View Full Version : Conus Widescreen
Lord_Kitchener
11-26-11, 07:51 AM
My peri, UZO, deck gun view are off. Like not centered. I have such a jumble of mods I have no idea what is causing it. :hmmm: All I know is I have Conus Widescreen Mod, looks really cool, great job on the interface screens!
Are using any GUI mod?
Usually a UI mod must be made compatible with the wide-widescreen mod.
Lord_Kitchener
11-26-11, 12:03 PM
As far as I know, I've only jsgmed the Conus SH3GWX WS 2.3 files. But who knows..lol.:hmmm:
frau kaleun
11-26-11, 06:27 PM
I am using Conus' WS mod, I did a lot of tweaking to make it compatible with some other mods and to look more the way I wanted... but IIRC I've had no issues with UZO/scope views being messed up and I don't think I changed anything there. :hmmm:
If aspects of the layout/gui appear off-center in some respects I would say the first suspect would be the menu_1024_768.ini file... or that some reconfigured graphics files that the mod uses didn't get installed with it or got overwritten by something else.
You are using GWX3, though, right? I think Conus' mod was made specifically to work with GWX3 as a base, and probably uses the GWX3 menu .ini as a starting point.
What other mods do you have enabled, and in what order?
Lord_Kitchener
11-26-11, 07:09 PM
Well...I did use some of Pascals old interface files individually in the Menu folder. Yes I am using GWX. I am going to have to go back thru and start over. Hey, gives me a hobby, right?:haha:
makman94
11-26-11, 07:44 PM
Well...I did use some of Pascals old interface files individually in the Menu folder. Yes I am using GWX. I am going to have to go back thru and start over. Hey, gives me a hobby, right?:haha:
hi Lord_Kitchener,
IIRC Conus's mod didn't have the 'problems' you describe.
remember the rule :
for the mods that you have enabled AFTER Conus's mod : when jsgme is warning you that there are files that are conflicting with the files of Conus's mod then simply...don't enable them .
follow the rule and you will have no problems !
frau kaleun
11-26-11, 07:46 PM
Well...I did use some of Pascals old interface files individually in the Menu folder. Yes I am using GWX. I am going to have to go back thru and start over. Hey, gives me a hobby, right?:haha:
A lot of the interface and background textures had to be redone for Conus's mod to make them work with a WS aspect ratio, and some elements of the GUI were moved or resized and some textures were redone for that as well. Putting older GUI files/textures into the mix that don't work with the new layout will likely cause issues.
Yeah, I would say disable everything and start back with "clean" GWX3, then enable Conus's mod first and see how it looks then. If it looks okay you'll know it was something else you stuck in there with it that was causing the problem.
After that, start enabling other mods but only through JSGME and if you get any alerts that files from Conus's mod are about to be overwritten, stop and investigate. If you don't get any alerts but the layout suddenly looks "off" after adding something, you'll know which mod is causing the incompatibility.
Lord_Kitchener
11-26-11, 10:42 PM
Ok...it was FM's New Interiors that was conflicting with Conus' Mod. Throwing the UZO Peri and gunsights off by 10 or 12 degrees. Is there no way round this? I really like both of these mods.
frau kaleun
11-26-11, 10:55 PM
The only files I see that they have in common are the commands_xx.cfg files and cameras.dat. Other than that, FMNI doesn't seem to overwrite anything that Conus's mod also changes. :hmmm:
I don't know what controls the gunsights so I'm unsure if the files noted above would be what is causing the problem. I'd really like to know where the issue is too, as I have them both in my mods list, but I'm still testing out my combo for other things and I don't think I've done any shooting or targeting... mostly just making sure the game still loads and the boats themselves look good inside and out.
Edit: altho I should say, if you are going to enable FMNI over Conus's WS mod, you should follow the instructions included in documentation for the former regarding making the necessary changes to the commands_xx.cfg files manually instead of just letting the files get overwritten in JSGME. I can't remember if Conus's mod contains any changes to them other than phrasing of certain messages you get from the crew, but it's been a while since I looked at them and I always edit those files manually for compatibility since so many of my mods make changes to them. They're not files that you want to just overwrite any time a mod gives you different versions of them, because you risk losing stuff that is necessary for the proper functioning of another mod that was previously enabled.
I'd have to look at the cameras.dat to even see what the differences are there.
Edit2: Looking at cameras.dat, just at the node for UZO under CameraParams for the Viewport the settings for Left and Right are different in FMNI than in Conus's mod. The ones in FMNI match what I see in the file from an unmodded GWX installation, so Conus changed something there that was necessary for the new WS layout. If you enable FMNI over top of the WS mod, you get a new file that includes stuff FM did for his mod, but you're losing some of the changes to it that Conus did for the WS layout. What you need is a new cameras.dat that works for both mods (in addition to making sure the commands files are compatible with both as already noted above. I don't know if that will solve the problem, but I have a gut feeling that it might.
Lord_Kitchener
11-26-11, 11:49 PM
Ok I installed FMNI first then Conus WS now the sights are working and the interior is all there, but...the doors and hatches are all closed:nope:
frau kaleun
11-27-11, 12:05 AM
Ok I installed FMNI first then Conus WS now the sights are working and the interior is all there, but...the doors and hatches are all closed:nope:
Did you manually edit the commands cfg files? If not, you installed versions of them with Conus's mod that do not include commands info that is required for FMNI. You will lose some of FMNI's functionality that way.
As a side note, even with FMNI enabled, the hatches start closed. Even with compatible commands files, you still have to use keyboard commands to open them and close them again. However if you did not make the commands files compatible, the keyboard commands won't work.
I am working right now on making the cameras.dat files compatible, I can do compatible versions of the commands files as well if you like. It's a fairly simple text edit. Let me know, I would be interested to have someone else try out the cameras.dat file as I'll need to use it myself at some point. :D
Lord_Kitchener
11-27-11, 12:35 AM
Yeah I tred to open them with Shift H but nothing. I didn't change any files. If you can fix it let me know.
frau kaleun
11-27-11, 01:27 AM
Yeah I tred to open them with Shift H but nothing. I didn't change any files. If you can fix it let me know.
Check your PMs. :salute:
Lord_Kitchener
11-27-11, 08:47 AM
Works like a charm Frau. How much do I owe ya?
frau kaleun
11-27-11, 09:58 AM
Not a thing, in fact you get a carrot for being such a good guinea pig. :O: :yeah:
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