View Full Version : Importing campaigns/missions from NYGM or WAC into GWX
hello,
curious as I am, I want to import the campaigns/missions from other supermods into GWX. does anybody know if that's possible, and what folders have to be copied??
thanks,
h.sie
irish1958
03-12-09, 07:40 AM
You could try it; the worst thing that could happen is CTD, and then you could replace the files THAT YOU HAD BACKED UP! Or you could use JSGME and place the files in a mod and then into you game this way.
The files are in the folder: Ubisoft\SilentHunterIII\data\SingleMissions\Englis h or Germain.
Otto Heinzmeir
03-12-09, 08:24 AM
I think this would be problamatic. If any of the missions use a different ship than the mod you import them to it won't work. I'm going out on a limb, but feel fairly certain that each mod's ship list wouldn't be identical. You might get them to work if you are able to determine which ships cause a problem and then edit the mission to remove those ships. Which in turn may unbalance the mission.
I think this would be problamatic. If any of the missions use a different ship than the mod you import them to it won't work. I'm going out on a limb, but feel fairly certain that each mod's ship list wouldn't be identical. You might get them to work if you are able to determine which ships cause a problem and then edit the mission to remove those ships. Which in turn may unbalance the mission.
so I also have to import the ships and submarines....
that are the folders "roster", "submarine", "sea".
perhaps, it works........
geosub1978
03-12-09, 12:36 PM
You also have to adjust LAND and AIR units, availability dates, type designations (in both sea and roster folder), rename unit files, adjust the roster etc. You will need some 1 month of full work. When SH3ME loads with no warnings you will be at 70% of the way! Some 2,5 years ago, I managed to merge WA 1.xx RND layer into GW for my use with success and I liked it. Not an easy thing to do.
Sailor Steve
03-12-09, 02:12 PM
And once you've done all that you have effectively imported the entire mod, so you might as well be using it from the beginning.
It is possible to import certain parameters from one to the other, like the way the sensors work, or just the ships. I've done some of that, but mixing and matching, as stated by the others, is not easy and sometimes the end result doesn't seem to be worth it.
slipper
07-19-10, 04:20 PM
Just wondering if anyone ever managed to merge the supermods campaigns in the end? Or was it just to much work?
regards
slipper
irish1958
07-20-10, 08:13 AM
Just wondering if anyone ever managed to merge the supermods campaigns in the end? Or was it just to much work?
regards
slipper
Not possible as these files are mainly responsible for the difference in the play and focus of the mods.
Graphics are another problem.
harbours might be at different locations from mod to mod (e.g. st. naziere). some ships are available in Mod1 but not in Mod2. I am pessimistic.
slipper
07-20-10, 03:13 PM
Thanks for the replies,
I would mainly like to add AI U-Boats to my GWX campaign.
I have been following and posted on the discussion about sergbuttos wolfpack mod V2, and i am fairly happy about editing the RND layers of the GWX campaign to change the U-Boats to the V2 versions and maybe add one or two as convoy leaders to simulate 'shadowing' boats.
However has anyone added/combined wolfpacks from different mods in SCR layers or RND layers? I am guessing that most of them follow some sort of looping pattern so may not be affected by harbours etc?
Just a thought, especially using LGN's excellent perlscripts, to isolate units.
i cannot give it a try at the moment as my gaming computer is knackered, so wondered if anyone else has, or if not possible problems that may occur.
cheers all
regards
slipper :)
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