phillip.ed,
You must not be using the JoneSoft Generic Mod Enabler. I encourage everyone to use it. Really simple and works fine with BoBII.
I think all of the Silent Hunter folks use it, too.
If you Install and launch JSGME for the first time, it will automatically create a MODS folder within Battle of BritainII.
Here are the Use Instructions:
==Using the Generic Mod Enabler==
1.
Ensure that you have a clean, unmodded installation of your game, preferably with the latest patch(es) installed. If you are already running a prior version of the Generic Mod Enabler, disable all enabled mods.
2. Install the Generic Mod Enabler to your game's root folder and run once. You will be asked to enter a mods folder name. Unless your game already uses a folder called MODS, it is recommended that you simply press OK to accept the default MODS name. The chosen folder will be created if it does not already exist. At this point you should take a snapshot of your "clean" game files by selecting the "Generate snapshot of game files" option from the "Tasks..." list. This snapshot can be used to verify the integrity of the game files at a later date, after you have installed and uninstalled mods (see "Further notes on usage" for more information).
3. After downloading a mod, unzip it into a sub-folder under the MODS folder (call the sub-folder what you like, but use something that defines what the mod is).
Note that the modder may have already set up the mod to be "JSGME compatible", in which case this step and the following step will be done for you. In such instances follow the installation instructions that come with the mod.4. Ensure that the unzipped files under the new mod sub-folder replicate the game's folder structure. For example, with Silent Hunter III you should see something like:
- SilentHunterIII
+ JSGME data
JSGME documentation
- MODS
- The Mod Name <created at step 3>
- data
- Menu <etc...>
stickman for BoBII, the MODS folder only
- MODS
--- Old_TreeLine
----- IMGMAP16 (and file)
----- MASLMAP (and files) 5. Run JSGME.exe and you should see the mod listed as an available mod. Simply select and press the ">" button, or click and drag from Available Mods to Activated Mods and the mod is installed!
-----
The purple in step 1. is not necessary for normal users, for it to switch mods OK. Maybe some warning messages appear which I ignore.
The yellow Note pertains to this mod, which I now assemble ready to extract directly into the MODS folder, ready for JSGME use. Previously I did not, and I should have.
The orange is my writing as an example of how the folder structure should like for the Green Acres mod. I've done this for you already.
Say that you have DL'd a sound mod from someone (Mercy) that is just a zip named
GunSounds with some .wav files (no folder). Not JSGME ready.
She instructs you to extract all of the .wav sounds to the Samples HI folder.
To assemble this mod yourself for use with JSGME you would do this:
1. Create a folder under the MODS folder named Mercy GunSounds.
2. Create a folder under MODS / Mercy Gunsounds named Samples HI.
3. Extract Mercy's .wav files into this last made Samples HI folder.
The mod is now ready for JSGME use.
When you enable this mod, JSGME automatically backs up the replaced files.
If you like the previous gun sounds, then use JSGME to disable the mod. It will put back in whatever was there in Samples HI before.
Easy enough. I hate to ask Players to backup files or folders. It's a needless pain, when JSGME will do it for you, sweet and easy.
Try JSGME. It is free software.
http://www.users.on.net/~jscones/softwa ... jsgme.html