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The Grey Wolves Supermod Content
As promised... here is The Grey Wolves Readme :ping: :ping: :ping:
(God I hope I didn't forget anything. :o ) .................................................. ............... Salute! Fellow U-boot Kaleuns, READ THIS FIRST!!!!!! THIS IS A FREEWARE MOD!!! YOU MAY NOT USE THIS MOD OR ANY OF ITS CONTENTS FOR PROFIT!!!! This is a large download. In many ways there is no moddable subject that has not been touched . The Grey Wolves mod is compressed with 7z which is a searchable freeware compression/decompression program. Once you download it please save a copy of the COMPRESSED files to disk and label as "GW VERSION 1.0" The Grey Wolves Supermod is a Stand-Alone mod. It does not require the presence of any other mod to run. I STRONGLY recommend placing this mod by itself in a CLEAN/NEW installation of Silent Hunter III. I also recommend saving a compressed copy to CD/disk once you complete your download for safekeeping and backup purposes. To install: The GW Alpha 3 mod files are in JGSME format however you can also paste it directly over a clean installation of Silent Hunter III. To do this just save the patch and decompress it into a personal document. Then go inside the patch files, copy the "data" folder and paste it over the data folder found just inside your Silent Hunter III directory. If you use JGSME... be aware that it takes several minutes for JGSME to enable the GW patch files because of its size. I have a pretty fast processor and it takes me about 5 minutes to enable on my own system. Just copy the Grey Wolves Mod folder to your SilentHunterIII/Mods folder and enable. You can create a multiple installation by going into your C:/Program files/Ubisoft file and renaming your current installation to anything you choose. Then all you have to do is use your SH3 Disk to re-install the game. When you install the game a second time just choose the option to "repair." This process creates a brand new installation and is the simplest way to explain a multiple install. After doing this, patch to version 1.4b. If you make a second installation of Silent Hunter III you will need to also either delete or re-name the "SH3" folder in your "My Documents" folder. This mod is compatible with JSCones great SH3 Commander program. SH3 Commander at the moment does not include the default 8 hour crew fatigue model as presented in GW. Simply leave the fatigue model choice in SH3 Commander un-checked to use the GW default fatigue mod. Also, in order to maintain the integrity of the destroyer aggression modifications it is recommended to leave or set "Lost contact time" to 15 minutes in SH3 Commander. There are no "executable" files in the Grey Wolves mod. Use this mod at your own risk. If you are unsure how to apply this patch, ask for help at subsim.com The GW team is not responsible for damages real or perceived due to the user improperly applying The Grey Wolves mod patch files. Please note, the GW team may alter any included file to mesh as required by the needs of the GW Supermod for the sake of cohesion or to achieve a desired effect. This is how discoveries and better mods are made. Opinions are welcomed, changes are not guaranteed. Guys, I can't tell you how many countless hours by good people were put into this project. PS: Prepare to have your socks knocked off :O) GREY WOLVES MODIFICATION LIST: ----------------------------- GRAPHICS MODS: ------------- 8 Kilometer Default Atmosphere Visibility mod The Atmosphere Mod concept was actually born as a result of our need for info during the initial stages of building GW :O) ALL OF THOSE WHO TOOK PART IN THE ATMOSPHERE ESCAPADE: Kpt. Lehmann Manuel Ortega Marhkimov Rubini Rulle34 SPECIAL THANKS TO OTHER VERY IMPORTANT PEOPLE: Jungman Pablo Redwine Sergbuto Timetraveller Atmosphere Mod Notes: Night, visual, and fog ranges adjusted. -Rulle34 underwater sea colors added. -Marhkimov nighttime sky & sea textures. -Rubini,Marhkimov Enhanced sun reflections and sky/sea textures. -Marhkimov Sky dome adjusted to reflect visual range in 16km mod versions -Manuel Ortega ADDED ALL MISSING reflections for Type IIA, IID, XXI U-boat hulls, Type IXB, IXC, and IXD2 conning towers, and reflections for periscopes for Type II, VII, XXI U-boats, and reflections/ wake trails for all the snorkels.