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Wreford-Brown
06-02-08, 10:53 PM
I've finally decided to consolidate my mods onto a single thread for easy access:

How to post a screenshot (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
The files we're not allowed to mention (but everyone knows exists) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Deck Gun Range (25 Dec 08) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Fuel Economy (25 Dec 08) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Decks Awash and Fuel Economy (25 Dec 08) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Renown Replacement (25 Dec 08) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's WAC 4.1 with VonDos' ships v1.9 (14 Nov 09) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Randomised Intro Message (5 Jan 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's non-GWX Mid-Patrol Radio Orders (12 Jan 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's GWX Mid-Patrol Radio Orders (12 Jan 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Ordres Radio pour Mi-Patrouille pas GWX (14 Jan 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Ordres Radio pour Mi-Patrouille GWX (14 Jan 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Befehle des BdU während der Feindfahrt für andere mods (16 Jan 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Befehle des BdU während der Feindfahrt für GWX (16 Jan 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's GWX Mid-Patrol Radio Orders v1.0 (24 Jan 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Mission Orders Lite v1.1 (4 May 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's Warning Orders (SH3 Cmdr) v1.3 (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's VIIA (11 May 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's extra ships for Wilhelmshaven campaign v2.4b (17 May 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB & evan82's XXI 1939 (20 May 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's SH3 Commander Mod (23 May 10) (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
WB's .mis file for molke2005's HMS Tiger (9 Jan 11) (http://www.mediafire.com/file/7o9xv2u64k9kiet/WB%27s%20.mis%20file%20for%20molke2005%27s%20HMS%2 0Terror.rar)


All my mods are available on MediaFire (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)
Older mods or ones that are no longer supported are archived here (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890f85d402b9fc3640c)

Wreford-Brown
06-02-08, 10:54 PM
Do you want to receive radio orders to take part in the historical missions in GWX 2.0?
GWX 2.0 Mission Orders will place you in the middle of the action.

This mod acts as if the Germans had cracked the Allied radio messages (a German Ultra intercept system). The ideas behind this are threefold:
1. It should allow Kaleuns in the vicinity of historical events to get close enough to scripted convoys or task forces to interdict them, and encourages contact reports to be sent to allow the Luftwaffe to assist you in the battle.
2. It is designed to allow Kaleuns to feel more a part of World War Two rather than being a bit player who is only out to sink ships where they can find them.
3. It should allow Kaleuns worldwide to get more of a feel for what is happening elsewhere on the globe. If you're cruising in the Caribbean, you'll know something is going on in the Mediterranean and vice versa.

44 operations that are scripted into the GWX 2.0 campaign are supported by this mod which is only available in English.

All radio messages are directed to your u-boat rather than being generic. This means that as a 1st Flotilla sub you will still receive messages about the Far East. The radio messages that you will receive are not historically accurate as u-boats would not necessarily receive details of operations that they were not part of.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342225 (http://hosted.filefront.com/WrefordBrown/2342225)

Wreford-Brown
06-02-08, 10:55 PM
Do you want to receive radio orders to take part in the historical missions in GWX 2.1?
This mod is an update of the GWX 2.0 Mission Orders mod and supports 47 operations that are scripted into the GWX 2.1 campaign. It is available in English, French and German.
The translation team:
Barbac - translated the French version of GWX 2.1 Mission Orders. Sans Barbac ce mod ne serait pas possible en francais. Merci Beaucoup, Barbac.
Rango - translated the German version. Ohne Rango diesen mod wäre nicht möglich auf Deutsch. Vielen dank, Rango.
History:
v1.3 - Minor adjustment to German version only
v1.2 - Minor adjustment to German Readme
v1.1 - Minor adjustments to French and German versions

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342225 (http://hosted.filefront.com/WrefordBrown/2342225)

Wreford-Brown
06-02-08, 10:56 PM
If playing time is tight and you only want to dip out of TC for messages that are 100% applicable to GWX, this messages mod is for you.

This mod is based on a request from rls669 (and others) for a mod that reduces the number of messages that you receive during the campaign and to receive only messages that are applicable to GWX. It is based upon the GWX 2.1 Mission Orders mod with a vastly cut down version of the original GWX 2.1 messages. It makes you receive only 224 messages throughout the campaign, all of which are relevant to missions scripted into GWX or important to your decision making process (e.g. location of supply ships).

History:
v1.1 - French and German versions added
v1.0 - English language only

The translation team:
Barbac - translated the French version of GWX 2.1 Mission Orders. Merci Beaucoup, Barbac.
Rango - translated the German version. Vielen dank, Rango.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342225 (http://hosted.filefront.com/WrefordBrown/2342225)

Wreford-Brown
06-02-08, 10:57 PM
Do you want to be warned when missions are going to take place in GWX 2.1?

GWX 2.1 Warning Orders complements the Mission Orders mod by enhancing the
orders received during loading. The original loading messages have been kept, to which have been added notification of any operations happening on your deployment date. You will then receive radio orders through the Mission Orders

History:
Deutsch Warning Orders added thanks to Rango.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342225 (http://hosted.filefront.com/WrefordBrown/2342225)

Wreford-Brown
06-02-08, 10:59 PM
Do you want to know what World War 2 would be like with modern media coverage?
Do you want to be kept informed on international events with the benefit of hindsight?

The Lehmann Radio News mod is based on a request from Kpt. Lehmann for a mod that will give radio messages to inform you of events during WW2. It contains 351 radio messages that describe historical events and give quotes. They will be received by your U-boat as radio intercepts from Lehmann International News.

History:
v1.1 - Minor adjustments made thanks to feedback from danurve and mod renamed Lehmann's Radio News

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342225 (http://hosted.filefront.com/WrefordBrown/2342225)

Wreford-Brown
06-11-08, 09:29 PM
WB News Network will keep you informed of historical events and order you to take part in missions in GWX 2.1.

This mod consolidates and supercedes the following four mods:
Lehmann Times
Lehmann Radio News
GWX 2.1 Mission Orders
GWX 2.1 Warning Orders

On your loading screen you will receive Warning Orders of impending operations and news of recent events through SH3 Commander. As you patrol you will receive messages ordering you to take part in missions scripted into GWX 2.1 and informing you of international news.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342227 (http://hosted.filefront.com/WrefordBrown/2342227)

Wreford-Brown
07-07-08, 11:59 AM
Do you get tired of looking for the most fuel efficient speed for your U-boat?
Do you want to maximise your range?

Welcome to WBs Fuel Economy Mod.

Content:
This mod will replace the speed setting for 'Ahead One Third' (number 2 key) with the most fuel economic setting for your U-boat.

Background:
This mod is one that I've been using for some time as I got annoyed with manually setting the speed of my U-boat to the most economic setting, therefore giving the best range. Note that fuel economy has nothing to do with the speed indicated on your dials - in calm seas you will have a faster speed than in rough seas but your engine settings will remain at the most fuel economic setting.

Conflicts:
The only known conflict is with the mod that changes your 'crash dive' depth. Apologies to the modder who created that mod - I haven't been able to find your name using the search function. Let me know who you are so I can give proper credit.

Credits:
Thanks to all those who posted on the 'most economic cruising speed' thread at http://www.subsim.com/radioroom/showthread.php?t=137775.

History:
V1.0 - Original, only VIIC supported.
v1.1 - IIA added.
v1.2 - All other U-boats added.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342227 (http://hosted.filefront.com/WrefordBrown/2342227)

ReallyDedPoet
07-07-08, 12:07 PM
Great, I'll update the SH3 Mods Page with this.


RDP

Wreford-Brown
10-03-08, 04:36 PM
This mod comes from a request from Reece for WBNN to support GWX 1.03. It consolidates and supercedes the following four mods:
Lehmann Times
Lehmann Radio News
GWX Mission Orders
GWX Warning Orders

It contains GWX 2.1 messages adjusted to fit in with GWX 1.03. On your loading screen you will also receive Warning Orders of impending operations and news of recent events. As you patrol you will receive messages ordering you to take part in missions scripted into GWX 1.03 and informing you of international news.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342226 (http://hosted.filefront.com/WrefordBrown/2342226)

Wreford-Brown
10-03-08, 04:40 PM
GWX 2.1 Renown Replacement answers a request from lobomarinho for the renown awarded for reaching and patrolling your given patrol grid to be replaced.

This mod is only compatible with GWX 2.1 plus BBWs GWX 2.1 fix. Using with other mods may have an adverse effect.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342225 (http://hosted.filefront.com/WrefordBrown/2342225)

Wreford-Brown
10-03-08, 04:42 PM
This is a simple mod that will adjust the setting for 'Short Range' for your deck gun to 1500m rather than the default 1000m. Your deck gun crew will therefore engage any target from 1500m when you order them to 'fire at short range' through the Watch Officer.

This mod is one that I've been using for a while as I find that the standard 1000m is too close to some ships (especially jimbuna's Q-ships!). 1500m seems to be the best balance between accuracy and the ability to get the hell out of Dodge if the ship I'm attacking has too many weapons.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342227 (http://hosted.filefront.com/WrefordBrown/2342227)

Wreford-Brown
10-03-08, 04:45 PM
The Decks Awash Mod is another one that I made to make my life easy. It will replace the 'Snorkel Depth' (; key) setting for your U-boat to allow you to sail with decks awash.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342227 (http://hosted.filefront.com/WrefordBrown/2342227)

Wreford-Brown
12-26-08, 01:25 PM
The following mods are now compatible with GWX 3.0 Gold:
GWX 3 - Deck Gun Range (25 Dec)
GWX 3 - Decks Awash (25 Dec 08)
GWX 3 - Fuel Economy (25 Dec 08)
GWX 3 - Renown Replacement (25 Dec 08)
GWX 3 - XXI 1939 (25 Dec 08)

Mods are available at: http://hosted.filefront.com/WrefordBrown (http://hosted.filefront.com/WrefordBrown)

h.sie
12-26-08, 01:30 PM
The following mods are now compatible with GWX 3.0 Gold:
GWX 3 - Deck Gun Range (25 Dec)
GWX 3 - Decks Awash (25 Dec 08)
GWX 3 - Fuel Economy (25 Dec 08)
GWX 3 - Renown Replacement (25 Dec 08)
GWX 3 - XXI 1939 (25 Dec 08)


and what is about mission orders and warning orders? are they compatible with gwx3??

by the way: merry christmas and thanks for your mods and work!

UberTorpedo
12-26-08, 01:36 PM
Ha. I had all your mods downloaded before you posted :rotfl:.

Many thanks for your contributions. They add alot to gameplay :up:

cheers

Wreford-Brown
12-26-08, 02:59 PM
and what is about mission orders and warning orders? are they compatible with gwx3??

GWX 3 Mission Orders and Warning Orders are en route - there's a bit more work that needs to be done to make them compatible.
2.1 Mission and Warning Orders will suffice for the time being. There are a couple of campaign changes that you'll miss out on but not until 1943.

Many thanks for your contributions. They add alot to gameplay :up:

Always a pleasure!

ssconvert
12-27-08, 03:30 AM
Ah Wreford, will you make a WB News Network GWX 3.0 compatible version for those who want the entire package?????

Can you give an estimated time of arrival? ....pls....

Wreford-Brown
12-27-08, 04:07 AM
I'm awaiting one permission but it's already done in English, I'm just looking for someone to translate a few messages (less than 6) into French and German.

There will also be an updated Mission Orders Lite for those who prefer to receive less messages but still get the Mission Orders.

Wreford-Brown
12-27-08, 03:59 PM
This mod is based upon GWX 3.0 Mission Orders plus a cut down version of the original GWX 3.0 messages. It makes you receive around 230 messages throughout the campaign, all of which are relevant to missions scripted into GWX or important to your decision making process (e.g. location of supply ships)

Translation team:
Barbac - translated the French version of GWX 2.1 Mission Orders.
Alex - translated the GWX 3 Mission Orders messages.
Sans Barbac et Alex ce mod ne serait pas possible en francais. Merci Beaucoup mes amis.
Rango - translated the German version of GWX 2.1 Mission Orders.
mrchris - kindly volunteered his mother-in-law to translate for GWX 3. This makes him a much braver man than I am!
Ohne Rango und mrchris diesen mod wäre nicht möglich auf Deutsch. Vielen dank Meine Freunde.

I would be grateful if someone could create a post in the German and French forums - my schoolboy language skills are not up to the task. "Please, sir, murder me but do not murder my language".

Mod is available at: http://hosted.filefront.com/WrefordBrown (http://hosted.filefront.com/WrefordBrown)

Wreford-Brown
12-27-08, 04:33 PM
WB News Network will keep you informed of historical events and order you to take part in historical missions scripted into GWX 3.0.

Content:
WBNN consists of two parts:
1. Mission Orders. As you patrol you will receive messages ordering you to take part in missions scripted into GWX 3.0. This is available in English, French and German.
2. Warning Orders. On your loading screen you will receive Warning Orders of impending operations and news of recent events. This is currently only available in English but if you're interested in translating into French or German then PM me.

Translation Team:
Barbac - translated the French version of GWX 2.1 Mission Orders.
Alex - translated the GWX 3 Mission Orders messages.
Sans Barbac et Alex ce mod ne serait pas possible en francais. Merci Beaucoup mes amis.
Rango - translated the German version of GWX 2.1 Mission Orders.
mrchris - kindly volunteered his mother-in-law to translate for GWX 3. This makes him a much braver man than I am!
Ohne Rango diesen mod wäre nicht möglich auf Deutsch. Vielen dank Meine Freunde.

I would be grateful if someone could also create this thread in the German and French forums.

Mod is available at: http://hosted.filefront.com/WrefordBrown (http://hosted.filefront.com/WrefordBrown)

A6Intruder
12-28-08, 02:45 AM
I would be grateful if someone could also create this thread in the German forum.

Mod is available at: http://hosted.filefront.com/WrefordBrown (http://hosted.filefront.com/WrefordBrown)[/quote]

Done.:up:
Kind regards

Wreford-Brown
12-28-08, 03:59 AM
Danke, A6.

mr chris
12-29-08, 08:39 AM
Nice work matey.
Am D/L now will install once i have finshed my current patrol.:up:

Wreford-Brown
01-03-09, 03:58 AM
Welcome to the Churruca mod by AH_Thor and Wreford-Brown.

The Churruca class were destroyers built for the Spanish Navy based on a British design. Sixteen ships were built, two of them sold to Argentina. The Spanish Navy played an important role in WW2 that has generally been forgotten due to their neutrality. Spain supported German U-boats in neutral harbours, creating a safe haven from where they could refuel and refit before going back into battle. The heavy cruiser SPS Canarias also assisted the search for survivors from the sinking of the Bismarck. It is time for Spain to take its place in GWX.

This mod contains AH_Thor's Churruca mod plus campaign files adjusted by Wreford-Brown to include the Churruca in the GWX 3.0 campaign.

This mod must only be placed on GWX 3.0. Detailed installation instructi0ons are included in the Readme.

Credits:
The GWX Team - created GWX 3.0 which is the base for the campaign side of this mod.
bigboywooly - made this mod possible by updating the original GWX 3.0 campaign files to amend some minor errors and giving us permission to amend them to support AH_Thor's Churruca ship. He also pointed AH_Thor in the right direction to put the final corrections into the Churruca destroyer model.
JScones - Created the outstanding JSGME and we've blatantly plagiarised his detailed installation instructions.

Permissions:
GWX 3 campaign files remain property of the GWX team and permission must be sought from them for its use.
Churruca ship model remains the property of AH_Thor and permission must be sought from him for its use.

History:
v1.1 - Churruca_SCR file included to allow custom campaign installs.

In memoriam:
The soldiers, sailors and airmen who fought, and fight, for our freedom. Lest we forget...

mr chris
01-03-09, 04:33 AM
Great stuff thanks very much WB:up:

Wreford-Brown
02-19-09, 08:38 AM
This mod will make a type XXI U-boat available from the start of the war with a mixture of TIII and TIX torpedoes.

Credits:
JScones has deciphered the grid code in flotilla.cfg which has allowed patrol grids to be allocated to the XXI. I spent two months banging my head against a brick wall trying (and failing), by trial and error, to allocate patrol grids. JScones has allowed this mod to be complete.
evan82 - found a number of conflicts that I missed. Thank you.

History:
BETA 1.1 - Adjusted the basic.cfg file based on evan82's help.
BETA 1.2 - Adjusted the flotilla.cfg file based on JScones advice and guidance.
BETA 1.3 - Added some missing patrol grids.
BETA 1.4 - Adjusted Readme and increased days in base in line with IX.
BETA 1.5 - Adjusted basic.cfg file based on evan82's advice.
v1.0 - This release.

ReallyDedPoet
02-19-09, 08:53 AM
Nice work :yep::up:

Wreford-Brown
02-19-09, 12:00 PM
Thank you - it's been a team effort with JScones and evan82 and has proven that pooling knowledge on these forums really works.

There were a number of big problems that we managed to solve, especially the patrol grids and the radar and RWR destroyed issues.

As far as I'm aware these have been problems since stock and the radar/RWR destroyed has only ever been fixed by the GWX Late War Sensors mod.

Stepe47
03-03-09, 08:59 AM
Hello WB
wanted to ask.. the Lehmann radionews will be updated to GWX 3.0 or it is in some way included in WB News Network mod?
Thanks!

Wreford-Brown
03-03-09, 11:51 AM
Lehmann radio news is already part of GWX 3.0.

It's also included in WBNN so using either GWX 3.0 or WBNN wil give you the messages.

Wreford-Brown
03-08-09, 03:05 PM
With VonDos' kind permission, WB offers you campaign files for VonDos' ships.

The following ships are included:
RM Aquila
RMS Aquitania
RM Caio Duilio
HS Dnepr
RMS Empress of Britain
RHN Georgios Averof (ship model only)
HS Gradisca
RMS Laconia
SS Normandie
RMS Queen Elizabeth
RMS Queen Mary
SS Rex
RM San Giorgio
HMS Warspite
USS West Point

There are two versions of JSGME enabled files, one for those using GWX 3.0 and another for those using GWX 3.0 + bbw's St Naz and Schleuse mod. Please ensure you use the correct version.

For those who use other mods or supermods the individual _SCR files plus a consolidated _SCR file are included. I would love for someone to take this mod further and create a version for the other supermods that are available or for vanilla SH3.

VonDos' ships will appear on their historical routes. The exception is the RMS Titanic which is not included as she sank long before WW2. Anyone who wishes to see her sailing her historic route can use the separate Titanic_SCR file in "documentation" and merge it with the campaign_SCR file. Just in case, there are backup campaign_SCR files in "documentation".

Installation:
The correct order for installation is:
1. "St Naz + Schleuse" (if you are using it)
2. "Community Units" (if you are using it)
3. This mod

How to install:
1. Use JSGME to uninstall ALL mods.
2. Enable "St Naz + Schleuse" mod if you are using it.
3. Enable "Community Units" if you are using it.
4. Extract "VonDos' ships + WBs campaign files" into JSGME MODS and install.
5. You will get warning messages about "GWX 3 - St Naz and Schleuse" and "Community Units" if you are using them. Ignore these error messages and continue to enable the mod.
6. Re-enable any other mods that you want to use.

PLEASE ensure you download the correct version and please read the Readme as it contains important information.

Conflicts:
The JSGME mods are only compatible with GWX 3.0 as this is the campaign used as the base file.

Credits:
VonDos - Without his expanding shipyard there would be far fewer ships for us to sink. The level of detail that he puts into his models is stunning and this mod puts his excellent creations into the scripted campaign. Thank you for allowing me to include your ships in this mod to make it fully JSGME compatible.
The GWX Team - Created GWX Gold on which this mod is based. Thank you.
bbw - The campaign writing master. Thank you for your advice and support.
irish1958 - chief tester, put up with a lot of errors in the Betas and has the patience of a saint!

Permissions:
Feel free to use any of the _SCR files contained in "documentation" in your own non-commercial mods - just please give me credit.
All ship models remain the property of VonDos - permission needs to be sought from him to use the ships.
The base campaign file remains the property of GWX - permission needs to be sought from them to use the base campaign file.

Finally, this mod must remain a BETA as I am away for RL for a number of months and will be unable to offer support - sorry.

These files can be downloaded from BTS-MODS, just click on the green BTS icon in my sig. They will also later be available from my FF page.

Jimbuna
03-08-09, 03:53 PM
Good to see you were able to release it in time....good luck and stay safe mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Spectemur Agendo

Wreford-Brown
10-01-09, 03:14 AM
I've been away for a while but am now back and able to offer support for my mods again.

Are there any adjustments, tweaks or fixes that I need to work on now I'm back?

melnibonian
10-01-09, 10:52 AM
Are there any adjustments, tweaks or fixes that I need to work on now I'm back?

The Mod with the Von Dos Ships seems to cause me CTDs with GWX 3.0

Jimbuna
10-01-09, 11:44 AM
The Mod with the Von Dos Ships seems to cause me CTDs with GWX 3.0

Well it bloody well serves you right for not making any reference to the fact whilst he was away :o

:DL

I've posted it up on my compatability installation for GWX3.0 often enough :hmmm:

melnibonian
10-01-09, 12:13 PM
Well it bloody well serves you right for not making any reference to the fact whilst he was away :o :DL


I think I've PMed him at some point. Nevertheless now that he is back mabye we can see if it is me that have the problem or it is a generic one with the mod.

Jimbuna
10-01-09, 01:32 PM
Rgr that, there's a stable version here if needed, but probably dependant on what else you've already got installed. :up:

mr chris
10-01-09, 01:36 PM
Very true Jim. I believe i had a problem with a Ctd the same as Mel stated.

melnibonian
10-01-09, 02:08 PM
Rgr that, there's a stable version here if needed, but probably dependant on what else you've already got installed. :up:

Thanks for that Jim. I'll PM you later on to get instructions on how to install this in comparison with your installation. I'll probably try it again during the weekend.

Wreford-Brown
10-01-09, 02:22 PM
The original VonDos' ship mod was unstable as I tried to go too far and create it as a single mod and there was more than one potential point of failure. Lesson now learned (Sorry!). I updated it just before I went away but had no time to properly advertise that the old one may cause CTDs and I'm very aware that people may not have tried the newest version which is at: http://www.subsim.com/radioroom/downloads.php?do=file&id=1187

It takes a fair amount of time to follow the steps properly but it will work with any Campaign_SCR file, no matter how highly customised. Please, please 1. Make a backup of your Campaign_SCR file somewhere you can easily find it and 2. Take the time to ensure the ship is in the Museum.

