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Old 07-25-10, 05:02 PM   #3
Krauter
Ocean Warrior
 
Join Date: Aug 2007
Location: Montreal, Canada
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Quote:
Depends on how you define "Must Have". I'm currently using on the order of 60 mods. How many of them are truly essential? To me, all of them. To someone else, some or none of them. You have to decide for yourself what "Must Have" means.
To me a "Must Have" is something defined by the community as improving the gameplay to a point where it is almost another game (TMO for example or RFB for SH4). As for upwards to 60 mods to improve a game, in my SH5 JGSME I'm running around 54 so I understand what you mean. If you could post the mods that you use, however long the list, that'd be great.


Quote:
No. You need to look at their manuals. The GWX manual is 549 pages, plus another 50 or so pages of indexes, and it uses every one of them to explain "what this Mod does". So a general overview is this: It changes virtually everything - AI, graphics, sounds, gameplay, everything.
Nicely put, but is there a simple explanation of what it does? I do not have the time to go through 599 pages of explanation of what a Mod does, albeit I will leaf through it while I'm on patrol. But is there a simple to the point explanation of what it does to gameplay? All supermods have some graphical enhancement and sounds, but what does it do to AI and Gameplay?


Quote:
That comes with Aces' latest Combined Mod, which smoothly joins DD Open Hatch, FM New Interiors and Conning Tower Open Hatch.
Excellent, what is the name of his ID? Just Aces? Also, where is a better list of all SH3 Mods as the Modsworkshop forum is very short ~8 pages if I'm not wrong.

Cheers,

Krauter
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Last edited by Krauter; 07-25-10 at 07:04 PM.
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