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Old 01-20-09, 06:23 PM   #1
scrapser
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Default Suggested Mod Combinations for SH3

Okay...I know this question has been asked in many different ways before but perhaps not this way. I just finished building a new computer and will be installing SH3 (and SH4) from scratch. I have been out of the loop on much that's happened for the past year or so and I know that's my problem...not yours.

But here is my idea. There are so many mods out there and I'm certain users are setting them up in different configurations. So I thought why not have a place for people who have these variations to list them here as something others could use as a guide of sorts.

This should help naturally sort out which mods work best together and also give us some choices in what mods accomplish in terms of realism, enhancement, mod fixes, graphics, sound, etc. Each suggestion could be prefaced with a short summary of what it does, how much realism gets turned on (or off), what hardware it works best with, and any other pertinent details that may apply.

I will post this in the SH4 Mods section as well.

So how about it? If it works, perhaps it could earn the distinction of "Sticky"!
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Old 01-21-09, 04:21 AM   #2
urfisch
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its a decision of what you want and what you like. i am in the same situation, as i do not played sh3 for almost a year now. my tip is:

- download jonesofts mod enabler
- look through the stickies here
- download a supermod of your choice (my favorites are WAC 3.0 or GWX 2.1)
- add some candy mods, which enhance the supermod (like exhaust mod, water streams, rbs sh4 effects, etc.)
- see how you like the game and do some fine tuning (add and delete mods via jsgme)

hope it helps.
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Old 01-21-09, 07:55 AM   #3
StarLion45
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Default Hi there Urfisch

Ahoy

- download a supermod of your choice (my favorites are WAC 3.0 or GWX 2.1)


You mean GWX3.0. Gold . Don't you :hmm:
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Old 01-21-09, 08:07 AM   #4
urfisch
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nope, i dont.

simply cause there are too many complications in adding mods to this version. so i prefer 2.1... and 3.0 is far from perfect. that is why i want to have the chance in adding mods of my choice!

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Old 01-21-09, 10:25 AM   #5
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Well, SH4 is easier as the supermods seem to be rolled up with a lot of the smaller mods out of necessity but with SH3 we have many, many choices both large and small.

The point of my thread was to (hopefully) get feedback from people who play the sim frequently and essentially have a nice stable setup. Each "setup" reported would (also hopefully) be unique enough that in time we would have a spectrum of different arrangements so someone starting out fresh could choose.

The spectrum would go from a setup that's pretty much just a game all the way up to uber realism. This seems like it would be useful and with all the people here I would think it not too difficult to get a list going.
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Old 01-21-09, 01:59 PM   #6
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Hi scrapser
Your hearts in the right place in regards helping others.
First I'll say the obvious.
1. Major Mods - Have plenty of documentation and help - Usually first mod so no conflictions.
2. Other Mods (single) - Usually made for above - Rarely have conflictions when only one installed.
3. Other Mods (Multiple) - If your JSGME reports no conflictions - You should be O.K.
4. Other Mods (Multiple) - If your JSGME reports conflictions - Complications due to shared files - Merging these files is often successful (some mods already have some) - Installing these conflicting mods in certain orders (without merging files) is asking for trouble (CTD's). Even though they seem to work, you overwrite earlier mods and lose some of their benefits.
5. Creating a list for the above is a huge task - number of possible combinations - There would have to be a list (downloadable) of all the modified files.

The only positive way to add loads of mods is to learn How-to-Mod. Takes time and a lot of work, but well worth it.

I was going to try and help by doing a tutorial from basic to advanced (not expert) modding, but it had a poor response.

Cheers badwolf.

Last edited by badwolf; 01-21-09 at 02:27 PM.
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Old 01-21-09, 02:16 PM   #7
NAZ2222
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Default Mod selection

Well I use this ones:

-final torpedo damage (http://www.subsim.com/radioroom/showthread.php?t=105298)

-open hatch (http://www.subsim.com/radioroom/showthread.php?t=104514)

-Phillip Thomsen sound Pack 3.2 (http://www.subsim.com/radioroom/showthread.php?t=134491)

-water stream(http://www.subsim.com/radioroom/showthread.php?t=133541)

-OLC 2.4.3 (http://www.subsim.com/radioroom/showthread.php?t=134186 (brilliant by the way:p )

-life boats (http://www.subsim.com/radioroom/showthread.php?t=134988)

-SH4 effects for sh3 (http://www.subsim.com/radioroom/showthread.php?t=134988)

all with GWX 2.1 and it´s posterior fixes, and activated by JSGME(http://www.subsim.com/radioroom/show....php?t=141773)!!

