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View Poll Results: How would you prefer?
All in a single mod (only 1 Big Mod) 42 52.50%
Just the way it is (in parts) 38 47.50%
Voters: 80. You may not vote on this poll

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Old 02-11-12, 05:50 AM   #106
ustahl
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Quote:
Originally Posted by pedrobas View Post
Ustahl can you tell me what campaign do you try to install via silentotto? Have you tried to load normaly (not silenotto). Really is very strage because p1 only have Dynamic Evironment a a couple of mods from Sober with no special tweek.
May be that the file downladed is corrupted? iīll download it now to try and see.
Pedro, I must appologize. My problems turned out to be an obviously corrupted installation of SH5 v1.2.
I'm so sorry to have wasted your time.

Will test MMM again later with another installation to be verified OK before testing.
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Last edited by ustahl; 02-11-12 at 06:22 AM.
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Old 02-11-12, 06:06 AM   #107
Clemens U-319
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I just got the game and have the mods working. Is there a way i can change the text from german to english? or change to english voices without messing the mod up? Thanks, Clemens U-319
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Old 02-11-12, 07:30 AM   #108
pedrobas
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Quote:
Originally Posted by Newinger View Post
So far it works ok, but plotting course is hard, because of the following:



Any idea about this?
Yes i know why this happens. Can you put here your mods soup, you must have put a mod that changes something in MMM p3

Anyone else having this issue??

Last edited by pedrobas; 02-11-12 at 08:06 AM.
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Old 02-11-12, 07:37 AM   #109
pedrobas
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Quote:
Originally Posted by Clemens U-319 View Post
I just got the game and have the mods working. Is there a way i can change the text from german to english? or change to english voices without messing the mod up? Thanks, Clemens U-319
Quote:
Originally Posted by Stormfly View Post
SDBSM Version 1.3



This sound mod compilation requires SH5 v1.2 with german voice pack installed !
(german voice pack is selectable by SH5 custom install, works with english text)
also aviable from Venatore ->
http://www.subsim.com/radioroom/show...9&postcount=23


Links to thread: http://www.subsim.com/radioroom/showthread.php?t=164552

Sorry it is this way. But i use to had it in English and after a while you get use to have it in german and now i prefare it quite a lot.

Last edited by pedrobas; 02-11-12 at 08:08 AM.
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Old 02-11-12, 07:51 AM   #110
pedrobas
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Quote:
Originally Posted by Silent Steel View Post
This massive work of yours is evolving at an incredible pace, impressive.

I haven't had the possibility to read all posts yet so I don't know if this has been discussed but I still am wondering if it will be possible to run the MMM with another UI like the Ui-boat or CSPMagui.

What do you think?

Thanks again for all your efforts. '
Iīve never tried. But the mod is done in parts to have this possibilitie in mind. Just use you favorite UI instead of MMM p3 and if itīs compatible with TDW FX it should work. So you could try and tell us something.

Till everything here is working:
Quote:
Originally Posted by ustahl View Post
I propose to concentrate all resources on making the present MMM version with TDW's UI functional first, before considering alternative UI approaches.
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Old 02-11-12, 08:05 AM   #111
pedrobas
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Recived new PM from Uekel, as i think is very relevant i publish it here:
Quote:
Originally Posted by pedrobas
Quote:
Originally Posted by uekel
Hey Pedro!

Sorry, was my mistake, Iīve compare the wrong ships. All what I looked today was ok.

On this way I discovered an error in my Fix. AdditionalTerrain.mis must be copied in the folder campaign....\turningpoint. Itīs a new folder only exist in OHII. My traffic I have bring in, but the layer from harbour_enhancement, Iīve forgot. Would be also fixed in the new version with the adaption to OHII 1.7.
Yes i was going to tell you today because yestarday i was checking campaing by campaing MMM p5 alone and works in all except in Turningpoint (the enhance harbour, i mean). I also discovered some mistakes in p5 so iīll relased a new version too, without TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6) as suggested by Trevally.
Thank you very much for your help Uekel
More work to do
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Old 02-11-12, 09:07 AM   #112
Newinger
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Quote:
Originally Posted by pedrobas View Post
Yes i know why this happens. Can you put here your mods soup, you must have put a mod that changes something in MMM p3

Anyone else having this issue??
Well Never mind, it seems it was just a messed up SH5 installation. Now it works again.
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Old 02-11-12, 09:39 AM   #113
Newinger
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Another thing I noticed: The help screen (shown when I press F1) tells me I can press L for bringing up the clock. But when I do so, this does not happen. Instead, the small message window in the right corner is toggled. Many other keys also don't do what is shown on the help screen.

