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View Full Version : Nygm2.0 & Gw 1.1


BigBadVuk
06-14-06, 12:39 PM
I have 1 simple question:Can i put (enable them via JSGME) at the same time...are thay compatibile,or this action will harm my SHIII installation?I use GW1.1 atm and it is much more realistic expirience to play now but im curious to try the NYGM also...Especialy now when ther is 2.0 out there...

VonHelsching
06-14-06, 01:07 PM
You cannot use them together. They are two alternative modpacks. You either'll have to choose one of them, or have multiple SH3 installations. Then you can have both. :up:

Kpt. Lehmann
06-14-06, 01:36 PM
You cannot use them together. They are two alternative modpacks. You either'll have to choose one of them, or have multiple SH3 installations. Then you can have both. :up:

VonHelsching is right.

Regarding compatability of other mods or unnoficial "add-on mods" made for GW... Some of them break important elements that have been purposefully changed to reach an intended effect.
IMPORTANT NOTE! Unofficial add-ons for The Grey Wolves Supermod are not supported by the TGW development team and their use is NOT RECOMMENDED for the inexperienced or casual user. The Grey Wolves development team cannot be held responsible for any adverse effects caused by the subsequent modification of any files.

Uber Gruber
06-15-06, 07:56 AM
I've heard that there will be a "Grey Wolves" add-on for NYGM TW 2.x at some stage, is this still true ? I'm a NYGM realism freak hence my penchant for NYGM but It would be nice to have some of the GW graphical additions.


Cheers, Hans.

Grey Legion
06-15-06, 09:23 AM
So could it be said that:

NYGM is for realisim

&

GW is for graphics along with realisim

The above is very simply put.

I don't want to start a war between mods or mod teams that is not my intent at all

I use NYGM 2.01 and LOVE it but I am also starting to learn more about GW's and really would love to see a simple to use chart to compare features of the two.

I feel it would help the SH3 player to choose the best mod that suits not only there gameplay needs but also there computer limitations.

Any help on this ( with any flame wars ) would be great..

:D

donlas
06-15-06, 09:26 AM
I use them both and have no problems

BigBadVuk
06-15-06, 09:59 AM
I use them both and have no problems

HOW!!!?!?:damn:

JSGME or some manual tricks...and if u be so kind to explain how did u installed them both?Becose if it is possible to have them both then i will start to download NYGM2.0 otherwise i will stick to GW1.1

CWorth
06-15-06, 10:34 AM
I use them both and have no problems

I doubt very much he is using them in the same install...simply impossible to do.

He is either using 2 seperate installs or is simply trolling.

Uber Gruber
06-15-06, 11:52 AM
Did you know Trolls come from Norway and can't go out in the sun else they turn into rock.

Also....only one troll lives under a bridge, despite what your parents may say.

:|\\

Kpt. Lehmann
06-15-06, 04:51 PM
So could it be said that:

NYGM is for realisim

&

GW is for graphics along with realisim

The above is very simply put.



Respectfully, you are incorrect. GW approaches the entire package. It is simply a matter of personal preference.

Grey Legion
06-15-06, 07:45 PM
So could it be said that:

NYGM is for realisim

&

GW is for graphics along with realisim

The above is very simply put.



Respectfully, you are incorrect. GW approaches the entire package. It is simply a matter of personal preference.

Like I said, I put it into baby terms ( for my own understanding )
I now see that you are 110% correct ( as you should be ) I was to hasty in my simplistic approach and for this I am sorry, it is very difficult to put the actual depth of both mods into a single simple statement.

Thank you for any clarification you can provide on this subject, I am willing and eager to learn all I can !!

:D

Kpt. Lehmann
06-15-06, 08:59 PM
No worries Grey Legion. I wasn't having a go at you. My statement is really directed to the community here in general.

The GW Dev team is tired of being considered "sound and graphics" artists only and we are putting an end to that school of thought.

As it states on our website... "While some mods concentrate on one subject only such as "realism" or "graphic quality," the TGW team is the first to approach and address the entire package in such a sweeping way. Dozens of code corrections, increased realism modifications, sound and graphic replacements or enhancements, and new concept inclusions create an environment that is epic in scale."

