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View Full Version : Too many MODS :rotfl: !


Doomer D. Great
02-10-06, 12:42 AM
Hello guys! I have been downloading all SH3 related mods from the mods page here... The most recent mod claims to be a mixture of all reality mods... but it ain't enough!

Can someone share a maximum-modded-recipe?

How many different mods can be applied at once if SH3 is 1.4b'ed? I noticed that almost all mods alwysy touch certain ini files no mateer what... So there could be a sync issue if I blindly dump modified files into SH3 install-dir...

Boris
02-10-06, 12:55 AM
If you want to add mods to your game, you'll really need JoneSoft generic mod enabler as it will make your life a hell of a lot easier:

http://members.iinet.net.au/~jscones/software/products/jsgme.zip

Just make sure you have a clean patched install, then just create a folder called mods in your SH3 directory and put all mods in there. jsgme will automatically detect your mods (provided the exe is in the main sh3 directory).

With this you can install as many mods as you like, just remember that each mod you put over another may overwrite another's files, but the program will tell you this. So just make sure you work out what order you want to install your mods in.

HW3
02-10-06, 01:06 AM
I currently have 64 mods enabled using JSGME. I have modified some to work with others where the files overwrite one another.

WolfyBrandon
02-10-06, 01:08 AM
How many different mods can be applied at once if SH3 is 1.4b'ed?


Well to answer your question im not exactually sure how many, but I have this many and the number is always growing...

http://img375.imageshack.us/img375/1026/mods6ce.jpg

I would say you could add as many as you want untill every single aspect of the game is modded to where if you try to add another one it would have to copy over and change another file that was already modded. Also there is compatibility issues with specific mods you might want to watch for.

Like Boris said, I too would recommend JSGME Mod Enabler Program. It does make installing mods very easy.

Wolfy

Doomer D. Great
02-10-06, 01:12 AM
... as you like, just remember that each mod you put over another may overwrite another's files, but the program will ...My point exactly! This was a similar issue in a game called FreeLancer... It could be Mod’ed but never supported mods by developers... and hence, the same issues of one mod dominating the other cause they both changed the same file but different sections...

Solution? One of the community guys crated a mod enabler/disabler that was purely XML based and mod creators were requested to create a simple xml file describing which file and what section do their mod... mod. And that’s it! The Mod Enabler/Disabler was able to activate maximum # of mods until two mods modified the same section of a common .ini file... then, an editor was launched, and user was asked to select the dominant mod or simply change values in contrast... :rock:

Doomer D. Great
02-10-06, 01:17 AM
How many different mods can be applied at once if SH3 is 1.4b'ed?


Well to answer your question im not exactually sure how many, but I have this many and the number is always growing...

http://img375.imageshack.us/img375/1026/mods6ce.jpg

I would say you could add as many as you want untill every single aspect of the game is modded to where if you try to add another one it would have to copy over and change another file that was already modded. Also there is compatibility issues with specific mods you might want to watch for.

Like Boris said, I too would recommend JSGME Mod Enabler Program. It does make installing mods very easy.

WolfySweet Stuff :rock: ! Was there any modification required? A few of them must have overwrote .ini files of one another...

Some of the modes are not on this site... :hmm:

WolfyBrandon
02-10-06, 01:27 AM
All the mods on my list are compatible with one another, and there was a few mods I customized for my personal use. For example my newest that I added, the 6 Dial Sim Feeling mod. I edited all the cfg files and .ini files and compiled the entire package and installed it with JSGME. No one else can use it because everyones files are different, but it works for me.

There was 2 or 3 mods in my list that conflicted because they had to modify some of the same files... So, to use both of the mods at the same time I needed to have double modded files, and the only conflicting mods that im useing already had double edited files so there was no problem for me. :)

I keep a backup .zip or .rar file of all the mods I have collected for my use, if you cannot find a mod that I have and would like one, private message me and ill upload it somewhere for you so you can download it and use it as well. :up:

Wolfy

Tikigod
02-10-06, 01:43 AM
Don't overwhelm him......

