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Old 01-22-12, 07:15 AM   #421
IFRT-WHUFC
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mod order

Open Horizons II full v1.6
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b

above throws those errors I posted earlier!!


Rick
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Old 01-22-12, 07:24 AM   #422
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Thanks Rick,

I does look like you had some errors with the shiptypes and you have fixed them.

The tugboat and KSCSN3SA1 changes will require a career restart or they wont show in your game.

Can you post the install order for OHII and Uekels Mtns as im sure Uekel will want to check up on these errors

Edit: just seen your post above thanks
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Old 01-22-12, 07:30 AM   #423
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Quote:
Originally Posted by Trevally. View Post
Thanks Rick,

I does look like you had some errors with the shiptypes and you have fixed them.

The tugboat and KSCSN3SA1 changes will require a career restart or they wont show in your game.

Can you post the install order for OHII and Uekels Mtns as im sure Uekel will want to check up on these errors

Edit: just seen your post above thanks

So far I'm able to continue my current career just infiltrated the spy into Londonderry! Before fixes it would just CTD loading any old careers! I think I can live without a couple of ships showing for now!

Rick
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Old 01-22-12, 07:31 AM   #424
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Quote:
Originally Posted by IFRT-WHUFC View Post



So far I'm able to continue my current career just infiltrated the spy into Londonderry! Before fixes it would just CTD loading any old careers! I think I can live without a couple of ships showing for now!

Rick
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Old 01-22-12, 07:34 AM   #425
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without TDW's Sh5 Validator this would have taken me months to resolve!
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Old 01-22-12, 07:46 AM   #426
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Quote:
Originally Posted by IFRT-WHUFC View Post
without TDW's Sh5 Validator this would have taken me months to resolve!
Yes - same for me with testing each release of OHII full, enviro and base
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Old 01-23-12, 01:21 AM   #427
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Trevally, is there any way you could let us know if mtns gets fixed for OH2.
big please.
many thanks
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Old 01-23-12, 01:51 AM   #428
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Default mtns - more traffic, nations and ships 1_8b

To avoid CDT in the bunker during the game startup, I seems to need two lists of mods. A light list and a heavy list which I load after I have left Kiel. Are there any of the modifications in the heavy list that I should activated in the beginning of the campaign? For example, I wonder if TDW FX mod is working properly if it is enabled in the game? I don't know if a need the lifeboat mod in the light list or can I activate that mod after I have left Kiel?

mtns - more traffic, nations and ships 1_8b is a super mod. Thanks!

Light list

German U-Boat Crew Language Pack
RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
SteelViking's Bunker Fixes V1.0
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_New_radio_messages_German
Church's Compass Dials Mod v2.2 - Option Two
TDW_No_Contact_Colors_1_1_0
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
NewUIs_TDC_6_9_0_Real_Navigation
Trevally Harbour & Kiel Canal Pilot v2.8
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
sobers green crew training V3 SH5
SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast incl Patch_1 and Hotfix and FoE (MCCD and SAS comp)
R.E.M_by_Xrundel_TheBeast_1.2
Accurate German Flags
Shadow Improvement ModLR
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
SubFlags_0_0_8_byTheDarkWraith

Heavy list

German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
SteelViking's Bunker Fixes V1.0
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_New_radio_messages_German
Church's Compass Dials Mod v2.2 - Option Two
NewUIs_TDC_6_9_0_Real_Navigation
TDW_No_Contact_Colors_1_1_0
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
Critical hits 1.1 Torpedos
Trevally Harbour & Kiel Canal Pilot v2.8
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 DarkerNights V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Torpedo Splash
sobers 3D deck spray mod V7
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
U-Boat Ballast Tanks SFX
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
Window_Lights_Redone_V1
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
sobers green crew training V3 SH5
SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast incl Patch_1 and Hotfix and FoE (MCCD and SAS comp)
R.E.M_by_Xrundel_TheBeast_1.2
Accurate German Flags
Rel_SH4_BBC_1939
OH II Minefield map for TDWs Ui
Shadow Improvement ModLR
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Old 01-23-12, 03:38 AM   #429
Trevally.
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Quote:
Originally Posted by fromhell View Post
Trevally, is there any way you could let us know if mtns gets fixed for OH2.
big please.
many thanks
Im sure Uekel will be testing the fix for making them work together and will let us know soon

Quote:
Originally Posted by mikaelanderlund View Post
To avoid CDT in the bunker during the game startup, I seems to need two lists of mods. A light list and a heavy list which I load after I have left Kiel. Are there any of the modifications in the heavy list that I should activated in the beginning of the campaign? For example, I wonder if TDW FX mod is working properly if it is enabled in the game? I don't know if a need the lifeboat mod in the light list or can I activate that mod after I have left Kiel?

mtns - more traffic, nations and ships 1_8b is a super mod. Thanks!
from your list - i think the only mods you need on at career start are:-

MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
sobers green crew training V3 SH5
SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5

Only campaign and crew trainging mods are required at start.
I added MFCM and MCCD because of "SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5"
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Old 01-23-12, 06:40 AM   #430
Trevally.
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I have been testing mtns with OHII and I also am getting the class errors for the two ship in the above posts.

I also had a go at getting a good setup so that mtns and OHII can be loaded at career start without having to adjust you mod list.

Removing the harbour mod fixed this. See my mod list:-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
German U-Boat Crew Language Pack
No Logo Intro Menu_Animation v. 01.00 by AvM
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_32_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_8_0_ByTheDarkWraith
EQuaTool 01.01 by AvM
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Scopes 8x5
SH5 sounds Stormy OH FX
Dynamic Environment SH5 Basemod (light) V2.0
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
SteelViking's Interior Mod V1.2
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
Equipment_Upgrades_Fix_v1_4_byTheBeast

This list allows me to use mtns and OHII together with no issues in kiel
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Old 01-23-12, 07:11 AM   #431
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Quote:
Originally Posted by Trevally. View Post
I have been testing mtns with OHII and I also am getting the class errors for the two ship in the above posts.

I also had a go at getting a good setup so that mtns and OHII can be loaded at career start without having to adjust you mod list.

Removing the harbour mod fixed this. See my mod list:-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
German U-Boat Crew Language Pack
No Logo Intro Menu_Animation v. 01.00 by AvM
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_32_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_8_0_ByTheDarkWraith
EQuaTool 01.01 by AvM
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Scopes 8x5
SH5 sounds Stormy OH FX
Dynamic Environment SH5 Basemod (light) V2.0
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
SteelViking's Interior Mod V1.2
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
Equipment_Upgrades_Fix_v1_4_byTheBeast

This list allows me to use mtns and OHII together with no issues in kiel
I agree the problem does lie within the harbour mod! I have created a fix so that all 3 work together and PM'd the link to SilentSteel he is currently testing it! Tried to PM Uekel but his message box is full!

If anyone wants the link to my fix please PM me!

Rick
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Old 01-23-12, 08:06 AM   #432
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Quote:
Originally Posted by IFRT-WHUFC View Post
I agree the problem does lie within the harbour mod! I have created a fix so that all 3 work together and PM'd the link to SilentSteel he is currently testing it! Tried to PM Uekel but his message box is full!

If anyone wants the link to my fix please PM me!

Rick

Started new campaign and left harbour without any flaws at all

I'll be back with more info.
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Old 01-23-12, 08:52 AM   #433
mikaelanderlund
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Quote:
Originally Posted by IFRT-WHUFC View Post
I agree the problem does lie within the harbour mod! I have created a fix so that all 3 work together and PM'd the link to SilentSteel he is currently testing it! Tried to PM Uekel but his message box is full!

If anyone wants the link to my fix please PM me!

Rick
Yes please! Check PM

Mikael
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Old 01-23-12, 11:43 AM   #434
uekel
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Quote:
C:\Ubisoft\Silent Hunter 5\data\Roster\American\Sea\TugBoat.cfg UnitClass Leer04 not defined @ line number 7
C:\Ubisoft\Silent Hunter 5\data\Roster\Argentina\Sea\TugBoat.cfg UnitClass Leer04 not defined @ line number 7
C:\Ubisoft\Silent Hunter 5\data\Roster\Australian\Sea\TugBoat.cfg UnitClass Leer04 not defined @ line number 7
C:\Ubisoft\Silent Hunter 5\data\Roster\Belgium\Sea\TugBoat.cfg UnitClass Leer04 not defined @ line number 7
C:\Ubisoft\Silent Hunter 5\data\Roster\Brazil\Sea\TugBoat.cfg UnitClass Leer04 not defined @ line number 7
C:\Ubisoft\Silent Hunter 5\data\Roster\British\Sea\TugBoat.cfg UnitClass Leer04 not defined @ line number 7
C:\Ubisoft\Silent Hunter 5\data\Roster\Canadian\Sea\TugBoat.cfg UnitClass Leer04 not defined @ line number 7
C:\Ubisoft\Silent Hunter 5\data\Roster\China\Sea\TugBoat.cfg UnitClass Leer04 not defined @ line number 7
The tugboat is in mtns only planned for the Country "Umwelt". "Leer" in german means empty or vacant. Same case is the Fishing Boat. This I have redirected to the coastal schooner.
Quote:
C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\D ocked_Ships.mis:
Type 102 not defined for KSCSN3SA1
Type 102 not defined for KSCSN3SA1
Type 102 not defined for KSCSN3SA1
Type 102 not defined for KSCSN3SA1
Type 102 not defined for KSCSN3SA1
Type 102 not defined for KSCSN3SA1
Type 102 not defined for KSCSN3SA1
Type 102 not defined for KSCSN3SA1
Class NKSEms not defined in \data\Roster\German
Type 102 not defined for KSCSN3SA1
Class NKSEms not defined in \data\Roster\German
Type 102 not defined for KSCSN3SA
The layer "Docked ships" came from the Harbour_Addition_Environment_Enhancement MOD. Not active in this combo.

I merge some campaign mods together an can not delete files in this mods.
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Old 01-23-12, 09:04 PM   #435
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Default Found another CTD cause!!!!

in the Folder: Roster/Names.cfg

NMPKF=modernes Passagier-Frachtschiff (German)

NMPKF=Modern Passenger - Cargo (English)

yet the Rosters for America, British, Canadian, French, German & Italian

[UnitClass]
ClassName=NMPKF
UnitType=102
AppearanceDate=19391130
DisappearanceDate=19451227
DisplayName=Parcel Freighter < needs to be changed to

(German)

modernes Passagier-Frachtschiff

or

(English)

Modern Passenger - Cargo


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