The only other way to find out what is causing the CTDs is to enable the ships one at a time. Please be patient - it's worth it, and I'm always happy to help.

evan82
10-01-09, 03:43 PM
It takes a fair amount of time to follow the steps properly but it will work with any Campaign_SCR file, no matter how highly customised. Please, please 1. Make a backup of your Campaign_SCR file somewhere you can easily find it and 2. Take the time to ensure the ship is in the Museum.

The only other way to find out what is causing the CTDs is to enable the ships one at a time. Please be patient - it's worth it, and I'm always happy to help.

Yes, I know this pain. Checking units: equipment, Zon files conflicts, etc...
Checking campaigns files: most important - two units scripted with the same name in MIS file, in the same time enabled in game = game crush!:stare::o:damn:...:dead:

It's a hard work, I know.:ping:

Wreford-Brown
10-01-09, 04:58 PM
It should be a simple install but it can be time consuming. The hardest part of the mod was the research!

Wreford-Brown
10-03-09, 02:25 AM
Thanks to the kind permission of VonDos I now offer a campaign file for his latest ship, the SS Esperia.

Download at: http://www.subsim.com/radioroom/downloads.php?do=file&id=1369

evan82
10-03-09, 02:49 AM
Thanks to the kind permission of VonDos I now offer a campaign file for his latest ship, the SS Esperia.

Download at: http://www.subsim.com/radioroom/downloads.php?do=file&id=1369

SS Esperia? I think I missed this:06:

melnibonian
10-03-09, 03:29 AM
SS Esperia? I think I missed this:06:

Here you go http://www.subsim.com/radioroom/showthread.php?t=136508

Enjoy it :03::up:

Jimbuna
10-03-09, 07:25 AM
Nice one matey http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

evan82
10-04-09, 04:00 AM
Here you go http://www.subsim.com/radioroom/showthread.php?t=136508

Enjoy it :03::up:
Thanks for this link.:salute:

Wreford-Brown
10-13-09, 06:32 PM
Links to Download section now put on first post.
Any mod without a download link is an older mod. It may be lurking on my FF page or I will upload to subsim if there's any interest.

Wreford-Brown
10-22-09, 06:06 PM
Having been away for a while, a number of my mods were deleted on FF.
All my mods are now back on my FF page.

Kpt. Lehmann
10-22-09, 11:23 PM
"RTFR"

:har::har::har:

:up::up::up:

Love it!!!

Wreford-Brown
11-08-09, 05:19 AM
Some of my testers were asking how to post a screenshot so I've created a quick tutorial. It's on my FF page - click on the link under my sig.

Wreford-Brown
11-10-09, 04:56 AM
This mod will add the following ships to your campaign via JSGME:
HMS Warspite
HS Dnepr
HS Gradisca
RHN Georgios Averof
RM Aquila
RM Caio Duilio
RM San Giorgio
RMS Aquitania
RMS Empress of Britain
RMS Laconia
RMS Queen Elizabeth
RMS Queen Mary
SS Normandie
SS Rex
USS West Point
HMS Glorious
RMS Titanic
SS Arandora Star
SS Esperia
Q Ship

They are scripted onto their historical routes and will also appear randomly in convoys. The GWX versions also add them to Merged Campaign, Harbor Traffic Lite, Black Sea and Indian Ocean Campaigns.

There are currently five versions of this mod:
WB's campaign with VonDos' ships v1.9 - GWX; complete mod.
WB's campaign with VonDos' ships v1.9 (no Q) - GWX; Q Ship not included.
WB's campaign with VonDos' ships v1.9 (no TIT) - GWX; Titanic not included.
WB's campaign with VonDos' ships v1.9 (no TIT or Q) - GWX; Titanic and Q Ship not included.
WB's WAC 4.1 with VonDos' ships v1.9 - WAC 4.1; complete mod.

Please ensure you use the correct mod for your version of SH3 and you must read the Readme to make sure you install properly.

Vermin
11-18-09, 06:27 AM
Dear WB:

So can I have all these installed together?

Deck Gun Range (27 Sep 08)
Decks Awash (3 Oct 08)
Type XXI (30 Oct 08)
GWX 3 - Decks Awash and Fuel Economy (25 Dec 08)
GWX 3 - Renown Replacement (25 Dec 08)
GWX 3 - Spanish Churruca destroyer (3 Jan 09)
Campaign file for nautilus42's SMS Schleswig-Holstein (22 Jun 09) Campaign file for VonDos' SS Esperia (3 Oct 09)
WB's campaign with VonDos' ships v1.9 - GWX; complete mod?

Is there any special installation order?
eg: "Installation:
The correct order for installation is:
1. "St Naz + Schleuse" (if you are using it)
2. "Community Units" (if you are using it)
3. This mod"

Is all this also be compatible with SH3C?

Any idea whether this also be compatible with OLC's GUI?

Thanks

Vermin

Wreford-Brown
11-18-09, 11:27 AM
Dear WB:

So can I have all these installed together?

Deck Gun Range (27 Sep 08)
Decks Awash (3 Oct 08)
Type XXI (30 Oct 08)
GWX 3 - Decks Awash and Fuel Economy (25 Dec 08)
GWX 3 - Renown Replacement (25 Dec 08)
GWX 3 - Spanish Churruca destroyer (3 Jan 09)
Campaign file for nautilus42's SMS Schleswig-Holstein (22 Jun 09) Campaign file for VonDos' SS Esperia (3 Oct 09)
WB's campaign with VonDos' ships v1.9 - GWX; complete mod?

Is there any special installation order?
eg: "Installation:
The correct order for installation is:
1. "St Naz + Schleuse" (if you are using it)
2. "Community Units" (if you are using it)
3. This mod"

Is all this also be compatible with SH3C?

Any idea whether this also be compatible with OLC's GUI?

Thanks

Vermin

Some of these mods are old and unsupported:
Decks Awash. Replaced by GWX 3 - Decks Awash and Fuel Economy
GWX 3 - Spanish Churruca destroyer. No longer supported. Person who provided the model hadn't followed modding etiquette.
Campaign file for VonDos' SS Esperia. Included in WB's campaign with VonDos' ships v1.9

I've tried to update my first post but can't seem to find the 'edit' button.

The installation for the other mods will be:
1. WB's campaign with VonDos' ships v1.9
2. Deck Gun Range
3. GWX 3 - Decks Awash and Fuel Economy
4. GWX 3 - Renown Replacement
5. Type XXI Ignore the JSGME warning message about Renown Replacement
5. Campaign file for nautilus42's SMS Schleswig-Holstein. Note that this mod is not JSGME compatible



All are compatible with SH3C (there's also a SH3C file included in the XXI mod) but I don't know about OLC's GUI. If you get a warning message with JSGME then let me know what it is and I'll dig into it.

Jimbuna
11-18-09, 05:12 PM
Good detailed response WB http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Vermin
11-19-09, 06:52 AM
Thanks WB!

BTW - I noticed in anotherc thread you mentioned changing the range of the U-boat! Not thinking of doing the Type IXA for me are you! :D

Regards

Vermin

Wreford-Brown
11-19-09, 08:37 AM
IXA? Range of 19,425 nmi at 10 knots surfaced compared to IXB with a range of 22,200 nmi.

If you make the ship available it's easy to change the range - a simple .sim file change with S3D (Commander Gizmo taught me how to do it).

Jimbuna
11-19-09, 02:29 PM
IXA? Range of 19,425 nmi at 10 knots surfaced compared to IXB with a range of 22,200 nmi.

If you make the ship available it's easy to change the range - a simple .sim file change with S3D (Commander Gizmo taught me how to do it).

....and even more mileage if you use the super unleaded :DL :03:

Wreford-Brown
12-04-09, 05:15 PM
This mod will add Mikhayl's Maiale (Italian manned torpedo) to your ship roster and also contains a scripted campaign file following the Decima Flottiglia MAS (Xa MAS) through their campaign.

Mikhayl's Maiale is JSGME compatible. Adding the scripted campaign is slightly more complicated as it is not JSGME compatible but full details are contained in the Readme.

http://i733.photobucket.com/albums/ww340/Wreford-Brown/Maiale.jpg

Wreford-Brown
12-04-09, 05:23 PM
WB's mod for U-47s WSM (GWX 3.0) makes the following changes to U-47s WSM mod:

1. Adjusts ship ranges to their historical values. No more running out of fuel.
2. Gives you back the various types of round (AP, HE, SS) taken out by GWX.
3. Adjusts the number of rounds of each type carried to a historical value of 150 rounds per gun, roughly split as 1/3 AP and 2/3 HE with a small number of SS shells.
4. Adds Fuel Economy. If you use the 'Ahead One third' ("2" key) then you will cruise at the most economical speed.
5. Removes all unused commands (e.g. surface, dive etc.).
6. Replaces the names of GWX submarines (e.g. Type VIIC/41)
7. Amends the 'Short Range' firing distance to 2000m - less wastage of shells.

Full details are contained in the Readme

melnibonian
12-14-09, 11:46 AM
Great Stuff WB :up:

Thanks a lot for this :salute::yeah:

Wreford-Brown
12-14-09, 01:48 PM
The really hard work was done by the shipbuilders - all I did was consolidate their work and write the campaign files for their ships.

Jimbuna
12-15-09, 12:11 PM
Does this supersede WB's campaign with VonDos' ships v1.9? Or can it be loaded over the top of?

Looks like you've been busy of late http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Wreford-Brown
12-15-09, 03:35 PM
Supercedes - this mod contains the VonDos' ships mod and adds a further 15 ships.

Jimbuna
12-15-09, 05:06 PM
Supercedes - this mod contains the VonDos' ships mod and adds a further 15 ships.

As I suspected...Rgr that http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

jdkbph
12-15-09, 08:48 PM
I wanted to try the campaign files with the vondoss ships (v1.9) and it CTDs on me while the 3d environment is loading. Maybe I just don't understand what is meant by "base mod"? Is OLC GUI and Environment mod a base mod?

This is what I have loaded:

GWX - Captain America's Officer Icons
GWX - Main movie - 'Das Boot'
GWX 3 St Naz and Schluese and other units V4
> I put WB's GWX campaign with 34 additional ships here <
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
LifeBoats&Debris_v3B
GWX_ships_Buoyance&draught_mod
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkIId Update (Enable After MkIIc)
OLC's Modified Searchlight Beams for GWX3
ACM Reloaded for OLC 'Gold' MkII
TMT v2
WB's Decks Awash
M.E.P v3
MEP v3 VisualSensors for gwx3
WBNN Mission Orders
Rapt0r's Instruments V3.0
Torpedo damage Final ver2.0
Q Ship mod GWX3.0
GWX - Merged Campaign (replaced first with the one from St Naz, then again with the one from WBs mod)


I uninstalled every mod on that list that over-wrote anything more serious than a TGA file and it still crashed.

No clue where to go from here.

JD

Wreford-Brown
12-16-09, 11:09 AM
@JD - try disabling the 34 additional ships mod and enabling the older GWX campaign with VonDos' ships mod (also available on my FF page). If the VonDos' ship mod works then it narrows down the number of problems that may be causing it.

