Quote:
Originally Posted by codmander
First of all i know squat about modding but intrested in it what i have been doing is mixing gwx with nygm so far just sounds and sky but everything so far works great I would like to get some more stuff mixed in but I am going slow and backing evrything up just incase-------fun stuff:hmm: would like to intragrated the 2 campaigns into one but this would be torture i guess rewrite the same ones ships waypoints etc and add the new ones also
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About the only things you can pull out of NYGM, off the top of my head, (some of which ive already done)
The stuff ive done:
- Periscope TDC
- Engine/motor room compartment crew reductions.
- Type 7 interior with the Obs scope in the forward part of the CR. (later tossed it though)
- NYGM TW 2.2 conning towers. Particuarlly the IX/3 and VII/3. They moved some of the crew to be out of your view, and in teh VII/3, they resized the forward starboard watchman.. you know.. gigantor the 8th wonder of th world? God i hate staring at him normally. The problem with using these files is that GWX moved the location of the RWR, and Radar antenna's. If you use NYGM 2.2 tower fixes, youll have radar and RWR colliding on the bridge. I sooooo wish GWX had resized that mother F'er i call Gigantor. Naturally because of the RWR and radar colliding with each other, i had to toss the TW2.2 towers.
Stuff you could do with a little work:
- Anti humming bird mod, but you'll have to essentually neuter the type XXI with the XXI pump's addition to the zones.cfg, and then throw out GWX's zon files for the sub's. (problem here is some of those zon files have fixes you'll have to give up), and i think you'll probably have to give up GWX's uboat tweaks as well by using the sim files from NYGM too. The problem is him not sure how the two behaviors will interact, since they behave in opposites. I ought to try it just to see what it does.
- If you REALLLY wanted to, and are somewhat masochistic, you could probably adapt their AI_sensors.dat file. However, you'll have to go back and edit EVERY SINGLE SNS FILE FOR EVERY BLOODY UNIT IN THE GAME to accomodate it. Totally unneccessary i think, since the AI in GWX seems to be doing fine.
- I think you *might* be able to adapt their mod that has two different depth charges. The light vs the heavy one (i forget acutall Mark designations. Mark 7 and Mark 9 DC's?). I havent looked at it closely but only in passing and it *seemed* easy to port over.
As for the campaign layers.
Forget about it. That's just a headache. The two mods have units that do not appear in the other's roster. So right away you have compatability problems. About the only way you could get anything out of there is if you painstakingly by hand, went through and deleted all entries except for the ones you wanted. FOr example if you wanted the entries that are representative of the coastal command in the british isles, you'd have to delete EVERY SINGLE ENTRY NOT INVOLVED with that particually portions, save it as its own file, make sure all units in this new file are calling on units that exist in GWX, then merge it into GWX's RND layer. Pain in the ass.
Obviously ive spent alot of time picking NYGM TW apart. Ive played it a little bit though.

To be honest ive picked apart NYGM, and GW11a extensivly taking the bits i ilked into my own game which was a modified version of UC vanalla. Ive gone through GWX a little bit, but not as much as the other two.