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Old 04-06-10, 03:19 PM   #16
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Quote:
Originally Posted by Magic1111 View Post
Thank you very much !

Best regards,
Magic
Your welcome matey
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Old 04-07-10, 09:31 AM   #17
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Fantastic work guys

Thanks a lot
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Old 04-07-10, 10:06 AM   #18
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What he said,

Thank very much mate.

Cheers

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Old 04-08-10, 06:21 AM   #19
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Hi mate,

A quick question if I may. When I installed the mod I lost St. Naziare or rather I lost the harbour layout on the map and the harbour itself is missing.

I first un-installed The Animated Sub Pens mod and then installed your mod. Do I require another mod installed first?. Without the mod and with the Animated Sub Pens mod installed I get a start in sub pens in St. Nazaire and the harbour is also shown on the map. I'm running GWX3.

Thanks and best regards

Aces

Edit, I think I've answered my own question and I require the St. Nazaire Willhelmaffen extra ships mod installed, strange as I had it previously installed but it isn't installed at present?!.
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Old 04-08-10, 06:31 AM   #20
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Yeah the first post does advise people enable the St Naz, Willy Schleuse mod first

Pleased your sorted
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Old 04-08-10, 06:33 AM   #21
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Thank's I'll RTFM next time lol

Cheers

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Old 04-08-10, 07:03 AM   #22
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Quote:
Originally Posted by jimbuna View Post
Yeah the first post does advise people enable the St Naz, Willy Schleuse mod first

Pleased your sorted

you need the 'missing link' between new wilhelmshaven and wac pens
LINK
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Old 04-08-10, 08:15 AM   #23
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I'm not sure about which 'missing link' your referring to but if it's the sdl that is clearly signposted in the picture on the first post of this topic/thread
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Old 04-08-10, 08:18 AM   #24
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nice
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Old 04-08-10, 08:21 AM   #25
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Quote:
Originally Posted by jimbuna View Post
I'm not sure about which 'missing link' your referring to but if it's the sdl that is clearly signposted in the picture on the first post of this topic/thread

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 & V6
and WAC4.1 SubPen_animated_18.02.2010
have both own harbor kits. they could not work together. i have a merged version in the link of my post before to merrie this both mods
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Old 04-08-10, 08:42 AM   #26
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Great stuff, still using GWX here, loved the detail and graphics of WAC, nice touch. Always thought a combination of WAC's graphics and GWX gameplay would be a real winner and a great supermod so to speak. Like this one. Every bit helps, thanks.
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Old 04-08-10, 08:55 AM   #27
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Looks very good. Can this be used with standard GWX campaign (that means without the new GWX3-Wilhelmshafenxxxxx - Mod)?

Thanks,
h.sie
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Old 04-08-10, 09:23 AM   #28
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Quote:
Originally Posted by h.sie View Post
Looks very good. Can this be used with standard GWX campaign (that means without the new GWX3-Wilhelmshafenxxxxx - Mod)?

Thanks,
h.sie
tbh it was never tested without the Schleuse mod so I can't honestly say
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Old 04-11-10, 01:07 PM   #29
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Look at the JSGME photo in #1 and put them in that order....starting with the Wilhelmshaven as the very first mod enabled then so on and so on before adding everything else I can see.
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Old 04-11-10, 02:21 PM   #30
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Quote:
Originally Posted by Brunos View Post
Confirmed. When I enable these mods according to Jimbuna instructions alone they work fine, but after I enable the rest of my mods - no joy - CTD pointed to kernel.dll again :\ So I think there might be incompatibilities somewehere else. The last time I had issues with kernel.dll was FM_DieselInterior room mod which I had to forget also because of CTD on win XP with 2 GB of ram. I suspect it can be something very similar again.
I fear you may be right...there is obviously a conflict with another third party mod.
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