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Old 05-11-11, 10:15 PM   #1291
Buck_O
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hi all

I'm going to give VF15F2 a try but I'm slightly confused as to the install of the supplement VF15 via JSGME. I'm fearful of corrupting my install. I do use NYGM and MaGui F. , both give conflict errors with the "menu.txt" files.

Hsie says in the instructions to

1) Copy the last lines of the files, beginning with "h.sie sh3.exe patch" (entries 4815 to 4827) from these files into the files of your GUI and
2) Delete these two files from the Supplement mod and
3) Activate the Supplement mod (without any file conflicts).

So my question is ...
1. Do i perform this task on the last mod I enable before enabling supplement VF15, that has a these two files in it? in my case it would be the MaGui_F_FIX_for_NYGM3.4?
2. Or do I perform this task on all files im my Mods folder that have these files in it?

I'm having a hard time wrapping my head around all this, forgive me...
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Old 05-12-11, 01:23 AM   #1292
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Hi Buck_O:

It is of course sufficient to append these message lines to the appropriate files of the LAST mod you installed before the supplement, since JSGME always completely overwrites files of earlier mods with the files of later mods. So only the files of the last mod are active.

I don't like this fiddling around with files, but I see no other chance to add new messages to the game.

h.sie
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Old 05-12-11, 08:50 AM   #1293
irish1958
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Quote:
Originally Posted by Buck_O View Post
hi all

I'm going to give VF15F2 a try but I'm slightly confused as to the install of the supplement VF15 via JSGME. I'm fearful of corrupting my install. I do use NYGM and MaGui F. , both give conflict errors with the "menu.txt" files.

Hsie says in the instructions to

1) Copy the last lines of the files, beginning with "h.sie sh3.exe patch" (entries 4815 to 4827) from these files into the files of your GUI and
2) Delete these two files from the Supplement mod and
3) Activate the Supplement mod (without any file conflicts).

So my question is ...
1. Do i perform this task on the last mod I enable before enabling supplement VF15, that has a these two files in it? in my case it would be the MaGui_F_FIX_for_NYGM3.4?
2. Or do I perform this task on all files im my Mods folder that have these files in it?

I'm having a hard time wrapping my head around all this, forgive me...
When you have a conflict in a file, you can isolate the files and compare them. Some times the difference is minor and you can merge the files for your install. There are several files which frequently will have conflicts, especially the menu files and the config files.
By using WinMerge, (http://winmerge.org/) you can see where the conflict is and ofter merge the files to suit your install
The camera.dat file is often in conflict but it is almost impossible to merge these into a new file (using different editors).
When I have the new merged file, I usually make a JSGME structure mod and install it last, leaving the conflicted files intact in the original mods.
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Last edited by irish1958; 05-12-11 at 08:59 AM. Reason: Added info
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Old 05-12-11, 01:31 PM   #1294
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@Hitman: Currently working on the bouyancy mod. Positive bouyancy works, but needs some parameter fine-adjustment.

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Old 05-12-11, 03:57 PM   #1295
Magic1111
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@Hitman: Currently working on the bouyancy mod. Positive bouyancy works, but needs some parameter fine-adjustment.

--------->
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Old 05-12-11, 04:46 PM   #1296
irish1958
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--------->
Hitman sometimes overdoes it a bit
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Old 05-12-11, 09:14 PM   #1297
Buck_O
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Originally Posted by h.sie View Post
Hi Buck_O:

It is of course sufficient to append these message lines to the appropriate files of the LAST mod you installed before the supplement, since JSGME always completely overwrites files of earlier mods with the files of later mods. So only the files of the last mod are active.

I don't like this fiddling around with files, but I see no other chance to add new messages to the game.

h.sie
Thanks Hsie & Irish, I understand now
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Old 05-13-11, 01:32 AM   #1298
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Quote:
@Hitman: Currently working on the bouyancy mod. Positive bouyancy works, but needs some parameter fine-adjustment.
OMG the destroyers will need to attack us now with their AA guns

BEEERRNNNAAAAAAAAAAAARRRRDDDDDD!!! Keep your fingers away from the buoyancy tank controls
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Old 05-13-11, 06:58 AM   #1299
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New secret weapon?

Hide out in the open, they spend so much time listening below they'll never look up!
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Old 05-13-11, 08:10 AM   #1300
frau kaleun
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Captain's Log: "In hindsight, giving the crew Red Bull instead of coffee was probably a bad idea..."
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Old 05-13-11, 11:10 AM   #1301
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@KarlKoch: I was able to reproduce the problem and I'm slightly optimistic to fix it in the next patch version. Thanks for reporting!
I think this is a stock bug.
I have it too with a vanilla GWX.

h.sie, thanks for your hard work, it's a great mod!!!
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Old 05-13-11, 11:38 AM   #1302
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@OD: Thanks for kind words. Have fun with the patch. You are correct: It's a stock sh3 bug, that becomes more visible with my hydrofones mod. But I'll fix that in the next patch version. Easy job.

@REST: No paintshop was used in the pic above. I only changed the Uboats Z-position. Unfortunately (or, let's better say fortunetely) they didn't know about that trick during the war.
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Old 05-13-11, 02:05 PM   #1303
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Quote:
Captain's Log: "In hindsight, giving the crew Red Bull instead of coffee was probably a bad idea..."
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Old 05-13-11, 02:27 PM   #1304
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Originally Posted by frau kaleun View Post


Captain's Log: "In hindsight, giving the crew Red Bull instead of coffee was probably a bad idea..."
Nice one
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Old 05-13-11, 04:02 PM   #1305
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Later that day, at a top secret meeting in Berlin...

Hitler: You had something you wished to tell me, Herr Admiral?
Dönitz: Jawohl, Mein Führer... you remember that idea you had about mounting rockets on our u-boats?
Hitler: Of course I remember. What about it?
Dönitz: Well, I don't think we're going to need the rockets.
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