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-   -   The Grey Wolves Supermod (official thread) (https://www.subsim.com/radioroom/showthread.php?t=90874)

Anvart 05-28-06 01:40 PM

Hands look better
 
Hi, Kpt. Lehmann.
Your box is filled........
Yes, of course, I agree.
I am glad, that it was pleasant to you.

Anvart :D

Nopileo 05-28-06 02:23 PM

Been having a few months break from SH3 and just visited to see if there was any news. All I can say is that this looks awesome! Downloading now. Hopefully finished in a few days... ;)

Anyway well done on this, and it's very good to see that the community is still so active! :ping:

Deep-Six 05-29-06 12:47 AM

Hi everyone, some should still remember me most will not.

I have been away from this forum for a long time, work, chores, work, etc...

yes, I finally got a job.

If and when I get this mod d/l I will start to play again. (I finally have DSL) YEAH!!!!

I just got done reading a book that inspired me to play SH3 again.

That book is Rites of War by C.A. Mobley<sp?>(modern sub warfare):)

Nopileo 05-29-06 01:00 AM

Recently installed this on a fresh SH3 install, and wanted to confirm I have done this properly (sorry I haven't read this entire thread):

- Installed SH3 and the 1.4b patch

- Unpacked all six main GW files, the 1.1 update and hotfix

- Created a new folder (Grey Wolves, GW for short), and copied all the data folders from all the other folders (GW Part 1-6) into this new folder

- Added a few of the optional mods from package 2 into the GW folder

- Copied the data folder from the 1.1 update into the GW folder, as well as the optional seabed textures

- Copied the hotfix into the GW folder

- Enabled the SW folder using the Mod Enabler

- Started SH3 once to be able to run SH3 Commander

- Exited the game immediately and created a career in SH3 Commander, left most options at default except realistic dates for subs (maybe this is already in the mod?)

- Started the patrol without doing any upgrades to the boat (also forgot to hire more crew, btw... :roll: )

Everything seems to be working great, but I haven't seen all aspects of the mod yet, as I haven't encountered any enemies yet, but like I said I'd like to make sure it was ok to install the mod using this procedure.

Nopileo 05-29-06 02:50 PM

Once again I apologize for not having read this entire thread, but I'd like to report a (possible) bug.

It is not possible to reload torpedoes on Type IIA boats. Have gotten a VIIB now, and it works there, although I have many more torpedo petty officers now. On the IIA I managed to get the bar above 50% (barely), but no reloads.

Kpt. Lehmann 05-29-06 07:15 PM

Quote:

Originally Posted by Nopileo
Once again I apologize for not having read this entire thread, but I'd like to report a (possible) bug.

It is not possible to reload torpedoes on Type IIA boats. Have gotten a VIIB now, and it works there, although I have many more torpedo petty officers now. On the IIA I managed to get the bar above 50% (barely), but no reloads.

Hi Nopileo,

I ran into a similar issue once where it seems the crew gets "stuck" and cannot perform.

Try hitting "Alt-Tab" to minimise the game to desktop... wait 2-3 seconds and then re-enter the game.

You can also click on your surfaced attack quick crew assignment icon on the F7 screen to "re-set" the crew.

It was doing something that simple that fixed it for me.

Kpt. Lehmann 05-29-06 11:00 PM

Quote:

Originally Posted by Anvart
Hi, Kpt. Lehmann.
Your box is filled........
Yes, of course, I agree.
I am glad, that it was pleasant to you.

Anvart :D

Thank you Anvart!!! :rock: :rock: :rock:

The Renegade 05-29-06 11:34 PM

Ok I've posted this once before but I'm gonna post it here, as it makes more sense to be posted here and I will probably get an answer.

Quote:

Ok I've come to a decision about what mods to get but I have just a couple more questions. I'm going to get the GW and the IuB mods, but I'm wondering if they can be run together or if I should run them separately. It seems to me that the GW is bigger, so does that mean it includes a lot of what the IuB mod has and it would be pointless to run them both together?

My last question (hopefully) goes out to the GW modders or anyone that knows a lot about it. I noticed that the 1.1 GW update adds quite a bit to the original mod, but it also adds stock textures and reduces graphical improvements to help keep the FPS rate high. I have a pretty powerful computer, or so I think, so should I just get the 1.0 version and not update it so I can keep the better graphics, or can I somehow get the update and still have the better graphics?

I don't know if the first question can be answered here on this thread, but the second one is more relevant.

Sorry for being such a noob about this. Hopefully I'll understand these mods soon.