We consider each of the three fields equally (and very) important.

We are also going to prove it. Many people here are being TOLD what "realism" is and are blindly accepting it. That being said, there is more than one way of INTERPRETING a problem... and more than one way of dealing with it in-game.

I will only say this... We have no advantage when it comes to things that are truly hard-coded... but I WISH I had a dime for every time someone has stated that certain things were hard-coded.

CWorth
06-15-06, 09:18 PM
Many people here are being TOLD what "realism" is and are blindly accepting it. That being said, there is more than one way of INTERPRETING a problem... and more than one way of dealing with it in-game.
Thats the problem when it comes to simulations..there are so many ways of seeing and interpreting the same thing.

With a game like this you have to take "realism" with a grain of salt as we were not there so do not know what truly is "realistic".And no computer game no matter how complicated it is will ever reach full 100% realism.We can only take educated guesses from what we read or hear but as I always follow the "Never believe what you hear and only believe half of what you read" rule we can only get close but never 100%.This is why there are so many differing interpretations and opinions on the same thing..and none of them can be called wrong.Each is that individuals interpretation of what he sees as real.

Well said Kpt.:up:

jaxa
06-16-06, 12:51 AM
No worries Grey Legion. I wasn't having a go at you. My statement is really directed to the community here in general.

The GW Dev team is tired of being considered "sound and graphics" artists only and we are putting an end to that school of thought.

As it states on our website... "While some mods concentrate on one subject only such as "realism" or "graphic quality," the TGW team is the first to approach and address the entire package in such a sweeping way. Dozens of code corrections, increased realism modifications, sound and graphic replacements or enhancements, and new concept inclusions create an environment that is epic in scale."

We consider each of the three fields equally (and very) important.

We are also going to prove it. Many people here are being TOLD what "realism" is and are blindly accepting it. That being said, there is more than one way of INTERPRETING a problem... and more than one way of dealing with it in-game.

I will only say this... We have no advantage when it comes to things that are truly hard-coded... but I WISH I had a dime for every time someone has stated that certain things were hard-coded.

Well said, Kpt.Lehmann. You are absolutely right. :up:

Grey Legion
06-16-06, 08:39 AM
No worries Grey Legion. I wasn't having a go at you. My statement is really directed to the community here in general.

The GW Dev team is tired of being considered "sound and graphics" artists only and we are putting an end to that school of thought.

As it states on our website... "While some mods concentrate on one subject only such as "realism" or "graphic quality," the TGW team is the first to approach and address the entire package in such a sweeping way. Dozens of code corrections, increased realism modifications, sound and graphic replacements or enhancements, and new concept inclusions create an environment that is epic in scale."

We consider each of the three fields equally (and very) important.

We are also going to prove it. Many people here are being TOLD what "realism" is and are blindly accepting it. That being said, there is more than one way of INTERPRETING a problem... and more than one way of dealing with it in-game.

I will only say this... We have no advantage when it comes to things that are truly hard-coded... but I WISH I had a dime for every time someone has stated that certain things were hard-coded.

I agree with your statement 100%, I guess some people simple listen while other strive to learn, I consider myself the latter I want to learn all I can about the MODS to make the most educated choice as to which one I choose, this being said I will never say one is better thanthe other as people always views things differently.

I am running another mod at the moment and I am enjoying the game but with that being said I would like very much to test the GW mod as well and try them side by side. Is it possible to install the same game twice on a single HD and install a different mod on each, I understand that all saved games have to stay exclusive to the mod they were originally played on.

A simple guide would be cool for the computer challenged..LOL

Thanks to all the people that devoted there time to help us enjoy ours !!

Seminole
06-16-06, 08:44 AM
So the prophecy came true. SH3 has divided itself into two separate camps....or at least seems to be beginning to.:nope:

So much for "celebrating diversity." :lol:

Diversity breeds division.
Division breeds contention.
Contention breeds...well any thing from open debate, to argument, to all out warfare.

Guess we will soon see where all this is heading. Mean while I'll happily play either mod. I don't see it as a choice of one over the other. In point of fact I like the unified version better than either one individually.