BASICS to get you started are:

1. Rub 1.45 Basic all around mod for fixing alot of the stuff that was unfinished in the game.
There is alternate called IUB that includes RUB but adds alot of extra stuff you dont really need or will have trouble removing later if you want to add a mod later......RUB is main standard and alot of people will make a mod RUB compatible as opposed to larger one like IUB. I like to stick with basics and add what I want as I play but, if you know what you want just follow the readme.

2. Harbor Traffic for RUB 1.45 Adds traffic around major ports, air traffic ai uboats and all kinds of neat visuals to bring world to life.

3. Hollywood Advanced Mod for Rub/IUB This lengthens repair times of damage models included with RUB....so instead of repairing 3 comparments in 30-40 minutes it will take you hours maybe days forcing you rest the crew inbetween.

Excellent must haves to get started:
1. Integrated Orders This adds more commands to your icon menu that usually were a shortcut key or manual button you push...so you can no w order weapons officer to raise periscope as you ascend and by the time you get there it will be up and ready

2. Navimapmod V 1.0 adds minefield maps, convoyroute maps, and datasheets you can slide around on navmap

The above mods arethe ones that alter alot of files like you 1024_768.ini etc....once you get these out of way others are pretty much simple to put on top of with less compatibility issues. But, liek the above posts say the JSGME tool is way to go to find what is effected quickly but what I put up top is basic order for the largest mods that may give u conflicts if you add them later.

Try not to go by screenshots of other peoples configurations unless you know they know what they are talking about. I have seen alot of screenshots of addons people added on top of stuff included in RUB or Harbor Traffic...and those are the types of people that don't follow readme's and will usually just throw stuff in half-assed....causing otherstuff to be broken....so always double check with a readme before you install and just use screens as a guide to finding what is out there.

gdogghenrikson
02-10-06, 01:56 AM
I currently have 64 mods enabled using JSGME. I have modified some to work with others where the files overwrite one another.

wow!! 64 mods, I only have 45...and I thought that was a lot.. but at this point I say enough is enough, too much modding ruins a game!

Tikigod
02-10-06, 02:05 AM
wow!! 64 mods, I only have 45...and I thought that was a lot.. but at this point I say enough is enough, too much modding ruins a game!

Its an illness really it is.....this should be a support group not a modding community....

So, I will start off my name is Tiki and I have installed 20 mods tonight....this is 10 less than I had yesterday at this time...

Rubini
02-10-06, 07:43 AM
Tikigod,
HT 1.47 for RUB 1.45 already have "Integrated Orders and Navimapmod V 1.0" inside! :up:

Rubini.

Doomer D. Great
02-10-06, 07:44 AM
Thanks for the over-whelming replies people!
…and, there I was worrying that my questions will go un-answered…

Tikigod, your advice is taken! However, when I got myself SH3 a long time ago, I crated a small mod I called “Yellow Mod” :rotfl: … It was a bit cheaty as it gave infinite amounts of the latest torpedoes and enabled all upgrades + U-Boats very early…

Therefore, I will download a bit more mods and will try to edit them all to my likings….

Rub 1.45 is promising and I was hoping more mods that are towards reality and textures should be merged into it…

Maybe I’ll do that after my exams :damn: …

Tikigod
02-10-06, 03:45 PM
Tikigod,
HT 1.47 for RUB 1.45 already have "Integrated Orders and Navimapmod V 1.0" inside! :up:

Rubini.

yeah I know but there is also a weather fix available for one of the icons in the integrated orders that I added on top of it..(it changes the notepad for weather reports from the watch officer to a cloud wiith a lightning bolt.....oooooooooooooooooooooh ahhhhhhhhhhhh) ..and so I customized it to my liking. So, I installed it after the main packages...I also added a milk cow map to the navimapmod I should have explained that as well....sorry about that...I was cutting and pasting from my install guide that I made for myself incase I need to reinstall later down the road. So, you shouldn't even take my advice.....only do the top 3 and if you edit the ones I stated above do them next....becaue they involve adding stuff to a certain file one of the above main packages might overwrite and break. But, at least he knows what the basic ones are for now....most of the other mods are simple and don't involve modifying a file like the menu_1024_768.ini which are the mods I think you need to get out of the way from the begining. All the other stuff is less involved and can be added at any time.