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#1 | |
Ocean Warrior
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Almost everytime one has the problems you're describing, it is because of conflicts/overwriting with the menu_1024_768.ini file. It is what controls a large part of what you see in the game and where on the screen it is. If when activating your mods you notice it being written over, that needs to be looked at. As said earlier, I can guarantee you that the Hitman's Optics and WYGM mods conflict with each other, i.e. A good test you can do is apply each mod ONE AT A TIME, starting and trying the game each time. When the problems you list start, that tells you what mod is the problem.
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#2 |
Ocean Warrior
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Regarding the malfunctions/sabotage function not being used in NYGM: that is because the Commander file that does that function, randomizedevents.cfg found in the Commander cfg folder, uses hex offsets on SH3 game files to activatate the malfunction/sabotage functions. See the randomizedevents file for examples.
The randomizedevents.cfg file that comes with Commander is based on version 1.4 of the game, including the above hex offsets. A megamod such as NYGM changes these hex offsets. So unless the mod maker(s) include updated hex offsets for the randomizedevents.cfg file in Commander, Commander will be using the incorrect offsets when activating the malfunction/sabotage option. Doing that can cause problems with the game files and gameplay. NYGM did not update these offsets with their Commander files, thus the recommmendation to not use the malfunction/sabotage option in Commander.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#3 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,451
Downloads: 493
Uploads: 0
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#4 |
GLOBAL MODDING TERRORIST
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That link don't work.
Takes me to the page but can't download the Commander files. |
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#5 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,451
Downloads: 493
Uploads: 0
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Thanks Jeff.
Hmmmm .... ![]() ![]() Let me make a screen shot and post.
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#6 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,451
Downloads: 493
Uploads: 0
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() NYGM Tonnage War Mod For Silent Hunter III THE NYGM Super Mod, Version 3 (and its sub-versions) This is the most accurate and realistic representation of the U-boat war that the NYGM team can make. We define accuracy as 'getting the experience (sinkings and probability of being sunk) that a real U-boat commander would be likely to achieve.' First prepare a CLEAN installation of Ubisoft's Silent Hunter III, including Ubisoft's own 'patch 1.4b' (this is pre-installed on all releases of SHIII by Ubisoft after the end of 2005.) Then create a folder Program Files\Ubisoft\silenthunteriii\mods, and make sure you have installed a copy of JScones' General Mod Enabler (JSGME) in your folder Program Files\Ubisoft\silenthunteriii\. The NYGM Mod contains several parts, for convenience of downloading and updating, as follows:
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#7 | |
Sailor man
![]() Join Date: Dec 2016
Location: Finland
Posts: 43
Downloads: 35
Uploads: 0
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![]() I downloaded most of the needed stuff from there successfully, but I needed to right-click the link and select 'Copy link (address?)' and manually paste that copied address into a new tab in my browser to make the download start. For some reason, left-clicking the links did not work for me. I downloaded all those files ~2 days ago so it should still be all OK! |
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#8 | |
Ocean Warrior
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Glad to hear it. You can use Hitman's Optics (one of my favorites) OR the WYGM mod. You just CANNOT use both.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#9 |
Ocean Warrior
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I just noticed this in your mods list: Supplement to V16B1 (I am using h.sie & Stiebler's fixes)
If this means you enabled some of Stiebler's patches via the options selector then that is incomplete too. Let me know if you are using some of Stiebler's patches per options selector and I'll list what else you need to do to make them work correctly in the game.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#10 | ||
Sailor man
![]() Join Date: Dec 2016
Location: Finland
Posts: 43
Downloads: 35
Uploads: 0
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As for Hitman's Optics, I might be interested in getting that to work still but it seemed like both it and WYGM were giving me trouble with the views. But I will test that some more later on. Sound mods and some visual things might be nice too; an attack disc seems like a must-have for me. ![]() |
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#11 | |
Ocean Warrior
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Ok as long as you didn't apply any of the patches from Stiebler's section of the option selector you should be alright. However, you really should always use JSGME to apply any mod and I also would recommend using the Wolfpack less contact reports option. It can take a long time to get a pack sorted out even with this option, let alone without it.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#12 | ||
Sailor man
![]() Join Date: Dec 2016
Location: Finland
Posts: 43
Downloads: 35
Uploads: 0
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I am also probably going to try out "Makman's Final GUI" (not sure if this is the correct name) mainly due to a specific periscope sight and the attack disc that should be contained within it. Do you think most of the mods related to that will be activated in JSGME after the NYGM and IABL mods? Also if you have any general knowledge about the order of activating sound mods or mods that alter e.g. crew clothes, interiors, and other visuals I would be thankful for any notes. |
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Tags |
bug, graphical problems, help with mod, help!, nygm |
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