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Old 03-01-15, 12:35 PM   #196
sublynx
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h.sie's v16 and Stiebler's 4c would probably be better to add as late as possible. They change a lot that might be in conflict with other mods.
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Old 03-01-15, 01:58 PM   #197
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Quote:
Originally Posted by sublynx View Post
h.sie's v16 and Stiebler's 4c would probably be better to add as late as possible. They change a lot that might be in conflict with other mods.
It isn't a matter of how much they change, as about the fact that the supplements should be created by editing files that may have already been rewritten by other mods. That way, the supplements incorporate the changes from the previously activated mods, in addition to the changes required for the supplements themselves. Then, once the supplements for h.sie's and Stiebler's patches have been prepared, they should naturally be activated after the rest of your mods. IAW, last.
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Old 03-01-15, 10:21 PM   #198
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Okay, I tried 'Happy Times' with my setup again, this time running Game Booster, and it got all the way to the 'Not so long ago..." screen, then it crashed.

I made an entirely new game, put in nothing but the MFM, and it loaded 'Happy Times' just fine.

I started a test career with my full setup, set out for AN44, waited out days of stormy weather, and finally encountered a ship. Wow! M17!



He was marked neutral, but he was close to the English coast and heading in that direction, and when he saw me he started zig-zagging like crazy. Who cares if all five torpedoes missed or were duds? The MFM runs! I'm worried about meeting a bunch of them in a convoy, but then I don't think that should matter. I don't know why it won't load 'Happy Times', but I'm not too worried. It's my favorite Single Mission, but then I only use it for practice or to relax, and I'm not really that much into single missions.

It runs MFM ships in campaign. That's all that matters. I'll be starting a real career soon.

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Old 03-02-15, 12:34 AM   #199
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That is one juicy target!
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Old 03-02-15, 07:27 AM   #200
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Quote:
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Okay, I tried 'Happy Times' with my setup again, this time running Game Booster, and it got all the way to the 'Not so long ago..." screen, then it crashed.

I made an entirely new game, put in nothing but the MFM, and it loaded 'Happy Times' just fine.
So we have established that your rig can run MFM. Great! There is something in your mod list that is interfering, apparently only when you try to load "Happy Times." If you are like me, you will worry it like a terrier with a rat until you overcome the problem, but right now you can play the game!

SINK 'EM ALL!
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Old 03-02-15, 08:43 AM   #201
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I would bet that there is a ship - class defined or scripted in the Single mission "Happy Times" which is now /absent/wrong/altered/whatever... in your setup.

Steve, if you open the single mission in the mission editor it well tell you - likely

EDIT:It could affect your career as well when that ship(s) is(are) spawned/scripted in the carrer - layers and try to pop up
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Old 03-02-15, 10:48 AM   #202
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Quote:
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Steve, if you open the single mission in the mission editor it well tell you - likely
It might. I opened it and looked. The problem is that I have no idea what I'm looking for.
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Old 03-02-15, 11:02 AM   #203
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If you fire up the editor and open the "Happy Times" mission by clicking "File"... "open normal mission"... You'll find a tree - like explorer with "Inbound convoy" and "Escorts" on the right hand side.

First, you can compare if you have those ships installed.

Right - clicking the ships will show their properties, if one isn't installed correctly or altered or whatever, you'll know.


That can end in a lot of work.
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Old 03-02-15, 11:22 AM   #204
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I did that. As I said, I don't know what I'm looking for. Everything seems to be normal, but how would I tell if it wasn't?
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Old 03-02-15, 01:07 PM   #205
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OK, if there isn't an error message, that is fine. So there doesn't seem to be a conflict.
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Old 03-02-15, 01:27 PM   #206
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Quote:
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error message
Oh, that's what I was looking for?

Nope, no message.
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Old 03-03-15, 04:16 AM   #207
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I should have been more specific, sorry Steve.

It's been a while since I fiddled with the editor. I now tried to provoke a false entry by setting the ship's type to 999. When you click that unit, the editor crashes. So, that's the "error message"

The same happens if you try to "verify" the mission in the editor.

Sorry for confusion, it's been a while.

But it is a good way to find out about your ships - you don't have to launch the whole game every time.
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Old 03-03-15, 10:11 AM   #208
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That is cool!

Thanks!
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Old 03-03-15, 09:21 PM   #209
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I've completed all the tutorials except the last one, and everything seems to be working as advertised. I have a couple minor things to change and I think I'm ready for war.
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Old 03-07-15, 07:34 PM   #210
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I've got everything set up and ready to go. I started thinking about my second career, which will also be from the 2nd Flotilla, but in a Type IX. I did the change to the cfg file in Commander to get a IX in August '39. I opened Commander. No Type IX listed. I tried it again. Still not working. I started looking online for the instructions to see if I had done something wrong. The only instructions I could find were from me, helping other people to make that change. It worked for them, because they thanked me at the time. So why isn't it working now?

It finally occurred to me to start Commander from the folder rather than the shortcut. There it was. The shortcut was talking to the .exe, but apparently not the other way around. I deleted the shortcut and made a new one, and now everything's jake.

I've done a false patrol in the Type VIIa, qualified my crew and am ready to go. I've put it off for the last couple of days because I've been seeking special help for a little project of mine. I'll be starting tomorrow no matter what. Sunday is a good day to start a career.
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