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The Ultimate DCS World JSGME Guide - If you use mods, you need this.


Ebs

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I use symbolic links a lot. They come in handy for development.

 

Here's my symbolic link if anyone's interested.

 

EDIT: Had it backwards. You'll want the main Scripts folder to reside in your DCS directory, not Saved Games, otherwise JSGME will overwrite the linked folder and you'll get nothing in Saved Games. Take two! :P

 

mklink /d "C:\Users\Anthony\Saved Games\DCS\Scripts" "C:\MyGames\Eagle Dynamics\DCS World\Config\Scripts"

 

1. Create a Scripts folder in your DCS World directory. I recommend "Config\Scripts" so it doesn't interfere with the main Scripts folder in the main directory. This will be the main folder than you can paste files into that will then be sent to the linked Scripts folder in your Saved Games directory.

 

2. Next, open up a command prompt (Start Menu, type cmd in search and hit enter). Copy the code, and right click in the cmd window and hit paste then enter. If you did it right it should say symbolic link created at blah blah blah... The way to check if it works is to go into your "Saved Games\DCS" directory and open the new Scripts folder that appeared in there, if it works it'll open, if not you'll get an error. If that's the case check your paths in the script and try again, also making sure that there is no Scripts folder in the Saved Games directory before the link is created, only in the DCS directory.

 

3. When you know the link works, all you have to do to get JSGME to paste your custom export script to Saved Games is to include a "Config\Scripts" folder with the file in your mod, and when JSGME activates it the symbolic link will send the file to the "Saved Games\DCS\Scripts" folder where it belongs. :)

 

Hope this helps.

Tried to follow your instructions, but when I tried to create the link there was the following message " Cannot create a file when that file already exists". What did I do wrongly?

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Tried to follow your instructions, but when I tried to create the link there was the following message " Cannot create a file when that file already exists". What did I do wrongly?

 

The command you're trying to execute works in the following way (checkout the wikipedia-description, also linked above):

Syntax for creating directory symlink (simplified):
mklink /d NAME TARGET

The NAME is the path to and name of the symbolic link that is to be created.
The TARGET is the path to where the symblic link will point to.

 

mklink cannot create the symblic link because a file already exists at the NAME location.

 

When you follow Blaze's suggestion this means that you already have a "Scripts" folder where you are trying to create the symbolic link. This is usually the folder where export scripts for TACView, TARS, HELIOS, and so on reside.

 

What you should do:

  • Rename your Saved Games/Scripts folder to something else (ex. Scripts-original).
  • Create the symlink according to Blaze's suggestion.
  • You should now see a "Scripts" symlink (has the small arrow as shortcuts do) inside your Saved Games folder.
  • Move (cut) all the files from the Scripts-original and into the newly created Scripts symlink folder (paste).


Edited by tietze

Please fix the KA-50 bugs :-)

 

Black Shark: Controller profile & setup, TrackIR profile, pit.

Warthog HOTAS: Lubing the stick and extending the stick.

Posts on howto customize switches in DCS &

.

Must-have mods for DCS World and KA-50 (mostly JSGME).

Casual couch pilot, watching capped.tv...

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  • 3 weeks later...
  • 4 weeks later...
...One last thing before I go. JSGME is an incredible help when it comes to DCS:World autoupdating...When you get notification that a new update it available, don't download just yet. Run JSGME and disable all your mods...THEN download and apply the update. This way, your DCS World directory is restored to default and the update won't mess with any of your mods. After the update you can simply enable your mods again. You can even choose to 'compare files with snapshot' after the update to see exactly which files ED have updated...for further tinkering purposes ;)...

JSGME is indeed an incredible help... But just as I was about to activate the Mods in it, there was a new Update yesterday. So I disabled all the Mods... You say after the Update "You can even choose to 'compare files with snapshot' after the update to see exactly which files ED have updated"; I think there are too many Mods to compare with, that you can get "Lost in Space" of their Slats.

 

My question is: is there any Forum for Mod Specialists that can inform Users after each ED-DCS Update, which Mod is outdated, so that we can filter them out to keep the valid one without this toilsome comparison?

 

Tanks anyway for this great Tool


Edited by Biba

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When I click on the jsgme on my desk top I dont get the splash screen asking me to insert "-mod" instead it just goes to the main screen and Im unable to make this work

 

When you installed JSGME, you should have only copied the executable into your root folder. Get rid of the other files/folders and run it again.

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When you installed JSGME, you should have only copied the executable into your root folder. Get rid of the other files/folders and run it again.

 

Thanks that worked :-)

 

the only other part I dont get is this

 

 

"Make a new folder called "Female Wingman" and within that recreate the EXACT structure of the folders..."

 

how do I recreate a structure? cant get my head around this for some reason, maybe because its 3.30 am :sleep:

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^^^ Yep.

 

That is a big help. Though I have built many by hand as well.

 

You create a folder called Something, then create empty folders as needed inside that one until you get to where the actual mod files belong.

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okay got the structure, was easy.

 

Here is the cut n paste from address bar

 

C:\Eagle Dynamics\DCS World\_MODS\Female Wingman\sounds\Speech\Sound\ENG\Common\Wingman\1

 

but, when I check properties on the desktop shortcut I get this "C:\JSGME\JSGME" but no "exe"

on the end of it even though its only the exe in the C\JSGME folder

 

I feel like the dunce of the class because I still cant get this thing to work


Edited by cheap charlie
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I didn't get the initial box asking where my "_mods" folder is located either (i saw someone else had this problem) when i first ran JSGME. Pointers?

