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Old 11-28-06, 11:47 PM   #7
Wave Skipper
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Default How it meshes with mods

It comes with a short install readme.txt and a long one. The long one goes into detail about why it was designed the way it was. The first concept was I kept its footprint small - quote:
“WHAT IS NOT INCLUDED: The purpose of this mod was not artwork (though I have now added new TGAs to use in the Waffen SS mode), or Dat file changes. I attempted where possible to reduce the footprint of the data so as to insure that all computers could play this without undue slowing. On the forums I was constantly noting people coming on asking: “how can I use so-and-so Mod without having to use all its parts.” Huge multi-mods often include things that either fail to work on some PCs, or they have things that players simply don’t want. So this Mod was built to STOCK as much as possible.”

It will work with about any TGA, or any dat file not included in my list. I always load 'certain files' in my own play from improved uboat mod, improved convoy, and such things as sonar and depth charge fixes.

Essentially there are just a few files in SH3 that tend to be modded a lot and tend to cause most of the problems when mixing mods. These files are: Campaign_* files, Basic.cfg, Flotilla.cfg and Locations.cfg.

Other files are often changed such as those in /Submarine and /Roster, but these do not always mess up play when you write over them. For example, you can use the Mod that fixed torpedo ranges but that isn’t going to mess up most mods. New TGAs or textures are safe to alter too.

V-Mod files that should not be written over because they can cause major problems:
/data/Menu/ en_menu.txt
/data/Menu/cfg/menu/flotillas.cfg
/data/Cfg/Flotilla.cfg
/data/Campaigns/Campaign/Campaign_*

V-Mod files best left alone for continuity of the game:
All /data/Roster/*.files
/data/Roster/DefSide.CFG
/data/Campaigns/Campaign/messages_en
/data/Cfg/Basic.cfg – this file makes sure that U-boat types appear in their proper years with the proper gear and renoun prices for the new timeline. But it can be overwritten - though it would be a bad idea. A better method is to open it up and manually add the data you want to any location other than the lower section that controls the dates for sub types.

If you wanted to add new types of models such as Hospital ships you’d have to open the Campaign.scr or the Campaign.rnd file and add those ships in with map paths and times – you would do this with the editor.

Most trouble centers around Basic.cfg where people change the fatigue models or the days in port. My read_detailed.txt explains how that stuff is easily changed. V-Mod is really for those who have about played their fingers to the bone on the standard WWII Mods and desperately want a CHANGE.

As for the Nazis ruling the earth, I had planned to add a long file explaining why they could never have won. But I nixed it. Suffice it to say, in order for me to make the Nazis win I had to invoke a time-traveler with a quantum computer. But what the heck, I never liked Stalin either, but when I play Red Orchestra as a Russian I always say “Hurrah Stalin!” and other such things.
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