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Old 11-20-08, 05:01 PM   #16
Graf Paper
Ace of the Deep
 
Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
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Well, I got GWX 2.1 up and running, but not without several CTDs and hours of trial and error with the mods.

I do know either LRT 2.02+SRM or my Merged Units are two likely culprits. Still have hours of testing ahead of me before I come to a satisfactory balance of mods versus stability.

It's really irritating to be forced to choose between one mod or the other because they both alter the same files and one breaks the other.

Having to hand edit a mod to merge it with a conflicting mod is thoroughly aggravating me. Repeating this a dozen times over is outright infuriating!

I'm rapidly reaching the point where I'll say, "To hell with this!", and just play the damn game with one or two mods. I suppose I'll just have to live without Improved ASW, Depthcharge Noise Disruption, Longer Repair Times, and a host of others that are intended to make gameplay more realistic because none of them are compatible with each other.


I'm not even going to be bothered with testing each ship individually in the AOTD and Community Units. To make matters worse, the names of the ship folders and in each ship .cfg file bears little relationship to the named entries in EnglishNames.cfg. If correcting EnglishNames.cfg doesn't fix it, then all I can say is so much for having more ships.

I'd still be fiddling with my GWX 2.1 installation long after GWX 3.0 is released if I tried to edit all these mods by hand. The vast majority of SH3 players do not even have the desire to attempt merging mods and toss out the ones that don't work with their setup.

That's a real shame because so many modders' good works will simply go to waste but what can you do?

I'm up to my neck here. It is beginning to look more appealing to just play NYGM or WAC while I wait for GWX 3.0.

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