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-   -   [REL]Lifeboats for SH3!(Update V4.0, Dec. 27, 2008) (https://www.subsim.com/radioroom/showthread.php?t=134988)

Foggy 08-31-10 10:45 PM

Noob question: When I try to enable this via JSGME, it notes that two files have already been altered by "Merchant Fleet Mod 3.2" and "Flags enlighten" mod, and it says that enabling it may have adverse effects on the game. If I go ahead and click "Yes" it makes Merchant Fleet and Flags enlighten mods a lighter shade of grey. Does this mean that they are still enabled but may have a conflict at some point? Not sure what the light grey means and they still appear on the right hand side (Activated Mods list) but are lighter color now. I tried reading the lenghty Help file with JSGME, but didn't see it listed... :hmmm::88)

Sailor Steve 09-01-10 12:03 AM

It means that the newer mod will overwrite some files in the older ones. It also says which files are changed. If you post those we can tell you whether it's important or not.

The lighter grey means that those mods have been altered, and you can't remove them without first removing the mod that changed them. If you try to remove the lighter-grey mod it will tell you this and tell you which mods must be removed first.

This is also explained in JSGME's user Guide.

Foggy 09-01-10 01:12 AM

Quote:

Originally Posted by Sailor Steve (Post 1482349)
It means that the newer mod will overwrite some files in the older ones. It also says which files are changed. If you post those we can tell you whether it's important or not.

Thanks, SS. This is what I get:

http://img.photobucket.com/albums/v6...feBoatsMod.jpg

Rubini 09-01-10 12:13 PM

Quote:

Originally Posted by Foggy (Post 1482372)

As I´m here today...
Mate, it´s my bad habit to always make optional folder with options to others player style on my mods...anyway no problems, the files inside the optional folder have different names (they are for different mods), so no problems, just go ahead here.

The .val files inside lifeboats mod are essential to it work properly, so I must suggest that you let the one that comes with LB&debris mod. After you enable LB&debris mod try a SM and test this ship NLL sinking it to make sure that your game will not have problems.


Salute!

Rubini.

Foggy 09-01-10 01:10 PM

Will do, Rubini! Thanks for the advice! :salute:

Foggy 09-01-10 09:10 PM

Enabled the Lifeboats mod, continued an existing career and proceeded to eel a Tribal class british ship, but no life rafts, no debris. It never totally sank though, after waiting for 2 hours the bow was still sticking out of the water a bit and it would intermittentlly catch fire, but never looked like it was going to go any further down, then I had to scramble away from that point because another Tribal was coming in hot & heavy. Not sure if the lifeboat/debris mod doesn't work because of the conflict listed in my previous post, or if that stuff comes off the ships right as they are completely going under... :hmmm:

Rubini 09-02-10 08:56 AM

Quote:

Originally Posted by Foggy (Post 1483077)
Enabled the Lifeboats mod, continued an existing career and proceeded to eel a Tribal class british ship, but no life rafts, no debris. It never totally sank though, after waiting for 2 hours the bow was still sticking out of the water a bit and it would intermittentlly catch fire, but never looked like it was going to go any further down, then I had to scramble away from that point because another Tribal was coming in hot & heavy. Not sure if the lifeboat/debris mod doesn't work because of the conflict listed in my previous post, or if that stuff comes off the ships right as they are completely going under... :hmmm:

Small ships/DDs/Frigates only shows LB&debris after they really start to sink (destroyed). Try to sink any others ships and let us know here.:up:
This info is on the readme of the mod anyway.

StarLion45 09-02-10 10:01 AM

Lifeboats & Debris_v4
 
:) Hi there Rubini :)

I use the Lifeboats & Debris_v4 together with many mods made by Aces .
It truly shows lifeboats when I sink Large tankers and so on :yep:


:salute:

Jankowski 01-10-11 10:28 PM

does this work with other mods? also, how about the ship debre mod?

or is there a version that combines both?

Sailor Steve 01-11-11 12:11 AM

Yes, it works with other mods. I'm unfamiliar with the 'Ship Debris' mod. Lifeboats and Debris is all you need, hence its name.

Jankowski 01-11-11 01:28 AM

Thats the one!

Ty SailorSteve!

Lucky07 08-24-11 11:55 AM

I request ur permision for add ur mod to mine ,in this link
http://www.subsim.com/radioroom/showthread.php?t=187114
thx u man for make this increidible mod !

Rubini 08-24-11 01:21 PM

Quote:

Originally Posted by Lucky07 (Post 1735354)
I request ur permision for add ur mod to mine ,in this link
http://www.subsim.com/radioroom/showthread.php?t=187114
thx u man for make this increidible mod !

All my mods are opened to the community. Just give the right credits and we are ready to go.:up:

Lucky07 08-24-11 02:38 PM

Quote:

Originally Posted by Rubini (Post 1735418)
All my mods are opened to the community. Just give the right credits and we are ready to go.:up:

thx u alot man !
if u have time pass over the post and give ur opinion and suggestions...
i still having some problems to start the campaing at the year 1936....

peterthegreeksailor 01-28-12 06:04 PM

nice mod!!!!!!!:up::up::up:


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