSGME - 3 - grumpf44 - 09-11-2013 3/ Activation of the mods All the mods must be save in the MODS folder (refers to the image above) You are now able to switch this mod on and off pretty easily. To do that, open JSGME and select a mod. Click on the arrow to activate it. [To see links please log-in or register here] Now the Mod is in the column for the activated mods. To deactivate it, simply reverse the procedure. [To see links please log-in or register here] When you activate mods, the tool make an automatic save of the original files before modification Then launch the game as usual. The fetish room mod makes a bug, you start in the new place with characters in wrong position. So it is very easy to check how JSGME is easy to use: activate the mod, launch the game and open the Fetish room in freemode. Then close the game, desactivate the mod in JSGME and launch once again the game to go the Fetish room... JSGME - 5 - grumpf44 - 09-11-2013 Everything can be moded with JSGME, as long as the mod folder respect the mandatory structure and hierarchy of the inside folders. No more need to play with the txx files. You can enable/disable Ricks9 Mods in one click. You can have a lot of replacing toys. You can have textures by themes (Fantasy, BDSM,...). End of the 5000 limit! You can load only the rooms you want... You can have poses by themes (Foot job...). Re: JSGME - smilinjack - 09-16-2013 Do I need to place all my mods in the newly-created 'MODS' folder? Re: JSGME - grumpf44 - 09-16-2013 smilinjack Wrote:Do I need to place all my mods in the newly-created 'MODS' folder? Do you NEED? Of course no, because until now all the mods were in the folder 2.114.001. Is it better? Yes, because doing so you keep the folder 2.114.001 totally clean with only the structural files issued by TK: no more need to know if a file is game file or mod file... Is it more flexible? Yes, because you enable only the mods you want at the time T. Yes, because the search for conflicts is more easy and safe: you don't play within the game folder, you enable mods from another folder. Yes, because the order you enable the mods doesn't matter (But the modders still need to take care of the txx file name...). The patchs ZA and ZB drives me crazy because of the apparent penis, to disable from the the customizer but leaving a hole once nude, option removed from the ZC: I have removed from the folders 2.114.001 and Binaries all the files related to this patches (yes, even the exe and the dll...) and have created 2 mods folders: with only one click I play to ZB or ZC according to what I want to do: You need 3 minutes to create the structure of the folder for the mod, but it's made for life... Have a look to my MODS folder, a picture may explain more than sentences. [To see links please log-in or register here] There is also the possibility to add in the mod a folder named documentation with a small file named Info.jsgme which can be open with a txt manager, then you see a text when the mouse goes over the name of the mod in the JSGME, helpfull when you don't remember what is the purpose of the mod... [To see links please log-in or register here] Re: JSGME - smilinjack - 09-16-2013 Okay, I think i got it. I'll let you know. Re: JSGME - smilinjack - 09-16-2013 Yeah, okay. It's a nice proggie. I think I'll stick with whatever K-17 comes up with, though. If you use a flight sim, then you'll understand the phrase 'crash and burn', roger that? Re: JSGME - grumpf44 - 09-19-2013 Got a PM, but the answer is good for everybody... Quote:Hi Grumpf44, No, we cannot have more than 80 outfits slots in the game (Until further notice?). Yes, there is no limit to the number of your outfits thru JSGME, as long as the number of the outfits in each mod folder do not exceed 80... For instance, I made a "fantasy" folder, 520Mo, 160 folders, more than 2000 files, including rooms, textures, txx and outfits. When I enable this mod folder, the outfits replace the ones in my main Save folder. Regarding the saving of the outfits in the MODS folder: When you enable a mod, JSGME save in the !BACKUP folder the original files. But when you disable a mod, JSGME do not put back the replacement files in the MODS folders, but destroy them... So once you have save your changes during the game, you must go to the main Save folder of the game, and copy the updated outfits from this main Save to the Save of your mod BEFORE to disable the mod in the JSGME control panel. Same thing if you have in your mod folder toys, poses or sequences you have updated... Re: JSGME - htrek - 09-19-2013 ^that stock 80 "save stuff" limit really sucks ...hope that in future updates it will be possibe to remove it |