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Old 06-14-10, 10:49 AM   #1
=FI=Ghost
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Hello everyone!

I've been on the shore since winter due to real life obligations but I am planing to go out to sea soon. This mod looks fantastic and I cannot wait to try it out. I just have one question - does it work with these two mods: "GWX 3 St Naz and Schluese and other units V4" and "WB's GWX campaign with 34 additional ships"?
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Old 06-14-10, 10:55 AM   #2
melnibonian
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Yes it does.
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Old 06-14-10, 12:15 PM   #3
pickinthebanjo
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Quote:
Originally Posted by =FI=Ghost View Post
Hello everyone!

I've been on the shore since winter due to real life obligations but I am planing to go out to sea soon. This mod looks fantastic and I cannot wait to try it out. I just have one question - does it work with these two mods: "GWX 3 St Naz and Schluese and other units V4" and "WB's GWX campaign with 34 additional ships"?
crashed when I tried it with the new locks
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Old 06-14-10, 12:35 PM   #4
FIREWALL
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It still works just fine. No problems whatever. Useing XP Pro sp2.

I still go with the mustard theory Steve.
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Old 06-14-10, 12:38 PM   #5
pickinthebanjo
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Originally Posted by FIREWALL View Post
It still works just fine. No problems whatever. Useing XP Pro sp2.

I still go with the mustard theory Steve.
what other mods you get it going with, I can only use it with no other mods
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Old 06-14-10, 01:44 PM   #6
Sailor Steve
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Originally Posted by FIREWALL View Post
It still works just fine. No problems whatever. Useing XP Pro sp2.
I have XP Home SP3, and I haven't yet got it to work with the latest Schleuse mod. I'll be trying it later with the Schleuse but no ships.

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I still go with the mustard theory Steve.
Yeah, I see that on your shirt.
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Old 06-14-10, 02:36 PM   #7
melnibonian
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That's my installation and it works fine.

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2
GWX - Merged Campaign
Contact Lines_for GWX2.0
Conus' Historically Accurate U-boat Emblems
Colored Map
Dowly's Hurricane Skin
Foam Mod
Grass and Bottom of the Sea (Full version)
GWX - 16km Atmosphere
GWX - No Medals on Crew
GWX 3.0 Additional Ammo
GWX 3.0 Light Flags
OLC's Modified Searchlight Beams for GWX3
Pascal's Port People
NMS_1935 Fix
Rockets fix for GWX 3.0 16km Atm
SH4 Effects for GWX 3.0 v7.1
SH-5 Water for GWX 3.0 V0.8 Atlantic campaign (default)
Sub Image mod
Torpedo damage Final
U-Boat Aces Faces
WBNN Messages
Aces' Combined SH3.SDL Files v2
Yammato's Extra ships
TexSh42010
LibSh42010
Wooden Lifeboats Mod
Remove Searchlights from Merchants
Remove Searchlights from Warships (Optional)
Compatibility Remove SL from Merchants+WBs ExtraShipsV2.4
Compatibility Remove SL from Warships+WBs ExtraShipsV2.4
Wolfehunter U-82 VIIC
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Old 06-14-10, 06:21 PM   #8
pickinthebanjo
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So far mine looks like:

MFM-Interim-Beta
Rbs1_SH4_Effects_GWX_30_71
Rbs2_Forsoundandstarshells
Rbs6-LRT
Rbs8-optional smoke
Rbs10-enhancedoilexplosion
Torpedo damage Final ver2.0
Deeper Launch depth_Realistic Crush Depth_All Weather Guns V1.0
OLC's Modified Searchlight Beams for GWX3
GWX3.0 Additional_Ammo
OLC GUI 1.2.7 Core Files
BritishAsdicMkIFinal
Combat Radio Frequency
MFM-v3-US+UK_Skins19390901

I'm still adding mods and I will update later

Last edited by pickinthebanjo; 06-14-10 at 08:05 PM.
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Old 06-15-10, 08:04 AM   #9
tomfon
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This is my mods' list. The mod works fine with "St. Nazaire etc. v4" mod and with Wb's ships v2.7. There are some conflicts but the museum loaded successfully with the first try. I did not try the mod on a fresh install. It takes up to 4 or 5 minutes for the museum to load.

Quote:
Generic Mod Enabler - v2.4.0.145
[D:\Games\Ubisoft\SH3_TheGreyWolvesExpansion\MODS]

Generic Mod Enabler - v2.4.0.145
[D:\Games\Ubisoft\SH3_TheGreyWolvesExpansion\MODS]

GWX 3 St Naz and Schluese and other units v4
WB's GWX campaign with VonDos' ships v2.7
WB - add Q ship
Unofficial Rockets Fix for GWX3.0
Tribute to Manual Targetting v2 + ThomsensShips v4.2
WB - TMT fix
No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix
OLC's Modified Searchlight Beams for GWX3
GWX 2 - No RING RING Mod by Melendir
GWX - Captain America's Officer Icons
GWX 3 - Fuel Economy
Menu - Original Music Theme & Real Depth Charge sound
Torpedo Damage v2
Dowly's NeinHerrKaleu Mod
WAC_SH4StyleFlags_fullModel
Rapt0r's Instruments V3.5
LifeBoats & Debris v4
Brown-Grey Map
Searchlights Removed
GWX - Mediterranean Campaign
GWX - Alternate Loadscreen - Full Circle
Wolfehunters_VIIC_STD_2048
WBNN Mission Orders
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LLRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
NavMapTools for all lines
ACM Reloaded for OLC 'Gold' MkII
FM's NewInterior v1.0
FM_NI_Fix_for_ACM_Reloaded
Scene.dat configured for Mediterranean weather


