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Old 04-03-11, 12:54 PM   #691
mr chris
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No worries.
Am in the middle of knocking my own one up.
Though i have a NLL_ in my list of ships any idea what this one might be?
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Old 04-03-11, 12:59 PM   #692
Sailor Steve
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That's the Liberty Ship.
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Old 04-03-11, 01:00 PM   #693
mr chris
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Ah cheers Steve.
Saw it was a type 102 but had no idea what it was without loading up the game.
Great all finished now lets add it to the English names CFG and see if it works.

EDIT: Worked like a dream. Thanks for all the help.
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Last edited by mr chris; 04-03-11 at 01:16 PM.
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Old 04-03-11, 02:14 PM   #694
frau kaleun
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LL=Liberty Cargo

It may already be in your list, check to make sure you don't duplicate it unnecessarily.

It's in the MFM but I'm pretty sure that version just overwrites the one that was already there, as the class exists in both stock and GWX.

Quote:
Poor obsessive child.
Tell me about it. I started out the whole thing just wanting to have different ShipNames.cfg files for before and after the US enters the war.

I now have six ShipNames files, one for each year of the war, and the whole project also led to a thorough investigation of my data\Sea and data\Roster folders both in the game installation and in every mod that adds ships to the game, plus a complete overhaul of EnglishNames.cfg so that I could print it out and use it as a reference when working with other files and folders. Plus I had to remap all of IABL's neutral 'X' ships to something already in ShipNames, or else cobble together a new list for them by using some of the names that were already there for the identical 'A' and 'B' classes.

It's what I'm working on right now, trying to make sure all the files are complete so I can set them up for enabling/disabling in Commander as my next career progresses.




I say "next career" like I'm actually going to have one.
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Old 04-08-11, 11:49 AM   #695
Tweety
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Default Medium Merchant 01

I was on a patrol in area AN 13 when I came across a medium merchant 01.

I found I have two problems.

1. The medium merchant 01 didn't have a image of this ship in the rec manual.
2. On the nav map instead of seeing the icon of a ship is says no tga file found.

list of my mods.

GWX
MAGUI FINAL
optional-blue recmanual for MaGui F
optional-stopwatch with speed lines for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Type VII salvo selector
Unofficial_rockets_fix_GWX3.0
TMT v2 GWX
MFM-Interim-Beta Lite version
MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2
Umark
YELLOW Filters on Scopes+Binoculars for MaGui F

Would anyone have any ideals how to fix these problems.

Tweety
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Old 04-08-11, 12:02 PM   #696
frau kaleun
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(I'm basing this on the assumption that Medium Merchant 01 corresponds to the "M01" classes of ships in IABL's mods, someone correct me if I'm wrong.)

Look in your data\Sea folder. Does it contain either or both of the following folders?

M01A
M01B

(There shouldn't be an M01X if you are using the Lite version with no neutral ships, again, someone correct me if I'm wrong.)

If you have one or both of those folders, look and see what files are in them.

I'm pretty sure the .tga files for each ship and its recog manual page are in its data\Sea folder, so I'm guessing maybe some of the necessary files are missing?

Or I could be on the wrong track entirely, in which case someone will be no doubt be along shortly to point you in the right direction.
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Old 04-08-11, 12:28 PM   #697
HW3
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The M01A, M01B, and M01X are indeed the Medium Merchant 01. The data\Sea folders should have a M01A_sil, or M01B_sil, or M01X_sil in them for the rec manual picture and a M01A_shp, M01B_shp, or M01X_shp for the nav map.

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Old 04-08-11, 12:50 PM   #698
Tweety
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Default Missing tga file

Hello HW3 and frau kaleun.

I checked the

MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2

These two folders are missing the M01A_sil, M01B_sil, and M01X_sil.

The MFM-Interim-Beta Lite version contains the M01A_sil, M01B_sil, and M01X_sil. so I'm thinking the MFM_v3_Skin_Packs-1 and MFM_v3_Skin_Packs-2 is installed after the MFM-Interim-Beta Lite version which is overwriting the MFM-Interim-Beta Lite version.

I am going to uninstall MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2 and see if the tga file shows up.

Tweety

An update:

I uninstalled MFM_v3_Skin_Packs-1 and MFM_v3_Skin_Packs-2 and left MFM-Interim-Beta Lite version installed.

I went into the game and checked the rec manual.
I have two ships called Medium merchant 01.
The 1st has an image with tonnage of 5000.
The 2nd has no image and tonnage of 5425.

Is there supposed to be only one Medium merchant 01 and not two ships.

All the other ships don't have a twin only a single.

Tweety.

I have an image show up for the Medium merchant 01 and I

Last edited by Tweety; 04-08-11 at 01:09 PM. Reason: New information
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Old 04-08-11, 01:09 PM   #699
frau kaleun
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Quote:
Originally Posted by Tweety View Post
Hello HW3 and frau kaleun.

I checked the

MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2

These two folders are missing the M01A_sil, M01B_sil, and M01X_sil.