I'll also need to ask the usual question - where and when did the problem happen? This should allow me to replicate the problem and get to the bottom of it. I've done a load of testing but something may have slipped through the net :oops:. I'd like to say that this is a first but...

If someone else suffers a CTD I'll withdraw the mod and rebuild it from scratch. I'm happy that the VonDos' mod is good as I've had just short of 200 downloads with no problems reported.

Draka
12-16-09, 12:46 PM
Base Mod = Vanilla SH3 with latest patch alone or with ONE Supermod - in this case GWX. Base basically means before any other mods are added - IOW the right side of JSGME is empty.

jdkbph
12-16-09, 06:32 PM
OK I'll try the above suggestions. One question though... is it necessary to begin a new career when using this mod?

Also, in answer to the question "when"...

The CTD happens when the 3D environment is loading. When I click the map to leave the "office", the load status/percentage bar at the bottom of the screen goes to ~100%, the screen blacks out as if it's going to load, then it CTDs without ever displaying the sub interior.

JD

Wreford-Brown
12-16-09, 06:42 PM
There's no need to start a new career - it ill work as long as you're not mid patrol.

I believe that the only ships that could cause the CTD are merchants as all scripted ships appear in game where they are meant to. I've been testing tonight and have found all of the merchants in career mode again except the Medium Old Oiler. If you're starting a new patrol then this ship shouldn't cause a CTD as, AFAIK, all harbour traffic is scripted rather than random.

What submarine are you using?
What base are you at?
What is the date of your patrol?

I'll try and replicate the CTD with the above info.

Also, try using the Harbour Traffic Lite mod and see if you still CTD. If so, I can rule out the scripted traffic in the harbour being a problem.

jdkbph
12-17-09, 08:09 PM
What submarine are you using?
What base are you at?
What is the date of your patrol?



Sub = Type IIa
Base = Kiel (7th Flotilla)
Date = March 1940

JD

Wreford-Brown
12-18-09, 02:10 PM
I've tried to replicate the problem but haven't been able to as it loaded straight away. My activated mods list is:
GWX - St Naz and Schluese and other units V4
AOTD's Ultimate Aircraft Soundmod
GWX - 16km Atmosphere
GWX - Captain America's Officer Icons
GWX - Colour contacts
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - No Medals on Crew
Hitman U-505 Compass Graphics v1.0
jimbuna's Final Lifeboats
Ocean Blue's Torpedo Damage Final
Rubini's Water Stream and Exhaust mod
Rubini's clouds
WB's GWX campaign with 34 additional ships
WB's preferred options v0.1
GWX - Merged Campaign

If you can tell me which of your activated mods overwrites the '34 additional ships' mod it'll narrow the problem down for me.

You could also try enabling the '34 additional ships' after your other mods (particularly TMT and OLC Gold) and see whether it works.

Wreford-Brown
12-22-09, 03:49 PM
There is a conflict with my 34 additional ships mod and TMT that has been causing CTDs which has a fairly simple fix.

TMT has adjusted the values for a number of ships and my adjusted values in the 34 additional ships mod caused CTDs. Three users kindly reported the problem and, with the help of these users and the TMT team, I have managed to create a fix which is on my FF page.

Thanks go to tomfon, =F1=Ghost and jdkbph who reported the problem and have helped me work through it and makman94 who has given permission to use the TMT files.

The fix will be included in any future updates of this mod.

Wreford-Brown
12-24-09, 03:59 AM
makman94 has kindly pointed out that my original TMT fix had a couple of file names left over from testing meaning that it may not work :oops:.

I've uploaded the new fix to my FF site and apologise for any CTDs the old file may have caused.

Many, many thanks to makman94 for checking the files and correcting my mistake.

Jimbuna
12-24-09, 06:27 PM
Nice one http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

h.sie
01-02-10, 08:46 AM
Hello WB,

let me first say thank you for your work! And a happy new year.

There is also a question regarding Mission Orders V1.1. If I'm informed correctly, Mission Orders is already part of GWx3. But the files contained in Mission Orders V1.1 have a later date and a bigger file size than those in GWX. Does that mean, Mission Orders V1.1 is an update for GWX3?

h.sie

Wreford-Brown
01-02-10, 09:55 AM
Mission Orders covers the scope of the whole campaign so it is almost impossible to fully test. Whenever I find a typo or a turn of phrase that I don't like I adjust it on my install but the only changes are some typos and semantics, nothing substantial.

I've uploaded the version I currently use which has all recent amendments and have u/l to my FF page as v1.2.

Wreford-Brown
01-05-10, 06:11 PM
This mod adds randomised messages to the 'ticker-tape' that runs at the bottom of the main loading screen in SH3. This version needs to be used with 'GWX3 Cfg files for SH3 Commander' found at http://www.subsim.com/radioroom/showthread.php?t=147567

The mod is JSGME ready but must be installed in SH3 Commander. If you try and apply it to SH3 it will not work. Full details are contained in the Readme.

Huge thanks go to JScones. His SH3 Commander and JSGME utilities are probably the most powerful tools we have to improve SH3. I'm only just starting to learn some of the capabilities that he has worked into SH3 Commander and look forward to using (and abusing) them for more mods. Plus, he once again pointed me in the right direction when I screwed up the test version of this mod! Thank you, Jaesen.

Wreford-Brown
01-05-10, 08:12 PM
At the risk of reinventing the wheel, I've decided that my additional ship mods were becoming unwieldy when I included generic ships in them. The generic ships are freely available and my mods were becoming too big when these additional ships were included. I'm therefore going back to the genesis of my additional ship mods, where ship builders kindly give me permission to script their unique ships into the campaign. This also allows for a single mod rather than the five that I created for the original VonDos' ships mod.

I've therefore rolled back the mod to 23 ships. VonDos' 19 ships are still there to which I've added Mikhayl's Maiale and Luftwaffe Rescue Buoy, AH_Thor's SPS Churruca and the ability to enable jimbuna's Q ship.

This mod caters for everything that users have asked for in a single 'one-stop' package, enabling you to add jimbuna's Q-ship or remove the RMS Titanic to suit your playing style. It also includes the TMT fix.

This mod supercedes the 'VonDos' v1.9' and 'additional 34 ships' mods which I will no longer be supporting.

Full details of this new mod are in the Readme.

SirHiggins
01-06-10, 06:57 AM
How is the new 23 ships version affects the Lifeboat and debris v4?

Wreford-Brown
01-06-10, 08:54 AM
How is the new 23 ships version affects the Lifeboat and debris v4?

I have the 23 ships mod enabled after Lifeboats and Debris and have no problems with either mod.

Installation would therefore be:
1. Use JSGME to disable ALL mods.
2. Enable "St Naz + Scleuse" mod.
3. Enable "Lifeboats and Debris".
4. Extract "WB's campaign with additional ships" into JSGME MODS and install.
5. You will get warning messages about "GWX 3 - St Naz and Schleuse". Ignore these messages and continue to enable the mod.
6. Enable 'WB's additional ships - remove Titanic' if you want to take Titanic out of the campaign.
7. Enable 'Merged Campaign', 'Harbor Traffic Lite', 'Black Sea' or 'Indian Ocean' if you use those campaigns.
8. Re-enable any other mods that you want to use.

Rasher
01-06-10, 09:38 AM
WB

Does this mean the 34 ship mod which I installed recently is somehow bugged or not as good as your new 24 ship mod? Is it worth disabling it in JSGME and installing your new mod? Dont quite understand the advantages of your new mod. Cheers

Rasher

=FI=Ghost
01-06-10, 11:59 AM
WB

Does this mean the 34 ship mod which I installed recently is somehow bugged or not as good as your new 24 ship mod? Is it worth disabling it in JSGME and installing your new mod? Dont quite understand the advantages of your new mod. Cheers

Rasher

I was going to ask the same.

Wreford-Brown
01-06-10, 12:03 PM
The new mod is a step back to allow me to take a number of steps forward. Adding generic ships to the mod went away from my original intent and complicated testing and chasing down problems.

For now I'd use the 34 ships mod but when I next update the 23 ships mod it will become outdated. If you want to keep the generic merchants in your install I recommend looking through the ships Readmes in 'documentation' and downloading the original ship yourself. That way you can enable the extra ships as and when you like.

=FI=Ghost
01-06-10, 02:25 PM
Thank you for clearing that out WB! Good luck with your future work, I am looking forward to it.

Wreford-Brown
01-12-10, 03:47 PM
WB's Mid-Patrol Radio Orders mod will give you radio orders to go to a new patrol area during a patrol.

The mod consists of two parts:
1. Intro Messages adds randomised messages to the 'ticker-tape' that runs at the bottom of the main loading screen in SH3.
2. Patrol Orders gives a response to your Status Report from the messages screen and gives you orders to patrol to another grid. There are seven separate parts to the mod:
a. Africa - covers the African coast from Freetown to Gibraltar
b. America - covers the Amercian coast from the Caribbean to Grand Banks
c. Mediterranean
d. North Atlantic - from Norway to Gibraltar
e. North Atlantic (VII North) - Norway to Ireland
f. North Atlantic (VII South) - Ireland to Gibraltar
g. Type II - North Sea

Full details are in the Readme.

If you like this mod, how about donating just $1 to subsim? If 600 users give $1 apiece, it'll keep subsim afloat for another month...

Credits:
JScones - I'm starting to learn how powerful JScones' utilities are for SH3 and am even more impressed now that when I started. Thank you, Jaesen, for putting the time and effort into JSGME and SH3 Commander and sharing them with the community.
Sockeye, flakmonkey, Sailor Steve, irish1958 - Beta testers. Without their help and feedback this mod would never have been released.
youpi, urfisch - Translators for the French and German versions of this mod. Thanks, guys.

Download it from subsim at: http://www.subsim.com/radioroom/down...o=file&id=1502 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1502)
or from my FF page.

dcb
01-18-10, 02:57 PM
Hi WB,

I tried enabling the 23 ship mod, but I get constant CTDs. Here is the mod order:
1. GWX3
2. TMT mod
3. GWX3 St. Naz & Schluese
4. WB's GWX campaign with 23 ships
5. WB's additional ships - add Q ship
6. WB's additional ships - TMT fix
7. GWX merged campaign (the one in your MOD directory of the 23 ships)

I start a campaign (August 1939) in 2nd Flotille, Willhelmshaven, leaving everything on the sub as default (no changes to the sub).
When I load the campaign, the game CTD's about 2/3 into the loading sequence. I get the same behavior also when I only enable mods no. 1, 2, 3 and 4. in my list.
With just the St Naz mod, the campaign loads OK, but when I enable the campaign with 23 ships it CTDs.
I hope you can sort it out, because I couldn't.

Wreford-Brown
01-18-10, 03:11 PM
Try it in this order:
1. GWX
2. St Naz and Schleuse
3. 23 ships campaign
4. Merged campaign
5. Q ship
6. TMT mod
7. TMT fix

I'm not a TMT user but am downloading now to start testing.

Wreford-Brown
01-18-10, 03:32 PM
First test, steps 1 to 5, was successful. I'll try it out with TMT now it's downloaded.

Wreford-Brown
01-18-10, 04:21 PM
It loaded up with no problems for me with the installation order above.

