View Full Version : wulfman.....gw install

06-28-2006, 10:07 AM
ok awhile soon after gw came out you explained the manual install ...i followed you advice and it works fine on both systems..however seeing as a few folks could use a little help on the install would you reexplain the correct steps to a working install of gw?...thank 's http://forums.ubi.com/images/smilies/25.gif

06-28-2006, 10:07 AM
ok awhile soon after gw came out you explained the manual install ...i followed you advice and it works fine on both systems..however seeing as a few folks could use a little help on the install would you reexplain the correct steps to a working install of gw?...thank 's http://forums.ubi.com/images/smilies/25.gif

06-28-2006, 11:48 AM
Are you sure that was me?
I don't use the mod enabler, I do it manually.

Simply DL the Grey Wolves mod unzip it all in the same folder and place each folder on the same one in the game.
My big thing on this or any mod is to start with a fresh patched 1.4 stock SH3. Then copy the entire data folder to an outside safe place.
Now install GW.
Then make a copy of the GW data folder and put it in a safe place outside the game. Any new mods you try that do not work you always have the option of deleting the entire data folder and replacing it with the 1.4 stock or original GW data folder.
You can then put the stock data back in and add NYGM and make a copy of that and you have three versions.
if you get the new Seawolves, do the same thing, start witha 1.4 version, add SW then make a copy of the data folder and you can switch these back and forth.
As many mod packs as there are is as many as you can have.


06-28-2006, 02:50 PM
right ...i did the install manualy i just open each part and place the file in the sh3 by hand..thanks .. http://forums.ubi.com/images/smilies/25.gif

06-28-2006, 03:06 PM
I have noticed a few people have been having a few issues with the Grey Wolves Mod. So here's my solution.

Firstly, I cannot emphasise how important it is to install this mod in the following order;

1. Install a clean copy of SH3 from sratch
2. Update the stock game to patch 1.4b
3. Install Grey Wolves Mod
4. (Optional) Install SH3 Commander 2.5

I downloaded this mod, ver 1.1, from Subsim.com

http://www.subsim.com/~subsim_mods/downloads_greywolves.php (http://www.subsim.com/%7Esubsim_mods/downloads_greywolves.php)

After I followed steps 1 and 2 I then ran the Grey Wolves installer. The install program asks you if you want certain mods installed, once the installer has finished you are then ready to play the game - it's that easy!

BTW I do love the menu music - very atmospheric, especially with the Das Boot highlights showing in the periscope!!


If you are using this excellent program, I have found that there is no need to delete your existing careers. All I did was uninstall SH3 Commander before reinstalling a clean copy of SH3.

Once I followed the steps outlined above I found that upon reinstalling SH3 Commander my previous careers were still available, this is due to SH3 Commander saving your Careers in a folder called "Personnel Files" which is found in your "My Documents" folder.

06-29-2006, 07:06 AM
Thanks everyone, I am indeed on of those having problems with installing GW. I have uninstalled SH3 again and rooted about in the registry and programme files and there I found a load of data and stuff from SH3, so my last install yesterday wasn't clean after all - perhaps thats a bit of advice for others having problems.

Going to retry it all later today. (Pesky work getting in the way for now!)

06-29-2006, 08:30 AM


Calm. I have uninstalled SH3 totally, cleaned out any files lurking around associated with it after uninstall. Uninstalled SH3 Commander. I have reinstalled SH3. It didn't ask for the CD key number. Then patched it. There is only ONE patch isn't there? COuld have sworn it said v1.3 but it's the one from the SH3 website.
I have unzipped all the GW downloads into one folder on my desktop as per instructions. I have then cut and pasted these into the data folder as per instructions. I got a 'Do you want to overwrite these files'. I clicked yes, as per the instructions.

I fire up SH3 hoping to get the GW loading screen but no. What on earth am I doing wrong? I'm not that stupid am I? I mean I handbuilt this whole PC yet I can't even install a mod?