-Sergbuto Max visual distance alterred -Rulle34,Manuel Ortega RWR ranges(player u-boat only) enhanced. -Jungman AIL v2.0 clouds added. -Ailantd AIL v2.5 moon added. -Ailantd Water murkiness changed. -Marhkimov Sky, cloud, moon domes altered. -Rulle34,Manuel Ortega Cloud texturing fixed. -Seeadler All New Primary Interface and Loading Screens By Marhkimov All New Periscope Background movie by CCIP All currently available player AND AI U-boat cablefixes by FlakWalker Type VIIB bow flag pole removed- Flakwalker ALL Player U-Boat Skins- Fubar (Awesome Stuff) AI U-Boat skins- Fubar Transparent torpedo loadscreen-unknown modder New Officer Icons Non-Language Dependant-Kpt. Lehmann Better looking bananas :O) Tikigod Added Type 941's Home-Fleet British BB, CL, and Fleet Carrier Added Pinup girls- Tikigod, Kpt. Lehmann New Realistic Dolphin Texture-Tikigod Various Ship Skins- Marhkimov, Iambecomelife, Type-941, Sergbuto, Juju, Pascal Military and Merchant Mods by Juju Multiple Ship Skin Mods-Sergbuto Aircraft Skins- Brando, Macstu23 Scharnhorst Battle Cruiser- Gerome_73 British PT Elco and pilot/driver added- Sergbuto Tirpitz Battleship - Model by Cdre Gibs, Skin by Type941 Type 1936A (M) DD - Model Cdre Gibs, Multiskin based on Sergbuto's Work. Voorpostenboot- Model + Skin Cdre Gibs USS Essex CV - Model + Skin Cdre Gibs Flottenbegleiter DE- Cmdr 1980 Hospital Ship- Iambecomelife, Sergbuto Southampton Class Cruiser- Sergbuto New Transport- Sergbuto New Cargo Ship- Sergbuto Uflak and other AI Uboats- Sergbuto, Fubar skins, Scripting by Rubini MAS Torpedo Boat- Noline Old Liner- Unknown modder (still hunting for the artist/modder) Uboat Emblems-Church, Evil Jester Bordinstrumente Mod-OakGroove with a few correctional tweaks by Marhkimov and Jonz Slide-out CE Mod w/Bordinstr Tga- Vierkant, Oakgroove, Marhkimov Sub Upgrades Chart / Technical Tree Screen by Ail Ail Wakes Ail Bowspray Marhkimov's Supersmoke High Res Flags for all countries- Pablo, Marhkimov. Torpedo Textures-Marhkimov, Cdr Gibs Crew Textures- Totenkopf, Marhkimov Better looking Nurses and dock people- Pascal New Sun graphic- Marhkimov (Nvidia Friendly too!) Camera's Dat file- Marhkimov Binocular Crosshairs removed- Marhkimov Rubini's F1 Help Screen (Some small tweaks by Kpt. Lehmann and Marhkimov) Several Changes to the 1024 Cfg for the Colorblind- Rubini, Marhkimov Lighthouse Texture-donots76 Better Damage Textures- EFileTahi-A, Marhkimov Better Dolphin Textures-Tikigod Portions of Konrad Krumm's Colored Office- Konrad Krumm and Knox Pascal's DC Explosions Navi-Map mod- FLB Sale9999 Sunken Barricade Ships- Ref, with special thanks to Rubini and Teddy Bärr Moveable Chronometer Mod by Jonz GAME-PLAY CONTENT ----------------- German Translation of in-game content by NippelSpanner German Radio Message files from JGS4PIPS ... thanks also to NippelSpanner for additional translation of new GW campaign operational messages. de_menu German Text corrections by NippelSpanner English Radio Message Files by Irishred, Sniper1, Rubini, Sansal Changed Number of Days in Base to prevent same patrol grid re-assignment Corrected snorkel depths based on research by Syxx-Killer and allowing for Jungman's snorkel/AI sensor detection of same. Re-wrote and added missing year descriptions in career flotilla choice menu- Kpt. Lehmann Increased Attack Periscope Magnification to x10 to complement the All Grey Contacts mod- Kpt. Lehmann All Grey Contacts-Kpt. Lehmann with some nice aircraft tweaks by Marhkimov Re-named every non-hardcoded crewmember name for more variety.