Nopileo 05-30-06 12:18 AM

Quote:

Originally Posted by Kpt. Lehmann
Hi Nopileo,

I ran into a similar issue once where it seems the crew gets "stuck" and cannot perform.

Try hitting "Alt-Tab" to minimise the game to desktop... wait 2-3 seconds and then re-enter the game.

You can also click on your surfaced attack quick crew assignment icon on the F7 screen to "re-set" the crew.

It was doing something that simple that fixed it for me.

Thanks for the tip, Kpt. Will try it if it happens again. Just to clarify though, I had no problems moving the crew around, they just wouldn't reload torpedoes. I used the IIA on 3 patrols, and all 3 times I had to return to port after only having used the 3 torps in the tubes.

Deep-Six 05-30-06 01:31 AM

Quote:

Originally Posted by Nopileo
Recently installed this on a fresh SH3 install, and wanted to confirm I have done this properly (sorry I haven't read this entire thread):

- Installed SH3 and the 1.4b patch

- Unpacked all six main GW files, the 1.1 update and hotfix

- Created a new folder (Grey Wolves, GW for short), and copied all the data folders from all the other folders (GW Part 1-6) into this new folder

- Added a few of the optional mods from package 2 into the GW folder

- Copied the data folder from the 1.1 update into the GW folder, as well as the optional seabed textures

- Copied the hotfix into the GW folder

- Enabled the SW folder using the Mod Enabler

- Started SH3 once to be able to run SH3 Commander

- Exited the game immediately and created a career in SH3 Commander, left most options at default except realistic dates for subs (maybe this is already in the mod?)

- Started the patrol without doing any upgrades to the boat (also forgot to hire more crew, btw... :roll: )

Everything seems to be working great, but I haven't seen all aspects of the mod yet, as I haven't encountered any enemies yet, but like I said I'd like to make sure it was ok to install the mod using this procedure.

I did the samething and saw no changes to the original game. Am I missing a step here? This was installed on a fresh install of SH3(patched to 1.4b). and I am using the mod enabler.

Any help would be great.:)

Nopileo 05-30-06 03:41 AM

That sounds strange since you followed this exact procedure.

Well I forgot to enable it using the mod enabler the first time I tried it, so I saw no changes either... :oops:

Anyway, did you copy the files over to that main folder correctly? The 'Grey Wolves'-folder (or whatever you called it) should only contain a data-folder, and lots of folders inside the data-folder again.

When you enabled it using the mod enabler, how long did it take to enable it? It must have taken about 2 minutes on my system. Total size of my Grey Wolves-folder is about 1.8 GB(!).

Here is a pic of the file structure on my setup:

http://i15.photobucket.com/albums/a3..._structure.jpg

ref 05-30-06 08:25 AM

Quote:

Originally Posted by The Renegade
Ok I've posted this once before but I'm gonna post it here, as it makes more sense to be posted here and I will probably get an answer.




I don't know if the first question can be answered here on this thread, but the second one is more relevant.

Sorry for being such a noob about this. Hopefully I'll understand these mods soon.

The best you can do is install GW1.1, and then enable the optional graphic mods, 1.1 corrects a number of issues besides FPS.

Ref

Herbert0100 05-30-06 08:28 AM

This might sound a dumb question but were is this mod enabler you speak of ?

ref 05-30-06 08:42 AM

Quote:

Originally Posted by Herbert0100
This might sound a dumb question but were is this mod enabler you speak of ?

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

Ref

Nopileo 06-01-06 03:17 AM

Last night while patrolling outside of Bergen I received a radio msg from BdU, telling me that Operation... umm - sorry can't remember which one - was now starting, and that all u-boats should follow orders (or similar). Since this was April 6th 1940 I figured this was probably the operation at Narvik on April 9th, and so I went full speed up there so that I would get there before the German TF (which was indicated as a contact report).

I reached Narvik a few hours before the TF, and did some recon. Pretty quiet. A few small merchants, tub boats and fishing boats. I wondered what this battle would look like... By this time some Norwegian ports had become red, as well as the ships in the harbour.

Finally the task force reached Narvik, 2 battlecruisers and lots of destroyers. I was excited as to what would happen next, when... they all disappeared! :huh:

I spent the majority of the day cruising around on the surface in Narvik, sinking most ships with the deck gun, as to somehow simulate the invasion... The band was playing and people were cheering from the harbour though, which ruined the atmosphere slightly... :rotfl:

Anyway, would it be possible to have such invasions simulated in future versions of the mod?

I love it so far, though. The correspondence between radio messages and actual events is a nice touch, and I really like that it takes such a long time for ships to sink.


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