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Old 06-29-10, 03:08 AM   #1
=FI=Ghost
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Originally Posted by melnibonian View Post
That's my installation and it works fine.

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2
GWX - Merged Campaign
Contact Lines_for GWX2.0
Conus' Historically Accurate U-boat Emblems
Colored Map
Dowly's Hurricane Skin
Foam Mod
Grass and Bottom of the Sea (Full version)
GWX - 16km Atmosphere
GWX - No Medals on Crew
GWX 3.0 Additional Ammo
GWX 3.0 Light Flags
OLC's Modified Searchlight Beams for GWX3
Pascal's Port People
NMS_1935 Fix
Rockets fix for GWX 3.0 16km Atm
SH4 Effects for GWX 3.0 v7.1
SH-5 Water for GWX 3.0 V0.8 Atlantic campaign (default)
Sub Image mod
Torpedo damage Final
U-Boat Aces Faces
WBNN Messages
Aces' Combined SH3.SDL Files v2
Yammato's Extra ships
TexSh42010
LibSh42010
Wooden Lifeboats Mod
Remove Searchlights from Merchants
Remove Searchlights from Warships (Optional)
Compatibility Remove SL from Merchants+WBs ExtraShipsV2.4
Compatibility Remove SL from Warships+WBs ExtraShipsV2.4
Wolfehunter U-82 VIIC
Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2

I can make the MFM3.2 work on it's own, but when I try to make it work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 I get CTD..

Here's my computer specification:

Pentium Dual CPU E2200 (2.2 GHz)
3 GB RAM
NVIDIA GeForce 9600 GSO
Win XP SP2
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Old 06-29-10, 07:33 AM   #2
roadhogg
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I tried to install the Merchant_Fleet_mod_3.2, but unfortunately it ctd'd just before completing loading of the museum, which might be something as simple as a ship name missing in the English names file.
I don't know yet, haven't investigated, it could be my system just can't handle it.

I did have a quick look at a few of the ships with S3D tho, and couldn't help notice that the M13A, M13B and M14B had hitpoint ratings of 2160, which is extraordinarily high for a merchant, considering ur average battleship in GWX3 has a hitpoint rating of 800 to 1000.

If the Min and Max effect in the torpedo.zon is increased to the levels suggested, you'll be sinking battleships easier than merchants.

Perhaps there might be a small fault with the hitpoint ratings of some of the ships Iambecome, considering the M13X is rated at 460, and the M14X is rated at 585 hitpoints.

Hope you get it stable in all variants, and i hope i can get my system to run it.
it looks awesome

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The only other niggle I have at the moment is the amount of punishment these single ships can take as and when I meet them - Medium Merchants are taking multiple torpedo hits to sink them, if at all. One took four torpedoes and almost all my gun ammunition and it still would`nt go down! I gave it up as a bad job in the end and just carried on with the patrol...
It was this post that caught my attention from JC1959, but i've just looked at the MFM_Interim_Beta version which contains just the M13A, M13B and M14B . . . and the hitpoints have been corrected.

Apologies if i'm late to the party iambecome, i shall duly hold my head underwater for 10 minutes.

Last edited by roadhogg; 06-29-10 at 08:13 AM.
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Old 06-29-10, 09:44 AM   #3
melnibonian
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Originally Posted by =FI=Ghost View Post
Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2
No I made no edits to these files. I just put them in and run the game.
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Old 06-30-10, 03:57 PM   #4
Seminole
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Just wanted to update my remarks made before. Now I have completed 4 patrols and still have not encountered not a single...repeat... not a single problem. It takes a little longer to load now but that isn't something I would count as a problem by any means.


The ships are fantastic. This sim in the end is largely about your targets and this mod provides the best(and largest variety) I have seen. I would rate this as the top all time single mod for increasing game playability and interest.
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Old 06-30-10, 07:33 PM   #5
Reece
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Quote:
Originally Posted by =FI=Ghost View Post
Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2

I can make the MFM3.2 work on it's own, but when I try to make it work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 I get CTD..

Here's my computer specification:

Pentium Dual CPU E2200 (2.2 GHz)
3 GB RAM
NVIDIA GeForce 9600 GSO
Win XP SP2
Since you are running 32 bit operating system like me you'll just have to wait till you get a 64 bit system to be able to run all the latest mods together, Melnibonian like many are running 64 bit and have no memory issues.
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Old 06-30-10, 09:51 PM   #6
Sailor Steve
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Since you are running 32 bit operating system like me you'll just have to wait till you get a 64 bit system to be able to run all the latest mods together, Melnibonian like many are running 64 bit and have no memory issues.
Is that what it's turning out to be? Then my upgrade to 4 GB of RAM isn't going to help in this case? Too bad for me if it's so, because I'm unlikely to have a whole new computer any time in the foreseeable future. My current setup runs SH4 just fine.

'S okay. I'll keep working on names for 'em anyway.
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Old 06-30-10, 10:08 PM   #7
Reece
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With XP + SP3 expanding memory to 4gb will only ever use 3gb, and editing the boot.ini and patching the sh3.exe file will help run SH3 with a couple of extra mods but causes problems with other windows applications (programs and games), I tried it and not worth all the messing around IMO!
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Old 07-01-10, 04:29 AM   #8
=FI=Ghost
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Thank you very much Reece for this clarification!
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Old 07-01-10, 05:19 AM   #9
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Don't worry Sailor Steve, my system is 32 bit and won't run even the Interim version, which i thought a bit strange considering it ran the Community Units mod ok . . . . until i counted the boats in each mod.

Community units had about 35, and the (slimmed down ) Interim-Beta has 88 i think.
I really must start saving for a new system .

Shouldn't stop you picking your favourites and adding them manually.

You won't get all of them, but you should get some ( fingers crossed ).
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Old 07-01-10, 08:53 AM   #10
Jimbuna
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Quote:
Originally Posted by Reece View Post
Since you are running 32 bit operating system like me you'll just have to wait till you get a 64 bit system to be able to run all the latest mods together, Melnibonian like many are running 64 bit and have no memory issues.
Quote:
Originally Posted by Reece View Post
With XP + SP3 expanding memory to 4gb will only ever use 3gb, and editing the boot.ini and patching the sh3.exe file will help run SH3 with a couple of extra mods but causes problems with other windows applications (programs and games), I tried it and not worth all the messing around IMO!
Your quite right Reece...since the recent introduction of a few large sized mods, when enabled in addition to a multitude of earlier smaller mods it now looks like SH3 has reached the limit of its capabilities on 32 bit systems.

Players are now faced with one of two choices:

1. Prioritise what mods are most important and continue playing with your preffered but slightly limited choice on the 32 bit system.

2. Upgrade to 64 bit system and continue as before.

Hobsons choice I suspect because many will not be able to upgrade for a variety of reasons.
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