I'm sitting under my desk crying until someone logs in and helps me.

06-29-2006, 09:18 AM
Did you patch it to 1.4b before installing GW????

GW can only be installed over a 1.4b patched game.

If you must reinstall do not worry about the registry. That will not cause a game problem. After you uninstall go to the program file, Ubi folder and delete the SH3 folder there as well as the one in My Documents..
Reinstall the game, patch it to 1.4b and may I repeat myself, copy the entire data folder to an outside the game safe place and call it €œStock 1.4€.
Run the stock 1.4b before you add GW to be sure all is OK.
With that running fine and an entire saved data folder as backup put in the GW.
You can take all the GW folders and put them in one folder labeled data and then drop that in your SH3 main directory. Click yes to all when asked about over writing.
If there is any problem (Like you have a corrupted GW DL) you can simply delete the entire data folder re-DL GW and by copying and installing the saved 1.4 stock data folder not have to reinstall the whole game.

If GW installs fine and runs good and you want to try NYGM make a complete copy of the GW modded data folder and save it outside the game, delete the in game GW data folder;
then copy and paste the saved 1.4 stock data folder back into the game:
and then install NYGM.

There is no reason to have to reinstall the game once a good 1.4 patched version runs OK and you make a copy of that data folder.

Please don't hesitate to ask about anything you are still not clear on.
I had to be walked through Time Traveler's tools so I could mod a bunch of stuff and was happy to submit to my ignorance which can be cured with questions.
Stupity is not asking the questions

06-29-2006, 09:29 AM
Wulfman thankyou thankyou for replying. I'll get going on what you said and let you know. If you don't hear from me, then assume I'm busy being amazed by GW http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Thanks again

06-29-2006, 01:58 PM
I'm beginning to wonder if my DL of GW is corrupt. I'm doing EVERYTHING suggested to me. But everytime I load up SH3 I still get all the stock loading screens (I'm looking for the GW load screen after the intro film as the first indication that GW has installed sucessfully) http://forums.ubi.com/groupee_common/emoticons/icon_mad.gif I cannot believe (and I'm not suggesting for a minute I've been given wrong advice, it's obvious I haven't) I'm getting it so wrong so often?

Surely copying and pasting the GW folder in the data folder of the stock 1.4 folder should work? I've even tried dragging across the two open windows. Either way I get the "Do you want to overwrite these files?" pop up, so I think "YAY! I'm doing the right thing!"

One other thought. The DL of GW I used arrived on my desktop as WinRar files. I've only got the trial version of WinRar, and just like WinZip trial version, it's always worked and I've never seen a reason to buy the full version - could that be a issue? I only discovered WinRar by getting involved in this forum, perhaps I'm using it incorrectly? Is the GW data file I made wrong? Surely 'Extract to desktop' and then putting each of the GW DL parts in to my GW data file is correct? Sorry to bang on, but I'm trying to think of everything here.

I'm so embarrased!! http://forums.ubi.com/images/smilies/35.gif I'm considering offering a prize to anyone who cracks this for me! http://forums.ubi.com/images/smilies/winky.gif

06-29-2006, 02:42 PM
Have you tried downlolading from subsim?

Here (http://www.subsim.com/%7Esubsim_mods/downloads_greywolves.php)

06-29-2006, 03:01 PM
Hi Goose.

Cheers fella, but I get an Error 404 page not found. http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif

06-29-2006, 03:13 PM
No worries, looks like loads of people have been downloading from this site, hence their bandwidth being exceeded http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif

Have you tried U Boat Simulations site


06-29-2006, 03:22 PM
Just so I know for sure.
You are patching the stock install to 1.4 before you add GW, right?

And, the stock version works OK when you test it before you try and add GW, right?

If so, I would suggest getting a new DL of GW before you try again.

If you have followed the above advise you should not need to reinstall SH3 just replace the data folders.

