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Old 10-21-12, 10:21 PM   #9
rudewarrior
Sonar Guy
 
Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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Quote:
Originally Posted by Albrecht Von Hesse View Post
My bigger questions regarding the "SH4 effects (and more) for SH3" mod are:
  1. Is there a particular order, relative to the mods I already have, this should be activated via JSGME?
  2. What effects (positive or negative) should "SH4 effects (and more) for SH3" have (especially sound related; ex. SH3.sdl) regarding the current mod setup I have?
  3. I also have questions about the mod itself:
The mod has one main folder: RB_SH4_Effects_for_SH3_2_03. Usually for mods I import, then activate, it via JSGME. However, usually mods have the file architecture of "MOD NAME\DATA\xxx"; RB_SH4_Effects_for_SH3_2_03 does not. Instead, within the folder RB_SH4_Effects_for_SH3_2_03 are subfolders:
  • for GWX 1_03,
  • Live_AI_ships_sounds,
  • Optional,
  • Racerboy_SH4_Effects_for_SH3_2_03, and,
  • tweakfile.
My understanding is that I won't need "for GWX 1_03" as I'm already running GWX (Gold) 3.0. I will (obviously) need to import the subfolder "Racerboy_SH4_Effects_for_SH3_2_03" and then activate it in order to run the mod itself. I won't need "Optional" (Torpedo_damage_Final) as I already have that as a mod on its own. However, I'm not at all sure what, if anything, I should, or need, to do with "Live_AI_ships_sounds".
The way I handled the Sh3.dsl file is that I took the Sh3.dsl file out of all the mods that had the most entries. Then I made sure that all the entries that were in the largest version had all the entries from the smaller versions. I don't remember if I had to edit it at all, but you can edit and view the file using Silent 3ditor.

As far as the mod order goes, here is my mod list:

00_GWX - 16km Atmosphere
00_GWX - Open Hatch Mod
01_Rbs1_SH4_Effects_GWX_30_71
02_LifeBoats&Debris_v4
03_Rbs2withbuoyance
04_Wooden_Lifeboats_Mod_1.1
05_Wilhemshafen,St Naz,Schluese and xtra ships V6
06_GWX_DFa-Flag&Pens_2010
07_FM30_UpDown_final
08_FM_NewInterior_V1.0
09_Thomsen's Sound Pack V3.2cg
10_BritishAsdicMkIFinal
11_Depthcharge Shake v2.01
12_Urfischs_ModStrike_Beta1
13_Waterstream+Exhaust Combi V2.3 for GWX3
14_New Uboat Guns 1.2
15_WAC4.1 SubPen_animated_18.02.2010
16_Unofficial_rockets_fix_GWX3.0
17_No continuous 'Ship spotted' V1.2 for GWX3 and Rubinis RocketFix
18_Aces' Multimod compatability fix release v1.3 public beta
19_Aces' Super Turms v6 for GWX
20_Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
21_Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
22_MaGui F
23_CT_FM_NI_Fix_for_MaGui F
24_ST7_Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
25_Merchant_Fleet_Mod_3.2
MaG_blue recmanual for MaGui F
MaG_German Images for MaGui F
MaG_h.sie's Colored Hull Integrity Indicator
MaG_optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
MaG_RED Filters on Scopes+Binoculars for MaGui F
AUD_Das Boot Sound Mod + No Ring Ring
AUD_Destroyers&Corvette
AUD_Diesel Startup Sequence for FM Engine Room
AUD_Real Depth Charge
UNI_Aces Hi Res Uniforms and Medals Mk 2
UNI1_Evan82's Uniforms II
END_63MBinSound
END_Air Torpedo_mod_v1.2
END_B25_Deck_Crew_Ambient
END_b25_Grass_+Carotio_SF_v2
END_b25_Louder_Diesels_Louder
END_Bearing Tables + JFO! Mod + S4B
END_BMW-R75 v.1 by TP
END_Cmnds + V16B1 + S4B
END_Combat Radio Frequency
END_DefSide Fix
END_Derzeitige Tiefe
END_Elite U-boat Binoculars
END_Flags_enlighten
END_Foam
END_Gramophone
END_Haunting Atlantic Wind
END_Ice Age
END_Karle's_Crash_Dive_Mod
END_OLC's Modified Searchlight Beams for GWX3
END_Pascal_Port_People
END_Q Ship mod GWX3.0 + Real Plot and RecM
END_Radio Log + JFO Messages
END_Rapt0r's Das Boot Interior
END_Rapt0r's Instruments V3.5+Dönitz Fly
END_Real DC zone
END_Realistic Plotting
END_Res Fix
END_Ricks_Alt_RecManual_v1.0
END_SH-5 Water For SH-3 Ultimate V10 16 Km + Clearsky Clouds
END_Sobers 3D Waves
END_Sub Image mod
END_Subphones
END_TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
END_TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
END_TiefeMkI(German)
END_Torpedo damage Final ver2.0
END_Torpedo Load Out + Renown
END_Torpedo_HAHD_1024_GWX
END_V16B1 h.sie + S4B
END_WB's Deck Gun Range
END_WB's Decks Awash + Fuel Economy
SH3 Cmdr_Compulsory U-boat Headdress
SH3 Cmdr_GWX Files
SH3 Cmdr_Intro and Photo Randomizer
SH3 Cmdr_JFO
SH3 Cmdr_MFM Skins
SH3 Cmdr_Real DC
SH3 Cmdr_Ship Names 0712
SH3 Cmdr1_Random Q Ship Mod + Torp FAIL
SH3 Cmdr1_WBNN Warning Orders

After this, you just have to very methodically overwrite each mod using JSGME, and very slowly figure out what works.

Hope this helps and good luck.
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