PDA

View Full Version : Question about GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6


Admiral Von Gerlach
08-26-11, 06:29 PM
I would like to use this mod but wanted to ask members here a question...

I noted that it changes campaign files and removes all ships not in the area of the immediate campaign. I don't want to do this...if i leave out the Campaign file in the data folder set that I assume we are supposed to drop into the main SH III install, will the mod still work?

i found in the mod:

a data folder with 9 folders including the Campaign folder with three campaign files in it.

A Documentation Folder

A MODS folder with four variatoins of the mod. I plan to use the GWX Merged Campaign version...but as I said, i prefer not to have the mod mess with the ship spawning...but was not sure if that will work.

The reason is that I am unclear what the author meant in the read me about the French Port missions and what files to remove...it is not clear enough to trust without some help on this. thanks for any advice.

the part of the read me I do not understand says:

Have also created a new set of campaign files - Atlantic and US East Coast only - to be used from Oct 40 only and while in French ports - these campaign files remove all traffic from the Med/Baltic/Norway/German ports as well as North Sea
See enclosed pic - area inside red boundary is as GWX files - traffic entering and leaving through zone is still on the campaign files
SCR - RND - LND
GWX3 merged campaign 8,235 10,040 970kb
Normal GWX campaign files 7,182 8,574 970kb
Atlantic,US East coast 2,492 5,572 618kb

There is also a lite harbour traffic version - Lite Atlantic and US East Coast only

Load times will decrease dramitacaly though remember to disable these files when moving from the French ports late war

The author also does not say what we are supposed to do with the Data folder that is OUTSIDE the main MODS part of the mod set..... are we supposed to drop it into the main game directory and overwrite?

thanks again for help if possible.

frau kaleun
08-26-11, 07:53 PM
My copy of this mod has these folders:

Data - contains all the files necessary for the complete default version of the (main) mod, including the default campaign files. You will not see less traffic than with unmodded GWX just by enabling the mod, unless you also enable one of the optional mods that deliberately remove some traffic (see below).

Documentation - info and reference only, has no effect on game play.

MODS - these contain optional mods that are only to be used (i.e., enabled separately after enabling the main mod) if you want to remove scripted traffic from areas you will not be patrolling in or from harbors, or add traffic from areas not normally included in the default campaign files (I would assume this would be the Black Sea, Indian Ocean, etc.)

For instance if you enable Atlantic and US East Coast only, you will get a set of campaign files that do not include traffic in the North Sea, Med and Baltic areas because they are designed to be used only when you are beginning and ending patrols from a French base, and therefore spending all your time in the Atlantic.

If you copy the entire folder (including the subfolders noted above, aside from Documentation which you don't need in the game directory) into your game's MODS folder, and then enable GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships in JSGME, it will enable the default version of the mod AND add all those optional mods to your MODS folder. You will see them in JSGME if you refresh it. At that point you can enable one of the optional mods depending on what you need/want, or just ignore them and stick with the default campaign files.

HW3
08-27-11, 12:59 AM
You can leave the documentation folder in there as well, JSGME takes care of it automatically.

:salute:

Wreford-Brown
08-28-11, 05:15 PM
I noted that it changes campaign files and removes all ships not in the area of the immediate campaign. I don't want to do this...if i leave out the Campaign file in the data folder set that I assume we are supposed to drop into the main SH III install, will the mod still work?

The short answer is no. If you use the mod without it's campaign files, ships will spawn/appear in the wrong places in port and some of the new ships will not appear at all.

Frau K has given some spot on advice. Install the complete mod but once installed via JSGME press F5 in JSGME and you'll see some new campaign files appear. Simply apply whichever campaign file you want and it will work as the St Naz files were based on GWX 3.0 and have been amended to include the new port traffic.