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Old 07-27-10, 12:33 PM   #16
Krauter
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thanks a bunch
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Old 07-27-10, 03:10 PM   #17
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There are also two torrent versions....one gives you the eight files and the other a single file exe.
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Old 07-27-10, 03:22 PM   #18
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He posted a list here for GWX3.0. These are downloadable.

I'm curious as I am also loading on a laptop and have just come across the list. If it installs JSGME, does it have the v2.5 ?? I wouldn't think so, but then again, the way these mods are rolling ... Or does it find the exe for JSGME and install it that way ??

Another question regarding such; I have read several posts mentioning GWX3.0 Gold. Is there a difference or is it one and the same ??

Thanks.
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Old 07-28-10, 11:15 AM   #19
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Quote:
Originally Posted by Hangman View Post
He posted a list here for GWX3.0. These are downloadable.

I'm curious as I am also loading on a laptop and have just come across the list. If it installs JSGME, does it have the v2.5 ?? I wouldn't think so, but then again, the way these mods are rolling ... Or does it find the exe for JSGME and install it that way ??

Another question regarding such; I have read several posts mentioning GWX3.0 Gold. Is there a difference or is it one and the same ??

Thanks.
All the files are now working again from my FF account (link above my sig) and are the only official GWX source that I can attest to as being uncorrupted.

GWX3.0 and Gold are both the same just different people referring to them by different names.

The JSGME version that comes with GWX3.0 is old but once you have installed FWX3.o, simply go to the link below and you can upgrade your version to the newest/latest one:

http://www.users.on.net/~jscones/sof...cts-jsgme.html
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Old 07-30-10, 11:28 PM   #20
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Default why not a Uboat design mod?

What if we created a way to redesign Uboats based on the technology available during the war?



Quote:
Originally Posted by Krauter View Post
To me a "Must Have" is something defined by the community as improving the gameplay to a point where it is almost another game (TMO for example or RFB for SH4). As for upwards to 60 mods to improve a game, in my SH5 JGSME I'm running around 54 so I understand what you mean. If you could post the mods that you use, however long the list, that'd be great.




Nicely put, but is there a simple explanation of what it does? I do not have the time to go through 599 pages of explanation of what a Mod does, albeit I will leaf through it while I'm on patrol. But is there a simple to the point explanation of what it does to gameplay? All supermods have some graphical enhancement and sounds, but what does it do to AI and Gameplay?




Excellent, what is the name of his ID? Just Aces? Also, where is a better list of all SH3 Mods as the Modsworkshop forum is very short ~8 pages if I'm not wrong.

Cheers,

Krauter
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Old 08-03-10, 09:19 AM   #21
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Originally Posted by Sailor Steve View Post
GWX changes everything. NYGM changes everything. WAC changes everything. LSH3 Changes everything. Each in different ways.

My current list?

Group 1: Permanently installed

GWX 3.0
GWX 3 Wil, St Naz and Schluese and other units - Bigboywooly
GWX Community Units
Das Boot Officers - AIL
Small Moon - AIL
Das Boot Sound Mod SH3
DBSM SH3 Speech Fix
Ultimate Aircraft Sounds
Spirit of Machines - Einbecker
Torpedo Fire (German) v1.02 - Ktl_KUrtz
No Rank Or Medals On Crew - Dertien
Remove GWX Compass - ichso
Simfeeling 6-Dials Mod - FLB_ U-999
Clean Nav Map
Assisted Plotting Mod
English-To-German Names - Phoenix3000
Historically Accurate U-Boat Emblems - Conus
Halo Not Visible Through Body - Anvart
New Compass Graphics U-505 - Hitman
Port People - Pascal
My Favorite Uniforms - New Uniforms and Das Boot Clothes
Realistic Blueprint Damage Screens - Pascal
Remove Station Labels
SH3 Color Icons - Capt. Teach
SH4 Maptools for SH3 - Racerboy (aka TheDarkWraith)
Waterstream+Exhaust Kombimod v2.3 - Rubini/Racerboy/h.sie
Modified Searchlight Beams - OLC
U-Boat Bases Map with New St. Nazaire - meduza
Lifeboats & Debris v4 - Rubini/Privateer
Open Hatch v3.09 - Diving Duck
Open Hatch Conning Deck Cam Fix - Diving Duck
Type VII Real Skin

Group 2: JSGME

SH5 Water for GWX 0.9 20 Km -
GWX Ships Buoyancy and Draft Mod
GWX DFa Flags and Pennants 2010 - Anvart
Clearsky Clouds - Rubini
FM30_UpDown - Anvart
FM New Interior - FlakMonkey
FM NI Fix for FM30 UpDown - FlakMonkey
Conning Tower Open Hatch
Aces Multimod Compatability Fix v1.3 release - Aces
SH4 Effects for SH3 - Racerboy/TheDarkWraith
Torpedo Damage Final -
Seabed Repair Mod
Searchlights Removed
No Continuous "Ship Spotted"
Rick's GWX Rec Manual Final
Sober's 3D Waves

Group 3: Revolving JSGME

Type IIa Tuneup Dark
VIIB Early War Skin -
Type IIa Flags & Pennants - Anvart
Type VIIa Features - Wreford-Brown
Type IIb AI Camo - Sean (changed to IIA)

Tools
SH3 Commander - JScones
SH3 Weather - Sqweetis
SH3 Contacts - Nicolás


Not really. As I said, dozens of ports have been rewritten, dozens of new units have been added, AI is adjusted in ways I can't comprehend...Pretty much everything has been changed, and the only way to understand it is to read the manual or just load it and try it.