- Kpt Lehmann Leigh Lights Mod-CCIP, CB, and Col7777 Destroyer pinpoint DC drop fix and DD agression modifications -Marhkimov/Kpt. Lehmann based on work by Gouldjg, Redwine, CB, Caspofungin Destroyer Agression Mod- Redwine, CB, Marhkimov/Kpt. Lehmann based on work by Gouldjg, Redwine, CB,and Caspofungin- This includes the reduction of 75% of all Elite DD and DE Naval units in the SCR and RND campaign layers to "veteran" level crew ratings by Kpt. Lehmann Deck Gun and AA stability fixes-Cdr Gibs Reduced deck-gun damage potential-Marhkimov, Kpt. Lehmann Reload Rates for Deck gun- Kpt Lehmann, Marhkimov Reload Rates for AA- 5 seconds per barrel- Kpt Lehmann Airpower Mod- Marhkimov, Kpt. Lehmann, loosely based on work by Jace11 Modified all aircraft that were scripted to carry depth charges to carry bombs instead. It was noted by us that planes carrying DC's would often dive to attack but would fail to drop their ordnance.- Marhkimov Hurricane Fighter now carries small bombs- Marhkimov Type XXI U-Boat Radar and Sonar Fixes- Cdr Gibs 8 hour default and 24 hour optional realtime fatigue models-Gouldjg, with minor tweaks by Kpt Lehmann and Marhkimov. Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realistic possibility... and no I won't ruin the surprise for you) Waves Attenuation Factor changed for more realistic waves-CB Watch Officer now gives weather report when on surface-Mod by Time-Traveller, Heretic, and Marhkimov Fixed all known Uboat torpedo loadout problems-Marhkimov Added Missing TVII Torpedo-Cdr Gibs U-boat Damage Model- Marhkimov, amalgamation of the Hollywood and Die-Hard Mods by Gouldjg and Jungman respectively. Ctrl+Enter is now used to fire torpedos... no more accidental firings!-Unknown Modder Run with Decks Awash Mod- Rulle34 Deck Gun Damage Reduced- Marhkimov, Kpt. Lehmann Nationality Mod V3- Sergbuto NYGM Ship Damage Models- Teddy Bärr .... NOTE TO THE GW PLAYER: In some cases, individual ship damage models may be altered by the GW team to achieve a desired effect. This effect may be temporary or permanent. Where new ship models are concerned, implementation of the NYGM Ship damage model may be improvised. Please direct all questions or concerns to Kpt. Lehmann or the GW team at subsim.com. KGV Guns fix- Cdr Gibs Low Contrast Recognition book pages-Marhkimov, Kpt. Lehmann, Rubini T2 Torpedo Range Fix- Clive Bradbury Captain America's awesome Gauge Fixes C-Class DD fixed, Now has DC racks- Sergbuto Type IXD2 Range Fix- vonHelsching SOUND MODS ---------- Approximately 100 new/old .wav file sounds and Ogg Vorbis Files- largely contributed by Nippelspanner and Representing the work of- Rulle34, Incognito, Nippelspanner, Kpt. Lehmann, Finiteless, Vix, Morhoon, Sailor Steve, Clive Bradbury, KptLt. Erich Karl, Marhkimov, and Hoshi. Thanks for all your hard work guys. I can't list every single sound here, but you have certainly added richness to our SH3 experience. New Main Theme- "Escape from Mantua" from the movie "Romeo and Juliet" composed by Craig Armstrong, submitted by NippelSpanner In-Game Music Removed- Kpt. Lehmann, Marhkimov Re-assigned voice ID#s for all officers- Kpt Lehmann (No more Mickey Mouse or Hulk voices among non-hardcoded crewmen) Crew Cheers Enabled-Unknown Modder Subnet Screech fixed- Unknown Modder Morse Code Message Received mod: Unknown Modder SDL File By Kpt. Lehmann based on work by Fangschuss and NoLIne Pre-loaded Gramophone with period music- See GW MOD Version 1.0/data/Sound/Gramophone folder contents for individual artists Various Speech Files: Rulle34, Sailor Steve, and Hoshi CAMPAIGN/CAREER MODIFICATIONS ----------------------------- Added the town of Moltenort and five lighthouses in-game at Moltenort Point in Kiel Bay as a representation of the Moltenort U-Boat Memorial- Kpt. Lehmann Improved Convoys-JasonB885 with small tweaks by Kpt. Lehmann and Rubini Lighthouses Mod-Sergbuto There are 43 functional countries in GW- Rubini: Scripting, Sergbuto's Nationality mod Uflak and other AI Uboats- Sergbuto, Fubar skins, Scripting by Rubini Milk Cow Mod-Sansal, Rubini Kiel Canal terrain update with scenic ride- Ref and CCIP Panama Canal, Suez Canal, and Eastern entries to Scapa Flow- Ref --------------------------------------------------------------------------------- Rubini's list of changes and news for the GW Campaign: --------------------------------------------------------------------------------- 