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Old 08-09-10, 07:42 PM   #106
Darkseed
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It worked! Thanks a lot!

Yes I'm very sure that I've installed them in the correct order. I've always had to use the question mark button to show the disc for the protractor on previous installations but back then OLC didn't remove the button for some reason.

Anyway, thanks for the help and your great mod!
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Old 03-12-11, 07:18 AM   #107
von faust
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Quote:
Originally Posted by karamazovnew View Post
Download links
With Stormfly's Free camera mod (best camera mod ever!)
- GWX3.0
- etc
- OLC 'Gold' MkIIc ~ Option 2 OR Option 4 preffered
- OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
- etc (including other OLC optionals)
- ACM Reloaded for OLC 'Gold' MkII
- ACM Lite Map (optional but recommended)
- TMT mod (any variant, any position, highly recommended)
- Extended FreeCam 1.2 for ACM
- Wide FOV for Extended FreeCam 1.2

With Flakmonkey's New Interior 1.0 mod:
- GWX3.0
- etc
- OLC 'Gold' MkIIc ~ Option 2 OR Option 4 preffered
- OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
- etc (including other OLC optionals)
- ACM Reloaded for OLC 'Gold' MkII
- ACM Lite Map (optional but recommended)
- TMT mod (any variant, any position, highly recommended)
- FM_NewInterior_V1.0
- FM_NI_Fix_for_ACM_Reloaded

(FM_NI fix for OLC not required)
It's possible use simultaneously Flakmonkey's New Interior and Stormfly's Free camera ?

In what order ?
Is correct this ?
- GWX3.0
- etc
- OLC 'Gold' MkIIc ~ Option 2 OR Option 4 preffered
- OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
- etc (including other OLC optionals)
- ACM Reloaded for OLC 'Gold' MkII
- ACM Lite Map (optional but recommended)
- TMT mod (any variant, any position, highly recommended)
- FM_NewInterior_V1.0
- FM_NI_Fix_for_ACM_Reloaded
- Extended FreeCam 1.2 for ACM
- Wide FOV for Extended FreeCam 1.2
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Old 03-12-11, 12:45 PM   #108
von faust
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Hi,
I have acctivated this mods but I have some visualizations problem, have You any idea ?






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Old 03-12-11, 05:04 PM   #109
Frontier359
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The ACM Reloaded GUI was never designed with wide-screen in mind. That is why you're seeing all those scope shifts and visual screw-ups. Set it back to a full-screen (4:3) resolution and things should return to normal.

Alternatively, if you cannot part with wide-screen, there are GUIs specifically designed for it. MaGui Widescreen is one example.
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Old 03-17-11, 10:17 AM   #110
von faust
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Quote:
Originally Posted by Frontier359 View Post
The ACM Reloaded GUI was never designed with wide-screen in mind. That is why you're seeing all those scope shifts and visual screw-ups. Set it back to a full-screen (4:3) resolution and things should return to normal.

Alternatively, if you cannot part with wide-screen, there are GUIs specifically designed for it. MaGui Widescreen is one example.
Thanks Frontier359 (I'm watching all Your video on Youtube, fantastic !!! ).
I have solved all problem but remains one, if I try to activate TMT mod the game CTD

- Thomsen sound pack v3.2 cg
- GWX VIIc41 Player Sub
- OLC 'Gold' MkIIc ~ Option 4
- OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
- etc (including other OLC optionals)
- ACM Reloaded for OLC 'Gold' MkII
- ACM Lite Map (optional but recommended)
(Exclude for problem) TMT mod (any variant, any position, highly recommended)
- FM_NewInterior_V1.0
- FM_NI_Fix_for_ACM_Reloaded

My intention was copy Your configuration but if I add other mod I have many crash
The list was this
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Old 03-17-11, 03:47 PM   #111
Frontier359
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Not all PCs are created equal. My mod list is more of a guide than a guarantee of stability.

I would suggest several things:

1) Remove any non-essential mods, one at a time. This will pinpoint the specific mod(s) causing your CTD.

2) Make sure you're making these mod changes while in port. The game doesn't like when you swap out mods mid-patrol.

3) FN_NewInterior is a resource-demanding mod. It is mostly eye-candy, so turning it off will improve stability/performance.

3) Try removing 'Mid-Patrol Radio Orders'. I've had this mod enabled for quite a while but haven't discovered what it actually does. I would have removed it by now but I'm just being lazy.

5) Thomsen's Sound Pack comes in three parts: 3 , 3.1 , and 3.2 . The first is the main mod, while the decimals are minor additions. You need all three for it to work correctly (unless you've already combined them manually for convenience).

6) I think I'm using an older version of TMT+ThomsensShips. I'm not sure what 'Xtra Ships' does, but you could try looking for and installing version 4.2.

That's all I could think of off the top of my head. Suggestions 1 and 2 will likely do you the most good. It's all 'trial and error'; took me months to iron-out my own mod list. And even if you are forced to deactivate something, trust me, you'll still have a great SH3 experience.

Good luck.
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Old 09-23-11, 04:18 PM   #112
SixCylSamurai
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Im looking for active links to download some of those mods. I'm still looking for ACM Reloaded for OLC Gold MkII, ACM Lite Map, FM_NI_Fix_for_ACM_Reloaded.
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Old 09-23-11, 06:47 PM   #113
Fish In The Water
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Quote:
Originally Posted by SixCylSamurai View Post
Im looking for active links to download some of those mods. I'm still looking for ACM Reloaded for OLC Gold MkII, ACM Lite Map, FM_NI_Fix_for_ACM_Reloaded.
You should be able to get them here:

ftp://Maik@hartmuthaas.no-ip.org/Vol.../KARAMAZOVNEW/

Username: Maik
Password: Woelfe

Good luck and enjoy!
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Old 09-24-11, 03:10 AM   #114
karamazovnew
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Quote:
Originally Posted by Fish In The Water View Post
You should be able to get them here:

ftp://Maik@hartmuthaas.no-ip.org/Vol.../KARAMAZOVNEW/

Username: Maik
Password: Woelfe

Good luck and enjoy!
Hmm, old links don't work anymore. Stupid FileFront deleted my files. Fish, would you please PM Neal and upload those files to the Subsim downloads section? Even I don't have them anymore (I have a merged version). Much appreciated
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Old 09-24-11, 03:08 PM   #115
Fish In The Water
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Quote:
Originally Posted by karamazovnew View Post
Hmm, old links don't work anymore. Stupid FileFront deleted my files. Fish, would you please PM Neal and upload those files to the Subsim downloads section? Even I don't have them anymore (I have a merged version). Much appreciated
Will do, pm is on the way!
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Old 09-27-11, 06:54 PM   #116
Fish In The Water
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Quote:
Originally Posted by karamazovnew View Post
Fish, would you please PM Neal and upload those files to the Subsim downloads section? Even I don't have them anymore (I have a merged version). Much appreciated
Main mod is now uploaded and available here:

http://www.subsim.com/radioroom/down...o=file&id=3386

I'm a bit busy ATM, but I'll get to the others shortly.
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Old 09-28-11, 02:39 AM   #117
Fish In The Water
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^^^ All up as promised...

P.S. I hope you don't mind, but I combined the three optional mods into a single archive. They're still intact in their original form but this way it's easier to keep them together, plus - they're a little more user friendly.

All combined they're still under 2 MB's, so even if some folks don't use them all there won't be much in the way of wasted bandwidth.

The link for the optional add-ons is right about here:

http://www.subsim.com/radioroom/down...o=file&id=3387

Enjoy!
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Old 05-04-13, 04:26 AM   #118
Luno
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Quote:
Originally Posted by crisi View Post
Hy,

it's possible to use the mods:
1. GWX_DFa-Flag&Pens_2010
2. Rbs1_SH4_Effects_GWX_30_71
3. DD_OH_V3.09_20091209162038
now or in future?

I'm using "OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT" with "ACM Reloaded for OLC 'Gold' MkII". The mod "Rbs1_SH4_Effects_GWX_30_71" will overrite a lot of dat files like "Zones.cfg, library\Materials.dat and particles.dat".
Same like GWX_DFa-Flag&Pens_2010 with a lot of other files.
I'm fiddling around with this now, and it looks like GWX flags and pennants mod changes a control binding which makes it impossible to set the gyroangle and range on the TDC

I wonder if there is a fix, as I would really love both mods.

Also, how do I get the harbor maps, but nothing else from the "Lite map" fix?

EDIT - AAaaand, I got it to work. (Once again, I am too quick to ask, before trying myself) I will post the changes later if anyone is interested, but it was a simple job. Still need to work on the harbor fix.

EDIT 2 - Aaand, it's not working again Can't seem to raise the DF loop or pennants now, but the flag is working fine.

Edit 3 - Finally got them to work, but the DF loop is bound with the pennant control, and I had to change the basic key bindings for them in the .dats and configs.
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood"
Porpoise class: USS Shark, SS-174
Patrols: 2
Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft
Sunk with all hands lost.


Last edited by Luno; 05-07-13 at 12:38 AM.
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Old 05-07-13, 05:13 PM   #119
Luno
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It's me again. I'm doing more fiddling to this great mod to tweak it more to my taste.

I want to move the binocular degree marker from the middle to the bottom. I assume this is governed by the menu.ini file, but I don't understand how it works.



I also want to use a custom reticule for the UZO. However, a different one appears underneath mine. I can't find the .tga file that matches the one in the image. Can anyone help me find it, or perhaps make it invisible? The UZO should have a simple cross, no tick marks.



And here is the deck gun screen I made by modifying some things from this very mod:



I need to adjust the edge blur a bit. It's too heavy in comparison to the others .

I would greatly appreciate the help!
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood"
Porpoise class: USS Shark, SS-174
Patrols: 2
Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft
Sunk with all hands lost.

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Old 05-11-13, 01:50 AM   #120
Luno
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I was able to get the binocular heading indicator to my liking, tucked away at the bottom so it's not obtrusive.

I still can't figure out the UZO though. I can't find the location of those tick marks anywhere, and they don't appear to show up in the menu_1024_768.ini

So, uh...bump!
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood"
Porpoise class: USS Shark, SS-174
Patrols: 2
Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft
Sunk with all hands lost.

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