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Old 02-18-11, 04:30 AM   #2911
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Quote:
Originally Posted by Ducimus View Post
Make sure your installing the update correctly, and not accidently nesting in a subdirectory within itself. The menu screen will say Trigger maru overhauled ver 2.1.
Thanks. I inadvertantly extracted the data file from the download, so when I activated the folder via JGSME, it contained nothing. I repeated the extraction process a second time, activated the folder via JGSME in the recommended order after first deactivating the mods installed after it, and viola, there was the after battery comparment. I figure everything must be in order as well. My mistake.
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Old 02-18-11, 06:43 AM   #2912
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Now I have TMO 2.1 with RSRDC, last version.

It seems works fine, but I lose (logically) the Ten-Ten dock in Pearl and some of the modifications in aircrafts (overwrited by RSRDC). The AI seems work fine (but they are from RSRDC).

I have the After Battery Room and the son-of-Admiral-Nimitz mate (the guy for recommended protection...).

@Ducimus: Is it possible a new update with more japanese ships? RSRDC add some pretty ships to TMO.

My actual JSGME:

Generic Mod Enabler - v2.6.0.157
[C:\SH4\MODS]

TriggerMaru_Overhaul_2
TMO_Update_20_to_21
TMO_Sample_Emblem
TMO_Stock_Gramaphone
Poul-Sound for SH4
speech_overhaul
Webster's Missing Voices
RSRDC_TMO_V502
TMO_Visuals_for_RSRDC
Fixed_CD_sonar_RSRDC
Fixed Zero Bomb Load RSRDC


Many thanks and best regards.

Fitzcarraldo
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Old 02-18-11, 09:36 AM   #2913
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Quote:
Originally Posted by Ducimus View Post
Make sure your installing the update correctly, and not accidently nesting in a subdirectory within itself. The menu screen will say Trigger maru overhauled ver 2.1.
My menu screen (the one with Options, Load, etc?) says Trigger maru overhauled _ 2 and SCAF.
My MODs list is;
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Convoy Routes TMO+RSRD
SCAF for RSRDC v502_2.0
MaxOptics IV for TMO_2
3000 Yard Bearing Tool (1280x)
EAXsoundsim_without_WebstersManeuver_TMO19
Return for Creaks and Man the deck(flak) gun
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
TMO_Visuals_for_RSRDC
Webster's Smaller Rain for TMO
SofuGan
TGT AOB TO PK FIX - TMO
TMO_Easier_AI
Map Colour Scheme 3
New_Large_Lifeboat
IJN_Radar_Fix_for_TMO2_Easier_AI

My questions is have I really installed TMO2.1 ?
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Old 02-18-11, 04:34 PM   #2914
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Hi guys,

Mu current install looks like this. Where should I upload the latest patch, what would be the optimal order ? Thx.



Uploaded with ImageShack.us
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Old 02-18-11, 04:43 PM   #2915
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Quote:
Originally Posted by jldjs View Post
My menu screen (the one with Options, Load, etc?) says <SNIP>
I think he means it's the menu screen in game that will say TMO 2.1. Look at the main menu where you get to start a campaign, single mission etc and that will tell you.
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Old 02-18-11, 04:51 PM   #2916
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Default I couldn't resist

These all work fine with the new update.
Trigger Maru_Overhaul_2
TMO_Update_20 to 21
RSRDC_TMO_502
RSRDC_V5xx_Patch1
SCAF for RSRDC v502_2.0
MaxOpticsIV for TM0_2
IJN_Radar_Fix_for_TMO2_v1
Fixed Zero Bomb Load for RSRDC
Fixed_CD_sonar_RSRDC
TMO_Visuals_for RSRDC
Convoy Routes TMO+RSRD
Stock Map Icons (note: for map contacts enabled; this mod enables the oringinal ship and aircraft colors)
Extra Allied naval bases for SH4 + UBM + TMO v1.7
TGT DIALS TO PK FIX - TMO
Nav Map Make-Over v.1.1
SS142 USS Barbarinna_Fooskin Combo_Custom
EAXsoundsim_with_WebstersManeuver_TMO19
#4 PE4 Shi_debris_SH4_with bodies (now we need a shark mod with AI)
3000 Yar-Meter Bearing Tools (1280x960)

If map contacts are not enabled, then delete the Stock Map Icons mod, supra, and install nigeis' incredible 3D TDC and Radar Range Unit1.2 and razark's show air contacts1.1 mod.

Maybe I should add the realistic lifeboats mod?