From the Readme:
If you are using TMT then installation will be:
1. Use JSGME to disable ALL mods.
2. Enable "St Naz + Scleuse" mod.
3. Extract "WB's campaign with additional ships" into JSGME MODS and install.
4. You will get warning messages about "GWX 3 - St Naz and Schleuse". Ignore these messages and continue to enable the mod.
5. Enable 'WB's additional ships - remove Titanic' if you want to take Titanic out of the campaign.
6. Enable 'Merged Campaign', 'Harbor Traffic Lite', 'Black Sea' or 'Indian Ocean' if you use those campaigns.
7. Enable TMT.
8. Enable 'WB's additional ships - TMT fix'.
9. Re-enable any other mods that you want to use.

Hope you've got it working.

frau kaleun
01-18-10, 10:45 PM
WB's Mid-Patrol Radio Orders mod will give you radio orders to go to a new patrol area during a patrol.

Hey there,

Looked like fun so I d/led but after reading the included info txt I'm still a bit confused about how to install/enable. Says is JSGME-ready but has to be installed/enabled via SH3Commander and I'm not sure where exactly to put the files. I tried putting in MODS folder in SH3 folder, and then it shows up in JSGME - but I can't find anything in the SH3 Commander interface that will let me enable it, whether I install it through JSGME or not. Am I not putting the files in the right place?

Thanks for your help!

dcb
01-19-10, 04:23 AM
WB, thanks alot for your effort to help me, but no go. It still CTDs. I installed SH3 clean, I then installed GWX3 clean, then the mod named GWX3 St Naz and Schluese and then I installed your mod named WB's GWX campaign with 23 additional ships. When I start a new career in the 2nd Flotille, it CTDs. There must be something that escapes me, but I don't know what.
I will stick to standard GWX for the time being.
Once again, thank you.

dcb

Wreford-Brown
01-19-10, 07:53 AM
Hey there,

Looked like fun so I d/led but after reading the included info txt I'm still a bit confused about how to install/enable. Says is JSGME-ready but has to be installed/enabled via SH3Commander and I'm not sure where exactly to put the files. I tried putting in MODS folder in SH3 folder, and then it shows up in JSGME - but I can't find anything in the SH3 Commander interface that will let me enable it, whether I install it through JSGME or not. Am I not putting the files in the right place?

Thanks for your help!

There's another user who had similar problems and JScones and I went through the resolution at posts #7 and 10 at:
http://www.subsim.com/radioroom/showthread.php?t=160172

Hope this helps.

WB, thanks alot for your effort to help me, but no go. It still CTDs. I installed SH3 clean, I then installed GWX3 clean, then the mod named GWX3 St Naz and Schluese and then I installed your mod named WB's GWX campaign with 23 additional ships. When I start a new career in the 2nd Flotille, it CTDs. There must be something that escapes me, but I don't know what.
I will stick to standard GWX for the time being.
Once again, thank you.

dcb

The only other person who has so far reported problems was a modder who had customised his .cfg files. This caused a conflict but this was solved by a reinstall. I can't think of a reason why your system should CTD with clean SH3 and clean GWX 3, and I'm very sorry that you won't be able to enjoy the mod.

WB

frau kaleun
01-19-10, 08:41 AM
There's another user who had similar problems and JScones and I went through the resolution at posts #7 and 10 at:
http://www.subsim.com/radioroom/showthread.php?t=160172 (http://www.subsim.com/radioroom/showthread.php?t=160172)

Hope this helps.


Yes, thanks! Essentially I'd be using JSGME to mod Commander and not SH3 itself - gotcha. :DL

dcb
01-19-10, 09:15 AM
I can't think of a reason why your system should CTD with clean SH3 and clean GWX 3

Maybe it's because I run it under Windows 7, which also caused memory errors and CTDs to other supermods in SH3 (WAC 3, WAC 4) and even SH4 (the Museum CTD of Ops Monsun, blamed on the same memory issues). There was actually a lot of debate on the WAC thread about memory allocation under Vista and Win7, vs. WinXP. The conclusion was that, beyond a certain amount of campaign data, Vista and Win7 tend to crash the game, while XP is more reliable.

Wreford-Brown
01-24-10, 06:37 PM
Two revamped mods for you today:

WB's GWX campaign for VonDos' ships v2.4 supercedes v1.9 and supercedes the 'additional 23 ships' mod. The extra ship you're getting is the HMS Queen Elizabeth http://en.wikipedia.org/wiki/HMS_Queen_Elizabeth_(1913) who was active in the Mediterranean and Indian Ocean with minor patrols in the Atlantic. If anyone knows who the builder of this ship model is can they let me know so I can give proper credit?


WB's Mid-Patrol Radio Orders v1.0 adds an additional 70 or so quotes to the main menu screen (English only at this time), supports changes being made when you load the game mid-patrol and encorporates the French and German orders into a single GWX version.

Jimbuna
01-25-10, 04:03 PM
You've taken the US warships out :hmmm:

Wreford-Brown
01-25-10, 05:05 PM
Yes. The US carriers were used almost exclusively in the Indian Ocean but they could show up in any Task Force when randomly scripted.

I'm working on another update which will add the warships back in but have been suffering from instability in the build. Testing is a pain in the a$$ and I've taken a few days to just play the game and get the enjoyment factor back!

Jimbuna
01-25-10, 05:20 PM
Yes. The US carriers were used almost exclusively in the Indian Ocean but they could show up in any Task Force when randomly scripted.

I'm working on another update which will add the warships back in but have been suffering from instability in the build. Testing is a pain in the a$$ and I've taken a few days to just play the game and get the enjoyment factor back!

Tell me about it....know the feeling only too well. :yep:

Too much work and not enough play can make (insert name) a very bored boy :DL

Wreford-Brown
01-25-10, 05:30 PM
I've just found a lovely hunting ground off the South American coast. Non-stop tankers and even one convoy made up exclusively of large tankers and liners. Every single ship was at least 10,000 tons (one of them was 83,000), the ocean was over 1000m deep and my IXC fully loaded. It's the odd occasion like this that makes the game so replayable. Beautiful! :yeah:

frau kaleun
01-31-10, 12:58 AM
***New Release 24 Jan 10*** WB's GWX campaign files for VonDos' ships v2.4

WB's GWX campaign for VonDos' ships v2.4 (24 Jan 10)
http://www.subsim.com/radioroom/downloads.php?do=file&id=1476 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1476)


The link on the Downloads page opens a FF url which tells me:
The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
Have tried d/ling a few times over several days, always get the same message. Is there another link to the file? Thanks!

Plissken_04
01-31-10, 01:04 AM
The link on the Downloads page opens a FF url which tells me:
The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
Have tried d/ling a few times over several days, always get the same message. Is there another link to the file? Thanks!


You can download it from my Mediafire Site :03:

http://www.mediafire.com/?xzi5qn3dmdd


Greets

Maik

Wreford-Brown
01-31-10, 05:24 AM
Thanks, Frau K. I hadn't checked my links and that one is dead :oops:.
The direct link is here: http://www.filefront.com/15418349/WBs-GWX-campaign-with-VonDos-ships-v2.4.rar/ and I've updated the link on the subsim downloads page.

I'm also working on v2.7 - adding three extra ships.

frau kaleun
01-31-10, 12:00 PM
Thanks, Frau K. I hadn't checked my links and that one is dead :oops:.
The direct link is here: http://www.filefront.com/15418349/WB...hips-v2.4.rar/ (http://www.filefront.com/15418349/WBs-GWX-campaign-with-VonDos-ships-v2.4.rar/) and I've updated the link on the subsim downloads page.


No probs, thanks!

Wreford-Brown
01-31-10, 02:06 PM
And a big thank you to Plissken for hosting my mods on Mediafire. Much appreciated.

Plissken_04
01-31-10, 03:40 PM
And a big thank you to Plissken for hosting my mods on Mediafire. Much appreciated.


Your Welcome :yeah:

Wreford-Brown
01-31-10, 04:53 PM
You've taken the US warships out :hmmm:

Hitman has kindly agreed to allow me to include his Mediterranean campaign files into this mod and I have added back the USS Enterprise, USS Omaha and USS Saratoga. This mod now contains all of the unique warships from the 'additional ships' mods - the only ships not included are the generic merchants.

From the Changelog:
v2.7:
Added USS Enterprise, USS Omaha and USS Saratoga.
Added Hitman's Mediterranean Campaign.
Optional mod to add Titanic rather than delete.
Adjustments to campaign files to fix a couple of minor issues.
Streamlined some campaign files to reduce load times.

frau kaleun
02-01-10, 09:43 PM
Can you give a url for the d/l location of v2.7? I'm getting the same error when I follow the Downloads page link to FileFront (file not on server, yada yada yada). Thanks!

SquareSteelBar
02-02-10, 01:56 AM
Already tried that one, miss?

http://www.filefront.com/15471171/WBs-GWX-campaign-with-VonDos-ships-v2.7.rar/

frau kaleun
02-02-10, 05:35 PM
Already tried that one, miss?

http://www.filefront.com/15471171/WBs-GWX-campaign-with-VonDos-ships-v2.7.rar/

Nope, and thanks. :DL

Wreford-Brown
02-02-10, 05:47 PM
Weird - that's the link on the subsim page so it should've worked :hmmm:

frau kaleun
02-02-10, 05:53 PM
That's weird then. I was trying periodically ever since you posted about the newer version, and always got the same error message from FF. Wasn't sure if I was just trying to access it when too many others were doing the same, or what.

But the direct link works fine, no problems accessing the file with that.

Wreford-Brown
02-02-10, 06:18 PM
My main FF page is at the bottom of my sig so if there's ever any dramas you can try there.

frau kaleun
02-02-10, 10:47 PM
Okay, that's good to know - I have options set not to view sigs, didn't even occur to me to check. :doh:

I think I might have been having problems with the mod before because of an older version of the St Naz & Schleuse mod that I d/led somehow, not sure how I got linked to what I had originally. Or maybe I just had a corrupted download or extraction, who knows? But I don't remember the file I had before being v4.7 so that may have been the issue.

Anyway I got the current version of it from the URL in your ReadMe file and enabled that, then v2.7 of your mod, and just completed the first patrol of a new career with no problems so far. :yeah:


Edit: OMGWTFBBQ I just printed out my crew list and I have Otto Kretschmer as a bootsman!

:hmmm:

Maybe I should let him set up all the attack runs? Lol.

Wreford-Brown
02-07-10, 04:10 AM
I'm working on a small alteration to my VonDos' ships mod that will make his ships unique and will drastically reduce the chances of you coming across them anywhere except their historic routes.

At the moment, VonDos' ships are all ship type 103, the same as Chatham Type, Ocean Liner, Large Troop Ship etc. That means that there is a good chance of multiple unique ships turning up in one convoy like the one below that had three SS Normandie and an RMS Queen Elizabeth in it. Great for tonnage, not so good for historic accuracy!
http://i733.photobucket.com/albums/ww340/Wreford-Brown/3xSSNormandie.jpg

I'm working on changing the ship type to 100, which only contains the CAM Freighter, Ammunition ship and a couple of other ships. Type 100 is hardly ever used randomly in convoys and, even where it is randomly used, you'll get one unique ship rather than many of them.

It's exceptionally time consuming as every ship needs to be tested in its new configuration (and there are nine full campaign files to adjust) but I'm hoping to release in the next week or so.

