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Old 01-28-11, 05:34 PM   #781
Ruby2000
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HI,

I fight with the keyboard layout !

I use the key L in the ...UserOptions.py.
Why can I not use Shift+L and/or Ctrl+L in the commands.cfg?

I would like to use following:
FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.L ]

and

[Cmd343]
Name=WP_Identify_target
Contexts=1
MnID=0x3F130002
Key0=0x4c,Cs,"Shift+L"
StringID=1073
HasDelayedExecution=Yes

If "FollowSelectedTargetHotKey" is activatetd, Shift+L does not work.
If "FollowSelectedTargetHotKey" is deactivatetd, Shift+L is working.

Why does this not work together? What does it is wrong?

regards

Ruby
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Old 01-28-11, 05:44 PM   #782
TheDarkWraith
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most likely to do with the way I coded the hotkey for the ToggleFollowSelectedTarget:

# follow selected target
if key == FollowSelectedTargetHotKey[1]:
if FollowSelectedTargetHotKey[0]:
from Pagelayout import ToggleFollowSelectedTarget
ToggleFollowSelectedTarget( None )
args.Handled = True

The highlighted in yellow says no need to check for this key anymore
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Old 01-28-11, 05:55 PM   #783
marleymen
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Hello TDW,

Wich files should I delete before installing MO to keep underwater colour as original (not the green modded one) and Uboat hull texture as original (not the new red one)

Thanks in advance.
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Old 01-28-11, 06:01 PM   #784
TheDarkWraith
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Quote:
Originally Posted by marleymen View Post
Hello TDW,

Wich files should I delete before installing MO to keep underwater colour as original (not the green modded one) and Uboat hull texture as original (not the new red one)

Thanks in advance.
I have had many complaints about the underwater color and brightness of the underwater. I'm thinking about removing it from the mod and releasing another patch that will cover this and some other items.
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Old 01-28-11, 06:12 PM   #785
marleymen
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Ok. I´ll wait for that patch. And about the uboat skin, wich files should I delete to return to original uboat skin? I prefer the grey original one.
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Old 01-28-11, 06:17 PM   #786
TheDarkWraith
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Quote:
Originally Posted by marleymen View Post
Ok. I´ll wait for that patch. And about the uboat skin, wich files should I delete to return to original uboat skin? I prefer the grey original one.
If you look up the Beast's grime skin mod (something to that effect) you'll see which files were changed
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Old 01-28-11, 06:21 PM   #787
marleymen
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Thanks TDW.

And congrats for your work this week. You made lot of improvements with that Mines, Subnets and Icebergs. Sure will be a new incentive to more modders to come SH5.

Respect.
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Old 01-29-11, 08:01 AM   #788
Magic1111
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Quote:
Originally Posted by Magic1111 View Post
Hi TDW (and the Others) !

Short question for clearify my own MOD List !

Are these MODs in MO included:

- 1000_Meter_Bearing_Plotter_byTheBeasts1.0

When I enable this MOD, JSGME says NO Conlicts (with MO or else), but I think it´s included, or ? But it´s not in the List on Page 1 !

- No Damn Bubbles, No Damn Halo Mod

JSGME say it is an conflict with MO, but I didn´t find the MOD in the MO-List on Page 1 of this Thread !

-sobers base sky mechanics V1

same, JSGME tells me conflict, but MOD is not on the List on Page 1

- Capthelms Lighting Effects mod for sh5

same, JSGME tells me conflict, but MOD is not on the List on Page 1

- Capthelms Under water Night Filter Adjustment Mod

same, JSGME tells me conflict, but MOD is not on the List on Page 1



Many thanks for answers !

Best regards,
Magic

**** BUMP ****

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Old 01-29-11, 11:40 AM   #789
TheDarkWraith
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I'm working on a whole new version 0.0.5 of MO. I'll be updating post #1 with the list of included mods throughout the day. I hope to have it available by end of today
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Old 01-29-11, 11:52 AM   #790
marleymen
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What happened with version 0.0.3 and 0.0.4, Sir?

Sorry, I had to ask.

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Old 01-29-11, 11:52 AM   #791
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
I'm working on a whole new version 0.0.5 of MO. I'll be updating post #1 with the list of included mods throughout the day. I hope to have it available by end of today
Very good! It will answer at a lot of questions!
Did you add in it new mods?
Thanks!
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Old 01-29-11, 11:55 AM   #792
TheDarkWraith
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Quote:
Originally Posted by marleymen View Post
What happened with version 0.0.3 and 0.0.4, Sir?

Sorry, I had to ask.

they were patches
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Old 01-29-11, 11:56 AM   #793
TheDarkWraith
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Quote:
Originally Posted by stoianm View Post
Very good! It will answer at a lot of questions!
Did you add in it new mods?
Thanks!
I will be. Check list #1 periodically throughout the day.

Recommendations for new mods to be added to it Or mods to be removed from it?
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Old 01-29-11, 12:15 PM   #794
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
I will be. Check list #1 periodically throughout the day.

Recommendations for new mods to be added to it Or mods to be removed from it?
O yes, but only to add:

#-Frannys Texture mod V.02
#-No Damn Bubbles, No Damn Halo Mod
#-EQuaTool 01.01 by AvM - double set - Large plus Flat Style
#-Bowfin_Seabed_V1.0
#-AilImpurity 1.2
#-No Ship Reflections incl EFS 1.2
#-Old Style Explosions V1.1
#-SD_MapCourseLine_tiny_arrows_ocred
#-SD_MapLocationNameFix_v1_2
#-sobers base fog mechanics for SH5 V2
#-sobers base sky mechanics V1
#-sobers realistic hydrophone operator SH5
#-Wooden_Lifeboats_Mod_1.1
#-Alternative TDC Graphics V1.0
#-Icebergs
#-Lite Campaign LC 1.2 ( i saw that a lot of people use that one)
#-Dark_Interior_V1
#-Critical hits 1.1 Torpedos

Maybe you will consider to make a parts a MO only with sounds mods - or it will be to big?

Thanks!
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Old 01-29-11, 12:40 PM   #795
stoianm
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Last question:

i have these 2 patches:

Patch1_Terrain_harbour_flags_Mod_v1_2_1
Trevally Harbour & Kiel Canal Pilot patch

You will put in your new version of MO?
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