And install in the order posted and read each mod read me for more information on possible conflicts!!
It looks great

I also run SH3 throuh SH3 comander(http://www.subsim.com/radioroom/showthread.php?t=135380)


I guess it´s a start
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Old 01-21-09, 03:28 PM   #8
badwolf
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Quote:
And install in the order posted and read each mod read me for more information on possible conflicts!!
Hi NAZ2222
I'm not trying to upset you, but the above the order posted should be irrelevent.
Here's why:

Lets say we have a file - We'll use File A as an example - inside is 3 bits of data (a,c,e) - Giving File A(a,c,e)

Example_1 - Before/After installation - We have 3 mods no conflictions.

Mod 1 = file A(a,c,e) - file D(a,c,e) - file G(a,c,e)
Mod 2 = file B(a,c,e) - file E(a,c,e) - file H(a,c,e)
Mod 3 = file C(a,c,e) - file F(a,c,e) - file I(a,c,e)


Doesn't matter what order they are installed - no files are the same - no conflicts.

Example_2 - Before installation - We have 3 mods with conflictions.

Mod 1 = file A(b,c,e) - file D(a,c,e) - file G(a,c,e)
Mod 2 = file A(a,d,e) - file E(a,c,e) - file H(a,c,e)
Mod 3 = file A(a,c,f) - file F(a,c,e) - file I(a,c,e)


The file A is used by all the mods and so a confliction. Which ever mod is last installed will be the file A used. So if we install in same order we really actually get.

Example_2 - After installation.

Mod 1 = file A(a,c,f) - file D(a,c,e) - file G(a,c,e)
Mod 2 = file A(a,c,f) - file E(a,c,e) - file H(a,c,e)
Mod 3 = file A(a,c,f) - file F(a,c,e) - file I(a,c,e)


As Mod 3 was installed last, all the mods use file A(a,c,f) - This is not the same as Example_2 - Before installation as Mod 1 & Mod 2 have altered on installation. You can change the order but it only will change which file A the mods use.
This might not cause problems and you might not see a difference, but as you can see the mods will be changed.

Last edited by badwolf; 01-21-09 at 04:07 PM.
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Old 01-21-09, 04:38 PM   #9
NAZ2222
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Quote:
Originally Posted by badwolf
Quote:
And install in the order posted and read each mod read me for more information on possible conflicts!!
Hi NAZ2222
I'm not trying to upset you, but the above the order posted should be irrelevent.
Here's why:

Lets say we have a file - We'll use File A as an example - inside is 3 bits of data (a,c,e) - Giving File A(a,c,e)

Example_1 - Before/After installation - We have 3 mods no conflictions.

Mod 1 = file A(a,c,e) - file D(a,c,e) - file G(a,c,e)
Mod 2 = file B(a,c,e) - file E(a,c,e) - file H(a,c,e)
Mod 3 = file C(a,c,e) - file F(a,c,e) - file I(a,c,e)


Doesn't matter what order they are installed - no files are the same - no conflicts.

Example_2 - Before installation - We have 3 mods with conflictions.

Mod 1 = file A(b,c,e) - file D(a,c,e) - file G(a,c,e)
Mod 2 = file A(a,d,e) - file E(a,c,e) - file H(a,c,e)
Mod 3 = file A(a,c,f) - file F(a,c,e) - file I(a,c,e)


The file A is used by all the mods and so a confliction. Which ever mod is last installed will be the file A used. So if we install in same order we really actually get.

Example_2 - After installation.

Mod 1 = file A(a,c,f) - file D(a,c,e) - file G(a,c,e)
Mod 2 = file A(a,c,f) - file E(a,c,e) - file H(a,c,e)
Mod 3 = file A(a,c,f) - file F(a,c,e) - file I(a,c,e)


As Mod 3 was installed last, all the mods use file A(a,c,f) - This is not the same as Example_2 - Before installation as Mod 1 & Mod 2 have altered on installation. You can change the order but it only will change which file A the mods use.
This might not cause problems and you might not see a difference, but as you can see the mods will be changed.

It has to be in this order, because there are 3 mod's that share files,
1-OLC 2.4.3 must be put on top of water stream! it's in the readme
2-azanovic sh4 effects must be the last of it all, and must be put on top lifeboats(with compatibilitie fix that comes in extra)

So yea only 3 of this modes really account for the order, but I thinks it's easier this way! If I dont put those mods in that order my game crashes when loading

Maybe it's just a bug im my configuration
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Old 01-21-09, 04:43 PM   #10
Weiss Pinguin
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Yes, there are some mods that have to be installed in order. Like the GWX Late-war sensors and the LRT sensors patch which is installed over it, for example.
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Old 01-21-09, 08:07 PM   #11
badwolf
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Thankyou for the feedbacks,

1. Following the readme of modders is very important, especially when making it compatable with another mod.
2. There are some mods that have to be installed at certain conditions i.e. The late War Sensors.