Wreford-Brown
02-13-10, 03:12 AM
Sorry mate, I don't get one thing,

The mod 'WB's additional ships it is not included in this one is it ?

If not where can I download it cause there are a lot similar names and some broken downloads.

Thanks


JCWolf,

I've been through a number of versions of this mod and in its various iterations it's been called 'additional ships', 'extra ships' and 'VonDos' ships'. In order to reduce confusion (not least to me!) I've gone back to the VonDos' ships name as he is still the main shipbuilder and it makes it easier for me to track changes.

I took a 'backward' step a couple of months ago and took out all of the generic merchants. The original idea of the mod was to script 'unique' ships onto their historic routes in SH3 and the generic merchants, although wonderful to sink, were making uploading and downloading my mod more complicated as the file sizes were growing and growing. They were also complicating testing as they added additional ships that could cause ID problems etc whenever I received permission to add another unique ship. All of the generic ships I used are freely available through SS links and I'd encourage people to download them and give them a go!

The latest version of my mod is v2.7 at: http://www.subsim.com/radioroom/downloads.php?do=file&id=1521 and it supercedes all 'VonDos' ships', 'additional ships' and 'extra ships' mods that I've released.

Older versions of these mods may be available but I can't offer support to them. I've received no reports of instability but as new mods come out it becomes increasingly difficult to keep track and adjusting my mod means rescripting 9 campaign_SCR files. Time consuming and, to be honest, quite boring!

Wreford-Brown
03-03-10, 10:41 AM
Following the announcement of bbw's Wilhelmshaven mod (that he's working on like crazy at the moment) I've received permission to use his base campaign files and create a new version of the VonDos' ships mod.

The new version will be compatible with bbw's Wilhelmshaven mod, so you will be able to enjoy sailing through the locks of Wilhelmshaven and sinking VonDos' ships.

There are a number of tweaks from previous versions, chief among them being the change in ship type for VonDos' liners meaning that you are far less likely to come across them. They should appear primarily on their historic routes with the occasional appearance in convoy, but it will definitely be the exception rather than the norm. If you want to sink them, research their historic routes and hope for a little luck!:lost:

Once he has released, this mod will follow around a week later.

Vermin
03-17-10, 03:58 AM
A whole week!!! :D :wah: :D

Thanks WB!

Hmmmm will I need to start a new campaign if I start one with BBW Willhelmshaven mod?

Regards

Vermin

Wreford-Brown
03-17-10, 06:28 PM
Unfortunately the new mod has some teething difficulties and I'll be unable to release as soon as I wanted to. I'm also away on vacation until the beginning of April so will have to disappoint you until then.

Start your campaign with bbw's Wilhelmshaven then add VonDos' ships in later. As long as you add them while you're in base you'll be fine.

martinchi
03-28-10, 01:23 PM
I think it's very good for me to find those:salute::)

Wreford-Brown
04-08-10, 06:12 PM
This mod adds VonDos' and a couple of other ships to bbw's Wilhelmshaven mod.

The ships are scripted onto their historical routes in game and may also appear randomly in convoys. There are also three additional mods:
1. GWX - Mediterranean Campaign. Created by Hitman, this mod reduces traffic to just the Mediterranean.
2. Add jimbuna's Q ship. Adds the Q ship.
3. Add TMT fix. Enables a TMT fix to allow this mod to be compatible with TMT.

Please read the Readme for installation instructions.

This mod is only compatible with GWX 3 Wilhelmshaven as this is the campaign used as the base file. You can download GWX from the GWX website http://www.thegreywolves.com/ and Wilhelmshaven from: http://www.filefront.com/15778001/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/

A lot of people have helped with this mod at various stages:
=FI=Ghost - Tested the TMT fix.
AH_Thor - Added the Churruca ship model.
bbw - The campaign writing master and creator of the Wilhelmshaven campaign files. Thank you for your advice, support and beta testing.
Draka - Beta tester and historical info finder.
GWX Team - Created the awesome GWX Gold on which this mod is based.
Hitman - Created the Mediterranean Campaign. His full Readme is contained in 'documentation' and this mod will reduce load times by around 2/3.
jimbuna - His Q ship is a bugger when it finds you! He also gave me the idea (challenge?) of creating this mod and helped beta testing.
Mikhayl - Added the Luftwaffe Rescue Buoy ship models as well as the Rettungsboje campaign files.
privateer - For the RM San Giorgio gun fix.
VonDos - Without his expanding shipyard there would be far fewer ships for us to sink. The level of detail that he puts into his models is stunning and this mod puts his excellent creations into the campaign. Thank you for allowing me to include your ships in this mod to make it fully JSGME compatible and thank you for Beta testing.
The unknown author of HMS Queen Elizabeth ship model (BBElizabeth) - thank you, and please get in touch so I can give proper credit.

Changelog:
v2.2a:
Adjusted to make compatible with Wilhelmshaven mod.
Changed all liners to type 100. This will reduce the chances of seeing them in random convoys.
Included GermanNames.cfg and FrenchNames.cfg files and streamlined all Names.cfg files.
Tweaked locations.cfg following request by bbw.
Adjusted StGior.eqp file following directions from privateer on replacing the correct guns.

Find the mod at http://www.filefront.com/16066831/WB%27s%20extra%20ships%20for%20Wilhelmshaven%20cam paign%20v2.2a.rar

V-Modifications
04-14-10, 01:58 PM
This mod adds VonDos' and a couple of other ships to bbw's Wilhelmshaven mod.

The ships are scripted onto their historical routes in game and may also appear randomly in convoys. There are also three additional mods:
1. GWX - Mediterranean Campaign. Created by Hitman, this mod reduces traffic to just the Mediterranean.
2. Add jimbuna's Q ship. Adds the Q ship.
3. Add TMT fix. Enables a TMT fix to allow this mod to be compatible with TMT.

Please read the Readme for installation instructions.

This mod is only compatible with GWX 3 Wilhelmshaven as this is the campaign used as the base file. You can download GWX from the GWX website http://www.thegreywolves.com/ and Wilhelmshaven from: http://www.filefront.com/15778001/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/

A lot of people have helped with this mod at various stages:
=FI=Ghost - Tested the TMT fix.
AH_Thor - Added the Churruca ship model.
bbw - The campaign writing master and creator of the Wilhelmshaven campaign files. Thank you for your advice, support and beta testing.
Draka - Beta tester and historical info finder.
GWX Team - Created the awesome GWX Gold on which this mod is based.
Hitman - Created the Mediterranean Campaign. His full Readme is contained in 'documentation' and this mod will reduce load times by around 2/3.
jimbuna - His Q ship is a bugger when it finds you! He also gave me the idea (challenge?) of creating this mod and helped beta testing.
Mikhayl - Added the Luftwaffe Rescue Buoy ship models as well as the Rettungsboje campaign files.
privateer - For the RM San Giorgio gun fix.
VonDos - Without his expanding shipyard there would be far fewer ships for us to sink. The level of detail that he puts into his models is stunning and this mod puts his excellent creations into the campaign. Thank you for allowing me to include your ships in this mod to make it fully JSGME compatible and thank you for Beta testing.
The unknown author of HMS Queen Elizabeth ship model (BBElizabeth) - thank you, and please get in touch so I can give proper credit.

Changelog:
v2.2a:
Adjusted to make compatible with Wilhelmshaven mod.
Changed all liners to type 100. This will reduce the chances of seeing them in random convoys.
Included GermanNames.cfg and FrenchNames.cfg files and streamlined all Names.cfg files.
Tweaked locations.cfg following request by bbw.
Adjusted StGior.eqp file following directions from privateer on replacing the correct guns.

Find the mod at http://www.filefront.com/16066831/WB%27s%20extra%20ships%20for%20Wilhelmshaven%20cam paign%20v2.2a.rar


Hello
I think sometink is wrong in data\terrain\locations.cfg but easy to fix.

old:
;[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk

new
[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk


regards

Wreford-Brown
04-22-10, 04:44 PM
That's not a mistake, it just gets rid of the data for Neuwark as with the Wilhelmshaven mod it now looks like it's in the wrong place. bbw spotted the error and asked me to include the fix while this was a WIP. He's already made the change in his own releases.

I could have deleted the lines but I hate getting rid of data so I just put ; in front of each line which prevents the SH3 engine from reading it.

Wreford-Brown
04-22-10, 04:52 PM
V-Modifications has done a load of hard work translating WB's Warning Orders into German.

I've included it in an update to the mod to v1.3 which also deletes a few messages which were too long to appear on the message pad on the loading screen adjusted a few of the messages.

The new version is at: http://www.filefront.com/16209759/WB%27s%20Warning%20Orders%20%28SH3%20Cmdr%29%20v1. 3.rar

Wreford-Brown
04-28-10, 02:01 PM
v2.4 of WB's extra ships for Wilhelmshaven campaign is now released.

Additions are the USS Saratoga and USS Enterprise from the AOTD Team converted by yamatoforever and the inclusion of jimbuna's Q-ship as a standard feature rather than an optional mod.

http://www.filefront.com/16292407/WB%27s%20extra%20ships%20for%20Wilhelmshaven%20cam paign%20v2.4.rar

IFRT-WHUFC
04-29-10, 11:44 AM
I'm getting a file broken error unzipping the version 2.4 file!

thanks
Rick!

IFRT-WHUFC
04-29-10, 11:50 AM
[QUOTE=V-Modifications;1359658]Hello
I think sometink is wrong in data\terrain\locations.cfg but easy to fix.

old:
;[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk

new
[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk


If you still want the lighthouse at Neuwerk then change the above to the following:

[Location 549]
Long=8.167885 <-----
Lat=53.728706 <-----
Heading=80
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Neuwerk

ok
Rick

Wreford-Brown
04-30-10, 04:30 AM
FileFront seems to have been having a few issues with uploads.

Third time lucky!
http://www.filefront.com/16312337/WB%27s%20extra%20ships%20for%20Wilhelmshaven%20cam paign%20v2.4.rar

Jimbuna
04-30-10, 05:12 AM
Just seeking some clarification before the rivet counters pounce :DL

In the Readme v6.7 of the Schleuse mod is made reference to but the FF link is for v5.7.

I (and I suspect many others) have v6.0 of the Schleuse mod installed.

Is it not perhaps the case that your above mod is compatable with v6.0 and should be used with said version?

It is of course possible that v6.7 exists and I have missed it over at The Lair :hmmm:

Wreford-Brown
04-30-10, 06:24 AM
Just seeking some clarification before the rivet counters pounce :DL

In the Readme v6.7 of the Schleuse mod is made reference to but the FF link is for v5.7.

I (and I suspect many others) have v6.0 of the Schleuse mod installed.

Is it not perhaps the case that your above mod is compatable with v6.0 and should be used with said version?

It is of course possible that v6.7 exists and I have missed it over at The Lair :hmmm:

bbw's released v6 at: http://www.filefront.com/15819511/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/

It's hidden in his Wilhelmshaven thread (#65). The only change is his Neuwark lighthouse fix which I've now deleted from my mod. I'll update the Readme with this new link and upload again when I can but FF has been messing me around today.