The RAR trial should not have any effect. You can also just click open the RAR and drag the folders to your open folder. I usually just "exract to here" by placing the RAR where I want the folders to be before I put them into the game but sometimes I just click it open to check it first.

Hang in there, GW is worth it.


06-29-2006, 03:28 PM
I might throw my spanner in now. Due to a no down loads policy at work, RJ has sent me the GW mod on disc. This will actually be on two discs, how do I install from these?
My pc literacy is very light on, so go easy on me. Perhaps someone can copy and paste an install 'read me' file somewhere that people like me can print off from

06-29-2006, 04:16 PM
Salute! Fellow U-boot Kaleuns,



This is a large download. In many ways there is no moddable subject that has not been touched. The Grey Wolves mod is compressed with 7z which is a searchable freeware compression/decompression program. Once you download it please save a copy of the COMPRESSED files to disk and label as "GW VERSION 1.0"

The Grey Wolves Supermod is a Stand-Alone mod. It does not require the presence of any other mod to run.

I STRONGLY recommend placing this mod by itself in a CLEAN/NEW installation of Silent Hunter III.

I also recommend saving a compressed copy to CD/disk once you complete your download for safekeeping and backup purposes.

To install:
The GW Alpha 3 mod files are in JGSME format however you can also paste it directly over a clean installation of Silent Hunter III. To do this just save the patch and decompress it into a personal document. Then go inside the patch files, copy the "data" folder and paste it over the data folder found just inside your Silent Hunter III directory.

If you use JGSME... be aware that it takes several minutes for JGSME to enable the GW patch files because of its size. I have a pretty fast processor and it takes me about 5 minutes to enable on my own system. Just copy the Grey Wolves Mod folder to your SilentHunterIII/Mods folder and enable.

You can create a multiple installation by going into your C:/Program files/Ubisoft file and renaming your current installation to anything you choose. Then all you have to do is use your SH3 Disk to re-install the game. When you install the game a second time just choose the option to "repair." This process creates a brand new installation and is the simplest way to explain a multiple install. After doing this, patch to version 1.4b.

If you make a second installation of Silent Hunter III you will need to also either delete or re-name the "SH3" folder in your "My Documents" folder.

This mod is largely compatible with JSCones great SH3 Commander program. However, it is my understanding that SH3 Commander alters the .Sim cfg file which plays a part in the GW enemy ship AI aggression modification, which would also possibly revert the "waves attenuation factor" back to stock values.

There are no "executable" files in the Grey Wolves mod. Use this mod at your own risk. If you are unsure how to apply this patch, ask for help at subsim.com The GW team is not responsible for damages real or perceived due to the user improperly applying The Grey Wolves mod patch files.

Guys, I can't tell you how many countless hours by good people were put into this project.

PS: Prepare to have your socks knocked off :O)



8 Kilometer Default Atmosphere Visibility mod

The Atmosphere Mod concept was actually born as a result of our need for info during the initial stages of building GW :O)

Kpt. Lehmann
Manuel Ortega


Atmosphere Mod Notes:
Night, visual, and fog ranges adjusted. -Rulle34
underwater sea colors added. -Marhkimov
nighttime sky & sea textures. -Rubini,Marhkimov
Enhanced sun reflections and sky/sea textures. -Marhkimov
Sky dome adjusted to reflect visual range in 16km mod versions -Manuel Ortega
ALL Snorkel wakes, snorKel reflections & periscope reflections added -Sergbuto
Max visual distance alterred -Rulle34,Manuel Ortega
RWR ranges(player u-boat only) enhanced. -Jungman
AIL v2.0 clouds added. -Ailantd
AIL v2.5 moon added. -Ailantd
Water murkiness changed. -Marhkimov
Sky, cloud, moon domes altered. -Rulle34,Manuel Ortega
Cloud texturing fixed. -Seeadler

All New Primary Interface and Loading Screens By Marhkimov

All New Periscope Background movie by CCIP

All currently available player AND AI U-boat cablefixes by FlakWalker

Type VIIB bow flag pole removed- Flakwalker

AI U-Boat skins- Fubar

Transparent torpedo loadscreen-unknown modder

New Officer Icons Non-Language Dependant-Kpt. Lehmann

Better looking bananas :O) Tikigod

Added Type 941's Home-Fleet British BB, CL, and Fleet Carrier

Added Pinup girls- Tikigod, Kpt. Lehmann

New Realistic Dolphin Texture-Tikigod

Various Ship Skins- Marhkimov, Iambecomelife, Type-941, Sergbuto, Juju, Pascal

Military and Merchant Mods by Juju

Multiple Ship Skin Mods-Sergbuto

Aircraft Skins- Brando, Macstu23

British PT Elco and pilot/driver added- Sergbuto

Tirpitz Battleship - Model by Cdre Gibs, Skin by Type941

Type 1936A (M) DD - Model Cdre Gibs, Multiskin based on Sergbuto's Work.

Voorpostenboot- Model + Skin Cdre Gibs

USS Essex CV - Model + Skin Cdre Gibs

Flottenbegleiter DE- Cmdr 1980

Hospital Ship-Sergbuto, Iambecomelife

Southampton Class Cruiser- Sergbuto

New Transport- Sergbuto

Old Liner- Sergbuto

Uflak and other AI Uboats- Sergbuto, Fubar skins, Scripting by Rubini

MAS Torpedo Boat- Noline

Uboat Emblems-Church, Evil Jester

Bordinstrumente Mod-OakGroove with a few tweaks by Marhkimov

Slide-out CE Mod w/Bordinstr Tga- Vierkant, Oakgroove, Marhkimov

Sub Upgrades Chart / Technical Tree Screen by Ail

Ail Wakes

Ail Bowspray

Marhkimov's Supersmoke

High Res Flags for all countries- Pablo, Marhkimov.

Torpedo Textures-Marhkimov, Cdr Gibs

Crew Textures- Totenkopf, Marhkimov

Better looking Nurses and dock people- Pascal

New Sun graphic- Marhkimov (Nvidia Friendly too!)

Camera's Dat file- Marhkimov

Binocular Crosshairs removed- Marhkimov

Rubini's F1 Help Screen (Some small tweaks by Kpt. Lehmann and Marhkimov)

Several Changes to the 1024 Cfg for the Colorblind- Rubini, Marhkimov

Lighthouse Texture-donots76

Better Damage Textures- EFileTahi-A, Marhkimov

Better Dolphin Textures-Tikigod

Portions of Konrad Krumm's Colored Office- Konrad Krumm and Knox

Pascal's DC Explosions

Navi-Map mod- FLB Sale9999

Sunken Barricade Ships- Ref, with special thanks to Rubini and Teddy B¤rr


German Translation of in-game content by NippelSpanner

German Radio Message files from JGS4PIPS ... thanks also to NippelSpanner for additional translation of new GW campaign operational messages.

de_menu German Text corrections by NippelSpanner

English Radio Message Files by Irishred, Sniper1, Rubini, Sansal

Changed Number of Days in Base to prevent same patrol grid re-assignment

Corrected snorkel depths based on research by Syxx-Killer and allowing for Jungman's snorkel/AI sensor detection of same.

Re-wrote and added missing year descriptions in career flotilla choice menu- Kpt. Lehmann

Increased Attack Periscope Magnification to x10 to complement the All Grey Contacts mod- Kpt. Lehmann

All Grey Contacts-Kpt. Lehmann with some nice aircraft tweaks by Marhkimov

Re-named every non-hardcoded crewmember name for more variety.- Kpt Lehmann

Leigh Lights Mod-CCIP

Destroyer pinpoint DC drop fix and DD agression modifications -Marhkimov/Kpt. Lehmann based on work by Gouldjg, Redwine, CB, Caspofungin

Destroyer Agression Mod- Redwine, CB, Marhkimov/Kpt. Lehmann based on work by Gouldjg, Redwine, CB,and Caspofungin- This includes the reduction of 75% of all Elite DD and DE Naval units in the SCR and RND campaign layers to "veteran" level crew ratings by Kpt. Lehmann

Deck Gun and AA stability fixes-Cdr Gibs

Reduced deck-gun damage potential-Marhkimov, Kpt. Lehmann

Reload Rates for Deck gun- Kpt Lehmann, Marhkimov

Reload Rates for AA- 5 seconds per barrel- Kpt Lehmann

Airpower Mod- Marhkimov, Kpt. Lehmann, loosely based on work by Jace11

Type XXI U-Boat Radar and Sonar Fixes- Cdr Gibs

8 hour default and 24 hour optional realtime fatigue models-Gouldjg, with minor tweaks by Kpt Lehmann and Marhkimov.

Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)

Waves Attenuation Factor changed for more realistic waves-CB

Watch Officer now gives weather report when on surface-Mod by Time-Traveller, Heretic, and Marhkimov

Fixed all known Uboat torpedo loadout problems-Marhkimov

Added Missing TVII Torpedo-Cdr Gibs

Modified all aircraft that were scripted to carry depth charges to carry bombs instead. It was noted by us that planes carrying DC's would often dive to attack but would fail to drop their ordnance.- Marhkimov

U-boat Damage Model- Marhkimov, amalgamation of the Hollywood and Die-Hard Mods by Gouldjg and Jungman respectively.

Ctrl+Enter is now used to fire torpedos... no more accidental firings!-Unknown Modder

Run with Decks Awash Mod- Rulle34

Deck Gun Damage Reduced- Marhkimov, Kpt. Lehmann

Nationality Mod V3- Sergbuto

NYGM Ship Damage Models- Teddy B¤rr

KGV Guns fix- Cdr Gibs

Low Contrast Recognition book pages-Marhkimov, Kpt. Lehmann, Rubini

T2 Torpedo Range Fix- Clive Bradbury

Captain America's awesome Gauge Fixes

C-Class DD fixed, Now has DC racks- JasonB885

Type IXD2 Range Fix- vonHelsching


Approximately 100 new/old .wav file sounds and Ogg Vorbis Files- largely contributed by Nippelspanner and Representing the work of- Rulle34, Incognito, Nippelspanner, Kpt. Lehmann, Finiteless, Vix, Morhoon, Sailor Steve, Clive Bradbury, KptLt. Erich Karl, Marhkimov, and Hoshi. Thanks for all your hard work guys. I can't list every single sound here, but you have certainly added richness to our SH3 experience.

New Main Theme- "Escape from Mantua" from the movie "Romeo and Juliet" composed by Craig Armstrong, submitted by NippelSpanner

In-Game Music Removed- Kpt. Lehmann, Marhkimov

Re-assigned voice ID#s for all officers- Kpt Lehmann
(No more Mickey Mouse or Hulk voices among non-hardcoded crewmen)

Crew Cheers Enabled-Unknown Modder

Subnet Screech fixed- Unknown Modder

Morse Code Message Received mod: Unknown Modder

SDL File By Kpt. Lehmann based on work by Fangschuss and NoLIne

Pre-loaded Gramophone with period music- See GW MOD Version 1.0/data/Sound/Gramophone folder contents for individual artists

Various Speech Files: Rulle34, Sailor Steve, and Hoshi

Added the town of Moltenort and five lighthouses in-game at Moltenort Point in Kiel Bay as a representation of the Moltenort U-Boat Memorial- Kpt. Lehmann

Improved Convoys-JasonB885 with small tweaks by Kpt. Lehmann and Rubini

Lighthouses Mod-Sergbuto

There are 43 functional countries in GW- Rubini: Scripting, Sergbuto's Nationality mod