1. Slight adjust on traffic and ships nationalities on HT mod. Included new german ships: Tirpitz, DD type36A, Scharnhorst and Gneisenau. Also in the GW mod I added the the Italian's MAS Torpedo boat. Made adjustments on Kiel departure: no more subpen start because historically they only became available in mid war at Kiel. 2. Approximately 54 NEW PORTS WITH TRAFFIC AND ALIVE THAN THE STOCK GAME!!! 30 more ports than RUB, all them alive and with historical approach, covering virtually all the SH3 Atlantic and Mediterranean world. This now includes the harbour at Scapa Flow. 3. We now have a completely new campaign in place for the Americas and Africa's Atlantic coast. This includes new random ships and convoys, many new ports, traffic, and allied patrols. No more empty western and South Atlantic scenarios! Your long range patrols (maybe with milk cows resupply's) will be now be much more fun! Obviously with attention to historical accuracy. OPERATION DRUMBEAT IS ALIVE!!! 4. We also now have a completely reworked Mediterranean campaign with exclusive Italian warships. The new Italian forces include a battleship, heavy cruiser, and light cruiser (these are only clones..for now) These are included on the Random and Scripted Italian campaign and a new exclusive Italian unit: MAS torpedo boat (thanks NoLine!). 5. A lot of new ships and unitshave been integrated into the Campaign files (RND and SCR): many of Sergbuto's and Cdr Gibs ship models as well as others (Southampton-class light cruiser, new transport and cargo ship, British Walrus seaplane, German Arado floatplane, PT boats, AI U-boats, Hospital ship, Old Liner, Essex US Carrier, Flottenbegleiter, Vorpostenboot and to finish the above mentioned DDType 36A, Tirpitz, new Scharnhorst Class Battlecruiser and MAS Torpedo boat. 6. I made lot of small corrections on LND layer and Locations files, adjusted duplicate entries, corrected wrong dates (Azores and Iceland for example). I also adjusted Mediterranean and Black Sea port political alignment and dates. 7. I placed new airbases to better fit the historical allied and german air cover. Four allied airbase were added in the Americas (including the missing USA airbase in Natal, Brazil). Six German airbases were added to France, Germany, and Norway. I also repositioned some Italian and German airbases in the Mediterranean. 8. I made many additions and adjustments in the RND layer to make a better game experience... all the while being historically minded. Spawn probabilities were raised in some empty areas like South America, Africa, the Atlantic Coast, and the Gulf of Mexico. NOTE! Radio report probabilities weren't touched, so hydrophone checks will be needed. I also double checked all the new port traffic and defences in order to not blockade potential random groups. 9. I tweaked Teddy Bärr's minefields a bit to avoid patrol problems. (slightly lowered the mines position in minefields) 10. We now have two new military operations: Operation Berlin- Scharnhorst and Gneisenau raid on Atlantic and Operation Ceberus- Scharnhorst, Gneisenau and Prinz Eugen go back to German seas after a year at the French port of Brest. 11. Added an awesome touch by our friend Ref... great looking sunken barricade ships can be found at the entrances to Scapa Flow. This mod took a great deal of work to make the deadline. Special thanks go out to Ref, Teddy Bärr, and Rubini. Be careful to not collide with these! 12. The above items are all in addition to the content of the Harbor Traffic Mod version 1.47 Cheers, Rubini. ----------------------------------------------------- OPTIONAL MODS ALSO INCLUDED ----------------------------------------------------- GW Alternate 24 Hour crew fatigue mod- Gouldjg Das Boot periscope background movie- W. Clear No Torpedo TDC Tracking Mod- Church Generic Ship Contact Mod - Derived from community manual, unknown modder 8km Atmosphere Mod Light Skies (GW Default) 8km Atmosphere Mod Dark Skies 16Km Atmosphere Mod Light Skies 16Km Atmosphere Mod Dark Skies Stock SH3- Sea Floor reversion for lower-end PC's Generic Contacts mod- Kpt. Lehmann Special