Quote:
Originally Posted by Kapitan_Phillips
Some of the best mods for SH3 came out post-1.4
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All of the later mods used lots of stuff the community modded before 1.4. I don't think people who never used RUb realise that both NYGM and GW used a whole bunch of stuff from RUb and other early mods. The SH3 Mod team allowed ANYONE to use the mods we created - no restrictions - because we felt the community benefitted most if we shared the knowledge as widely as possible. That's how mod development got done so fast, and that open attitude played a big part in how NYGM and GW became so good so fast.
I must admit to being a bit taken aback by what seems to be a generally held notion that RUb was somehow a mod of lesser importance in the SH3 mod world. It is a major mod that is as good quality as any, even now. It was the only game in town for the best part of a year (you only have to look at the readme file for RUb to see that prior to SH3 version 1.4 the SH3 Mod Team had already done the majority of the mod work that was ever done on SH3), and as I understand it both NYGM and GW used RUb as their basis and added their authors' tweaks to it. In short, the SH3 Mod team built a very solid foundation for the modding of SH3 - a foundation that later modders relied upon extensively when they created mods that had different focuses than that of RUb.
As for waiting until the devs are done, I agree, but you should understand that RUb always got updated and was ready with a new version within 24 hours of every official patch. The reason I agree with you is that this time I don't want to be working 20+ hour days updating the mod after every official patch.
Anyway, if you use the mod enabler you won't have to worry about official updates forcing you to reinstall the game, and you won't have to delay using mods - all mods install and uninstall flawlessly when using the JoneSoft Generic Mod Enabler.