Guild Mod Pack (new and updated for 2008, with full explanaitions of all mods!)

Windzarko

Well-Known Member
Re: Guild Mod Pack

YAI COOKIES!

On a side note, can peple give me feedback if there are things in the pack that don't work properly, or if there's anything that might need tweaking/changing/adding/removing/kicking/exploding/melting/whatevering?

Oh, and before people say; I'm probably not putting GEM in. I find it unreliable, clunky, and it makes me want to hit things. So putting it in the modpack won't be good mojo for me ;)
 

Windzarko

Well-Known Member
Re: Guild Mod Pack

Okie-dokie, time for another update to the pack;

I've taken out CT Raid Assist and swapped in Deadly Boss Mods; essential for raiding, and better than CTRA Boss Mods was.

I've taken KTM (KLH Threat Meter) out of the pack and swapped Omen in, a different threatmeter based on Ace2 and which is far more effecient and effective (and takes up less memory, for those of you concerned with memory usage)

I've also updated all the other mods as well before uploading the new pack, hoepfully everything should now be up to date.
 

Windzarko

Well-Known Member
Re: Guild Mod Pack (updated 31st July, new stuffs!)

Aaaand another update to the mod-pack; this one has some stuff trimmed out of it, and everything left updated to work for the latest patch. Since we are no longer geared quite so much towards raiding, I've trimmed down some elements that won't be needed so much (not all raiding elements, mind).

CT Raid Assist was removed, and Enchantrix, as it served no worthwhile purpose. Group Calendar is also out, since there haven't been any updates and we aren't currently using it.

Anyone getting interface issues, I heavily recommend playing with the options for the mods; things like MobInfo-2 can get VERY heavy if not played with.

I'll also be putting together more mod-packs of a more diverse nature soon; an RP one, a raiding one, and so on. This'll let me include Decursive, Lore, flagRSP, CTRA, and so on, and help people with basic mods for specific things. Maybe a "convenience" mod pack with some of the mods I have to tune out certain things in the game (I can blacklist players and words so I can't see them appear; I NEVER see the gold-spam in Orgrimmar, for example).
 
G

Gombol

Guest
Re: Guild Mod Pack

Oh, and before people say; I'm probably not putting GEM in. I find it unreliable, clunky, and it makes me want to hit things. So putting it in the modpack won't be good mojo for me ;)


GEM is rubbish...people sign up...it accepts everyone...at least with that sexy guild calander it looked like (couldnt tell from my end) they someone was picking who was being put into raids etc
 

Zooggy

Junior Administrator
Staff member
Re: Guild Mod Pack (updated 31st July, new stuffs!)

Ahoy, :)

Group Calendar is also out, since there haven't been any updates and we aren't currently using it.

Might you reconsider on this one? I know we're not raid-heavy anymore, but it's still a good way to set up all sorts of events, plus I love the birthday thingie. :)

Cheers,
J.
 

Windzarko

Well-Known Member
Re: Guild Mod Pack (updated 31st July, new stuffs!)

GroupCalendar may well go back in to help with event management when the new guild system is implemented.

Although I can't allow people to put utterly random events or Birthdays on, since it adds clutter that makes some people unable to see/sign-up to events.
 

Windzarko

Well-Known Member
Re: Guild Mod Pack (updated 18th November for 2.3)

Mod pack updated for 2.3, most mods should be fine. For the time being I have dropped Auctioneer as 2.3 was making it very clunky; if you still want it, I can put it back in later.

Also, CTRA is dropped for the moment, I'll put it back in later when it's more stable.
 

Windzarko

Well-Known Member
Right, updated again, and swapped a few things round. For those who want to know, I swapped MetaMap and Gatherer for the Cartographer set, which works better and is more stable, in my opinion. The one thing it lacks is an on-screen co-ordinates display (it has co-ordinates, but these are only seen when you open the map itself).

I've also updated everything, and this should fix the raid warning bug among other things. The only interface errors I ever get are caused by my FuBar collection, none of which are in this pack.

Have fun, and shout if you need help with configuring this lot!
 

Duren

In Cryo Sleep
I would recommend all this information be put onto the wiki page created for you at http://wiki.thehavennet.org.uk/index.php/WoW_The_Haven when anyone has the time or I'll do it for you when I can. This is because you can make attachments onto the wiki and this would be ideal for updating packages and reattaching the guild mod pack with notes.

Best idea would be maybe to get a link created at the top of the wow section of the forums with a link to the THN haven page.

Let me sort that out.

EDIT: I actually have now added a section for the guild mod pack and placed the initial link in there.

http://wiki.thehavennet.org.uk/index.php/WoW_The_Haven#The_Guild_Mod_Pack
 
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