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View Full Version : Can't shoot my gun off -- help!


InvisibleDeath
11-01-13, 04:44 PM
Okay so I downloaded the updated list of mods for the Mega Mod

I wiped out everything and reinstalled the game. (yuppers it is 1.2)
I installed the follow list of mods and now when I leave for a mission I have no deck gun! I have my useless anti aircraft gun but no deck gun!

Accurate German Flags
A Fistful of Emblems v1.51 (Weathered)
SteelViking's Interior Mod
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 7. Clear Water Surface
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - Breakwater Piers
DynEnv v2.9 - Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 11.b.I Sea Plants - Med Posidonia Meadows (high resolution)
DynEnv v2.9 - 11.c.I Sea Plants - Coral Reefs (high resolution)
Equipment Upgrades Fix
Equipment Upgrades Fix v1.4 Patch 1 (available by date) V9 by sober
NewUIs TDC 7.4.2 ByTheDarkWraith
NewUIs TDC 7.4.2 AltAdvSpeedGraphics by naights
NewUIs TDC 7.4.2 New radio messages German
NewUIs TDC 7.4.2 No Snorkel Exhaust Smoke
NewUIs TDC 7.4.2 RadCapTools 0.2 alpha
NewUIs TDC 7.4.2 jimimadrids map tools
Sjizzle's - Charts for NewUIs part 4 20.07.2013
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
Submarine's .sim&cfg (modified for engine ratio patches)
Manos Scopes-patch for 16x9
IRAI 0.0.39 ByTheDarkWraith
IRAI 0.0.39 ByTheDarkWraith Patch 1
Reworked Morale and Abilities v.1.1
Cerberus62 Corrected Depth Charge Projector 1.0
Cerberus62 Historical Ship Equipment 1.4
OPEN HORIZONS II full v2.2
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Tutorials - All v0.2 (for TDW UI)
EQuaTool 01.01 by AvM - Kriegsmarine Golden Style
Critical hits v 1.2
Critical hits 1.1 Torpedos

robustits
11-01-13, 05:06 PM
Nobody can eat this mod soup.

InvisibleDeath
11-01-13, 05:29 PM
This is a subset of Sober's list, dude.

ToffeeFiveOh
11-01-13, 08:36 PM
Does the sub systems tab tell you that you have the gun installed (click on the button that says "deck gun 100%")? Check that first.

And just a shot in the dark here, try installing the rest of the Equipment_Upgrades mod in the appropriate order.

According to Sober that is:

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
Fix Equipment_Upgrades Date Sober V9

And it's apparently recommended to be docked when you load these up, not sure why.

InvisibleDeath
11-01-13, 09:05 PM
Yeah. When I reloaded and was in port it shows the gun is installed. When I launch my sub for my next patrol I just have an empty mount point. I'll back off to the equipment fixes and reinstall in that order.

InvisibleDeath
11-02-13, 09:52 AM
I backed off the the equipment fix and reinstalled all the pieces as per sober and that fixed it all. My mix is running great now.

gap
11-02-13, 11:23 AM
I backed off the the equipment fix and reinstalled all the pieces as per sober and that fixed it all. My mix is running great now.

You shouldn't enable together DynEnv's submods which bring the same number in their name: e.g 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) and
11.b.I Sea Plants - Med Posidonia Meadows (high resolution). They overwrite each others, and only the submod enabled last will be "active" :yep: