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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: May 2009
Location: Estonia
Posts: 97
Downloads: 5
Uploads: 0
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Hello there!
Well yes, i am a new here and i really have trouble fitting in because my lack of experience. In time i will learn ^^. Anyways i've played patched plain SH3 for a month now and i really love this game, i really do. SH4 has the eye candy but for me SH3 tops it. I was just wondering what are the Must Have mods for SH3? Since my lack of experience i really cant tell what is must and what's not. Thanks! -Fleg |
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#2 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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Start with SH3 Commander then add one of the supermods. I'm a GWX fan but there's also NYGM and WAC to name just three of the biggies.
After that, you'll probably decide the way you want to play and add appropriate mods. An excellent place to start is the Downloads forum on this site, and most modders have links in their signatures.
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#3 | |
SUBSIM Newsman
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Welcome!
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Nothing in life is to be feard,it is only to be understood. Marie Curie ![]() |
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#4 |
Eternal Patrol
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I'm with Wreford-Brown: The three big supermods are all great; I prefer GWX for the dockside eye candy and the blimps, which I hardly ever see anyway. But I also use a wealth of smaller mods that add to my own personal feeling of immersion.
The biggest must-have is SH3 Commander, and it's not really even a mod! But it opens up the career to be an actual kaleun experience, the bad alongside the good. Look through the threads for those different items, and ask lots of questions. We were all nubs once! ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#5 |
Watch
![]() Join Date: Dec 2009
Posts: 26
Downloads: 0
Uploads: 0
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Nice advice i think i may look into these as well although i think the games amazing the way i bought it .
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#6 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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If you want to try out more than one supermod you need to get MultiSH3. More details are on this thread: http://www.subsim.com/radioroom/show...light=multish3
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#7 |
Captain
![]() Join Date: May 2009
Location: Forever stuck in Data folder...
Posts: 482
Downloads: 259
Uploads: 0
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Here's my mod list:
![]() As it said in the image, a lot of my mods needed merging to work together which took a while and a lot of head scratching but it was well worth it. I'm a eye candy guy and with that little lot I've got epic explosions, oil trails, distress flares, lifeboats and debris (must have!!), water streams on all my uboats, ability to move freely around the interior, extra gorgeous ship models, the excellent St Nazaire remodel, SH4 style flags and crew skins to name a few... Then there's the extra sounds that I've configured myself using 3 different mods and mixed and matched. I've steadily added more and more since I started playing but I started with GWX which made it a different game from the outset. Add in SH3 Commander to give you a real feeling of purpose and sense of danger in the war and it makes for an unbeatable experience with shedloads of immersion (not a pun). I've decided that I'm done adding mods for now as my game is sooo trick now adding anything else will probably screw it right up, lol, but if anyone brings any more eye candy mods out I doubt I'll be able to resist.... ![]()
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The owl and the pussycat went to sea in a beautiful pea-green boat. It only took one T1 eel to convince that boat not to float. |
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#8 |
Lieutenant
![]() Join Date: Jul 2008
Location: Phoenix, AZ
Posts: 256
Downloads: 322
Uploads: 0
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Now you KNOW some of us are gonna ask fer yer modded files .......
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#9 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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This is a must have mod
http://www.subsim.com/radioroom/showthread.php?t=157513 Adds a whole load of extra units to sink, including all of Von Dos ships, all in one easy to use JSGME friendly mod. |
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#10 | |
Captain
![]() Join Date: May 2009
Location: Forever stuck in Data folder...
Posts: 482
Downloads: 259
Uploads: 0
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Ask away, but be aware that some are merged between multiple mods so they may screw things up if you use them as is without one of them.
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The owl and the pussycat went to sea in a beautiful pea-green boat. It only took one T1 eel to convince that boat not to float. |
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#11 |
Lieutenant
![]() Join Date: Jul 2008
Location: Phoenix, AZ
Posts: 256
Downloads: 322
Uploads: 0
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Yeah, on further review I don't even HAVE half of those, much less use them. My curent:
![]() Just downloaded WinMerge so I'll be doing the merge thang ..... wish me luck! |
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#12 |
Captain
![]() Join Date: May 2009
Location: Forever stuck in Data folder...
Posts: 482
Downloads: 259
Uploads: 0
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Winmerge is a great little program, just make sure you check each conflicting line and work out what it is, some mods require you to keep some lines while replacing others which is where the headaches come in, only takes one wrong line and you FUBAR the whole thing. Make notes on what was changed in what files, then later on when you add another mod and you get the conflict messages in JSGME you can check your list and adapt the duplicate files.
What I always do is to try enabling a mod in JSGME, check the conflicts and write them down, then I open the file reported from the game's DATA folder (not the already installed mod folder) and then open the new mod's file from it's folder in the MODS folder and edit that one, so when I next enable it the file should be the same as it was before except with the new mods lines integrated. Just take your time, if I can do it, anyone can with the right attitude. So for example, you try and enable a mod but it says there will be a conflict with commands_en.cfg, so I use Winmerge to open C:/Program Files/Ubisoft/SH3/Data/Cfg/commands_en.cfg which will be my base file as that has all changes so far, and use the other window to open C:/Program Files/Ubisoft/SH3/MODS/*The MOD*/Data/Cfg/Commands_en.cfg. I then will check what is different and copy any needed changes over to the Mod's file or disregard any changes pertaining to mods I've already merged into the base file. Always make backups and test with Acadamy missions or single missions, using the same base test each time. Be aware that you may have to test all the Uboats if you merge Uboat specific mods. Hope this helps and sorry for using the word 'folder' so often... Good luck!
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The owl and the pussycat went to sea in a beautiful pea-green boat. It only took one T1 eel to convince that boat not to float. Last edited by Damo; 12-13-09 at 06:29 PM. |
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