 

When you 'installed' JSGME, did you copy just the executable or the whole set of files/folders (which included a default MODS folder)?

 

You will only get that screen if the folder specified in the JSGME.ini file does not exist, or if the ini file itself, does not exist.

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Help with Mod file structure

 

okay. I have read this thread and am getting ready to use JSGME but I have some questions.

 

1. The folder DCS World is the main folder for the game. According to the instructions, the folders for the mod should go after "_MOD" so when I unpack a mod that was zipped and the first folder is DC world and the next folders are say, A, B and C, and assume the name of the mod is legs, then do I just copy and paste the folders in the mod after DCS World AND AFTER THE "_MOD" sub-directory so the file structure would look something like this:

 

DCS World/_MOD/Legs/A/B/C ?

 

2. It appears that the Saved Games folder is going to become more important and I would appreciate a simple example of how to do the symbolic directory. I never heard of this before.

 

3. What do you use the Blank DCS World file directory for and how do you use it?

 

Thanks

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Ok, got this thing working...AND I LOVE IT! However, some of my favorite mods are placed into a .zip folder. They aren't showing up.

 

For example, Deverim's HD Huey Instrument Scales:

 

The location where his modified .DDS files are supposed to go is "../DCS World/Mods/aircrafts/Uh-1H/Cockpit/Resources/Model/Textures/UH-1H-CPT-TEXTURES.zip"

 

It doesn't seem to me that JSGME can reach into the game's default *.zip folders...am I missing something?

[SIGPIC][/SIGPIC]
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JSGME can´t put Files into a Zip Archive as far as i know.

 

You have to make a Copy of the Zip, put the Mod-Files into it, and load it with JSGME.

 

JSGME will then replace the Original Zip with the modded one.

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Wow. What a program. After reading this thread, I played around with JSGME and then unistalled all my mods, ran repair and installed the "_Mods" folder and now have all my mods ready to go. I also used the blank file structure as an easy way to deal with the mods. I am only sorry that I wasted so much time with installing mods before I fully understood the power of JSGME.

 

I have started reading about symbolic links but this issue is going to take some time. I think for the time being, I will make a second shortcut to JSGME and put the saved game folder in this shortcut. That should work-right?

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JSGME can´t put Files into a Zip Archive as far as i know.

 

You have to make a Copy of the Zip, put the Mod-Files into it, and load it with JSGME.

 

JSGME will then replace the Original Zip with the modded one.

 

 

Ah-ha, that makes sense. So it's essentially an extra 1/2 step or so. I'll try it, but I think you solved my problem. Thanks.

[SIGPIC][/SIGPIC]
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  • 1 month later...
I used this in IL2 46 HSFX...

 

Never dawned on me to use it for DCS...

 

Installed and loaded my Mods...works great...

 

Hey Thanks Ebs...just made life so much easier...

 

same here

[sIGPIC][/sIGPIC]

 

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  • 3 weeks later...

Cookies for the guide! I already knew JSGME but this is a nice tutorial to save endless topics of why mods don't apply, which is usually due to messed up file paths.

 

Anyway, assume the following, you attempt to edit your graphics.lua so you make a snapshot of the file as per 1.2.5 vanilla and you start messing in your own modded copy for which you use JSGME to apply. However, when an update changes the layout/structure of the graphics.lua file, yours -based on an older version- is rendered obsolete. What can be done about this using JGSME? Does it offer a find&replace text strings feature to not overwrite entire files but only certain lines within a single file?

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Read the graphis readme text file located here: DCS World\Config\graphics_readme.txt

 

You make changes to a file called autoexec.cfg which is placed here: C:\Users\<YOUR-LOGIN>\Saved Games\DCS\Config\autoexec.cfg

 

Any lines you add to this file override the settings that are in the graphics.lua

There is no need to alter the graphics.lua file anymore. This way, when an update is applied to dcs world, your autoexec.cfg file is not altered in any way and your tweaks are kept intact.

 

Hope this helps?

 

Regards,

Milli

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...and no, JSGME cannot do file edits.

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Milli, I know that an autoexec.cfg does that but I was hoping JSGME could do that for me. For the autoexec.cfg you need to know the exact spelling of a command and its table to generate the proper syntax.

 

Fictional example: from what I've read, for something like BUILDING_DISTANCE in graphics.lua it is possible to be called HOUSES.RANGE when you enter it in the autoexec.cfg. On top of that, you need to know the Lua table name in which the commands are located because you have to add them as a prefix.

 

Long story short: I have yet to find a way to translate lines from the .lua files to the proper syntax required in the autoexec.cfg.

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MSI GTX 970: 1,504MHz core, 1.250V, 8GHz memory

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Milli, I know that an autoexec.cfg does that but I was hoping JSGME could do that for me. For the autoexec.cfg you need to know the exact spelling of a command and its table to generate the proper syntax.

 

Fictional example: from what I've read, for something like BUILDING_DISTANCE in graphics.lua it is possible to be called HOUSES.RANGE when you enter it in the autoexec.cfg. On top of that, you need to know the Lua table name in which the commands are located because you have to add them as a prefix.

 

Long story short: I have yet to find a way to translate lines from the .lua files to the proper syntax required in the autoexec.cfg.

 

I see what you mean now. I don't think JSGME would be able to change lines in a file. Hope someone can help you.

 

Regards,

Milli

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