- #Jsgme mod manager v2.60 install
- #Jsgme mod manager v2.60 update
- #Jsgme mod manager v2.60 full
- #Jsgme mod manager v2.60 mods
- #Jsgme mod manager v2.60 download
But you still need full stars/points for a full victory. Germany victory goals is changed/lowered by 1 point on all campaigns. Specific target missions, Like sink 1 carrier is unchanged.Tonnage to save/protect is changed/lowered.Number of ships to sink is changed/lowered.This does not change the original campaign ending date after Black May 1943. This mod decreases every campaigns goals approximately by 50-60% except for the tutorial mission. Lite Campaign LC, subsim forums by Vikinger His describing words: This mod is a compilation of the 'great work' of SH5. Really not sure what to do with this, it hexedits the SH5.exe which sounds very dangerous.
#Jsgme mod manager v2.60 mods
This mod is based on MagUI interface (whatever that is?), not much other info available than the individual mods used list. Sjizzle's Mega Mod Wolfes From The Deep by Sjizzle There is DBSM by Stormy so please don't confuse these two mods. Very highly recommended, if not essential mod. This is a great sound mod regarding the Das Boot Music (not sure about the generic sound bits), gives you excellent Das Boot atmosphere and mood. This mod replaces and adds the music tracks from Silent Hunter 3 and original sound track from Das Boot. I use it for Spintires, Silent Hunter, IL2. (not my work) Hello guys, I bring you (for the ones that don´t know it yet) a mod enabler program that works with almost all games. Here is the mod manager that a few guys in HistorX to manage their mods inside the sim. Please don't confuse this to the other DBSM by winkelmander Jsgme (Mod enabler) - Mod Manager for Games. Stormy's DBSM collection SH5, subsim forums by StormyĭBSM, argh what? I assume its Das Boot Sound Mod, but can't be sure as lame subsim topic first post does not say other than it's a sound mod :(Īpparently this mod is also called SDBSM. It also includes new flotation sinking config, which at least to me is quite radical, ships take like hours to sink now (or at least thats how it feels). Over 30 new ports and 2 new U-boat bases. New campaign covering the 43-44 timeframe. This is basically a campaign mod to extend the war to year 1945. Open Horizons II, subsim forums by Trevally Max time compression is limited to x512 for stability reasons (512? hehe).
Mission objectives tonnage bar removed as they all are now date controlled. Deck gun is balanced to more realistic levels, ie its not so powerful as in original game. One of the features is that real navigation should be used(?). Unless I'm mistaken this mod's campaign lasts until year 1944. The Wolves of Steel - SH5 Megamod by vdr1981 That is prime example of how shitty the subsim forums posting style are :( That topic is horrible mess, its wall of absurd colored text without any clear description of what exactly is the mod. Below you find just quick overview and short human readable descriptions about few selected mods (mostly so called mega mods).
#Jsgme mod manager v2.60 download
Please read general overview of Silent Hunter 5 mods and the subsim modding and download community from our mods page. Is really simple to use and setup, I dont think you guys will have any issue with it.įor those who didn´t understand my explanation there are several videos and tutorials around, just search it for "jsgme" in youtube.Silent Hunter 5 MODs - PMC Tactical PMC Tactical Silent Hunter 5 MODs Overview on Silent Hunter 5 mods
#Jsgme mod manager v2.60 update
There isn´t a reason to update this program, is kinda pointless. Notice how in the pic, the mod Wheel packages is greyed, this is because some files of the mod t150 is in conflict with a file of the same name in the Wheel packages mod. So the order in which you activate the mods is important. In case a mod adds a file, for example uaz.xml, and you activate another mod that adds another file with the same name the program will warn you about this and will activate the last one, leaving the first mod greyed out and disabling the first file in conflict. (The << symbol is to deactivate all the mods at once) NEVER ACTIVATE OR DEACTIVATE A MOD WITH THE GAME RUNNING!!!įor desactivate mods just select it in the list and press the < button. When you download a mod, make sure that the folders structure is like: Mod name/Media/etc etc.Ĭopy the Mod name folder to the MODS folder.Īfter installing some mods, open the program, the mods will appear in the Left side (the deactivated ones)Īnd you should send them to the Right side (the activated ones) by clicking a mod and then pressing the > button.Ĭlose the program, run the game and enjoy the mod. Spintires/MODS/Real Vehicle Names/Media/Classes - Meshes - etc etc In this MODS folder you should add the mods.įor example, the Real Vehicle Names mod will be like this: This program basically adds a folder called MODS to the root folder of the game, and a jsgme.exe file that is the enabler itself. (Of course this is for the players who unzipped the Media folder, and don't, use the origial media.zip)
#Jsgme mod manager v2.60 install
To install it just unzip the file uploaded, enter the folder JSGME, and copy all the files inside to the root of your Spintires game.