As promised... here is The Grey Wolves Readme
(God I hope I didn't forget anything.

)
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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:
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GRAPHICS MODS:
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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
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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
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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
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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
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Rubini's list of changes and news for the GW Campaign:
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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.
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OPTIONAL MODS ALSO INCLUDED
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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
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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-
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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
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In reverent silence the Grey Wolves team gives our solemn salute...
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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.