Uflak and other AI Uboats- Sergbuto, Fubar skins, Scripting by Rubini

Milk Cow Mod-Sansal, Rubini

Kiel Canal terrain update with scenic ride- Ref and CCIP

Panama Canal, Suez Canal, and Eastern entries to Scapa Flow- Ref
Rubini's list of changes and news for the GW Campaign:
1. Slight adjust on traffic and ships nationalities on HT mod. Included new german ships: Tirpitz, DD type36A, Scharnhorst and Gneisenau. Also in the GW mod I added the the Italian's MAS Torpedo boat. Made adjustments on Kiel departure: no more subpen start because historically they only became available in mid war at Kiel.

2. Approximately 54 NEW PORTS WITH TRAFFIC AND ALIVE THAN THE STOCK GAME!!! 30 more ports than RUB, all them alive and with historical approach, covering virtually all the SH3 Atlantic and Mediterranean world. This now includes the harbour at Scapa Flow.

3. We now have a completely new campaign in place for the Americas and Africa's Atlantic coast. This includes new random ships and convoys, many new ports, traffic, and allied patrols. No more empty western and South Atlantic scenarios! Your long range patrols (maybe with milk cows resupply's) will be now be much more fun! Obviously with attention to historical accuracy. OPERATION DRUMBEAT IS ALIVE!!!

4. We also now have a completely reworked Mediterranean campaign with exclusive Italian warships. The new Italian forces include a battleship, heavy cruiser, and light cruiser (these are only clones..for now) These are included on the Random and Scripted Italian campaign and a new exclusive Italian unit: MAS torpedo boat (thanks NoLine!).

5. A lot of new ships and unitshave been integrated into the Campaign files (RND and SCR): many of Sergbuto's and Cdr Gibs ship models as well as others (Southampton-class light cruiser, new transport and cargo ship, British Walrus seaplane, German Arado floatplane, PT boats, AI U-boats, Hospital ship, Old Liner, Essex US Carrier, Flottenbegleiter, Vorpostenboot and to finish the above mentioned DDType 36A, Tirpitz, new Scharnhorst Class Battlecruiser and MAS Torpedo boat.

6. I made lot of small corrections on LND layer and Locations files, adjusted duplicate entries, corrected wrong dates (Azores and Iceland for example). I also adjusted Mediterranean and Black Sea port political alignment and dates.

7. I placed new airbases to better fit the historical allied and german air cover. Four allied airbase were added in the Americas (including the missing USA airbase in Natal, Brazil). Six German airbases were added to France, Germany, and Norway. I also repositioned some Italian and German airbases in the Mediterranean.

8. I made many additions and adjustments in the RND layer to make a better game experience... all the while being historically minded. Spawn probabilities were raised in some empty areas like South America, Africa, the Atlantic Coast, and the Gulf of Mexico. NOTE! Radio report probabilities weren't touched, so hydrophone checks will be needed. I also double checked all the new port traffic and defences in order to not blockade potential random groups.

9. I tweaked Teddy B¤rr's minefields a bit to avoid patrol problems. (slightly lowered the mines position in minefields)

10. We now have two new military operations: Operation Berlin- Scharnhorst and Gneisenau raid on Atlantic and Operation Ceberus- Scharnhorst, Gneisenau and Prinz Eugen go back to German seas after a year at the French port of Brest.

11. Added an awesome touch by our friend Ref... great looking sunken barricade ships can be found at the entrances to Scapa Flow. This mod took a great deal of work to make the deadline. Special thanks go out to Ref, Teddy B¤rr, and Rubini. Be careful to not collide with these!

12. The above items are all in addition to the content of the Harbor Traffic Mod version 1.47




GW Alternate 24 Hour crew fatigue mod- Gouldjg

Das Boot periscope background movie- W. Clear

No Torpedo TDC Tracking Mod- Church

Generic Ship Contact Mod - Derived from community manual, unknown modder

8km Atmosphere Mod Light Skies (GW Default)

8km Atmosphere Mod Dark Skies

16Km Atmosphere Mod Light Skies

16Km Atmosphere Mod Dark Skies

Stock SH3- Sea Floor reversion for lower-end PC's

Generic Contacts mod- Kpt. Lehmann

Special Thanks
NippelSpanner- Whether or not you realize it, you have become a messenger of peace. Thank you for opening the availability of this mod to the German community. Our Grandfathers may have fought each other on the field of battle... but I hope our project makes them proud in some small way.

TimeTraveller- your mod tools certainly kicked things into high gear!

Cdr Gibs- Thanks for your pinch-hitting and trouble-shooting.

CCIP- Awesome movie sir!

Teddy B¤rr and the NYGM Team- genius ship damage modelling sir! This gentleman also helped us fix our Scapa Flow sunken barrier ships on the final day of modding!

Jonz- This man had his own mod to build and without hesitation helped us by integrating his draggable chrono to all GW in-game screens. Thank you sir! You are a credit to the modding community.

Natasha- Thanks for all the dinners you made me, for keeping the coffee pot full, and mostly for being patient with me and this giant project. You helped make this mod happen. Every guy should be this lucky.

Neal Stevens and the entire Subsim.com community at www.subsim.com (http://www.subsim.com)

Finally and Most importantly-
The Grey Wolves Supermod not have been possible without the dedicated support of the following two people, Marhkimov and Rubini. These guys were my hardest working contributors and in retrospect it seems unlikely that GW would have ever been completed without their help. Their enthusiasm kept the forge fires white hot.

Marhkimov, you were my right hand man. Thanks for teaching me much of what I know about modding SH3. You have my gratitude for all your long hours of hard work and encouragement when the road seemed never-ending.

Rubini, the gigantic campaign you built for GW is simply incredible. I am forever in your debt. Without you... we wouldn't have the epic feel I had envisioned for all to experience. It is my opinion that you have above and beyond set the standard for campaign world building in all of the Silent Hunter series.

From the Grey Wolves team; Marhkimov, Rubini, Nippelspanner, Gouldjg, CCIP, Pablo, Rulle34, Syxx-Killer, and Type941, we hope you enjoy our collective work.


Kpt. Lehmann
GW Project Manager

In reverent silence the Grey Wolves team gives our solemn salute...
To all who are and were veterans of that horrible war... both military AND civilian... who paid its price.

All gave some...
Some gave all...

You are not forgotten.

06-29-2006, 04:32 PM
Listen to the Wulfmann he knows what he's talking about!
I have taken his advice on double Data/Documentation files to have the option when playing GreyWolves/SeaWolves.
I would refer everybody who is involved in this issue to this site. http://www.silent-hunteriii.com/uk/updates.php check it out before you do anything.
PS My granny is a GreyPanther!?

06-30-2006, 12:22 AM
Huey, One the first disc is the GW 6 part download and the read me file - the one Wulf has posted here. The second disc contains the extended unified campaign and a few fixes e.g. clock and overlay fixes. Following the read me should get you through.

06-30-2006, 08:09 AM
You're all going to shoot me I swear!

Can I just be clear about what to do once I've downloaded the 6 parts of GW, as I'm getting confused. I've resintalled SH3 AND patched it.

Now I have the 6 .rar files on my desktop. Do I unzip them into one folder, or can I put them straight into the data folder in Programs/Ubisoft/SSh3/data?

06-30-2006, 08:42 AM
I always, always unzip out of the game in a safe folder so I can check everything.
After you unzip or "Extract to here" in that out side folder open another window and make a new folder and name it "data".
Now as you open each GW folder part, copy and paste each part inside that new data folder. (note, not the GW part # folder, the folders inside of that is what you paste in the new data folder)
When finished you will have all the GW stuff in one data folder.
Now drag that to the open SH3 directory and drop it. Then when it ask if you want to overwrite click yes to all.
Or, open the data folder with the GW stuff "AND" open the data folder in the SH3 directory and paste each of the GW folders inside the SH3 data folder. Same thing but in steps.