I have had quite a few mods in my installation and a lot were uncompatible. But the set-up I have, enables any order of installation and no CTD's. No reporting of overwriting files by JSGME which makes it easier to add new mods (very important for tracing conflictions).
Note: This does not include mods like "Bearded faces" which is installed late in each patrol or The late War Sensors (Both use bigboywooly's idea of folder mod/mod to stop accidental install). Mods that had to be installed at a certain year or time was done via SH3Commander i.e. Clothing - random attire in winter or summer etc/music/news/pinups/propaganda.

If you constantly change mods per game for variety, then its difficult to have a stable set-up.
A lot of problems are due to having duplicate files with various modifications in the Sh3 mod folder. Rememember - last file installed overwrites others.
I have another JSGME set-up in a Dummy SH3 folder containing blank folders. Here is were I first install my mods or updates. I can merge the various conflicting mods and do any work patching etc to get them to work together properly. I have full control of what file is used and delete the unwanted without fear of mucking up my installation . When I port them over to the SH3 Mods folder there's no duplicate files, therefore no conflictions, so you can install in any order. I could even merge them as one big mod. I have joined many uncompatable mods using this system.

Hope the above gives help and ideas for your own set-up.

GWX 2.1 (pre GWX 3.0) * SH3Commander * Sh3Gen
GWX: Additional included mods various
SHIPS: AOTD_AA Ship_Schleuse_Bugfix * Community units * Arrow Tanker v1.2 * Q Ship
GUI: OLC GUI 126 * U-Boat 1.2 Officer Icons * Flaggen (modified)
EFFECTS: OLCE2 * OLC Sun_Fix * LRT v2.02 (modded) * Longer Wakes v1.0 (modded all ships) * Undersea * RB Sub Exhaust * LifeBoats & Debris v3B * Torpedo damage Final v2.0 * Water Stream for Uboats
CREW: Fubars crew skins4 * Various clothes for Winter/Summer * Bearded faces (end of patrol)
EXTRAS: Music (huge file installed by date) * News * Propaganda * Pinups
HOMEMADE: Crew fatigue at all TC's (Made for LRT) * Misc tweaks and mods

GAMEPLAY: 100% difficulty * DID

p.s. If you want to see the duplicate files do the following:

Enable all Mods
Go to your mods folder
At top of screen select: Tools
Then: Folder Options....
Then: View
Then: O Show hidden files and folders

In your mods folder you can now see a file called !BACKUP

A good place to start is in !BACKUP/data/Menu/menu_1024_768.ini.Name of mod
See how many copies of menu_1024_768.ini.Name of mod you have

Don't alter anything in here its vital for JSGME

Now if you want to change your menu_1024_768.ini make sure its the correct one. You'd be suprised at the number of people get it wrong. This applies to other duplicate files like Basic.cfg.

I don't have any duplicates in my installation when possible (99% of the time), but I stick to my favourite mods which enables me to do it.

Last edited by badwolf; 01-21-09 at 10:52 PM.
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Old 04-02-17, 02:36 PM   #12
Steve Gad
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Quote:
Originally Posted by NAZ2222 View Post
Well I use this ones:

-final torpedo damage (http://www.subsim.com/radioroom/showthread.php?t=105298)

-open hatch (http://www.subsim.com/radioroom/showthread.php?t=104514)

-Phillip Thomsen sound Pack 3.2 (http://www.subsim.com/radioroom/showthread.php?t=134491)

-water stream(http://www.subsim.com/radioroom/showthread.php?t=133541)

-OLC 2.4.3 (http://www.subsim.com/radioroom/showthread.php?t=134186 (brilliant by the way:p )

-life boats (http://www.subsim.com/radioroom/showthread.php?t=134988)

-SH4 effects for sh3 (http://www.subsim.com/radioroom/showthread.php?t=134988)

all with GWX 2.1 and it´s posterior fixes, and activated by JSGME(http://www.subsim.com/radioroom/show....php?t=141773)!!

And install in the order posted and read each mod read me for more information on possible conflicts!!
It looks great

I also run SH3 throuh SH3 comander(http://www.subsim.com/radioroom/showthread.php?t=135380)


I guess it´s a start
I realise I'm ten years late with this, but thank you or putting me onto Phillip Thomsen sound Pack. I too value sound very highly or immersion and I'd driven myself half mad getting and mixing different sounds.


Ps. Yes, I'm STILL out there. lol
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