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New to SHIII - Need mod list!
Hi all, first thread and first post on this forum! I was wondering if anyone could give me a run-down on all the major mods available for SHIII, and where I could find them. So far I've only heard of Grey Wolves, and I remember hearing something about a Das Boot sounds pack?
Edit: Oh and when I get Grey Wolves, how do install it? Does it create it's own folders or do I have to make copy of the SHIII directory and install GW there, in order to be able to play the original SHIII version? Cheers bb :ping: Second Edit: Doh! Sorry, I completely missed the sticky at the top! :oops: |
There is a "Sticky" at the top of this forum that has a running list of many of the available mods. To say the least, there are tons of them to try out. Too many to even discuss logically. Most downloads will come with directions on how to install them. If you are using more than one "Major Mod" such as Grey Wolve and NYGM, be sure to install them in the correct order according to the provided instructions.
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Also use the JoneSoft mod enable to manage your mods.
Its a util to enable or disable mods - VERY easy to use. |
Just went over the mod list...too many to even consider!
What kind of mods are you veterans running? Which ones are considered to be "essential" for everyone's PC? Cheers bb |
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- Harbor traffic by rubini - Improved convoy's by jason? - AI Sonar, snorkel and depth charge fix... jungman's i think (personnaly i made my own on this one so i dunno what others use exactly) - Hollywood damage by goldj - ANy mod that makes crush depth and fuel ranges realistic ( again, i use my own, so i dont know what others use) - any of the fatigue models. theres 6, 8, 12, 24 hour and patrol length models, or you could just turn it off altogether. Graphical changes: - Any one of Fubars sub skins. Do a forum search for the username Fubar, he doesnt post much, so it should be easy to find his D/L links to his latest and greatest. - Fubar's crew skins. Good stuff for that das boot feeling. - Bordinstrumente 1.0 or 1.1 (aweseome interior graphical changes) - Dial fix (i forget who made it, but it fixes several bugs in the subs interior in relation to guages. ) |
Thanks for the list.
Are there any mod packs which combine all of the above? So far I've read about three updated realism packs: Real U-Boot Improved U-Boot Grey Wolves Out of the three (or perhaps more) realism packs, which one arguably has the most, err, realism!? Is it better to download seperate files and sort "mix and match", or just to go for a large realism pack? Sorry for all the questions, I just got SHIII and I can't live with the fact that my game is still vanilla! :) |
The other major realism pack is NYGM tonnage war, and although people might argue with this, pays the most attention to realism.
Grey wolves adds the most content (1.8gb to be exact), and adds many of those little mods and fixes that you have to sift through. Real Uboot is a few months old now, and is considered by most to be superceded, but is good for those that don't want to many fancy additions. Iub, I think, was designed to make Rub a little less realistic again, while adding some graphical changes. All are bult on Rub anyway. I'd probably go with one of these larger mod packs, and if you still want to change anything, put some smaller one's on top. |
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For the benefit of all, let me clarify that GW DOES NOT have RUb imbedded in it nor is it based on RUb... it is based on the collected work of individuals, some of which have contributed to the RUb compilation and beyond. It does share some common elements, but even those have almost entirely been re-adjusted to serve the GW mod and its aims... file by file. Many mods like "decks awash," map contact tracking alterations, and snorkel detection by radar etc. are becoming commonly accepted I think primarily because they should have been included in the stock game to begin with and we all recognize these things. So it is perfectly reasonable to say there are similarities between the different big mods in many ways at least in intent to reach effect "X." In many ways it is arguably more advanced than RUb... some examples: In GW U-boats sink by flooding on occasion as opposed to simply popping out of existence via the "Instant Screen-O-death." GW's U-Boat damage model is an amalgamation of the Hollywood Advanced U-Boat damage mod and the Die-Hard mod. This was mixed by Marhkimov. So far I am rather happy with it. .... In GW, Depth charges are no longer laser-guided and are more inaccurate... but still lethal. (Remember the pin-point DC drop thread?) This is probably one of the most intensively tested subjects in GW and was adjusted numerous times by myself and Marhkimov. If adjusted further one way or the other, negative effects overcome the intent of the fix. .... In GW, DD's are generally more aggressive and the "uber sonar lock" can now be broken by a quick thinking commander. .... The deck gun and AA weapon uber inertial stability/laser guidance is effectively dealt with in GW. (On flat sea states, it will appear otherwise somewhat the same as stock though) Myself and the GW mod-team have spent a great deal of time and energy on "Realism." You can find a GREAT DEAL of represented realism in GW. However, there have also been long "discussions" and little wars on this forum regarding what constitutes "realism." I submit that what defines "realism" must be decided on by the individual based on the information he or she absorbs related to the subject matter. In the same vein one individuals definition or group's definition of "realism" should not be forced on another. Data can quite often be interpreted in more than one way, and many available research resources are just flat contradictory. The player will eventually decide for themselves what elements constitute realism anyway... and this is why the creators of GW will never claim to offer the "highest possible level of realism." Though we WILL state that we do attempt to offer a well advanced representation of it. GW is not just a "sound and graphics mod." What we have done though is approach the entire package. Gameplay or simulator content advances alone are pretty dull, in my opinion, without efforts to make good sounds and graphics to match the things you hope to achieve with code. GW is not a "perfect" mod and neither is any other. We will continue to hunt for and correct issues as we find them. The price to be paid is a large download and necessary attention to the recommended PC specifications to run SH3 smoothly. Without a good mix... where is the immersion? Having only one choice... is not a choice. |
Interesting post.....and well needed I think, i've been using GW since it came out but I also thought it was based on RuB, was more of a graphic mod and that NYGM was the real "realism" mod.
Thanks for clearing that up for me. What is the NYGM mode for then if not for realism ? Or is it also a realism mod, effectively giving us two realisms ? Is the Unified GW and NYGM mod a sort of merging of the two realism mods into a third, extra real realism ? In the same vein, is the Extended Unified GW and NYGM a sort of enhancement for the extra real realism.....a sort of Realism Mach III Turbo Plus+ of the SHIII mod world ? My head hurts :doh: |
The unification extend only to the campaign legel. Therefore you have Unified Campaign Mods for both NYGM and GW.
It is actually the latest compilation of scripted and random events in the game (e.g Med operations / activity, operation Cerberus etc.) plus the next version of Harbour Traffic. Both GW and NYGM share the same ship damage model (NYGM model) the same spawning rates (based on Improved Convoys Mod) and now the Unified Campaign. |
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