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bstanko6
05-06-15, 11:25 PM
I just need some help understanding how to activate this mod. Any help would be great. the instructions are somewhat clear but present a few issues.

It tells me to "activate mod in SH3commander" So I take the 'randomize events' cfg and overwrite my current one in sh3commander.

it then tells me to press F5, for whatever purpose. I do this and nothing happens.

then it tells me to activate the mod in JSGME, as there are folders to place into JSGME MODS folder depending on what area you are patrolling; theres folders for north atlantic, south atlantic, America, and specific files for type II in the north sea.

From what I read, the idea is, you patrol your assigned grid, and if you sink a ship in that grid you will be assigned a new grid. So far I have not come across a ship, as I have been getting crazy grids with my IXC.

The mod is also supposed to add ticker quotes when you start up SH3(I have NYGM) but these do not show. I am assuming it is not working or I missed a step. Any one with experience with this mod, can you help me?

hauangua
05-07-15, 08:46 AM
HI bstanko6

I do not use this mod, but I used it for a long time NYGM
This is my personal advice:

If you use with NYGM "Stiebler4C V16b1" that contains "Stiebler CHANGE MOD-GRID" that works very well with your super mod.

Use this mod specific Stiebler not make "soup" of mod :)

banryu79
05-07-15, 09:14 AM
Hi bstanko6, I'm one user of that mod (fantastic, IMO).

This mod is for SH3 Commander, not for the game itself.
So, first of all, you should have a dedicated copy of JSGME for SH3Commander. Usually it is enough that you copy the JSGME.exe in some place (inside the SH3 Commander folder, it's a good idea).
Second, launch JSGME so it could create a MODS folder and (maybe) its .ini file. Now close it.
Third, place inside JSGME the mod itself (drag&drop in the GUI or manually decompress the mod inside the MODS folder).
Fourth, open JSMGE if not already open, choose the mod and activate it.
Fifth: now press F5 and you will see the "submods" appear in JSGME.
Last: choose the appropriate "submod" and activate it.

For example, in my case I end up with a similar result:

Loading Screens Mod
WB's Mid-Patrol Radio Orders GWX (SH3 Cmdr) v1.0
WB's Patrol Orders - North Atlantic, Nörd Atlantik, L'Atlantique du nord


Hope this helps. :)

bstanko6
05-07-15, 09:21 PM
So this is what I did:

I copy JSGME exe into sh3 commander. I place WB orders into mods file that was created when I first open JSGME.

I activate this mod which in turn opens up the submods.

I select North Atlantic as my area of operation.

I get a warning that the first mod already rewrites the cfg file. That the second submod will overwrite the first one, which may cause unwanted effects. I click ok.

I start up game, but there is no ticker tape messages. The first red flag I see. I get a convoy in my patrol grid, which I sink three ships, but no change in grid.

Note: I am in mid patrol!

banryu79
05-08-15, 11:47 AM
Let me ask you a "stupid" question... Did you launch the game with SH3 Commander?

And yes, I think you could activate it mid patrol.

bstanko6
05-08-15, 03:24 PM
yes I did launch the game with sh3commander. I ended a career and started over, this time i activated the mod from the beginning of a career and the ticker comments worked. But as soon as I saved a game and left, came back, the ticker was gone.

When I first played the game, I sent a few patrol reports and got a brand new message, like keep pushing into contested area or something like that. As soon as i saved and came back, it went away and the old continue while armament and fuel is blah blah...

I wonder what happened?

bstanko6
05-08-15, 03:27 PM
Ok I just tried something. I started a new random career and there was the new ticker messages.

ran the current career I have, and 'loaded via sh3commander'. the old ticker. what is this?

bstanko6
05-08-15, 09:25 PM
Some more exploration...

I set up a new career, i get WB ticker at the bottom of the menu screen. I run the campaign I get radio messages from WB. I believe the mod is working.

If i save and exit to the main menu, then upload that saved career without exiting the game at all, the mod still works.

If I actually exit out of the game, it stops working when I upload that career.

I am using a dedicated JSGME for SH3commander.

Any help is appreciated.

banryu79
05-09-15, 03:19 AM
I don't know what's happening here, I have experienced no problem at all.
Btw, did you remember to "roll back" the changes made by SH3 Commander before activating the mod?
It's the only thing that come to mind....

bstanko6
05-09-15, 09:19 AM
I have it set to automatic.

banryu79
05-09-15, 12:59 PM
Well, I'm lost here, don't know what could be the problem, sorry mate.

In any case, using this mod I've noticed that Bdu sometimes allocate "erroneous" grid to patrol (i.e. grid denoting land).

So between yesterday night and tomorrow morning I took the time to correct all these inconsistencies for all 3 languages and for all submods.
Now I'm playing with a repolished version that I would be happy to share (as soon as I upload it).

banryu79
05-11-15, 09:21 AM
Some more exploration...

