GWX 3.0 color coded contacts
I've been trying to search downloads for a mod for color coded contacts for GWX 3.0. I've had no joy so far. Does anyone know if this mod exists and if so where I can find it?
Thanks Jim |
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Thank you very much. I'll give it a try.
jim |
OK I installed it with JSGME and there was no change. It must not work with GWX 3.0. Thanks for your answer I'll keep looking.
Jim |
It is JSGME ready! It must work if you enable it. You may have accidentally left a superfluous extraction folder in between. The path should be like:
SilentHunterIIIrootfolder\MODS\GWX - Contact Color\Data If there is another folder between MODS and GWX - Contact Color then move it up a level. |
Welcome aboard!
RedNeck!:Kaleun_Salute:
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OK, In the mods folder I have GWX-contact color/data. Do I need to put it in a certain order in the enabled mods?
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Forgot to include it doesn't work.
Jim |
Quote:
I think this was specifically made for GWX 3 when some mods deliberately removed the colored icons in an attempt to enhance the fog of war. |
Re Contact Colour not working when in contact with convoy at periscope depth contact lines are black once you raise your scope then they are identified as enemy or Neutral ships.
https://www.subsim.com/radioroom/pic...ictureid=11182 https://www.subsim.com/radioroom/pic...ictureid=11183 https://www.subsim.com/radioroom/pic...ictureid=11184 |
Here is my mod list in order:
GWX- 16K Atmosphere GWX- Captain America's Officer Icons GWX- English Nav Map and Grid Refs (this one doesn't work) GWX- Enhanced Damage Effects GWX- Open Hatch Mod WB's Renown Replacement GWX- Contact Color I will be removing Nav Map, Enhanced Damage, Open Hatch and Renown Replacement Mods and see if that does it then I can add them back in one at a time until it breaks. Thanks Jim |
That modlist doesn't look like it changes the same file, but I am not familiar with all those. As you enabled those mods, did JSGME tell you that files were in conflict at some point? If not, then it is not due to mod order issue. I don't know why this does not appear in your game.
Maybe check if the files in the mod folder are the same as in the SilenthunterIII folder structure after enabling the mods. But just comparing names and filesizes won't be sufficient. One would need to compare a hash of the entire file. (special calculation that gives different results based on order of the bytes) Unfortunately that is not built-in to Explorer. You need 3rd party file comparison tools. I have used this tool in the past to do it for a bunch of files: https://www.exactfile.com/ If the files match (a whole bunch won't as they are not part of the mod folder) then JSGME did it's work and something else is wrong. Or if they don't match entirely then something went wrong in the enabling of the mod by JSGME. |
I'm going again with color contacts. I was ready to uninstall GWX 3.0 and reinstall it. I went to SH3 Commander to get the path to GWX 3.0 and found that I had 2 installs, one on C: and one on D:. The path in Commander was to C:, and I was changing the mod list on D:. I corrected the path and it now works properly. My thanks to every one for your help and time. This forum has some great folks on it!
I'm off to sink some ships. Thanks again. Jim |
Bdu Karl Donitz will be most pleased another Uboat Skipper on the SH3 virtual ocean sending those troublesome tommies to thier doom Salute
:Kaleun_Salute: |
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