Conflicts:


Quote:
"particles_funnelsmoke.dat" has already been altered by the "Tribute to Manual Targetting v2 + ThomsensShips v4.2" mod.
"T09A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"NLL_.cfg" has already been altered by the "Tribute to Manual Targetting v2 + ThomsensShips v4.2" mod.
"NLL_.eqp" has already been altered by the "Searchlights Removed" mod.
"NLL_.sim" has already been altered by the "Tribute to Manual Targetting v2 + ThomsensShips v4.2" mod.
"NLL_.val" has already been altered by the "LifeBoats & Debris v4" mod.
"NLL__shp.tga" has already been altered by the "OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LLRT" mod.
"NLL__sil.tga" has already been altered by the "Tribute to Manual Targetting v2 + ThomsensShips v4.2" mod.

Folder "Data\Sea\T09A" has already been added by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.dat" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.dsd" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.eqp" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.sim" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.sns" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.val" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.zon" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_en.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_fr.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_ge.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_shp.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_sil.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_T01.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_T02.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_T03.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_T04.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
Folder "Data\Sea\T13A" has already been added by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.dat" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.dsd" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.eqp" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.sim" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.sns" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.val" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.zon" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_en.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_fr.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_ge.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_shp.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_sil.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_T01.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_T02.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_T03.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_T04.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
I think i might delete the T31A and T09A folders from the "St Nazaire" mod as well as the NLL folder from the "Merchant Fleet" mod to eliminate any chances of potential problems.
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Mods for SH3

Last edited by tomfon; 06-15-10 at 09:06 AM. Reason: I included the whole of my mods' list.
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Old 06-29-10, 03:08 AM   #10
=FI=Ghost
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Quote:
Originally Posted by melnibonian View Post
That's my installation and it works fine.

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2
GWX - Merged Campaign
Contact Lines_for GWX2.0
Conus' Historically Accurate U-boat Emblems
Colored Map
Dowly's Hurricane Skin
Foam Mod
Grass and Bottom of the Sea (Full version)
GWX - 16km Atmosphere
GWX - No Medals on Crew
GWX 3.0 Additional Ammo
GWX 3.0 Light Flags
OLC's Modified Searchlight Beams for GWX3
Pascal's Port People
NMS_1935 Fix
Rockets fix for GWX 3.0 16km Atm
SH4 Effects for GWX 3.0 v7.1
SH-5 Water for GWX 3.0 V0.8 Atlantic campaign (default)
Sub Image mod
Torpedo damage Final
U-Boat Aces Faces
WBNN Messages
Aces' Combined SH3.SDL Files v2
Yammato's Extra ships
TexSh42010
LibSh42010
Wooden Lifeboats Mod
Remove Searchlights from Merchants
Remove Searchlights from Warships (Optional)
Compatibility Remove SL from Merchants+WBs ExtraShipsV2.4
Compatibility Remove SL from Warships+WBs ExtraShipsV2.4
Wolfehunter U-82 VIIC
Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2

I can make the MFM3.2 work on it's own, but when I try to make it work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 I get CTD..

Here's my computer specification:

Pentium Dual CPU E2200 (2.2 GHz)
3 GB RAM
NVIDIA GeForce 9600 GSO
Win XP SP2
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Old 06-29-10, 07:33 AM   #11
roadhogg
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I tried to install the Merchant_Fleet_mod_3.2, but unfortunately it ctd'd just before completing loading of the museum, which might be something as simple as a ship name missing in the English names file.
I don't know yet, haven't investigated, it could be my system just can't handle it.

I did have a quick look at a few of the ships with S3D tho, and couldn't help notice that the M13A, M13B and M14B had hitpoint ratings of 2160, which is extraordinarily high for a merchant, considering ur average battleship in GWX3 has a hitpoint rating of 800 to 1000.

If the Min and Max effect in the torpedo.zon is increased to the levels suggested, you'll be sinking battleships easier than merchants.

Perhaps there might be a small fault with the hitpoint ratings of some of the ships Iambecome, considering the M13X is rated at 460, and the M14X is rated at 585 hitpoints.

Hope you get it stable in all variants, and i hope i can get my system to run it.
it looks awesome

Quote:
The only other niggle I have at the moment is the amount of punishment these single ships can take as and when I meet them - Medium Merchants are taking multiple torpedo hits to sink them, if at all. One took four torpedoes and almost all my gun ammunition and it still would`nt go down! I gave it up as a bad job in the end and just carried on with the patrol...
It was this post that caught my attention from JC1959, but i've just looked at the MFM_Interim_Beta version which contains just the M13A, M13B and M14B . . . and the hitpoints have been corrected.

Apologies if i'm late to the party iambecome, i shall duly hold my head underwater for 10 minutes.

Last edited by roadhogg; 06-29-10 at 08:13 AM.
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Old 06-29-10, 09:44 AM   #12
melnibonian
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Quote:
Originally Posted by =FI=Ghost View Post
Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2
No I made no edits to these files. I just put them in and run the game.
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Old 06-30-10, 07:33 PM   #13
Reece
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Quote:
Originally Posted by =FI=Ghost View Post
Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2

I can make the MFM3.2 work on it's own, but when I try to make it work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 I get CTD..

Here's my computer specification:

Pentium Dual CPU E2200 (2.2 GHz)
3 GB RAM
NVIDIA GeForce 9600 GSO
Win XP SP2
Since you are running 32 bit operating system like me you'll just have to wait till you get a 64 bit system to be able to run all the latest mods together, Melnibonian like many are running 64 bit and have no memory issues.
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