Jimbuna
04-30-10, 09:10 AM
bbw's released 6.7 at: http://www.filefront.com/15819511/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/

It's hidden in his Wilhelmshaven thread (#65). The only change is his Neuwark lighthouse fix which I've now deleted from my mod. I'll update the Readme with this new link and upload again when I can but FF has been messing me around today.

Rgr that matey http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

SquareSteelBar
04-30-10, 09:35 AM
Note mates,

there isn't a version 6.7, it's still 6.0
the '7' belongs to the file appendix '.7z' !

Wreford-Brown
04-30-10, 10:46 AM
Thanks SSB - I wondered why all of his mods ended with .7:rotfl2:

Jimbuna
04-30-10, 10:52 AM
Note mates,

there isn't a version 6.7, it's still 6.0
the '7' belongs to the file appendix '.7z' !

Your right mate.....I didn't have the heart to say it publicly.

But I must admit to having d/l it again to be doubly sure :oops::DL

Wreford-Brown
04-30-10, 01:00 PM
Every day is a schoolday. :yeah:

AHS Centaur RIP
05-01-10, 01:53 AM
Greetings,
After a many tries, I'm sorry to say I have a problem with Von Dos ships mod for WAC4.1. I have followed every instruction with it first enabled and everything, but always a ctd. There’s enough ship variety to make me worry much but any advice much appreciated. Kind regards, Centaur.

SquareSteelBar
05-01-10, 03:34 AM
Your right mate.....I didn't have the heart to say it publicly.

But I must admit to having d/l it again to be doubly sure :oops::DLI fell already into that trap, too... ;)

Wreford-Brown
05-01-10, 04:16 AM
Greetings,
After a many tries, I'm sorry to say I have a problem with Von Dos ships mod for WAC4.1. I have followed every instruction with it first enabled and everything, but always a ctd. There’s enough ship variety to make me worry much but any advice much appreciated. Kind regards, Centaur.

I'm not a WAC user and did the mod as a favour for some mates of mine who are.

Trying to error check on a mod I don't use is almost impossible. Try posting on the WAC thread as they may be able to help you out. If there's a known issue I can either correct it or take the mod down.

Sorry I can't be more helpful but I'd rather be honest.

AHS Centaur RIP
05-01-10, 05:34 AM
:up:I'm not a WAC user and did the mod as a favour for some mates of mine who are.

Trying to error check on a mod I don't use is almost impossible. Try posting on the WAC thread as they may be able to help you out. If there's a known issue I can either correct it or take the mod down.

Sorry I can't be more helpful but I'd rather be honest.



Thanks so much for being honest I appreciate, mostly though the time and work for the mod, is truly great like all your work, and that you did for a friends especially. Error checking is impossible I really understand too.

As I said though is not great loss to me personally what’s in the super mod, tried everything I can think of. I will ask in WAC 4.1 thread about it though.
Regards, Centaur

Wreford-Brown
05-01-10, 10:08 AM
If you have problems try manually adding VonDos' ships one at a time and I'll give you the individual scripted files and talk you through adding them individually to the WAC campaign.

bigboywooly
05-01-10, 07:28 PM
bbw's released v6 at: http://www.filefront.com/15819511/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/

It's hidden in his Wilhelmshaven thread (#65)..

Link was replaced in the release post at the same time
Or before even
And yes correct the lighthouse was the only change

AHS Centaur RIP
05-02-10, 05:26 AM
If you have problems try manually adding VonDos' ships one at a time and I'll give you the individual scripted files and talk you through adding them individually to the WAC campaign.

Wreford thank you so much, putting in each ship is so wonderful idea to solve this VON DOS for WAC ctd problem, with your whole mod. Mostly though for the help supporting scripts really help me to do so, I have to say greatly appreciated.
The WAC thread is quiet of late too so sadly waiting.
Best wishes.

Wreford-Brown
05-02-10, 07:34 AM
Let me know which ships you've got working and I'll start preparing the _SCR files.

AHS Centaur RIP
05-03-10, 02:50 AM
Let me know which ships you've got working and I'll start preparing the _SCR files.

The whole mod crashes on enabling, not individual ships with WAC 4.1, every one of them are all good though, and such a fine idea to put them in separately. I did always feel strange about Titanic with it though. Only ones that dont ctd are already in the super mod. Thanks so much for the help and _scr files. Regards, Centaur.

Wreford-Brown
05-04-10, 05:15 PM
evan82 kindly gave me permission a while back to include his waterstreams in the XXI 1939 mod and I've finally got around to merging our mods.
The new version is XXI 1939 v1.1 (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)

I've also adjusted my Warning Orders (SH3 Cmdr) mod to reduce the chances of getting a cut off message on your loading screen.
The new version is Warning Orders (SH3 Cmdr) v1.3 (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)

Wreford-Brown
05-11-10, 03:32 PM
Having spent a bit of time digging into JScones' SH3 Commander I have found a way to use it to make all of my mods compatible with almost any supermod, mod or combination of mods. It does this by changing just individual lines in SH3 rather than overwriting the entire file.

This means that the old compatibility issues should be a thing of the past, as any modder can now create a mod that just changes individual lines rather than overwriting complete files. With just a little bit of work, modders could be creating mods that add a small number of lines to static settings.cfg rather than a mod which overwrites the whole base file. This has huge implications for files such as basic.cfg which are shared by a large number of mods.

This first go at a mod which uses my new found knowledge initially enables a fix for SH3 by adjusting the periscope depth of the Type IIA and IID to ensure the conning tower remains underwater in rough seas.
It then gives you the following additional mods:
1. Deck Gun Range. This adjusts the setting for 'Short Range' for your deck gun to 1500m rather than the default 1000m. No more nasty surprises from jimbuna's Q-ship!
2. Decks Awash. This replaces the 'Snorkel Depth' (; key) setting for your U-boat to allow you to sail with decks awash.
3. Fuel Economy. This replaces the speed setting for 'Ahead One Third' (number 2 key) with the most fuel economic setting for your U-boat.
4. Renown Replacement. This replaces the GWX renown for reaching your patrol grid (nil) with stock SH3 values.

This mod is JSGME ready but must be installed in SH3 Commander. If you try and apply it straight to SH3 it will not work. Once the Combimod is enabled, mods must be installed in the following order:
1. WB's Deck Gun Range
2. WB's Decks Awash
3. WB's Fuel Economy
4. WB's Renown Replacement
You can use any or all of these mods, so if you want to use Decks Awash and Renown Replacement simple enable the Combimod followed by 2 and 4.

Get the Combimod here (http://www.mediafire.com/?sharekey=f33c76a30b3444741bee9a6e9edd9c7666416aa0 4d394890c81041a3fc51d567)

Message to other modders:
If you have a mod that just adjusts files rather than adding them, send me a PM and I'll try and include it in updates to this mod.

If you like this mod, how about donating just $1 to subsim? If 600 users give $1 apiece, it'll keep subsim afloat for another month...

Credits:
JScones - I'm continuing to learn just how powerful JScones' utilities are for SH3 and I get more and more impressed every day. Thank you once again, Jaesen, for putting the time and effort into JSGME and SH3 Commander and sharing them with the community.

frau kaleun
05-11-10, 06:43 PM
JScones - I'm continuing to learn just how powerful JScones' utilities are for SH3 and I get more and more impressed every day. Thank you once again, Jaesen, for putting the time and effort into JSGME and SH3 Commander and sharing them with the community.

Ditto. I'm already using Commander to make minor adjustments to the game where a complete file overwrite would seem excessive or might cause problems with other mods that need to tweak the same files in order to work.

Wreford-Brown
05-17-10, 02:19 PM
The latest version of this mod adds even more extras to bbw's GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 mod:

It adds meduza's new St Nazaire map
It scripts all of VonDos's ships except the Titanic into their historic locations (Titanic caused CTDs :cry:).
It scripts the HMS Queen Elizabeth into its historic locations.
It scripts Mikhayl's Luftwaffe Rescue Buoy into the campaign.
It adds jimbuna's Q-ship.
It scripts AH_Thor's SPS Churruca into the campaign.
It scripts AOTD_MadMax's USS Enterprise and USS Saratoga (converted by yamatoforever) into the campaign.

It also contains the following optional mods:
TMT ThomsensShips fix to allow this mod to be compatible with TMT and/or ThomsensShips
Hitman's GWX Mediterranean Campaign which will reduce load times for the Mediterranean campaign.
WB's Mission Orders Lite which dramatically reduces the number of radio messages.

Enjoy!

Wreford-Brown
05-27-10, 05:13 PM
Just doing some housekeeping and need to add my two latest releases:

WB's VIIA:

Before anyone gets too excited, this is not a graphic representation of a VIIA but adjusts the values of a VIIB to simulate a VIIA.

I also need to thank SailorSteve who gave me the idea.

This mod simulates a VIIA by adjusting the following values:
11 torpedoes
No external reloads
No rear tube reloads
Reduced range compared to VIIB
Reduced speed compared to VIIB
Adjusted displacement and engine power to simulate VIIA
The VIIA had one external torpedo tube at the rear - I've simulated this by leaving just one internal torpedo in the rear tube.

There are two versions of the mod. One is a standard JSGME version to allow you to manually change your VIIB into a VIIA. The second is a SH3 Commander version which will give you a VIIA at the start of the war then change it back into a VIIB on 11 Mar 40, the date at which the VIIB became more prevalent.

All changes are to the behavior of the u-boat and there are no changes to the VIIB model - on the outside it'll still look like a VIIB.

WB's Play it your way:

This SH3 Commander mod gives you any u-boat in any year costing no renown. The only equipment you'll have to to work out for yourselves is torpedoes (try Wolfies Tweek Pak). It's an SH3 Commander mod so should be compatible with any supermod, mod or combination of mods including vanilla SH3.

h.sie
06-07-10, 02:38 PM
Hi WB,

I think I found something (error?) in NDD_Churruca.eqp in your extra ship mod V2.4c


[Equipment 6]
NodeName=S01
LinkName=20mmGBDouble. <- the dot
StartDate=19420601
EndDate=19451231

[Equipment 15]
NodeName=W01
LinkName=DCRack..StartDate=19380101 <- !!!
EndDate=19400601

h.sie

Wreford-Brown
06-07-10, 03:40 PM
Yes - it looks like an error to me. I use the original ship models then script the ships into the campaign so I don't dig into the ship files as I'm not too hot on them.

The error is a minor one, not one that causes CTDs so I'll make the necessary adjustments and include them in the next release. Thank you for pointing this one out and I'll ensure you get credit.

h.sie
06-07-10, 03:54 PM
credit not necessary, WB.

Wreford-Brown
06-07-10, 04:06 PM
Credit where it's due :salute:

tomfon
06-08-10, 05:59 PM
It seems i cannot find the "Randomised Intro Messages" mod of yours WB. Have you recently removed it from your mediafire page? Thanks.

Kapt Z
06-10-10, 12:05 PM
Hi WB-

Have tried using your Renown Replacement Mod to return renown points for reaching my assigned grid.

Returned from my first patrol after enabling it and I still seemed to receive no points for patrolling my grid. I checked the basic cfg file with notepad and the figures for reaching and patrolling the grid still show as 0.

I'm using SH Commander 3.2 and GWX 3 with the following enabled on JSGME

GWX Capt America's Officer Icons
GWX Enhanced Damage Effects
GWX Integrated orders
GWX No Medals on Crew
GWX Open Hatch Mod
Searchlights removed
Waterstream exhaust combi v 2.3 GWX 3
WB's Mission Orders Lite v 1.1
WB's Renown replacement

Am I missing something?

