View Full Version : SH4 Mods help
Reinhard Hardegen
01-12-08, 09:41 PM
I just patched 1.3 to 1.4, and now my mods don't work, do I have to install patch on a clean game then reinstall my mods?
ReallyDedPoet
01-12-08, 09:44 PM
I always do a clean install when applying new patches, just to eliminate any what ifs down the road if there are problems. As far as mods, some of the 1.3 stuff will not work with 1.4, check the 1.4 Compatability Thread.
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Reinhard Hardegen
01-12-08, 10:05 PM
Will the following mods work with patch 1.4.
OaksHudGauges
SB_13PersonViewCameras_Mod_v1.0
Living_breathing_ocean_DDS
Captain_Midnights_CBS_Radio
ReallyDedPoet
01-12-08, 10:13 PM
Will the following mods work with patch 1.4.
OaksHudGauges
SB_13PersonViewCameras_Mod_v1.0
Living_breathing_ocean_DDS
Captain_Midnights_CBS_Radio
Oaks gauges work, see this thread: http://www.subsim.com/radioroom/showthread.php?t=119026&highlight=mess+hall
Not sure about the next two, however most of ROW is 1.4 compatible, it is the newer version of LBO. If you have not seen it in game get it, it is awsome.
Dave " leovampire " did an awsome job on it. The CBS Radio Mod is compatible.
With regards to 1.4 it messes up the gauges so be sure to get Anvart's fix for this, do a search for Dials Fix and I am sure you will find it.
Edit: here, http://files.filefront.com/DialsGatoCT+Fix+147z/;9179143;/fileinfo.html
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ReallyDedPoet
01-13-08, 09:49 AM
RH, what is the status on this :hmm:
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Reinhard Hardegen
01-14-08, 03:17 PM
I have some of the mods working...but I can live with it. Thanks for all your help.
ReallyDedPoet
01-14-08, 03:19 PM
I have some of the mods working...but I can live with it. Thanks for all your help.
What ones are not :hmm: If I can't help, others might be able to.
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Reinhard Hardegen
01-14-08, 03:30 PM
Search pattern mod
map table mod 1.3
classic crew mod
Reinhard Hardegen
01-14-08, 03:32 PM
all by Captain Cox
ReallyDedPoet
01-14-08, 03:35 PM
Search pattern mod
map table mod 1.3
classic crew mod
I am going to have a look at the guts of the Map Table Mod, had a look at the thread, I don't see anything there that tells me that it should not work. Not sure of the other two as I don't use, but others may know more.
Can you post the order you have your mods installed in JSGME, that might help as well.
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Reinhard Hardegen
01-14-08, 03:42 PM
sure as soon as I get home, about 4 hours from now.
ReallyDedPoet
01-14-08, 03:45 PM
sure as soon as I get home, about 4 hours from now.
This would help as some may conflict. Thanks.
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Reinhard Hardegen
01-14-08, 03:49 PM
NP just as soon as I can get to my computer at home. Thanks again for all the help.
Mush Martin
01-14-08, 03:51 PM
RH are you using an older version of JSGME ?
if so removing a mod out of sequence is possible
and this can screw up your install a bit where
the latest wont let you deactivate out of sequence
another possiblity is that one of the mods you put in
last used some of the same files as the ones not working
(this bit assumes that the ones not working went in first)
in the case of them using the same files then the last
one in is the one that prevails.
under those circumstances you have to direct compare the
files line by line to see the differences if the differences are
all on different lines you can fuse them right away if they
have single lines used by both though you have to figure
out what stays and what goes.
MM
Reinhard Hardegen
01-14-08, 04:07 PM
I have the new version of JSGME, as it will not let me deactivate out of sequence.
And I put it all in on a new install.
ReallyDedPoet
01-14-08, 07:11 PM
RH, Map's Mod won't work because it is not JSGME compatible right out of the box so to speak. Simple fix, go into the main folder, in there you will see a folder named Table Map, copy this folder, then paste onto your desktop, from there place it in JSGME and activate, you should be good to go.
Now, lets get at that other stuff.
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Reinhard Hardegen
01-14-08, 08:18 PM
order of install-
Captain Midnights CBS News
GreenLamp
OaksHudGauges
SB_13personviewcameras_mod_1.0
Bow-conningFoamMed
KollmogenTelemeterLens8DGR
smallseaplant
smallsearocks
realmedalsclassiccrewmerged1.02
naturalsinkingmechanics
lesswaterlimberholes
improved bow wave
muzzle flash 1.0
Map_Table_mod 1.3
combined uniform mod 1.0
texured paints with wwii belt buckle
untimate sound pack
Reinhard Hardegen
01-14-08, 08:22 PM
Thanks have Map Table fixed
Reinhard Hardegen
01-14-08, 08:24 PM
Real metals crew was the same way, fixed now too:up:
Reinhard Hardegen
01-14-08, 08:27 PM
Ok guys I feel so bad, all fixed and working now...it was all the same problem:damn:
Many thanks to all that helped.:rock:
ReallyDedPoet
01-14-08, 08:28 PM
Perfect :up: This is all a learning process and you are catching on. If the file-path is out of whack, then the mod will not work, so the previous is one of the first checks I make when something does not work, or even when I first unzip it, I have a look to see that all is in order.
Now that search mod, what is the scoop there :hmm:
Edit: saw your last post, great you got them all to work.
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Reinhard Hardegen
01-14-08, 10:57 PM
It was like the others, it had the workable folder inside the main folder. I took it for a test drive, and it all works, just the images for the search mod do not show. But if you click on the icon it will show up on the map.
I tried to save my game, with the search patterens on the map, and as soon as I hit save for the last time, I got a black screen and the keyboard locked up. So I will have to test that out again, it might have been just a one time thing. That game did not save by the way, so I will have to go back one step.
I did run into a convoy of 4 Destroyers and a Kongo Battleship, moving at slow to med speed, at long range....what would you have done?:hmm:
ReallyDedPoet
01-14-08, 11:11 PM
I did run into a convoy of 4 Destroyers and a Kongo Battleship, moving at slow to med speed, at long range....what would you have done?:hmm:
Depending on where I was I guess, the weather\conditions, but to be honest with a Kongo in site I would set a course to intecept. If the the weather was clear I would shadow at long distance on the surface, hopefully come in ahead of the convoy, then at night move in for a submerged ( or surfaced ) attack.
Maybe not the smartest or most historically correct thing to do, but it's a game right, gotta have some fun :yep:
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Reinhard Hardegen
01-15-08, 08:52 AM
I guess your right, if the game places them back at the same place I will head there right away. Not sure if the game places ships and convoys at random when you start a saved game.
We will see....:ping:
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