View Full Version : Merchant Fleed Mod 3.2 and SH3 Commander 3.2
pelucho25
05-14-11, 01:24 PM
Hello friends, I would like to know if the mod Fled Merchant Mod 3.2 is compatible with the campaign manager SH3 Commander 3.2 and if so how to have no problems.
Thank you very much comrades.
Sailor Steve
05-14-11, 03:55 PM
SH3 Commander is not a mod, so it is compatible with pretty much anything. It's also not a campaign manager, but a device that allows you to control certain parameters of the game.
Yes, they work perfectly together.
rudewarrior
05-14-11, 11:21 PM
Yes, they work perfectly together.
I would respectfully like to comment that they almost work perfectly together. Certain files need to be altered in order to make them work perfectly. I only recently discovered that the information that must be added to files in SH3 Commander to work with the Merchant Fleet Mod is not included in the download. However, it is included in the Merchant Fleet Mod Interim Beta. It deals specifically with how to get the ship names feature in SH3 Commander working properly with the Merchant Fleet Mod. If you don't include certain edits in the EnglishNames.cfg file, then the ships you sink won't get names. Start by checking posts in the Merchant Fleet Mod thread around this (http://www.subsim.com/radioroom/showpost.php?p=1595392&postcount=563) post. Hope this helps.
frau kaleun
05-15-11, 09:13 AM
I would respectfully like to comment that they almost work perfectly together. Certain files need to be altered in order to make them work perfectly. I only recently discovered that the information that must be added to files in SH3 Commander to work with the Merchant Fleet Mod is not included in the download. However, it is included in the Merchant Fleet Mod Interim Beta. It deals specifically with how to get the ship names feature in SH3 Commander working properly with the Merchant Fleet Mod. If you don't include certain edits in the EnglishNames.cfg file, then the ships you sink won't get names. Start by checking posts in the Merchant Fleet Mod thread around this (http://www.subsim.com/radioroom/showpost.php?p=1595392&postcount=563) post. Hope this helps.
You do need to add the new ships to EnglishNames.cfg, however that's a file from the game folder, not Commander. It should be edited to add the MFM ships whether you use Commander or not otherwise you won't have a proper Display Name for those new ships when you're in the game itself.
You can also use Commander to enable/disable the MFM skin packs during the appropriate date range in the war. :yeah:
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