Sailor Steve
06-16-06, 10:50 AM
Good points, Seminole, but even 'unified' is in the eye of the beholder. One player might want the 'hummingbird' effect from NYGM and the Campaign Layers from GW; another player might want just the opposite. If there's a unified campaign for every player's preference there are going to need to be many different downloads so everyone is catered to.

Which 'Unified' is your favorite?

rascal101
06-16-06, 04:39 PM
HI to all,
I have NYGM2 and GW, GW update and GW additional ships. I loaded them all through the JSGME, however I have noticed some strange things as I play the game and I wonder if having GW and NYGM2 is actually causing some issues deeper in the game.

For instance I have noticed when I attack small merchants or tramp steamers when they are by them selves, they simply wont sink, and they burn with flames that are so intense it throws my video card into a tails spin if I 'look' directly at the flames.
I have to put up to six torps into the burning hulk for it to sink. This does not happen with other ship types or when the small merchants/tramp steamers are in convoy, then they sink as you would expect with one or two torps.

Another bit of odd behaviour. I found a convoy of about 9-10 small merchants and one medium merchant just off the coast of NW Scotland in shallow water. When I closed to attack I noticed two or three ships were already on fire. I sank two smallies and the medium and then had to go deep to evade the escorts. While I was down all the remaining ships in the convoy got into trouble, either they developed fires or foundered.
By the time I shook off the escorts the entire convoy minus the three that I scored had all sunk. Unless some one has successfully modded wolfpacks or we were all playing in a mine field there is no accounting for this incident. I am therefore assuming there are some incompatabilities between NYGM2 and GW.

Any thoughts

bigboywooly
06-16-06, 05:19 PM
No worries Grey Legion. I wasn't having a go at you. My statement is really directed to the community here in general.

The GW Dev team is tired of being considered "sound and graphics" artists only and we are putting an end to that school of thought.

As it states on our website... "While some mods concentrate on one subject only such as "realism" or "graphic quality," the TGW team is the first to approach and address the entire package in such a sweeping way. Dozens of code corrections, increased realism modifications, sound and graphic replacements or enhancements, and new concept inclusions create an environment that is epic in scale."

We consider each of the three fields equally (and very) important.

We are also going to prove it. Many people here are being TOLD what "realism" is and are blindly accepting it. That being said, there is more than one way of INTERPRETING a problem... and more than one way of dealing with it in-game.

I will only say this... We have no advantage when it comes to things that are truly hard-coded... but I WISH I had a dime for every time someone has stated that certain things were hard-coded.

I agree with your statement 100%, I guess some people simple listen while other strive to learn, I consider myself the latter I want to learn all I can about the MODS to make the most educated choice as to which one I choose, this being said I will never say one is better thanthe other as people always views things differently.

I am running another mod at the moment and I am enjoying the game but with that being said I would like very much to test the GW mod as well and try them side by side. Is it possible to install the same game twice on a single HD and install a different mod on each, I understand that all saved games have to stay exclusive to the mod they were originally played on.

A simple guide would be cool for the computer challenged..LOL

Thanks to all the people that devoted there time to help us enjoy ours !!

Since you already have a mod installed the easiest thing IMHO to do would be to rename your current install ie; "SilentHunterIII NYGM" then run install from your CD\DVD and choose repair
This will create a brand new folder in the Ubisoft directory "SilentHunterIII" which you can then patch to 1.4 and add another mod - renaming say "SilentHunterIIIGreyWolves" or whatever the mod is - giving you two different installs
http://img151.imageshack.us/img151/6892/installs4ya.th.jpg (http://img151.imageshack.us/my.php?image=installs4ya.jpg)
Of course once you have a clean patched SHIII folder you can copy and paste that to give as many as you want

Grey Legion
06-16-06, 06:34 PM
No worries Grey Legion. I wasn't having a go at you. My statement is really directed to the community here in general.

The GW Dev team is tired of being considered "sound and graphics" artists only and we are putting an end to that school of thought.

As it states on our website... "While some mods concentrate on one subject only such as "realism" or "graphic quality," the TGW team is the first to approach and address the entire package in such a sweeping way. Dozens of code corrections, increased realism modifications, sound and graphic replacements or enhancements, and new concept inclusions create an environment that is epic in scale."