Thanks for any help

Wreford-Brown
06-10-10, 01:18 PM
There's no reason why Renown Replacement shouldn't work with that combination of mods.

Try opening your MODS folder then Renown Replacement and check that there are two folders in there - data and documentation.

Kapt Z
06-10-10, 03:48 PM
I checked and there was only data in the file in my mods file.:up:

I did unzip the download again and now there are both and data and documentation files in there. I enabled the mod with JSGME and went into the game's cfg file expecting to see the values changed for reaching grid and patrolling grid.

They still show '0' for both. :hmmm:

Is this a valid way to test if the mod has taken effect or am I just confusing myself even more?:damn:

Trying to make sure it's working before I go out on another patrol.

Kapt Z
06-10-10, 04:29 PM
Checked the file again and everything looked ok so I did a test patrol. I changed the grid with Commander so it was just around the corner and received confirmation that I had reached it and also that I had stayed there for 24 hrs. I teleported back to base and still received no renown for my grid.

Confusing. There must be more to this.....:damn:

Plissken_04
06-10-10, 04:39 PM
It seems i cannot find the "Randomised Intro Messages" mod of yours WB. Have you recently removed it from your mediafire page? Thanks.


@Tomfon

Take a look at here.

ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/WREFORD%20BROWN/



So Long

Maik

tomfon
06-10-10, 07:29 PM
Thank you, Plissken_04.

I was actually trying to disable the mod but i couldn't find it anywhere(!) until i realised that it is implemented in WB's mid-patrol orders mod. I then deleted the whole block and configured the Randomised Events.cfg accordingly.

P.S. I bookmarked your page ...a really useful site.;)

Plissken_04
06-11-10, 12:28 AM
Thank you, Plissken_04.

I was actually trying to disable the mod but i couldn't find it anywhere(!) until i realised that it is implemented in WB's mid-patrol orders mod. I then deleted the whole block and configured the Randomised Events.cfg accordingly.

P.S. I bookmarked your page ...a really useful site.;)


No Problem,was nice to help you :up:

Wreford-Brown
06-11-10, 04:21 AM
I checked and there was only data in the file in my mods file.:up:


Are you using the SH3 version? If so, try enabling the mod and opening the basic.cfg file. Look under [RENOWN] and you should have RenownReachGridObjCompleted=500. If not, something has gone wrong with the download (I've just downloaded it from MediaFire and the file is OK on my system).

If you're using the SH3 Commander version then the changes are made when you load the game, not before. The only way to check if it's been applied is to Alt-Tab out of the game at the main menu screen and then check the basic.cfg file.

Just in case there's a problem with the download I'm converting all of my mods into torrent files over the weekend. That should also help those guys with slow download speeds.

Renown Replacement is also part of my SH3 Commander mod which works with any mod or supermod - you could try that one instead.

It seems i cannot find the "Randomised Intro Messages" mod of yours WB. Have you recently removed it from your mediafire page? Thanks.

Randomised Intro Messages has been subsumed into my SH3 Commander mod. The original file is in my archive folder at: http://www.mediafire.com/?1d1yzhiymii

Kapt Z
06-11-10, 08:25 AM
Are you using the SH3 version? If so, try enabling the mod and opening the basic.cfg file. Look under [RENOWN] and you should have RenownReachGridObjCompleted=500. If not, something has gone wrong with the download (I've just downloaded it from MediaFire and the file is OK on my system).

If you're using the SH3 Commander version then the changes are made when you load the game, not before. The only way to check if it's been applied is to Alt-Tab out of the game at the main menu screen and then check the basic.cfg file.


Renown Replacement is also part of my SH3 Commander mod which works with any mod or supermod - you could try that one instead.




How do I know whether it is the SH3 or Commander version? As I said in my posts I unzipped the file again and it seemed to have both data and doc, but even after I enabled it it didn't change anything I could see in the basic.cfg file. I also suspected maybe it didn't take effect until I launched Commander so I tried a test patrol and upon return I still did not gain any renown for the grid. That's what was confusing me.

Where can I download the newest version?

Wreford-Brown
06-11-10, 08:41 AM
Renown Replacement is at: http://www.mediafire.com/?nzijluzi55g

If you prefer a torrent it's at: http://thepiratebay.org/torrent/5620908/WB_s_Renown_Replacement.rar

Kapt Z
06-11-10, 08:44 AM
yeah, posted my response before engaging my brain.:oops:

Thanks for the patience.:salute:

Wreford-Brown
06-11-10, 09:08 AM
No problem - I just hope we can get you sorted.

Kapt Z
06-11-10, 03:14 PM
Well, I deleted the renown replacement mod I already had off my computer and did a new download. I unzipped it into the Mods folder and enabled it with JSGME. Checked its folder and both 'data' and 'doc' were there.

I was getting a little fed up and just decided to go ahead and start a new career and am enroute to my assigned grid. Now while I am playing the game I can drop out of it and check the Basic cfg file? That should show the changed values? I think that is what you were saying?

Honestly, I would just let the whole thing go if we didn't need the points to buy the good stuff(and I don't even buy that much). Sometimes you have poor patrols and need all the 'renown' you can get just from surviving at sea.

I'll let you know what happens.

Wreford-Brown
01-09-11, 03:57 AM
molke 2005 has kindly given me permission to release a file for his HMS Terror model which will script it into your campaign on it's historic routes.

This mod contains molke2005's original ship model and a .mis file which scripts HMS Terror's movements during WW2 in the Mediterranean. Please read the Readme as it gives instructions on how to merge SCR files to get HMS Terror scripted into whichever version of SH3 you're using, from stock to any of the supermods.

http://i733.photobucket.com/albums/ww340/Wreford-Brown/molke2005sHMSTerror.jpg

Enjoy!

ReallyDedPoet
03-08-11, 09:50 AM
Your Renown Replacement Mod, does it work with GWX 3.0? I have it installed and do not think it is working as I am not getting credit for reaching the patrol grid or for the patrol itself.

Wondering if I may be doing something wrong.

Wreford-Brown
03-08-11, 03:53 PM
The SH3 version can be a little tricky as it replaces the basic.cfg file so there are a number of mods that could overwrite it.

Try my SH3 Commander Combimod - it contains the renown replacement mod but only overwrites one line in basic.cfg so it's compatible with any other mod or supermod: http://www.mediafire.com/?maz250mfmm2

lotrozan
09-12-11, 08:15 AM
is WB' .mis files compatible with stock SH3 and Magui F or only compatible with GWX?

Jimbuna
09-12-11, 04:34 PM
The filers were created to be compatible with GWX3.0....anything else is down to the user.

Wreford-Brown
09-13-11, 03:13 AM
is WB' .mis files compatible with stock SH3 and Magui F or only compatible with GWX?

All the files should be compatible with any version of SH3. Where supporting ships are used, I've taken them from stock so there shouldn't be any compatibility issues.

I recommend that you enable the files one at a time rather than all together and play at least one campaign mission before adding another file. That way, you can see if any of the files cause conflicts.

lotrozan
09-13-11, 03:14 AM
The filers were created to be compatible with GWX3.0....anything else is down to the user.
thank you for your return.I hope its gonna work

Wreford-Brown
08-10-12, 02:20 PM
This is my first non-.mis file for a long time!

h.sie's SH3 Cmdr en_menu patch (http://www.mediafire.com/?5icqskjuo2u0rmx)

This slight repacking of h.sie's awesome 'Realism- and gameplay-related hardcode fixes for SH3.EXE V16B1' should make it easier for people to merge h.sie's campaign file into their own install and to add lines to en_menu.

There are two parts:

1. Merging h.sie's campaign file with your own. This is held in a separate notepad file in 'documentation' but explains how to merge these files using the SH3 Mission Editor.
2. Adding lines to en_menu (or de_menu). I've written a small SH3 Commander mod based on h.sie's information that automatically adds the en_menu and de_menu lines using the power of SH3 Commander - no more manual inserting of lines. If you don't have SH3 Commander then I thoroughly recommend it, and if you're unsure how to add JSGME to SH3 Commander then there is a 'How to...' in documentation.

Credits:
JScones - I'm still learning how powerful JScones' utilities are for SH3 and there seems to be little limit to what can be achieved. Thank you yet again, Jaesen, for putting the time and effort into JSGME and SH3 Commander and sharing them with the community.
h.sie - cracked the SH3.EXE and has created an awesome set of mods. Thank you for creating this information - I've just repacked it a little.

Permissions:
All the information contained in this mod remains the property of h.sie.

rokoeh
12-16-13, 06:28 PM
Do you want to be warned when missions are going to take place in GWX 2.1?

GWX 2.1 Warning Orders complements the Mission Orders mod by enhancing the
orders received during loading. The original loading messages have been kept, to which have been added notification of any operations happening on your deployment date. You will then receive radio orders through the Mission Orders

History:
Deutsch Warning Orders added thanks to Rango.

Mod is available at: http://hosted.filefront.com/WrefordBrown/2342225 (http://hosted.filefront.com/WrefordBrown/2342225)

The download link is broken... Can someone tell me where I can download it from another place?

Does it work on GWX 3.0?

Jimbuna
12-17-13, 06:09 AM
I'm sorry, I don't have a link but it was designed and created for GWX.

GreyBeard
12-17-13, 07:47 AM
The download link is broken... Can someone tell me where I can download it from another place?

Does it work on GWX 3.0?

Look in Wreford-Brown's signature, click on SH3 MODS. Once you arrive at that link scroll down to the bottom, it's there.

:yeah:

Plissken_04
12-17-13, 09:49 AM
The download link is broken... Can someone tell me where I can download it from another place?

Does it work on GWX 3.0?


Try it here

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/WREFORD%20BROWN/

Username & Password in my Signature!!!


So Long

Maik

rokoeh
12-17-13, 05:39 PM
Thanks! :)

CaptBones
02-02-14, 07:14 PM
Long title, long message. But, probably a short answer and maybe not the best thread to use to get some help...anyway...

The apparent incompatibility between WB's "Xtras for the Wilhelmshaven campaign v2.4c" and bbw's "Wilhelmshafen, St. Nazaire...v7" still perplexes me.:06:

If I want the corrected Kiel harbor and KW Kanal features (very good for the first year of the war) I have to use "Wilhelmshafen...v7". But, if I want the "Xtras...v2.4c" ships and the corrected St. Nazaire map (very good for the next four years of the war...if you live that long!), I have to use "Wilhelmshafen...v6."

Don't get me wrong, it isn't that difficult to change the MOD load-out in mid-career with JSGME. But, it's a pain in the butt to also have to set-up and use two different versions of h.sie's V16B1 Patch kit, because of the differences in the en_menu.txt and SCR.mis files between v6+v2.4c and v7. Plus, even with JSGME, changing things back-and-forth increases the odds of corrupting files at some point (crashed/lost my last two careers due to that...bugger!).

So, does anyone have any good ideas or a method for using WB's "Xtras...v2.4c" with Wilhelmshafen...v7? I've spent many hours over the last year or so, trying to sort out the conflicts, but have had no luck other than bad luck. Any help would be greatly appreciated.:)