Log in

View Full Version : **Mod Release** Role-Play Rescue


nvdrifter
01-16-07, 11:30 PM
**Mod Release** Role-Play Rescue v1.0

Well, this really isn't a regular mod, but it's something I created to simulate the possibility of being rescued or captured based on simple dice rolls for different situations. There are 11 possible situations covered.

Have you always wished you could abandon ship, and possibly be rescued in SH3? Well now you can! Vanilla SH3 does not allow this, but I have come up with a simple dice roll system designed to simulate abandoning ship, and possibly being rescued based on the player's honor system. This system was designed to only use the port teleport option if you roll the right numbers and are rescued. If you run out of fuel or your u-boat is too damaged to return to port due to mechanical or critical flooding, you can roll the dice and see if you are rescued, captured, or die. Please note that if you play at 100% realism, the port teleport feature is disabled. Therefore, you must install the included GameplaySettings.cfg file. This file will give you a maximum realism setting of 99% with all options checked. This means you can still teleport back to port to simulate your rescue. If you don’t accept the roll results and keep re-rolling until you get a number you like, then you are just cheating yourself and defeating the whole purpose of this role-playing system. Good luck! Created by Nvdrifter

**You must have at least 1 six-sided dice to use this system. Just do multiple rolls and add the numbers together if you have only one die**


Download here:

http://files.filefront.com//;6547693;;/



(http://files.filefront.com//;6547135;;/)

panthercules
01-17-07, 12:53 AM
**Mod Release** Role-Play Rescue v1.0

Please note that if you play at 100% realism, the port teleport feature is disabled.

(http://files.filefront.com//;6547135;;/)

This may explain why I couldn't work out re-enabling the "no teleport" function that we discussed in another thread (LRT-related) when you said it was in the GameplaySettings.cfg file - I could not find any place to do this in that file. Is it hard-coded somewhere else that if your realism percentage = 100% then the "teleport" option gets disabled, as opposed to there being a particuar place where you specifically toggle the "teleport" option on or off? If so, does this mean that you can re-activate the "teleport" option simply by reducing one of the numbers in the GameplaySettings.cfg file by 1 so that the total of your selected options equals 99% instead of 100%?? Do you lose anything other than a small slice of renown (and the ability to brag about playing at 100% realism :) ) by setting this to 99% instead of 100%?

nvdrifter
01-17-07, 12:59 AM
**Mod Release** Role-Play Rescue v1.0

Please note that if you play at 100% realism, the port teleport feature is disabled.

(http://files.filefront.com//;6547135;;/)
This may explain why I couldn't work out re-enabling the "no teleport" function that we discussed in another thread (LRT-related) when you said it was in the GameplaySettings.cfg file - I could not find any place to do this in that file. Is it hard-coded somewhere else that if your realism percentage = 100% then the "teleport" option gets disabled, as opposed to there being a particuar place where you specifically toggle the "teleport" option on or off? If so, does this mean that you can re-activate the "teleport" option simply by reducing one of the numbers in the GameplaySettings.cfg file by 1 so that the total of your selected options equals 99% instead of 100%?? Do you lose anything other than a small slice of renown (and the ability to brag about paying at 100% realism :) ) by setting this to 99% instead of 100%?
Yes, you can deactivate the no-teleport change by simply reducing total realism to 99% in the GameplaySettings.cfg file. I believe it only affects renown. But I could be wrong. :lol: