#2946564 - 01/25/10 03:51 AM
Re: Steel Fury MODS enabled list ...
[Re: von Kinderei]
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Joined: Nov 2007
Posts: 1,119
godzilla1985
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Posts: 1,119
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Here's what mine looks like in JSGME von Kinderei 1).Campaign Mod v0.8r4 (english) (this one might not even be needed now, but not sure) 2).Steel_Textures Mod v1.0 eng (optional) 3).Mod T-34 crew head movement (optional) 4).SP Mod 1.4 5).Steel_Sound_Mod_Collection (optional, as others are available, I just prefer this one). 6).Compass_Mod ,v02 7).Tiger_Mod_v0.98 8).Unoffical_Patch_SF_v0.1_eng I have two other installed in JSGME but not activated 1). Winter Mod 2). Panther/Hetzer Mod Cheers,
"It's the man, not the machine" Gen Chuck Yeager
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#2946645 - 01/25/10 08:52 AM
Re: Steel Fury MODS enabled list ...
[Re: godzilla1985]
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Joined: Oct 2006
Posts: 95
1_m
Junior Member
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Joined: Oct 2006
Posts: 95
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Here's what mine looks like in JSGME von Kinderei 1).Campaign Mod v0.8r4 (english) (this one might not even be needed now, but not sure) AFAIK Mod Campaigns v0.8 r4 work only with Steel Panzer Mod v1.2 Include many campigns for new playable tanks. Unfortunately this mod does not have continue and not made for Steel Panzer Mod v1.4. Info from forum tanksim.org.ru(Google translate)1. Free Camera Mod (not conflict with anyone) 2. "MOD T-34 crew head movement" for SF [by Fercyful] 3. Steel Sound Mod v1.1 4. Muddy & Dusty Texture Mod - Part 1 (by ICDP) for SF 5. Steel Textures Mod v1.0
6. Steel Panzer Mod v1.2 7. Playable Panzer IIC, IIIJ, IIIJ / 1, StuG III (by Mikhayl) for SF
8. Mod Campaigns v0.8 r4 (for SF) (this mod also correctly unites Playable Panzer and Steel Panzer Mod v1.2) 9. Compass Mod V03 ... If you put Steel Panzer Mod v1.4 and the hot fix for it, before it must turn off "Mod Campaigns v0.8 r4" and "Steel Panzer Mod v1.2" and probably "Playable Panzer" too (as in SPM 1.4 version in my opinion, and so includes all the tanks of Playable Panzer). "Mod Campaign" for Steel Panzer Mod v1.4 I still have not made Enable only those mods that you need or the presence of which requires a description of some mod. ie those mods that I gave at the outset can include all, I even tried to comply with the inclusion of a sequence of numbers (1-9)
Then if you want to include for example Steel Panzer Mod v1.4 and it requires a trip last version of the mod, you start disable mod consistent with the end of the (9 -> 8 -> 7 -> 6), until you reach the Steel Panzer Mod v1.2, and then enable Steel Panzer Mod v1.4. Does it make a difference what order ya add them in ?
Yes, of cource
Assistant Deputy Backup Courier
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#2946874 - 01/25/10 06:41 PM
Re: Steel Fury MODS enabled list ...
[Re: JG53_Jaguar]
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Joined: Nov 2007
Posts: 1,119
godzilla1985
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Thats a good ideal JG53, but we here are still trying to figure out how to make missions and campaigns let alone make a SP1.5 type of mod. That would probaly have to come from the guys who made the first 4 SP mods if we want it soon, which could happen depending on how much new content is available and if they want to do it. Two things to keep in mind JG53, the Russian version was out probably a full year before the western version and the Russian version also included tutorials for doing things in SFK42, something we still don't have available to us (yet ). But in all honesty JG53 my feeling is by the time we get up to speed with SFK42 here, Graviteam will probably be releasing their next tank sim (supposedly based on APK43). If Graviteams keeps the same basic structure between SFK42 and their next tank sim ala making mods and building missions and campaigns then the transition to the new sim should be much easier and faster to learn. Basically look at SFK42 as a testing ground and for learning while you still get to play a great game . JG52 if you use JSGME exclusively for adding mods into SFK42 you can't really mess up your game install. The only Mod that I know of that doesn't work with the Tiger Mod 0.98 even in JSGME is the Panther/Hetzer Mod. And while this is a nice mod it only has one single mission for each unit, so replayability is very limited. Now once we learn how to make missions and campaigns that could change real quick. Maybe we might find a way by then to make these two mods play nice together, if not worse case senerio is you will have to switch out mods depending on which tank you want to play. And I have mentioned this a few times in this forum that if you activate the Unofficial Patch last in the SFK42 JSGME cue your Russian GUI that was changed by the Tiger Mod 0.98 will revert back to English with no ill side effects that I have seen. I have listed my mod activation sequence here try it out, I think you will like what you get Cheers
"It's the man, not the machine" Gen Chuck Yeager
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#2952591 - 02/04/10 08:20 AM
Re: Steel Fury MODS enabled list ...
[Re: godzilla1985]
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Joined: Feb 2010
Posts: 1
domin
Junior Member
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Junior Member
Joined: Feb 2010
Posts: 1
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hi everybody first, sorry for my english - i'm from eastern europe. i want to say that i've joined the Tiger Mod 0.98 with the Panther/Hetzer Mod. so in the mission editor you have tanks from the Tiger Mod (tiger, t34/85, is2) and panther with hetzer. both of these mods are great but together there are fantastic. if anybody is concerned of this private message please.
Last edited by domin; 02/04/10 01:58 PM.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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