Thanks -------------- NippelSpanner- Whether or not you realize it, you have become a messenger of peace. Thank you for opening the availability of this mod to the German community. Our Grandfathers may have fought each other on the field of battle... but I hope our project makes them proud in some small way. TimeTraveller- your mod tools certainly kicked things into high gear! Cdr Gibs- Thanks for your pinch-hitting and trouble-shooting. CCIP- Awesome movie sir! Teddy Bärr and the NYGM Team- genius ship damage modelling sir! This gentleman also helped us fix our Scapa Flow sunken barrier ships on the final day of modding! Jonz- This man had his own mod to build and without hesitation helped us by integrating his draggable chrono to all GW in-game screens. Thank you sir! You are a credit to the modding community. Natasha- Thanks for all the dinners you made me, for keeping the coffee pot full, and mostly for being patient with me and this giant project. You helped make this mod happen. Every guy should be this lucky. Neal Stevens and the entire Subsim.com community at www.subsim.com Finally and Most importantly- ----------------------------- The Grey Wolves Supermod not have been possible without the dedicated support of the following two people, Marhkimov and Rubini. These guys were my hardest working contributors and in retrospect it seems unlikely that GW would have ever been completed without their help. Their enthusiasm kept the forge fires white hot. Marhkimov, you were my right hand man. Thanks for teaching me much of what I know about modding SH3. You have my gratitude for all your long hours of hard work and encouragement when the road seemed never-ending. Rubini, the gigantic campaign you built for GW is simply incredible. I am forever in your debt. Without you... we wouldn't have the epic feel I had envisioned for all to experience. It is my opinion that you have above and beyond set the standard for campaign world building in all of the Silent Hunter series. From the Grey Wolves team; Marhkimov, Rubini, Nippelspanner, Gouldjg, CCIP, Pablo, Rulle34, Syxx-Killer, Ref, and Type941, we hope you enjoy our collective work. PROST! Kpt. Lehmann GW Project Manager ------------------------------------------------- In reverent silence the Grey Wolves team gives our solemn salute... ------------------------------------------------- To all who are and were veterans of that horrible war... both military AND civilian... who paid its price. All gave some... Some gave all... You are not forgotten. |
:rock: :rock: :rock:
oh, and :rock: :rock: :rock: |
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:rock: :rock: :rock: |
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edit: forget what i wrote... i just figured out, that ht is included...
just :rock: :rock: :rock: :rock: then :) |
No problem SamWolf.
I wish I could fix all issues for the colorblind. We have fixed a few though. |
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:o :o :o :o :o :o :o :o :o :o
its great job, greywolves team thank you :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: |
Thanks Kapitan L!! :up:
WOW!! :rock: |
Sounds sweet....are all harbors populated now with docked vessels? say if I go to tampa, florida in the gulf of mexico? will there be docked merchants or warships that I can attack?
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Great work guys; though the cheeky part of me points out that it looks quite like IuB 1.03 only with Rubini's updated SCR/RND layers. ;)
The sunken barricade ships are something I'm very interested in though - anyone got any screenshots? At last we can properly recreate Prien's Scapa escapade! :up: |
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Thank you greywolves team :rock: :rock: :rock:
Great job !!! :up: |
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Re: The Grey Wolves Supermod Content
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When will this be released? It better be this weekend, I don't have much time for SHIII during the week. |
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