Travis Reed
01-09-07, 06:20 PM
Didn't seen another thread covering this, so here it is...
I'm attempting to determine compatibility between GWX and the Victory Mod.
The files that the Victory Mod deals with (as listed in its readme) are thus:
MAIN DETAILS OF MOD:
· This Mod was designed to run with 1.4b patch.
· It was designed to be memory light.
· It does not alter DAT file content.
· Battleships, cruisers, and carriers are shared with many nations.
· But no so-called NEW ships or skins (paint) are created.
· Thus shared ships are merely named as generic.
· The Mod follows an all new timeline and war outcome.
· New nations are added, but their flags do not work.
· The Mod has different fatigue settings, point systems, and sub availabilities.
· The Mod works with any Mod that does not over-write its main content files.
The main content files altered were:
· /data/Menu/ en_menu.txt
· /data/Menu/cfg/menu/flotillas.cfg
· /data/Cfg/Flotilla.cfg
· /data/Campaigns/Campaign/Campaign_LND.MIS
· /data/Roster/*. – some new
· /data/Roster/DefSide.CFG
· /data/Cfg/Basic.cfg
· /data/Sea/ -warship CFGs
· /data/Sea/EnglishNames.CFG
· /data/Terrain/Locations.CFG
These orignial SH3 files are entirely removed:
· /data/Roster/British/Sea/DDHuntIII.CFG
· /data/Roster/British/Sea/DERiver.CFG
· /data/Roster/FreeFrench/Sea/DERiver.CFG
· /data/Roster/Canadian/Sea/DERiver.CFG
· /data/Roster/Australian/Sea/DERiver.CFG
These files are optional or unimportant:
· /data/Emblems/SubEmblems/Flotillas/10th flotilla.TGA
· /data/Emblems/SubEmblems/Flotillas/33rd flotilla.TGA
· /data/Land/EnglishNames.CFG
My main question is... What effect would enabling this mod using JSGME have upon the GWX features?
I'm hoping to keep most of GWX intact (with the exception of the new campaign and sub availability).
I'm not asking people to go diving into heavy research here, just for the GWX developer's insight, as they know full well what they did...
I'm attempting to determine compatibility between GWX and the Victory Mod.
The files that the Victory Mod deals with (as listed in its readme) are thus:
MAIN DETAILS OF MOD:
· This Mod was designed to run with 1.4b patch.
· It was designed to be memory light.
· It does not alter DAT file content.
· Battleships, cruisers, and carriers are shared with many nations.
· But no so-called NEW ships or skins (paint) are created.
· Thus shared ships are merely named as generic.
· The Mod follows an all new timeline and war outcome.
· New nations are added, but their flags do not work.
· The Mod has different fatigue settings, point systems, and sub availabilities.
· The Mod works with any Mod that does not over-write its main content files.
The main content files altered were:
· /data/Menu/ en_menu.txt
· /data/Menu/cfg/menu/flotillas.cfg
· /data/Cfg/Flotilla.cfg
· /data/Campaigns/Campaign/Campaign_LND.MIS
· /data/Roster/*. – some new
· /data/Roster/DefSide.CFG
· /data/Cfg/Basic.cfg
· /data/Sea/ -warship CFGs
· /data/Sea/EnglishNames.CFG
· /data/Terrain/Locations.CFG
These orignial SH3 files are entirely removed:
· /data/Roster/British/Sea/DDHuntIII.CFG
· /data/Roster/British/Sea/DERiver.CFG
· /data/Roster/FreeFrench/Sea/DERiver.CFG
· /data/Roster/Canadian/Sea/DERiver.CFG
· /data/Roster/Australian/Sea/DERiver.CFG
These files are optional or unimportant:
· /data/Emblems/SubEmblems/Flotillas/10th flotilla.TGA
· /data/Emblems/SubEmblems/Flotillas/33rd flotilla.TGA
· /data/Land/EnglishNames.CFG
My main question is... What effect would enabling this mod using JSGME have upon the GWX features?
I'm hoping to keep most of GWX intact (with the exception of the new campaign and sub availability).
I'm not asking people to go diving into heavy research here, just for the GWX developer's insight, as they know full well what they did...