Is this just me?


Edit: This refers to the files

data/Menu/Gui/keyboard_binds.dds

and

data/Menu/Gui/keyboard_binds_shift.dss
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Old 02-11-12, 10:00 AM   #114
Michael13
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Quote:
Originally Posted by Newinger View Post
Another thing I noticed: The help screen (shown when I press F1) tells me I can press L for bringing up the clock. But when I do so, this does not happen. Instead, the small message window in the right corner is toggled. Many other keys also don't do what is shown on the help screen.

Is this just me?


Edit: This refers to the files

data/Menu/Gui/keyboard_binds.dds

and

data/Menu/Gui/keyboard_binds_shift.dss
L button for clock is from SDBSM mod (as many other buttons, which wasn't used in vanilla game).
Also, "L" is defined to hide/show message box in TDW's UI.

So TDW's ..\data\Scripts\Menu\TheDarkWraithUserOptions.py should be changed to be compatible with SDBSM mod, pedrobas, if you still didn't it. There quite much conflicting hotkeys.
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Old 02-11-12, 10:04 AM   #115
uekel
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Quote:
Originally Posted by pedrobas View Post
Recived new PM from Uekel, as i think is very relevant i publish it here:


More work to do
Hi pedrobas!

I would wait till the OHII 1.7 is public. "Turning point" nobody play now. And then let me made part5. When I have the mods, I can do more than only with the OHII+mtns+harbour_fix (delete files, etc). Meanwhile I can also fix the cranes.

I think itīs that:



Looks up in this image something strange, but it is because he is animated.
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Old 02-11-12, 10:15 AM   #116
pedrobas
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Quote:
Originally Posted by Newinger View Post
Another thing I noticed: The help screen (shown when I press F1) tells me I can press L for bringing up the clock. But when I do so, this does not happen. Instead, the small message window in the right corner is toggled. Many other keys also don't do what is shown on the help screen.

Is this just me?


Edit: This refers to the files

data/Menu/Gui/keyboard_binds.dds

and

data/Menu/Gui/keyboard_binds_shift.dss
Those are things you can configure in TDW UI options and with your own commands cfg, these ones are to my taste. I would like to change the keyboard_binds.dds but donīt have time for that now. Iīll explain in post 1 when have some time what my TDW UI options and commands cfg does.
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Old 02-11-12, 10:19 AM   #117
pedrobas
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Quote:
Originally Posted by uekel View Post
Hi pedrobas!
Meanwhile I can also fix the cranes.

I think itīs that:



Looks up in this image something strange, but it is because he is animated.
Yes that is but:
Quote:
Originally Posted by pedrobas View Post
Checked this again, is not a MMM-p5 problem or a mnts problem, it is this way in the original mod of HanSolo78. http://www.subsim.com/radioroom/showthread.php?t=166104. In the youtube video he has there you can apreciate that.
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Old 02-11-12, 10:23 AM   #118
pedrobas
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Quote:
Originally Posted by Michael13 View Post
L button for clock is from SDBSM mod (as many other buttons, which wasn't used in vanilla game).
Also, "L" is defined to hide/show message box in TDW's UI.

So TDW's ..\data\Scripts\Menu\TheDarkWraithUserOptions.py should be changed to be compatible with SDBSM mod, pedrobas, if you still didn't it. There quite much conflicting hotkeys.
Iīve done it in mine. Iīll explain in post 1, when have some time, what my TDW UI options and commands cfg does. In the meanwhile you can edit your own.
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Old 02-11-12, 10:35 AM   #119
uekel
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Quote:
Originally Posted by pedrobas View Post
Yes that is but:
I know thatīs an objekt from Harbour_enhancement mod. Why canīt be fixed?
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Old 02-11-12, 10:42 AM   #120
pedrobas
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Quote:
Originally Posted by uekel View Post
I know thatīs an objekt from Harbour_enhancement mod. Why canīt be fixed?
Iīm sure you will do it.
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