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View Full Version : ACHTUNG! ACHTUNG! Auf Alle Modders (Help Us!)


Johann Vilthomsen
03-08-10, 06:24 AM
My name is Johann Vilthomsen, I'm 48 years old and for many years I am participating in this simulation environment U-boot. My level of English is not very good (thanks Saint Google translator) and that is why I do not write very often.
I have a request to all the "modders" rather than a request, a plea:
Today, now, has already gone on sale as expected SH5. I do not know very well the possibilities of changes that he has, but I want to ask you something very important to me (and I think for many people).
I will, respectfully, that all the "modders" are assembled in a sort of conclave and decided to unify all the wonderful "mods" that are in the downloads section to make them all compatible.
It's frustrating for me, discovering new "mods" and applications that are not compatible with each other.
I mean to say that:
Unify "mods" as wonderful as GWX, WAC, NYGM, LSH, OLC GUI, FM NEW INTERIOR, Conning Tower OPEN HATCH, DIVING DUCK, ANVART, FLAKMONKEY, RACERBOY, HITMAN, VENATORE, LUCAGAETA, etc ...
Please do not forget the magnificent SH3 and built together, uniting their work, a "mega mod final.
And if possible, implement the same policy to the new SH5.
Please talk to you, put aside past debates and fight in a common front to achieve the final victory.
Anyway, in the end, only we will be the victors.
Please help us.

Thank you very much. :salute:

PD. Hitman, tu que sabes y te defiendes bien con el Inglés, transmite por favor mi inquietud a todos tus compañeros. No en vano eres alguien a quien escuchan.

misfitdreamer
03-08-10, 08:18 AM
i think this would be a great idea, however it would be very hard to organize. for one reason, many of the major supermods edit the same files. so there would have to be some sort of compromise in selecting which version from which mod we would want to use.

it would be great to have everyone's fixes all in one place. maybe what we could do is create a mod similar to the game fixes only mod (GFO) for SH4 - which includes all the fixes/improvements that would serve as a basis for all other mods to follow. GWX did this for me already, and i think alot of other people would agree.. but GWX hasn't been updated in a while now.. so organizing all those mods is difficult.

i think the first step would be to compile a list of unofficial patch and fixes, as well at the latest versions of the most acclaimed mods that everyone agrees has a place in what might be considered an "updated vanilla" version of SH3. (examples might include makman's adaptation of OLC's gui, flakmonkey's interior work, etc.)

Damo
03-08-10, 08:38 AM
The amount of work to get all the mods you listed to work together with no issues is mammoth. A lot of people have a go at merging certain mods to make them compatible, myself included, I have 43 mods activated that would not ordinarily get on with each other. I use a program called WinMerge to combine them with it's intuitive side by side comparison interface. It took a bit of trial and error but as long as you backup your files, it doesn't take too much effort.

Unfortunately, making everything 100% compatible is not always possible and if it is, it falls at the feet of the user to do the work unless somebody takes it upon themselves to release merged versions. Also, everybody has a different idea of their perfect SH3 so you can't keep everybody happy, all of the time and with GUI mods, optics mods, addon interiors and extra functionality, the quest to avoid conflicts is pretty much impossible.

I suspect SH5 will be no different.

irish1958
03-08-10, 09:13 AM
The amount of work to get all the mods you listed to work together with no issues is mammoth. A lot of people have a go at merging certain mods to make them compatible, myself included, I have 43 mods activated that would not ordinarily get on with each other. I use a program called WinMerge to combine them with it's intuitive side by side comparison interface. It took a bit of trial and error but as long as you backup your files, it doesn't take too much effort.

Unfortunately, making everything 100% compatible is not always possible and if it is, it falls at the feet of the user to do the work unless somebody takes it upon themselves to release merged versions. Also, everybody has a different idea of their perfect SH3 so you can't keep everybody happy, all of the time and with GUI mods, optics mods, addon interiors and extra functionality, the quest to avoid conflicts is pretty much impossible.

I suspect SH5 will be no different.

I agree with all of the above. In addition many of the mods have a different objective. For example, NYGM mod does away with renown and used tonnage sunk as a measure of success. GWX markedly modifies renown, but uses it to a degree. Many of the GUI mods are totally different and change the same interface, making it impossible to combine them.
The best thing is to learn the file structure, practice with the mod tools, and make your own changes to get the interface and function that you want for your style of play.
Finally, don't hesitate to use the Sumsim forums (good English, bad Latin).
And don't apologize for your English; it is an impossible language.

Wreford-Brown
03-08-10, 09:43 AM
Most of my mods are only compatible with GWX because that's the supermod that I've chosen to use, so the base files that I use to create my mods are all GWX ones. Trying to make mods compatible with other supermods is a lot of work, e.g. the original VonDos ships mod ended up with me creating three versions, each with nine campaign_SCR files. That's 27 files that needed testing using various installs! Since the original version I've only updated the GWX one as I don't have the time to commit to amending all of the other versions.

It's possible to create mods through SH3 Commander that only overwrite the particular line that you want to rather than overwriting the entire file, but some people don't like SH3 Commander and the effect one small mod has on GWX may have a different effect on NYGM etc. due to the disparity of the base supermod files, particularly those that play with ship models or behaviour.

I'm always happy to convert my mods where there is a big enough wish for the mods to be converted, and it's not only the base files you're using but also the language (English, German or French) that needs to be considered.

A further mega-mod for SH3 is a nice idea but very difficult to implement as what base file do you use? Start from scratch with vanilla? GWX? NYGM? WAC? Also, some people like some things and others hate the same thing. I personally do not like flags mods - there is absolutely no reason for me not to like them and I appreciate the amount of hard work that has gone into them but I don't want to play with them, it's simply personal choice. Multiply this by a couple of thousand players and everyone wants something different.

I agree that there should be some hatchet burying and that modders should get together for SH5 and create a new supermod, preferably with everyone using the same base file (or set of files). That will not happen until the final patch is released by ubi and a 'neutral' project leader comes forward from the subsim community that the big names in modding are prepared to follow.

How many modders would listen to us if we asked them to not create their mod, the one that they want to create and the one that will make the crucial difference to the way they want to play the game, because their talents would be better used on a different one and that was not the way we wanted the SH5 supermod to go? Arguably that would be counter productive and would create a rival supermod from the modders we've annoyed.

It's a veritable minefield!

evan82
03-08-10, 09:52 AM
The best thing is to learn the file structure, practice with the mod tools, and make your own changes to get the interface and function that you want for your style of play.

Good point of view.:yep:
Tools + knowledge about game and files, Id's, and everyone can create individual mod.:D

Damo
03-08-10, 09:53 AM
There's also the factor that by forcing users to have to tweak their own installs to achieve compatibility, they then decide to look for other things they can mess with, whereby another 'modder' is born.

Without that, we'd all be sitting around waiting for a mod to be released, but there wouldn't be one because everybody is sitting around waiting for a mod to be released....

:haha:

evan82
03-08-10, 09:59 AM
Good point of view.:yep:
Tools + knowledge about game and files, Id's, and everyone can create individual mod.:D

...also from the parts of someone's else mods.:rotfl2::rotfl2::rotfl2: