View Full Version : Getting back into SH3 and need some mod advice
jpinard
09-09-06, 08:08 PM
Hi everyone. It's been a while since I was on here and I'm pretty overhwlemed with the amount of mods now available. Last time I played I used various graphic mods... and was wondering "what" I should now consider must have mods (or is there a good condensed mod-packs?)
I didn't want to the game to be much harder... just more options I guess. This is what I used before:
* jsgme mod manager
* All of Ail's graphic work
* NeuUZO Peri v2
* Juju's military mod
Thanks a lot for the advice and direction!
-jpinard
Grey Wolves or NYGM are definitive a must!
jpinard
09-10-06, 12:21 AM
What is NYGM? Is it compatible with Grey Wolves mod? Also does the Grey Wolves mod include the NYGM Periscope Mod v1.1 (http://www.subsim.com/~subsim_mods/NYGM_Persicope_Mod_V1.1.7z) and CA's UBoat Instrument Patch v1 (http://www.subsim.com/subsim_files/patches05/CAs_UBoat_Instrument_Patch1.0.7z)
Here's a complete listing of inclusions: http://www.users.on.net/~jscones/TGW/inclusions.html
The Munster
09-10-06, 01:31 AM
Whichever you choose, route them thru JSGME..that way when you wish to add Mods to other Mods and they are not compatible, JSGME will issue a warning and state what the problem/conflict is and if you wish to proceed etc.
GW, NYGM, WAC ? It's all down to personal choice [I have all 3 on seperate 'installations' plus Frontflotille 2.1 albeit Frontflotille is on a different Computer as it's a different kettle of fish to the others !].
Have a dabble (but 'back-up' as you go) and you will discover they all have their own unique attributes.
jpinard
09-10-06, 01:39 AM
Whichever you choose, route them thru JSGME..that way when you wish to add Mods to other Mods and they are not compatible, JSGME will issue a warning and state what the problem/conflict is and if you wish to proceed etc.
GW, NYGM, WAC ? It's all down to personal choice [I have all 3 on seperate 'installations' plus Frontflotille 2.1 albeit Frontflotille is on a different Computer as it's a different kettle of fish to the others !].
Have a dabble (but 'back-up' as you go) and you will discover they all have their own unique attributes.
I thought the mods were nearly all inclusive... what do you think I would I want to use in addition to Grey Wolves?
The Munster
09-10-06, 01:48 AM
Well, for example, I am just about to dabble with Drifters Realism Mod and add it to my Grey Wolves Mod via JSGME (fingers crossed); theres a considerable number of smaller Mods involving Smoke, Water, Texture etc. that are fine in their own right but not compatible with the big guys but it's all part of the fun finding out !
The Munster
09-10-06, 02:00 AM
What I should have pointed out is the big guys don't get on; in other words, NYGM and GW cannot be used together; it's best to give the big guys their own little corner [seperate 'installations'].
jpinard
09-10-06, 02:06 AM
OK. Drifters realism mod? Does it make the game even harder? linky?
The Munster
09-10-06, 02:13 AM
Yes, from all accounts .. realistic repair times, recovery etc. I haven't got round to how to add a link yet but if you go into the Mod section, I think you will find it in there somewhere at the top of the list as a new version has just become available and it's a topic of conversation at the moment !
Gizzmoe
09-10-06, 02:15 AM
OK. Drifters realism mod? Does it make the game even harder? linky?
http://www.subsim.com/radioroom/showthread.php?t=97877
jpinard
09-10-06, 01:39 PM
hehe, definately NOT for me. The game is hard enough already.
Sailor Steve
09-10-06, 02:37 PM
If you don't want it any harder, I would go with the ones you already chose, and maybe add Harbour Traffic 1.47 and the BordInstrument mod. The first one adds lots of ships to friendly harbors and the other makes all the insides much more realistic.
Also you might look at the Depth-Charge Realism mod, which reduces the DCs' blast radii to historic levels (8 meters instead of 25). This makes it easier, and possible to survive a depth-charge attack lasting several hours, which they did.
jpinard
09-10-06, 08:09 PM
If you don't want it any harder, I would go with the ones you already chose, and maybe add Harbour Traffic 1.47 and the BordInstrument mod. The first one adds lots of ships to friendly harbors and the other makes all the insides much more realistic.
Also you might look at the Depth-Charge Realism mod, which reduces the DCs' blast radii to historic levels (8 meters instead of 25). This makes it easier, and possible to survive a depth-charge attack lasting several hours, which they did.
That does sound reasonable, but I must admit... I really want to play with the new damage modeling the Grey Wolves mod uses... I just don't want o have to wait an hour or pump 50 torpedoes into somethingto sink it. Is there some kind of happy medium?
Steeltrap
09-10-06, 08:11 PM
Doesn't GW reduce the DC blast to more realistic levels?
Sailor Steve
09-11-06, 11:06 AM
jpinard: I think the point of the new damage modelling is to make them harder to kill, or at least harder to know whether you've killed them or not. You might want to wait for the new GWX; I understand the damage will be more randomized.
Steeltrap: I'm pretty sure it does, but I assumed he didn't want to use one of the supermods.
Partsking
09-11-06, 12:27 PM
I'm just now getting back into the game as well. Part of the fun is going back over the mods that I downloaded then and finding the new ones that are out now. :D
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