We consider each of the three fields equally (and very) important.

We are also going to prove it. Many people here are being TOLD what "realism" is and are blindly accepting it. That being said, there is more than one way of INTERPRETING a problem... and more than one way of dealing with it in-game.

I will only say this... We have no advantage when it comes to things that are truly hard-coded... but I WISH I had a dime for every time someone has stated that certain things were hard-coded.

I agree with your statement 100%, I guess some people simple listen while other strive to learn, I consider myself the latter I want to learn all I can about the MODS to make the most educated choice as to which one I choose, this being said I will never say one is better thanthe other as people always views things differently.

I am running another mod at the moment and I am enjoying the game but with that being said I would like very much to test the GW mod as well and try them side by side. Is it possible to install the same game twice on a single HD and install a different mod on each, I understand that all saved games have to stay exclusive to the mod they were originally played on.

A simple guide would be cool for the computer challenged..LOL

Thanks to all the people that devoted there time to help us enjoy ours !!

Since you already have a mod installed the easiest thing IMHO to do would be to rename your current install ie; "SilentHunterIII NYGM" then run install from your CD\DVD and choose repair
This will create a brand new folder in the Ubisoft directory "SilentHunterIII" which you can then patch to 1.4 and add another mod - renaming say "SilentHunterIIIGreyWolves" or whatever the mod is - giving you two different installs
http://img151.imageshack.us/img151/6892/installs4ya.th.jpg (http://img151.imageshack.us/my.php?image=installs4ya.jpg)
Of course once you have a clean patched SHIII folder you can copy and paste that to give as many as you want

Thank you for the clear instructions I will be D'L'ing GW soon and try that trick !!

dc1962
06-16-06, 09:48 PM
Let me get this straight--GW1.1 and NYGM 1.03 used to be compatable , but the two upgrades are not?! IS there a list of what is included in each mod?

:nope:

JScones
06-16-06, 10:18 PM
Let me get this straight--GW1.1 and NYGM 1.03 used to be compatable , but the two upgrades are not?! IS there a list of what is included in each mod?

:nope:
Go to The Grey Wolves website (http://www.users.on.net/~jscones/TGW/). Click on "full list of inclusions" to see a list of all GW inclusions/features.

You can also access the online readme from the homepage too.

To my knowledge there's no NYGM v GW comparison available. Personally, I don't think one would be helpful anyway. Both mods replace x files and update y files. A direct comparison would only be useful if they served the same purpose, like a washing machine.

But they don't. They utilise different methodologies and philosophies. They may change the same files, but in different ways. To that end, you'll get more out of reading each mod's associated readme files to understand the approach that each mod has taken.

CWorth
06-17-06, 08:56 AM
HI to all,
I have NYGM2 and GW, GW update and GW additional ships. I loaded them all through the JSGME, however I have noticed some strange things as I play the game and I wonder if having GW and NYGM2 is actually causing some issues deeper in the game.

For instance I have noticed when I attack small merchants or tramp steamers when they are by them selves, they simply wont sink, and they burn with flames that are so intense it throws my video card into a tails spin if I 'look' directly at the flames.
I have to put up to six torps into the burning hulk for it to sink. This does not happen with other ship types or when the small merchants/tramp steamers are in convoy, then they sink as you would expect with one or two torps.

Another bit of odd behaviour. I found a convoy of about 9-10 small merchants and one medium merchant just off the coast of NW Scotland in shallow water. When I closed to attack I noticed two or three ships were already on fire. I sank two smallies and the medium and then had to go deep to evade the escorts. While I was down all the remaining ships in the convoy got into trouble, either they developed fires or foundered.
By the time I shook off the escorts the entire convoy minus the three that I scored had all sunk. Unless some one has successfully modded wolfpacks or we were all playing in a mine field there is no accounting for this incident. I am therefore assuming there are some incompatabilities between NYGM2 and GW.

Any thoughts

Are you saying that you have both installed at the same time on the same SH3 installation?

If that is the case then of course there will be problems as the 2 mods are not compatible with one another.You can only run one or the other in a single install.If you want to use both you have to have 2 installations of SH3 and GW in one and NYGM in the other.They cannot work together.