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Originally Posted by 3catcircus
I noticed that the GWX3 Wilhelmshaven, St. Nazaire, Schleuse + Extra Ships V7 appears to have the exact same info for the T09A and T13A as MFM does, but I don't know if the other ships in here are also present in the MFM.
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No. those a couple of early versions. You should install MFM after the St. Naz mod.
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I noticed that I had to install MFM first if I wanted to start in port (if MFM was installed after this, regardless of the setting in SH3 Commander, it always started me in the mouth of the harbor as if I had selected to start at sea). So - should I disable all of the new ships in this mod so that they don't overwrite anything from the MFM mod or are they different?
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I'm not sure what the problem is, but it's not that. I have MFM installed way down my mods list - almost last, in fact - and I always start at dockside with no problems. I think I did remove all ships that also appear in MFM, but I think there are only a couple. You can spot them easily enough because they are the only ones that have alpha-numeric codes instead of names.
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I have the GWX Combined Skin Pack but have read varying accounts (it works with GWX3, it doesn't work, delete the .dat files, etc.). What I'd like to do is use the skins for everything except merchants (and use the MFM skin packs for those instead). Unfortunately, I'm not sure which entries are merchants and which aren't. Will this work, and if so, where can I find out which entries in the Combined Skin Pack are for merchants, so I can remove them before activating the mod?
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I don't use any of the GWX extras that come with the supermod. All the mods I use - and there are a lot - come from outside GWX.