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Old 02-13-12, 10:03 AM   #361
veno_vjc
Nub
 
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Great mod +
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Old 02-20-12, 10:28 PM   #362
Charlie901
XO
 
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Quote:
Originally Posted by Heretic View Post
I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.

Any word from Heretic....????


Would love an update that fixes the CrashDive Script Issue.
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Old 04-14-12, 12:21 PM   #363
hixz21
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Many thanks!
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Old 04-14-12, 02:18 PM   #364
Stormfly
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Quote:
Originally Posted by Charlie901 View Post
Any word from Heretic....????


Would love an update that fixes the CrashDive Script Issue.
maybe that can help...

http://www.subsim.com/radioroom/showthread.php?t=192938
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Old 04-24-12, 10:44 AM   #365
TBH1693
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Awesome! i've always wanted the crew to do... well something.

Thanks!
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Old 05-08-12, 04:15 PM   #366
Dogfish40
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Default Mighty Fine with DBSM

I just reread the "read me" file for this mod again and noticed that it says to be aware that any Das Boot sound mod may cause sound clips to not play. So, are there issues with Mighty fine and DBSM?
I love this mod and really don't want anything messing with it.
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Old 06-07-12, 04:37 PM   #367
ScreamingElectron
Watch
 
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Awesome, thank you for your work.
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Old 06-13-12, 04:11 AM   #368
martin035
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Great Mod thanx
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Old 07-21-12, 01:24 AM   #369
Captain73
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Great job!!!
Can command to change the form on the weather???






Last edited by Captain73; 07-25-12 at 03:12 PM.
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Old 08-17-12, 08:30 PM   #370
Cybermat47
Willing Webfooted Beast
 
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D.EPP

Great, now i dont have to distract my 2nd in command just to use the UZO!
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Old 08-17-12, 09:08 PM   #371
Cybermat47
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Alternating watches, Deck Gun

Any chance you could have alternating watches? for example, for eight hours the 2nd watch officer is up there, then the XO.
Also, it would be nice to see the guy in charge of the deck gun actually at the gun every once in a while!
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Old 08-17-12, 09:29 PM   #372
Cybermat47
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Quote:
Originally Posted by Dignan View Post
Does this change crew behavior while being attacked or depth charged? I was bothered to see nobody running around repairing things or even looking concerned (i.e. reading books) while we were getting depth charged.
On his second Operation Drumbeat patrol, Kapitanleutnant Reinhard Hardegan read his book to keep his men's spirits up whilst being depth-charged, until his 2nd WO said "Herr Kaleun, your book is upside down!"

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Old 10-30-12, 09:53 PM   #373
hunterkiller310
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Hey all I need a little help....For some reason my crew does not not appear on deck when they are to be on watch duty. The crew appears when on the deck gun or flak gun and inside the sub but when I select them to watch duty on the watch officer shows up. Has anyone ever seen this? If so can you point me to the right direction? I believe they are getting stuck or something because when I surface the boat two of men are standing with thei arm out.
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Old 10-31-12, 08:27 AM   #374
Dogfish40
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Quote:
Originally Posted by hunterkiller310 View Post
Hey all I need a little help....For some reason my crew does not not appear on deck when they are to be on watch duty. The crew appears when on the deck gun or flak gun and inside the sub but when I select them to watch duty on the watch officer shows up. Has anyone ever seen this? If so can you point me to the right direction? I believe they are getting stuck or something because when I surface the boat two of men are standing with thei arm out.
I've had this happen on a number of occasions for various reasons. There are a couple of things you can check. (also, post your mod list if possible)
One, try and rearrange your mod loadout. When this happened to me, usually diving and surfacing again would take care of it, however, it sounds as if this is reoccuring. Unload and reload your mods. Place the "MFC mod" further up the list.
The fact that the crew members have their arms out like that is a hint as well. I would definitly reload those mods. one of the other mods you have is probably playing havoc with MFC.
If this continues after a game save reload, that should be the culprit. Post your list if reloading the mods doesn't work. There are several mods that conflict badly with MFC.
Post that list, it may help to look at it.
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Old 11-03-12, 06:15 PM   #375
hunterkiller310
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Here is my list sorry for late reply I moved MFC to the top it was still a no go

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS]

Mighty Fine Crew
MCCD_1.04_MFCM_1.2.1_compatible
No magic skills v1.5 MCCD compatible
Stormys DBSM SH5 v1.3 Basemod
Trevally Tutorials - All v0.2 (for TDW UI)
German U-Boat Crew Language Pack
NewUIs_TDC_7_1_0_ByTheDarkWraith
EQuaTool 01.01 by AvM - Large Style
NewUIs_TDC_7_1_0_Real_Navigation
Dynamic Environment SH5 Basemod (realistic version) V2.1
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