Last edited by I'm goin' down; 02-18-11 at 07:05 PM.
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Old 02-18-11, 05:03 PM   #2917
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Quote:
Originally Posted by I'm goin' down View Post
These all work fine with the new update.
Trigger Maru_Overhaul_2
TMO_Update_20 to 21
RSRDC_TMO_502
RSRDC_V5xx_Patch1
SCAF for RSRDC v502_2.0
MaxOpticsIV for TM0_2
IJN_Radar_Fix_for_TMO2_v1
Fixed Zero Bomb Load for RSRDC
Fixed_CD_sonar_RSRDC
TMO_Visuals_for RSRDC
Convoy Routes TMO+RSRD
Stock Map Icons (note: for map contacts enabled; this moce enables the oringinal ship and aircraft colors)
Extra Allied naval bases for SH4 + UBM + TMO v1.7
TGT DIALS TO PK FIX - TMO
Nav Map Make-Over v.1.1
SS142 USS Barbarinna_Fooskin Combo_Custom
EAXsoundsim_with_WebstersManeuver_TMO19
#4 PE4 Shi_debris_SH4_with bodies (now we need a shark mod with AI)
3000 Yar-Meter Bearing Tools
(1280x960)
Mate, I´m losing some stuff!!!

Where can I download those mods? (the yellows...).

Best regards.

Fitzcarraldo
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Old 02-18-11, 06:06 PM   #2918
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Default Some questions!!!!

I have 21 Update installed, my enabler screen shows TMO 2 and TMO Update 20 to 21. My menu screen shows 2.0, what have I failed to do?

Do I need the max optics and hot fix 041789?

AND dumbest question of all where do I find the instructions to get rid of the NOMO GRAPH, and how to get tails back?

I swear I will write it down. Be kind and chalk it up to advanced years, I am 70 years old, and spent to many years in a high neutron flux on to many old boats. The glow dimished some time back, hardly noticeable in full light.


Respectfully,

Ron Banks MMCM(SS), USN(Ret)
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Old 02-18-11, 06:13 PM   #2919
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How are the campaign layers done? Is RSRDC still a good way to go?
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Mods Loaded:TMO 2.2, RSRDC, MaxOptics, Strategic Map Symbols, Stop The Shouting
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RFB, RSRDC, Maxoptics, SCAF, Strategic Map Symbols and the sanity-saving "stop the shouting".
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Old 02-18-11, 06:18 PM   #2920
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Quote:
Originally Posted by Sub Sailor View Post
I have 21 Update installed, my enabler screen shows TMO 2 and TMO Update 20 to 21. My menu screen shows 2.0, what have I failed to do?

Do I need the max optics and hot fix 041789?

AND dumbest question of all where do I find the instructions to get rid of the NOMO GRAPH, and how to get tails back?

I swear I will write it down. Be kind and chalk it up to advanced years, I am 70 years old, and spent to many years in a high neutron flux on to many old boats. The glow dimished some time back, hardly noticeable in full light.


Respectfully,

Ron Banks MMCM(SS), USN(Ret)
Hi, Ron: When download the TMO 2 to 2.1 mod, the folder have inside another folder with "TMO 20 to 21". In this folder, there is a "data" folder. The estructure of the mod is: TMO 20 to 21\data. Please, check if you have the folder with this structure. If you unzip the mod directly in MODS folder, the structure, securely, is wrong.

Observe if the TMO 20 to 21 mod overwrites some files of TMO in JSGME. If not, the structure of the folder is wrong.

Best regards.

Fitzcarraldo
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Last edited by fitzcarraldo; 02-18-11 at 11:00 PM.
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Old 02-18-11, 07:17 PM   #2921
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Default fitzcarraldo

[/QUOTE]Where can I download those mods:

1. Stock Map Icons (note: for map contacts enabled; this mod enables the oringinal ship and aircraft colors)
2. Extra Allied naval bases for SH4 + UBM + TMO v1.7
3. TGT DIALS TO PK FIX - TMO
4. Nav Map Make-Over v.1.1
5. SS142 USS Barbarinna_Fooskin Combo_Custom
6. EAXsoundsim_with_WebstersManeuver_TMO19
7. #4 PE4 Shi_debris_SH4_with bodies (now we need a shark mod with AI)
8. 3000 Yar-Meter Bearing Tools (1280x960)

Best regards.

Fitzcarraldo [/QUOTE]

1-3. Search the mods forum using keywords.
4. The is the easy aob mod, which you can find via Neal Stevens' popular mod sticky,
4. Search the mod forum using keywords.
5. This is a custom mod made by the old Kill Flags moderator, with emblem made by Gunfighter.
6. See Webster's mod site.
7. Download Pacific Environment and it is a sub file; or ask armistead.
8. See Neal Stevens' popular mod sticky.

for 1-3, 4, 6, 7 and 8 also check the Subsim download site.
Hint: search the forum for posts using the search words. that should get you to where you want to go pretty quickly.
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Old 02-18-11, 07:20 PM   #2922
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Quote:
Originally Posted by I'm goin' down View Post
Where can I download those mods:

1. Stock Map Icons (note: for map contacts enabled; this moce enables the oringinal ship and aircraft colors)
2. Extra Allied naval bases for SH4 + UBM + TMO v1.7
3. TGT DIALS TO PK FIX - TMO
4. Nav Map Make-Over v.1.1
5. SS142 USS Barbarinna_Fooskin Combo_Custom
6. EAXsoundsim_with_WebstersManeuver_TMO19
7. #4 PE4 Shi_debris_SH4_with bodies (now we need a shark mod with AI)
8. 3000 Yar-Meter Bearing Tools (1280x960)

Best regards.