But you don't have to actually read every page. Just skim through it. You'll get a general idea of what's been done.


Aces' mod is stickied on page 1, and the SH3 Mods Workshop Forum is 300 pages long.

One place you can look is in the Subsim Downloads section. What we have there is actually a fairly small amount, but there are still more than you can think of without an index.
Hey Steve, could you give me the links of these two mods?
-SH5 Water for GWX 0.9 20 Km
-SH4 Effects for SH3-Racerboy/TheDarkWraith
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Old 08-03-10, 09:21 AM   #22
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Quote:
Originally Posted by Arctic wolf View Post
Hey Steve, could you give me the links of these two mods?
-SH5 Water for GWX 0.9 20 Km
-SH4 Effects for SH3-Racerboy/TheDarkWraith
A simple google search for 'SH5 water' and 'SH4 effects' brings up (for me) the relevent pages as the first responses.
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Old 08-03-10, 10:19 AM   #23
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Originally Posted by Arctic wolf View Post
Hey Steve, could you give me the links of these two mods?
-SH5 Water for GWX 0.9 20 Km
-SH4 Effects for SH3-Racerboy/TheDarkWraith
You have choices dependant upon what else you are running....the links are at the bottom of the first post.

http://www.subsim.com/radioroom/showthread.php?t=158921

-SH4 Effects for SH3-Racerboy/TheDarkWraith

http://www.subsim.com/radioroom/down...o=file&id=1420
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Old 08-04-10, 04:05 AM   #24
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Quote:
Originally Posted by jimbuna View Post
You have choices dependant upon what else you are running....the links are at the bottom of the first post.

http://www.subsim.com/radioroom/showthread.php?t=158921

-SH4 Effects for SH3-Racerboy/TheDarkWraith

http://www.subsim.com/radioroom/down...o=file&id=1420

Thanks a lot for the links jumbuna

I have a question though. I have the Commander mod installed but I still see no names for the ships in my log files. I read somewhere that I need to update(?) my personal files or something. I didn't really understand what to do. A lil help would be great.
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Old 08-04-10, 06:32 AM   #25
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You have to exit the game and view your log with SH3 Commander. SH3 Cmdr. works on the files "outside" of the game.
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Old 08-04-10, 06:50 AM   #26
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Thanks a lot for the links jumbuna

I have a question though. I have the Commander mod installed but I still see no names for the ships in my log files. I read somewhere that I need to update(?) my personal files or something. I didn't really understand what to do. A lil help would be great.
Open Commander and in the left hand side Career Menu click on your save name, now on the right hand bottom of the list (10) 'click for available actions' choose 'update your personnel file' then 'review patrol logs'.
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Old 08-04-10, 10:54 AM   #27
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Open Commander and in the left hand side Career Menu click on your save name, now on the right hand bottom of the list (10) 'click for available actions' choose 'update your personnel file' then 'review patrol logs'.
Thanks a bunch jimbuna!

One more thing (lol my questions keep coming. Sorry! ) When starting patrol with the 7th flotilla I noticed something confusing with my briefing. In my first patrol, date's august 8, in my briefing it says to destroy target ships and not venture out of the bay. Now it's only august 8, we still haven't gone to war with England and the 'target ships' are English. What am I supposed to do? Also, in the briefing it says "GWX orders". I'm sorry if its a really stupid question.
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Old 08-04-10, 12:30 PM   #28
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This thread has been quite helpful. I must thank you all, especially Sailor Steve for the mammoth list.

Steve, do you have a specific link for the Type VII Real Skin mod that you referred to? I can't seem to locate it with any level of certainty, via the list or search.

I must agree that SH3 (especially with GWX) is an amazing game. I had previously played a lot of SH4 /w U-Boat Missions, but the depth of gameplay in SH3 makes it worth losing a bit of graphical detail. (Plus I find SH3 to be more stable, bug-wise.)
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Old 08-04-10, 12:52 PM   #29
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Quote:
Originally Posted by Arctic wolf View Post
Thanks a bunch jimbuna!

One more thing (lol my questions keep coming. Sorry! ) When starting patrol with the 7th flotilla I noticed something confusing with my briefing. In my first patrol, date's august 8, in my briefing it says to destroy target ships and not venture out of the bay. Now it's only august 8, we still haven't gone to war with England and the 'target ships' are English. What am I supposed to do? Also, in the briefing it says "GWX orders". I'm sorry if its a really stupid question.
The target ships (and pre-war start date) are there to let you get the hang of using your weapons before you head out on an actual combat patrol. Yes, they are not enemy ships - in fact I think they're actually German - but no nation's ships are in August 1939. Because of that you will lose some renown if you sink them. However when you start out of Konigsberg with the pre-war 7th flotilla, GWX gives you extra renown right off the bat to make up for what you will lose by following your orders.

BUT! Be aware that when you attack non-enemy shipping, that nation will consider you personally to be an enemy for the following 24 hours of game time. If you attack those ships and then sail within range of the naval artillery at Pilau or Konigsberg within that time, the German forces there WILL fire on you. No way around this, I'm afraid, that's the way the game works and it can't be modded out.

So if you do engage in target practice as ordered, you should teleport back to base or at least wait 24 (in-game) hours after your last attack before sailing home. Otherwise, you won't get a very warm welcome.
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Old 08-05-10, 12:57 AM   #30
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I just thanked you in another thread for this info but well, thank you frau!

Although I think the 'target' ships had British flags but I might be wrong. Yeah I noticed my starting renown was 2500. However, I got the renown fix mod and now my initial renown is 1000. Hoping it doesn't vanish cuz I intend to sink each one of those ships. Juicy targets aren't easy to let go.
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