And no, we won't shoot you as we have all been there at some point. We are all on the same road just at different points.


06-30-2006, 09:11 AM
Hi Wulf, thanks for responding.

Ok bear with me. I am understaning a little better now I think. I am going to go into each GW# folder that I extracted to and cut and paste the data files INSIDE them into a new folder. I think that was what I was doing wrong. Can you hang on there a second?

Ok. I now have on my desktop a folder named GW data that contains all the data folders from inside the folders that appeared after unzipping them. That's step one.

I then open the program files/ubisoft/sh3/data and drop the GW data folder into the SH3 data file that's already there Yes?

06-30-2006, 09:47 AM
http://forums.ubi.com/images/smilies/25.gif...sounds like you should be good man..... http://forums.ubi.com/images/smilies/clap.gif sorry i'm not a better instructor...it's easy for me ..but hard to explain it to someone else...but it looks like your in the groove now... http://forums.ubi.com/images/smilies/partyhat.gif

06-30-2006, 10:25 AM
One last question http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif In Program files/ubisoft/sh3/data... do I drop the GW data file THERE, where there is also Documentation, Support, and Anim folders etc OR click open that data folder and drop GW Data over the data folder that's in there with all the others like Terrain, CFG, Crew etc?

Does that make sense? I have to get the "Do you want to overwrite these files" question pop up don't I?

PS: The GW data folder I made has one data folder in it and the 'Additional Mods' folder -that's right isn't it?

06-30-2006, 11:17 AM
Apologies for double posting. Guys I just don't understand this. I drag and drop the GW data folder I made into either the 1st data folder within SH3, or the data folder within the data folder. I get the "Do you want to overwrite these files" or whatever it says and i click Yes. Lots of files gets transferred but when I fire up SH3 I still don't get the GW loading screen after the intro film.

It's a clean install, patched to 1.4, SH3 Commander I uninstalled for now. I also cleared out the SH3 folder in My Documents. This is the second lot of GW files I've downloaded. I've extracted those folders to the desktop, opened them and cut and pasted all the data folders inside those in to a new folder I called 'data'

Now I'm considering offering money for a solution! http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

06-30-2006, 03:02 PM
There is more than one way to do the same thing.
All those folders in the GW data folder you put all the GW stuff in; should be called data.
That is so you can route it through the in game data folder
The folders that are in the data folder should be the same names that appear in the SH3 data folder that is in the directory (The page when you click open the SH3 folder)
So if you have a data folder with a Roster folder inside that with only one little file in that roster folder, a cfg file, you can drop that in the main SH3 directory and that single little folder will go to data, roster and then the one file and ask if you want to over write it.
When you have all those files that are in the individual folders for the GW install that are placed in a folder labeled data you simply drop that in the page where the data folder for SH3 is and like dominos the files will all go to their proper folder and when you are asked to overwrite them click €œyes to all€.
If there is a file that is not included in GW it leaves the original one alone and it remains unchanged.
You may also click yes and it will continue to ask you for each and every file one at a time but I suggest €œyes to all€.
Because you have a back up data folder of the entire 1.4 patched stock SH3 you need only remove the GW modified data folder and drop the stock one back in to go back to a completely stock game where you could then add the NYGM mod and try that.

You are almost there and I believe you just can€t believe it is actually easy and are thinking you don€t understand because how could it actually be that easy. It is once you know it like most things.


07-01-2006, 01:21 AM
i'm almost thinking about building a working folder for you...jambo..pm me .. http://forums.ubi.com/images/smilies/25.gif

07-01-2006, 02:00 AM
Hi BR. I've Pm'd you. Thanks for your offer of help!