View Full Version : Which mods to use?
Userwank
01-13-07, 11:22 PM
Which mods to use? Which mods are recommended for gwx?
azn_132
01-13-07, 11:24 PM
Which mods to use? Which mods are recommended for gwx?
Is this a poll question or u need something?
Sub skins are always fun, just check out the mods forum for fubar, venatore, seth, danlisa and steeds creations. I am also having fun with the depth charge shaker by nvdrifter.
GWX is such a complete package, really. (And so new)
melnibonian
01-14-07, 06:24 AM
GWX is a stand alone supermod. I would suggest you use only graphical mods with it as they tend not to change cfg and other important files.
fredbass
01-14-07, 06:35 AM
Which mods to use? Which mods are recommended for gwx?
You are aware of the optional mods that come with GWX, right?
And I'd highly suggest you use Sh3 Commander (follow the GWX directions).
You might consider SH3Gen and SH3 Weather, as well as nvdrifters mods if you like.
Just spend a little time here and you'll get a pretty good idea for yourself. :up:
And yes, be careful what you choose or you can break it.
Corsair
01-14-07, 06:39 AM
I wouldn't live without 6 dials simfeeling mod and TDC dials in scope/UZO views...
Hakahura
01-14-07, 06:52 AM
I agree with all the above, but one mod that in my opinion is essential is SH3 Generator.
I never put out to sea without running it.:up:
Jimbuna
01-14-07, 08:37 AM
The most obvious one for sure....SH3Cmndr :rock:
These are the mosds I use...and they all work perfect with GWX.
http://i108.photobucket.com/albums/n3/krugerblue/untitled.jpg
bigboywooly
01-14-07, 09:08 AM
Just one small critism there Kruger
The Dec 23rd patch should be the first one installed
With the rest afterwards
As it fixes\adds to the base GWX it should be the first one added
Then the rest :up:
Still - if it seems ok now it probably is
I know...but I installed de 23 december patch, afterwards. Anyway, I see that it works just fine even like this.
melnibonian
01-14-07, 01:23 PM
I'm just using SH3Cmd, SH3Gen, the Dec corrections of course and Fubar's or Danlisa's skins for my subs. GWX is so complete that doesn't really need anything else in my opinion
Jimbuna
01-14-07, 04:06 PM
@Kruger
I couldn't help but notice that like me you use 'mIRC' :yep:
Are you aware of any 'subsim' specific forums/channels ? :hmm:
Ducimus
01-14-07, 04:29 PM
Which mods to use? Which mods are recommended for gwx?
I recommend my mod collection! (see sig) :rotfl: But then, im biased. :roll:
Really, which mods to run with GWX (albiet there arent THAT many yet) is really up to personal taste.
At the least, i'd grab some of Dansila's or Fubar's sub skins.
monsoonrat
01-14-07, 07:19 PM
Here is what I currently loaded into my GWX for dodging those nasty depth charges and pesky bullets (originally, I was going to say for seeking and destroy.
GWX - Dec 23rd Corrections
GWX - English Nav Map and Grid Refs
GWX - No Medals on Crew
GWX - 16km Atmosphere
GWX_-_Special_Effects_V1.00
Head4
Land_Before_Trees
Longer_Repair_Times_v1.31X
Larger flood timer icons (optional)
Quieter broken steam pipe sound (optional)
Repeating flooding voice removed (optional )
Seafloor SF V2
Sobers 3D waves
Venatore's Ultimate Sounds Mod
6SlideoutAnzeigen
medium depth charge shake
where did you get GWX special effects mod v1.00 please
cliese1014
01-17-07, 02:43 PM
what does the 16km mod do?
bigboywooly
01-17-07, 02:53 PM
what does the 16km mod do?
Default view is 8 km
So the 16 km mod effectivley doubles you world view
Also that of the enemy too
Will also increase load on your PC
Enable through JSGME - if your PC is ok and you like then keep
If not just disable through JSGME again :up:
Steppenwolf
01-17-07, 04:58 PM
where did you get GWX special effects mod v1.00 please
gouldjg's Hollywood Effects Mod is avaiable at:
http://rapidshare.com/files/9264283/GWX_-_Special_Effects_V1.00.rar.html
I believe Ducimus also includes it in the Documentation folder of version 5 of his GWX flavored to taste mod for optional installation.
When I tried to enable the special effect mod via JSMG it says that "zone"-file has already been changed by my "Longer Repair Time mod" by NVDrifter. Two questions:
1. Can I use both mods anyway???
2. What exactly does the special effect mod do? (there´s no readme it seems)
Thanks, AS
melnibonian
01-17-07, 08:02 PM
When I tried to enable the special effect mod via JSMG it says that "zone"-file has already been changed by my "Longer Repair Time mod" by NVDrifter. Two questions:
1. Can I use both mods anyway???
2. What exactly does the special effect mod do? (there´s no readme it seems)
Thanks, AS
I haven't use any of the above mentioned mods so whatever I'm saying is just speculating. If JSGME is telling you that some files have been changed by another mod it means those files are common and used by both mods you want to enable. My suggestion would be to enable them separatelly and not together. GWX has a number of interlinked files and if you change one thing something else down the line might break. Again as I said this is speculation so don't quote me on this until we have a reply from one of the Devs.
As far as the Special Effects is concerned i don't know as well but I think it is something like the hollywood mod. It adds more fires and bigger explosions by altering the zones files.
Steppenwolf
01-18-07, 01:43 AM
When I tried to enable the special effect mod via JSMG it says that "zone"-file has already been changed by my "Longer Repair Time mod" by NVDrifter. Two questions:
1. Can I use both mods anyway???
2. What exactly does the special effect mod do? (there´s no readme it seems)
Thanks, AS
I haven't use any of the above mentioned mods so whatever I'm saying is just speculating. If JSGME is telling you that some files have been changed by another mod it means those files are common and used by both mods you want to enable. My suggestion would be to enable them separatelly and not together. GWX has a number of interlinked files and if you change one thing something else down the line might break. Again as I said this is speculation so don't quote me on this until we have a reply from one of the Devs.
As far as the Special Effects is concerned i don't know as well but I think it is something like the hollywood mod. It adds more fires and bigger explosions by altering the zones files.
For a description, see gouldjg's original post on the Special Effects mod here:
http://www.subsim.com/radioroom/showthread.php?t=102769&highlight=special+effects
As melnibonian has already stated both mods are making changes to the \data\zones.cfg file. JSGME can only replace an entire file with another one, not merge their contents, so you will have to choose one mod or the other.
Sometimes when this happens, if one of the mods only made a few changes to the file, you could merge them yourself manually. I don't know how extensive nvdrifter's and gouldjg's changes were, but since zones.cfg IS the entire Special Effects mod, I suspect its not practical in this case. You can always ask one of them or at least someone who knows for sure and is not just speculating like me.
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