The MFM-Interim-Beta Lite version contains the M01A_sil, M01B_sil, and M01X_sil. so I'm thinking the MFM_v3_Skin_Packs-1 and MFM_v3_Skin_Packs-2 is installed after the MFM-Interim-Beta Lite version which is overwriting the MFM-Interim-Beta Lite version.

I am going to uninstall MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2 and see if the tga file shows up.

Tweety
The skins packs are only for adding additional or different skins to the ships... enabling them shouldn't remove any necessary files that are part of the Interim Beta mod's data\Sea folders. If the files are there after enabling the Interim Beta mod, they should still be there after enabling the skin packs. At most the packs would just overwrite them with different versions of the same files, if they don't contain different versions the originals should remain untouched.


In the Interim Beta there should be two Medium Merchants 01: M01A and M01B. The former is American and will spawn from the American roster only, the latter is British and will spawn from the British roster only.

Last edited by frau kaleun; 04-08-11 at 01:28 PM.
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Old 04-08-11, 02:13 PM   #700
Tweety
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Default Medium merchant 01

Quote:
frau kaleun Quote:
Originally Posted by Tweety
Hello HW3 and frau kaleun.

I checked the

MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2

These two folders are missing the M01A_sil, M01B_sil, and M01X_sil.

The MFM-Interim-Beta Lite version contains the M01A_sil, M01B_sil, and M01X_sil. so I'm thinking the MFM_v3_Skin_Packs-1 and MFM_v3_Skin_Packs-2 is installed after the MFM-Interim-Beta Lite version which is overwriting the MFM-Interim-Beta Lite version.

I am going to uninstall MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2 and see if the tga file shows up.

Tweety


The skins packs are only for adding additional or different skins to the ships... enabling them shouldn't remove any necessary files that are part of the Interim Beta mod's data\Sea folders. If the files are there after enabling the Interim Beta mod, they should still be there after enabling the skin packs. At most the packs would just overwrite them with different versions of the same files, if they don't contain different versions the originals should remain untouched.


In the Interim Beta there should be two Medium Merchants 01: M01A and M01B. The former is American and will spawn from the American roster only, the latter is British and will spawn from the British roster only.
I think I solved the missing ship tga file.
The MO1B was missing the M01B_sil and the M01B_shp file.

I copied the two missing files from MO1B the Merchant_Fleet_Mod_3.2 regular version.( This version will crash the game every time I try and start a patrol - the lite version will work)

Both Medium merchant 01 have an image in the rec manual, now its time to head out on patrol and see if the medium merchant 01 shows up on the nav map.

Thank you for your help frau kaleun.

Tweety
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Old 04-08-11, 02:19 PM   #701
frau kaleun
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Quote:
Originally Posted by Tweety View Post
I think I solved the missing ship tga file.
The MO1B was missing the M01B_sil and the M01B_shp file.

I copied the two missing files from MO1B the Merchant_Fleet_Mod_3.2 regular version.( This version will crash the game every time I try and start a patrol - the lite version will work)

Both Medium merchant 01 have an image in the rec manual, now its time to head out on patrol and see if the medium merchant 01 shows up on the nav map.

Thank you for your help frau kaleun.

Tweety
The files in the Interim Beta folder for each ship should match the files in the same ship's folder for MFM - so copying the missing ones over from the bigger mod should work fine. The ships in both mods are the same - the Interim Beta just includes fewer of them, which is probably the reason it doesn't crash your game like the full MFM does.

Happy hunting!
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Old 04-20-11, 01:02 PM   #702
MRV
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A dumb question: does this mod remove the GWX night lighting on neutral ships?

would really be a pity if so, because I really have to install that one
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Old 04-20-11, 01:16 PM   #703
frau kaleun
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Quote:
Originally Posted by MRV View Post
A dumb question: does this mod remove the GWX night lighting on neutral ships?

would really be a pity if so, because I really have to install that one
This mod only adds additional ships to the game, AFAIK it does not change the files of any ships already in your data\Sea folder, or alter their appearance or behavior.

(The only possible exception might be a couple of IABL's ships that are in the MFM and were also included with other mod(s), I want to say that T09A and T13A were already in my game when I got the MFM and I don't remember if the MFM files for those ships were newer and different than what I had already. )

I run the full MFM and I still see some lit neutrals in the game, some unlit neutrals, and no lit enemies. No difference from what I had before as far as I can tell.
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Old 04-20-11, 01:27 PM   #704
MRV
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that sounds good, but I guess it wont work for me anyways, I get a CTD when a game is loaded.....ntdll.dll or kernel.dll......

could this be a conflict or am I doing something wrong....

Using GWX, SH3 commander, lifeboat mod and SH4 effects by RB....
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Old 04-20-11, 01:45 PM   #705
frau kaleun
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Quote:
Originally Posted by MRV View Post
that sounds good, but I guess it wont work for me anyways, I get a CTD when a game is loaded.....ntdll.dll or kernel.dll......

could this be a conflict or am I doing something wrong....

Using GWX, SH3 commander, lifeboat mod and SH4 effects by RB....
What are your system specs? Running the MFM requires a lot of memory and the lack of available RAM is the most common source of CTDs.
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