Fitzcarraldo
1-3. Search the mods forum using keywords.
4. The is the easy aob mod, which you can find via Neal Stevens popular mod sticky,
4. Search the mod forum using keywords.
5. This is a custom mod made by the old Kill Flags moderator, with emblem made by Gunfighter.
6. See Webster's mod site.
7. Download Pacific Environment and it is a sub file; or ask armistead.
8. See Neal Steven's popular mod sticky.

for 1-3, 4, 6, 7 and 8 also check the Subsim download site.[/QUOTE]

Many thanks! I´m searching in subsim; I read about a 1.2 version of Nav Map MakeOver and a patch for 1.1.

Extra Naval Bases don´t change the RSRDC?

I have a mod with white sharks for SH4, but I never NEVER see a shark...

Best regards.

Fitzcarraldo
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Old 02-18-11, 07:28 PM   #2923
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Default Extra Naval Bases

RSRDC still leaves from the same bases as before. Later in the war, as new bases are added, you have more locations to refuel your killer sub. However, you still must return to the home base to end mission.

I have used the white shark mod. Never seen one either. We need a shark mod with whites, makos, white pointers, hammerhead, and bull sharks. Shark AI would be good too. That would make for some interesting post impact viewing with the free camera!!! Sailors in the water are a shark's idea of a vacation.
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Old 02-18-11, 10:43 PM   #2924
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Quote:
Originally Posted by Sub Sailor View Post
I have 21 Update installed, my enabler screen shows TMO 2 and TMO Update 20 to 21. My menu screen shows 2.0, what have I failed to do?
There's a common error people make and it deals with how you extract the files the 7z file you downloaded. There's two ways to go about it. They way *I* go about it, is open the 7z file. Select the directory you see within the file, and then use the "Extract to" command.

Or simply left click on that first directory you see within the 7z file, drag it, and drop it into the SH4/mod directory.


The way some people do it, i think they extract the whole 7z file without ever looking to see whats in it. However they do it, you end up with the mod being "nested". Meaning instead of:

Funny_Mod_Name/Data/etc etc

they'll have

Funny_Mod_Name/Funny_Mod_Name/Data/etc etc

The first one works, the second one doesn't.

Quote:
Do I need the max optics and hot fix 041789?
I keep hearing Max optics, i need to look into that. The hot fix is no longer needed. It was incorporated.

Quote:
AND dumbest question of all where do I find the instructions to get rid of the NOMO GRAPH, and how to get tails back?
it should be in the FAQ. Somewhere in TMO's manual. The short answer is open the menu.ini file.

Its located in SH4/data/menu

Open it with note pad, and search for "nomo". When you find it, they'll be a block of code, looks sort of like

[G124 IH]
bunch of numbers here
bunch of numbers here
blah blah blah
texture something or rather "data/menu/somepath/nomograph.tga
blah blah blah


Either put a semicolon before each line, or just delete the block entirely. They'll be two instances of this in the menu.ini file. One for the germans, one for the US.

The nomograph is cool, but to be honest i don't use it all that much either.


Quote:
I swear I will write it down. Be kind and chalk it up to advanced years, I am 70 years old, and spent to many years in a high neutron flux on to many old boats. The glow dimished some time back, hardly noticeable in full light.


Respectfully,

Ron Banks MMCM(SS), USN(Ret)
You know, there's a whole lot of questions I'd love to ask you about the smoke boats. (im assuming you served on one in the cold war maybe?) Mainly like "what have i got right, and "what have i got wrong?" Especially with this update. All info for a guy like me is second or third hand, or inferred. For instance, you can see "3 engine speed" in a ton of patrol reports, but none ever cite any exact numbers on it.
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Old 02-18-11, 10:57 PM   #2925
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Quote:
Originally Posted by I'm goin' down View Post
RSRDC still leaves from the same bases as before. Later in the war, as new bases are added, you have more locations to refuel your killer sub. However, you still must return to the home base to end mission.

I have used the white shark mod. Never seen one either. We need a shark mod with whites, makos, white pointers, hammerhead, and bull sharks. Shark AI would be good too. That would make for some interesting post impact viewing with the free camera!!! Sailors in the water are a shark's idea of a vacation.
Well...I never see the famous dolphin in SH3 GWX...

Great idea is an AI hungry shark. Do you use the machinegun (tra-tra-tra), for kill the enemies in the lifeboats? Mush Morton kill the survivors of a troops transport (from the USS Wahoo - August 1942, I think), because they should survive arriving to the coast, and kill american guys. The hungry sharks seems a more "elegant" solution...

Best regards.

Fitzcarraldo
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