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View Poll Results: How would you prefer?
All in a single mod (only 1 Big Mod) 42 52.50%
Just the way it is (in parts) 38 47.50%
Voters: 80. You may not vote on this poll

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Old 02-13-12, 09:57 AM   #136
Newinger
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Quote:
Originally Posted by pedrobas View Post
After have been testing with silenotto, i´ve found several problems that i´m trying to correct, so v0.2 will be uploaded when everything is ok. Sorry.
No problem -- take all the time you need
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Old 02-14-12, 03:09 AM   #137
blkdimnd
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Default CTD

I'm having trouble getting 1 part of this mod to work. It's in bold below.

PART 6
Here is what the compilation of "MyMegaMod p6 - My Submarine" is comprised of:

01 - Crictical Hits Torpedos v 1.1
02 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast
03 - R.E.M_by_Xrundel_TheBeast_1.2 (including TDW UBoot_Sensors.sim for R.E.M. version 1.2)
04 - Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith <== http://www.subsim.com/radioroom/show...1&postcount=66

I downloaded it, and patched it but I still CTD. Here's my currrent Mod Soup.
Maybe I'm still using an old version, can someone link it please?

Any help would be appreciated.

P.S.
Would you like to see the debug log as well??

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

DBSM_Music_1_0_4
Carotio_IntercontinentalRadioPack
d3d_antilag101
MyMegaMod p1 - Dynamic Environment
No magic skills v1.5 MCCD compatible
sobers see thru wake fix
sobers best ever fog V4 SH5
Compatible Conus00's Graphic Mod+SV's work
MyMegaMod p2 - Graphics-FX-IRAI
Dark_Interior_V1
nVidia missing lights
MyMegaMod p3 - tdw UI
NewUIs_TDC_6_9_0_Real_Navigation
AOB slide ruller for TDW UIs and MO by stoianm
MyMegaMod p4 - Enhance SOUNDS
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
sobers talking conning crew mod
MyMegaMod p5 - OHII+mtns+Lifeboats
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
VIIC41 - Start with in beginning of campaign for OHII
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally TDC Help v2
Trevally TDC Checker
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Krauters Automated Scripts (v5_0_0 compatible)
Patrol Routine Scripts v. 01.02 by AvM
D-Day Langings
Shoot at Periscope

Last edited by blkdimnd; 02-14-12 at 03:22 AM.
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Old 02-14-12, 03:47 AM   #138
pedrobas
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I don´t see it in your soup.

From first post:

Quote:
Originally Posted by pedrobas View Post
I had to edit some of these mods to make them compatible with the others. I also have edited some of them to my liking thus they may appear just slightly different from their stand-alone mod. So is not a matter of copy one mod after another to make a "one big mod".
You must remove:
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith

and use "MyMegaMod p6 - My Submarine" instead.

Last edited by pedrobas; 02-14-12 at 05:10 AM.
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Old 02-14-12, 11:17 AM   #139
blkdimnd
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Quote:
Originally Posted by pedrobas View Post
I don´t see it in your soup.

From first post:



You must remove:
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith

and use "MyMegaMod p6 - My Submarine" instead.
Oops, I posted the mod soup were I took it out. (It was 0300 here when I made the post.
I did have it right after the Equipment Upgraded Fix HotFix.
I could not find a link to download "MyMegaMod p6 - My Submarine".
Is there a link where I can get it?

Thanks
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Old 02-14-12, 11:55 AM   #140
pedrobas
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Uploading now, i´ll tell you when is ready,
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Old 02-14-12, 12:10 PM   #141
blkdimnd
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THANKS!!!!
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Old 02-14-12, 12:32 PM   #142
pedrobas
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Quote:
Originally Posted by blkdimnd View Post
THANKS!!!!
Done. Part 6 uploaded. Same link: http://www.gamefront.com/files/user/pedrobas


I also uploaded:
"VIIC41 - Start with in beginning of campaign for OHII 1.7 Compatible"
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Old 02-14-12, 01:20 PM   #143
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Thank you
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Old 02-14-12, 02:19 PM   #144
blkdimnd
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So far it's working great!

One question, how do I get the rudder/compass gauge to show? Clicking the center of the heading at the bottom doesn't bring it up.
__________________
My Mod Soup and System Specs.

"Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety."
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Old 02-14-12, 02:21 PM   #145
TheDarkWraith
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Quote:
Originally Posted by blkdimnd View Post
So far it's working great!

One question, how do I get the rudder/compass gauge to show? Clicking the center of the heading at the bottom doesn't bring it up.
Can you post a screenshot just to ensure you're clicking on the right thing? By all means it should show. If it doesn't then something overwrote some of my .py files and if that happened a CTD will happen eventually, guaranteed.
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Old 02-14-12, 02:30 PM   #146
Luken
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Quote:
Originally Posted by blkdimnd View Post
So far it's working great!

One question, how do I get the rudder/compass gauge to show? Clicking the center of the heading at the bottom doesn't bring it up.
I also had a bug like that with this compass (but with the ui alone, not MMM), but I figured out how to "unlock" it with something, if I remember correct, it was hiding and showing that heading indicator at the bottom (using that small button). After that it started to work normal for the rest of the game-session.
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Old 02-14-12, 02:43 PM   #147
TheDarkWraith
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Quote:
Originally Posted by Luken View Post
I also had a bug like that with this compass (but with the ui alone, not MMM), but I figured out how to "unlock" it with something, if I remember correct, it was hiding and showing that heading indicator at the bottom (using that small button). After that it started to work normal for the rest of the game-session.
ah yes, that could be it also. If you have that little button enabled then you are on click to heading mode. If that little button is not enabled then it's shows the heading/rudder dial. Might be vice-versa for the little button enabled/disabled. Don't remember as I'm working on the GR2 Editor/Viewer too much
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Old 02-14-12, 02:48 PM   #148
pedrobas
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It works as intended by TDW UI, nothing overwrites any .py
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Old 02-14-12, 02:48 PM   #149
blkdimnd
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That was it... Thanks for the help.

Also you must click a bit to the left of center to get the dials to pop up.
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My Mod Soup and System Specs.

"Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety."
Benjamin Franklin, Historical Review of Pennsylvania, 1759

AB1TA
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Old 02-14-12, 02:51 PM   #150
pedrobas
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Quote:
Originally Posted by blkdimnd View Post
That was it... Thanks for the help.

Also you must click a bit to the left of center to get the dials to pop up.
Yes
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