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Thanks to steppenwolf, you now have the correct randomized events.cfg with the thermal layers working! :up:
If you,ve D/Led this mod before, redownload it. The file name is the same, i just repackaged it with the correct file for sh3 commander. Thanks again steppenwolf! |
El-Ducimus....just before you hang up your SH3 tools and switch off the lights, can you list all mods you use in your SH3 installation ? Having sniffed around your threads for a while now i'd say you've a really good SH3 mod setup and one which leans towards my preferred style of play.
Thanks in advance if possible....:-? |
Analyzing the A.I. like this probably spoils the SOD (Suspension of Disbelief).:rotfl:
I crack myself up. |
Do you have to be on port to apply this mod?
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Thank you Ducimus and Steppenwolf.
Guys like you...:up: You could be my chief anytime!:arrgh!: BTW: The SH-3 Commander randomized events goes into the CFG folder in Commander correct? |
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- exported all the interior textures from NYGM and packed them all into the interior dats. - also grabbed nygm type 7 interior - i was running a version of their anti-humming bird mod for awhile but trashed it. Its not hard to put to gether though. The only thing im doing right now, is trying to dress up the interior textures a little bit, and then maybe monkey around with the interface along the lines of the "real life embodyment mod" which basically forces you to move around the sub like you really would and not jump around from station to station in a fraction of a second. That id make as an optional mod. Honestly though, i just need to do something else for awhile. |
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I have swapped visual mods mid patrol once or twice without problems (only cause i was testing and/or gave up on the game out of boredom), but i DO NOT recommend that you do so. Return to port. |
Thanks El-Ducimus.....very very much appreciated :up:
Here's two free virtual tickets for an all expenses paid trip to a desert island of your choice :sunny: |
Combining AI Visuals with Rubinis Mod?
Hi Ducimus,
Ever since you introduced your new AI visual nodes I've been using it. Thanks a lot for that. Now Rubini seems to have solved another problem related to some identical files. Of course I know you switched to SH3 and don't do any SH3 modding anymoren, but nevertheless I ask: Is there a way to combine those two mods? My idea was to take all AI related files from your mod and use Rubinis files for the player sensitivities. Not sure it will have the desired affect, though. Thanks if you're still monitoring the thread :yep: |
Hi,
Please Ducimus, can you or somebody else explain this mod more carefully for me and which effect I would expect in GWX and the different in the effects when I use the mod with NYGM settings:hmm: ? Mikael |
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cool. exact what I've saerched for. even if 3 years old
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Great work. I'd like to use it in my WWI mod if you don't mind.
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Firstly......
http://i339.photobucket.com/albums/n...cro_Batman.jpg Secondly, i'm pretty sure this mod was written sometime just after GWX 1.03, and certainly before GWX 2 or 3. So it might not be compatible. In fact, i don't even know what GWX is doing for visuals anymore, it's entirely possible they've completey changed their visual detection schema, so this mod might not even be "needed" anymore. Quote:
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