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Trevally. 02-07-12 02:42 PM

Good solution to a tricky problem - well done pedrobas:yeah:

vlad29 02-07-12 02:53 PM

Hi Pedro! Great challenge! :salute: Did You really tuned all this mods to be compatible?

One note: there are two versions of Enhansed funnel smoke by HanSolo (1 is for mtns recommended). May be to add 'mtns' compatible version also?

And what about SubExaust - may be to ask TDW to merge it? Frankly speaking this is the only mod from MagnumOpus I'm missing so much:yep::06:

pedrobas 02-07-12 03:00 PM

Quote:

Originally Posted by vlad29 (Post 1834882)
Hi Pedro! Great challenge! :salute: Did You really tuned all this mods to be compatible?

I hope so :yep:

Quote:

Originally Posted by vlad29 (Post 1834882)
One note: there are two versions of Enhansed funnel smoke by HanSolo (1 is for mtns recommended). May be to add 'mtns' compatible version also?

iīm using the mnts recommended, is in part 2

Quote:

Originally Posted by vlad29 (Post 1834882)
And what about SubExaust - may be to ask TDW to merge it? Frankly speaking this is the only mod from MagnumOpus I'm missing so much:yep::06:

Me too, to tell you the truth i donīt know what this mod does that is imposible for me to make it compatible with mnts :nope:. I hope that TDW can help us when he finish his actual project.

vlad29 02-07-12 03:27 PM

Thank you. And a couple of more questions:
1. If I'm not mistaken on the forum there was mentioned that Sober's deck spray mod is already included in Dynamic Env. basemod, and StoianM confirmed this. If so then we have double overwriting:06:
2. Have You tested all parts of megamods applied together. I've tried many combinations, some were very much the same, and the game was not stable, esp. starting career/ending patrol issues (our discussion in mtns+OHII thread):ping:

stoianm 02-07-12 03:41 PM

06 - sobers 3D deck spray mod V7
07 - sobers NO water drops V1

are already in Dynamic environement

pedrobas 02-07-12 04:14 PM

Quote:

Originally Posted by stoianm (Post 1834924)
06 - sobers 3D deck spray mod V7
07 - sobers NO water drops V1

are already in Dynamic environement

Thanks for the info, removing them. What about your pitch and roll, canīt find it.

THE_MASK 02-07-12 04:15 PM

Quote:

Originally Posted by stoianm (Post 1834924)
06 - sobers 3D deck spray mod V7
07 - sobers NO water drops V1

are already in Dynamic environement

I think smaller water drops are in dynamic environment , not no water drops as i changed it . How are you stoianm .

THE_MASK 02-07-12 04:18 PM

Just be aware that you need these 4 mods in this order .

No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version) or german version

stoianm 02-07-12 04:20 PM

yes u are right... i am busy in general, tnx for asking... and u mate?

Quote:

Originally Posted by sober (Post 1834952)
I think smaller water drops are in dynamic environment , not no water drops as i changed it . How are you stoianm .


stoianm 02-07-12 04:21 PM

it is already included in tdw new ui
Quote:

Originally Posted by pedrobas (Post 1834950)
Thanks for the info, removing them. What about your pitch and roll, canīt find it.


pedrobas 02-07-12 04:29 PM

Quote:

Originally Posted by stoianm (Post 1834956)
it is already included in tdw new ui

Thanks again.
:salute:

pedrobas 02-07-12 04:31 PM

Changing first post again with las suggestions and info.

Trevally. 02-07-12 04:47 PM

Hi Pedrobas,


Quote:

01 - VIIC41 - Start with in beginning of campaign for OHII
I think this mod may need an update (I have not seen it in any mod lists for some time). In the last version of OHII - the flottila base moves were changed by date.
If you check with winmerge - look for dates.
Also may I suggest this be an optional mod - I like my VIIB:D


Quote:

08 - TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
can I also suggest this as an optional mod.:D

THE_MASK 02-07-12 04:53 PM

There are a couple of good radio stations here .
http://www.subsim.com/radioroom/show...ighlight=radio

THE_MASK 02-07-12 05:01 PM

re no magic skills .
might i suggest to give the player , the cook magic meals from the beginning of the game when using silentotto or skipping the tutorial .
No magic skills v1.5 MCCD compatible\data\UPCDataGE\UPCCrewData\SpecialAbili ties

change the first points cost for the COOK to zero points for passive and active abilities . Its easy just use notepad . Its about three quarters of the way down the page .


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