I set up a new career, i get WB ticker at the bottom of the menu screen. I run the campaign I get radio messages from WB. I believe the mod is working.

If i save and exit to the main menu, then upload that saved career without exiting the game at all, the mod still works.

If I actually exit out of the game, it stops working when I upload that career.

I am using a dedicated JSGME for SH3commander.

Any help is appreciated.
Hi bstanko6, I think I have finally understood what's happening.

First a clarification: till now, I was thinking (dumbly) we where speaking about the GWX version, I didn't catch in the thread title that you are referring to ne non-GWX version. I'm a noob :D

I've downloaded the non-GWX version of the mod, than I read the "Randomised events.cfg" file for one of the submods and I noticed the following "issues":
1) this mod only randomize/edit the "en_menu.txt" file i.e. only the English version (no French nor German version).
2) the "RndMidPat" (Randomize in Mid Patrol) flag is set to zero

The last point, I believe, is the culprit. This means that the second grid order will be generated only at patrol start, but then it never change again during the same patrol.

So is not that the mod doesn't work; it's intended to work in this way.

If you want I could edit it to set the RndMidPat=1 (you could do it by yourself, it's very quick & easy).

bstanko6
05-11-15, 02:17 PM
Hey, I will take any help I can get. Thank you so much!

RndMidPat that is the one right at the beginning of the file correct? I scroll down and it is right there by all the strings.

banryu79
05-11-15, 05:05 PM
Yes and you should do this for each single "Randomize events.cfg" file you found in each single sub-mod (the folders inside the MODS folder).

Ok, let me explain with an example, let's consider the "Randomize events.cfg" inside "MODS/WB's Patrol Orders - North Atlantic/cfg"

First you edit this section:

;----------------------------------------------------------------------------------RANDOMISED INTRO MESSAGE
[0:data\Menu\en_menu.txt]
ApplyToPeriod=19390101|19450531
ChooseFrom=86
RndMidPat=1

0_STRINGS|13=SINK 'EM ALL! jimbuna
1_STRINGS|13=War does not determine who is right - only who is left
2_STRINGS|13=Releasing the atom has changed everything except our thinking...
3_STRINGS|13=There are no atheists in foxholes
...
Then you got this one:

;----------------------------------------------------------------------------------CHANGE PRE-SINKING MESSAGE
[1:data\Menu\en_menu.txt]
ApplyToPeriod=19390101|19450531
ChooseFrom=2
RndMidPat=1

0_STRINGS|4197=Message received.|Continue patrolling your allocated patrol grid until enemy ships engaged and sunk!|Good hunting.
1_STRINGS|4197=Message received.|BE MORE AGGRESSIVE!!!|Report again once you have destroyed enemy shipping!
And finally the relevant one:

;----------------------------------------------------------------------------------SECONDARY PATROL ORDERS (NORTH ATLANTIC - VII NORTH)
[2:data\Menu\en_menu.txt]
ApplyToPeriod=19390101|19450531
ChooseFrom=182
RndMidPat=1

0_STRINGS|4198=Good work! Patrol grid AN84 for 24 hours, if fuel and torpedoes permit, before returning to base.
1_STRINGS|4198=Good work! Continue patrol as current fuel and armament disposition allows. Good hunting.
2_STRINGS|4198=Good work! Continue patrolling your current grid for 24 hours, if fuel and torpedoes permit, before returning to base.
3_STRINGS|4198=Good work! Patrol grid AE81 for 24 hours, if fuel and torpedoes permit, before returning to base.
4_STRINGS|4198=Good work! Patrol grid AE82 for 24 hours, if fuel and torpedoes permit, before returning to base.
5_STRINGS|4198=Good work! Patrol grid AE83 for 24 hours, if fuel and torpedoes permit, before returning to base.
6_STRINGS|4198=Good work! Patrol grid AE84 for 24 hours, if fuel and torpedoes permit, before returning to base.
...
And you are good to go! :up:

EDIT: I advise you to first of all disable the mod from SH3 Commander, then edit the files and finally re-enable it. It should work as you desired!
With the RndMidPat falg set to 1, each time you re-launch the game with SH3 Commander you get a new (random) secondary patrol grid that you can receive, in-game, sending a patrol report to BdU.
For game play immersion I only restric myself in doing this if I already sunk a ship in my current grid or spent more than 3 days patrolling it without founding nothing.

bstanko6
05-11-15, 07:22 PM
Perfect! I wish that was in the readme. Works like a charm! Thank you so much!

banryu79
05-15-15, 10:24 AM
Perfect! I wish that was in the readme. Works like a charm! Thank you so much!
Hey bstanko6,
if you are intrested in this excellent mod, you could check this release:
http://www.subsim.com/radioroom/showthread.php?t=220180!

This thread was one of the motives that pushed me to refine both versions of the work or Wreford-Brown!

bstanko6
05-15-15, 02:23 PM
Thank you, I will check this out. And thanks for your help with it again. I love this community!