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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jan 2010
Posts: 7
Downloads: 4
Uploads: 0
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Hello Everyone, new to the forums here, and pretty new to SH3 as well. So I'm afraid this could get a bit lengthy and I apologize for being and insufferable newb!
I have been playing around with several mods now, and starting to get a pretty good idea of what I want to have going. The problem is, I have no idea what I'm doing! I am brand new to mods, and relatively weak in the technical computer jargon department, so reading through other threads hasn't been as helpful as I would like. So I was hoping I could list off the mods I have showing up in the left hand column of JSGME, and see if you guys can help me figure out which ones should and shouldn't be included, and which order I should be putting them in!! Here is the list: GWX-16km Atmosphere GWX-Alternate Loadscreen-Full Circle GWX-Alternative Flotillas GWX-Axis Mediterranean Aircraft Skins GWX-Black Sea Campaign Files Only GWX-Captain America's Officer Icons GWX-English Nav Map and Grid Refs GWX-Enhanced Damage Effects GWX-Fix French GWX-Indian Ocean Campaign Files Only GWX-Integrated Orders GWX-Late War Sensors Snorkel Antennas GWX-Lite Harbor Traffic GWX-Main Movie - 'Das Boot' GWX-Merged Campaign GWX-No Medals on Crew GWX-Open Hatch Mod GWX-VIIC41 Player Sub GWX-Contact_Color LifeBoats&Debris_v4 Torpedo damage Final ver2.0 Rbs_SH4_effects_GWX_30_71 Obviously, as I enable them, several warn me of overwriting and end up grayed out in the right hand column. Does this mean they are inactive or is it just showing that they have been overwritten? Can changing the order avoid this? Some of the Mods haven't been working even when not overwritten or grayed out, I'm guessing this is a compatability issue, but I had assumed that if they weren't grayed out they were the dominant mod and would show up in the game. For instance, I have not had the Contact_Color mod work at all yet, which is supposed to bring back the colors and tails to contacts on the map. I haven't seen a difference in harbor traffic from when "Lite Harbor Traffic" is enable or disabled. And still no lifeboats!! Also, the issue could have something to do with my "installation techniques" or lack there of...I have been just placing the main folder that shows up in the unzipped download into the MODS folder in SH3. Oh, and I suppose I should mention I have been running SH3 Commander 3.2 with the appropriate configs for GWX 3.0 installed, so that has been working fine so far. Anyway, I'm really wanting to run as much of the GWX stuff as possible, and hopefully add in torpedo damage, Racerboys SH4 effects, Lifeboats, and maybe the Contact Color one (but that's just me being lazy so it's not too big a deal). Any help you guys can give would be fantastic. Y'all seem to have this stuff down to pretty much an art form! Thanks in advance! |
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#2 |
Gunner
![]() Join Date: May 2009
Location: Temerin, Serbia/Günzburg, Germany.
Posts: 99
Downloads: 93
Uploads: 0
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Let me be the first one to welcome you here.
All of these mods in your list that start with GWX are optional GWX mods and most of them can be enabled in any order that you wish; BUT, some DO require certain order - refer to GWX Manual for details about that. As far as those 3 mods on the bottom are concerned, I only use Torpedo damage final so I don't know how they respond to those other 2 mods. When you get a warning message that something will be overwritten, that CAN mean that the overwritten mod will not work properly, but NOT neccessarily. Some mods are made to work together so they will overwrite something on the previous one but that will not be a problem. When the mod in the right is greyed out it means that SOME of it's files were overwritten by some other mods, but WILL it work or will it NOT work depends on the compatibility of the two mods that have interacted in such way. If you want to know about certain mods compatibility the best thing you can do is to find the thread concerning one mod and see if that matter has already been discussed there. If not, you can always post a question there and someone will reply.
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Bury me at sea where no murdered ghosts can haunt me, if I rock upon the waves then no corpse can lay upon me. ![]() |
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#3 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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For the GWX mods you'll have to refer to the GWX manual - it should be in your documentation folder. I always install the GWX mods first.
Lifeboats and Debris and Torpedo Damage Final work fine on my system. I don't use Racerboy's effects.
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#4 |
Frogman
![]() Join Date: Dec 2009
Posts: 305
Downloads: 22
Uploads: 0
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I have all of these installed in my campaign right now and they all play nice together, so feel free to go nuts with those.
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Oh worse than Hitler! You wouldn't find Hitler playing jungle music at three o'clock in the morning! |
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#5 |
Eternal Patrol
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WELCOME ABOARD!
![]() When JSGME gives you a warning, it tells you that the mod you want to install will overwrite part of one already there. This is usually harmless, especially with the GWX files, because the new file will include the same changes as the old one. JSGME just wants to make sure you are aware of what's happening. This lets you see exactly what files are being changed, so you can decide if you want to make that change or not. Also JSGME makes it very easy to remove a new mod if you decide you don't want it. Be aware that the 'Black Sea' and 'Indian Ocean' mods will remove all ships from the Atlantic. Also the 'Merged Campaign' mod will include all oceans, but make loading times very long.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 |
Grey Wolf
![]() Join Date: Mar 2008
Location: Stavanger,Norway
Posts: 895
Downloads: 78
Uploads: 0
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MODS
![]() ![]() Welcome aboard ![]() ![]() Here's my modlist , and it work like a charm ![]() GWX 3 St Naz and Schluese GWX - 16km Atmosphere GWX - Captain America's Officer Icons Hitman Optics for GWX3 v.1 CapZapEmblemsPack_Final LifeBoats&Debris_v4 Waterstream+Exhaust KombiMod V1.0 BBWarspite Community units Visible U-Marker
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GWX 3.0 . GOLD . SH3 CMDR 3.2 JSGME ![]() ![]() |
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#7 |
Swabbie
![]() Join Date: Jan 2010
Posts: 7
Downloads: 4
Uploads: 0
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Thanks for the welcomes and replies everyone! I'm still having issues though. I cut down on my mods, even matched the list given above by Kapitan, and still haven't gotten the lifeboat mod to work. I think there has been an increase in debris when a ship sinks, but still no actual lifeboats. Do they only deploy in certain situations??
Has anyone gotten the contact color mod to work? Or the lite harbor traffic? |
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#8 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Racerboys SH4 effects is a very nice mod. If you are going to use this though, do not enable the GWX enhanced damage effects.
Also to get Lifeboats working as well as SH4 effects you need to apply a compatibility mod, in the right order. When you unzip SH4 Effects you should find a folder called Optional in it. In that is a folder called Rbs3-Lifeboatcompatibility. Inside THAT is a folder called Rbs3withlifeboat. This is the compatibility file. It must be enabled after SH4 effects and the Lifeboat Mod. So your JSGME needs to go in this order Rbs1_SH4_Effects_GWX_30_71 LifeBoats&Debris_v4 Rbs3withlifeboat Also, as Sailor Steve has pointed out, watch what Campaign Mods you are enabling, otherwise you could find yourself sailing in a world totally devoid of traffic! The GWX manual has a section detailing what all these additional mods do. I would seriously recommend that you read this section ![]() Let us know how you get on. EDIT: Nearly forgot. Welcome aboard. ![]() |
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