View Full Version : Frikker Frakkin Hsei Patch !!!!!
drakkhen20
01-18-15, 07:18 PM
:/\\!! Seriously !!! I installed GWX on fresh install and added my mods I wanted one by one and going into the game every time and running it on navel academy or single mission worked fine! then I go to career thinking everything fine... NOPE. CTD on load on very first mission. it only does it when the Supplement to Hsei Patch is enabled. WTC !! I followed everything to the T again and its doing the same crap! What am I doing wrong here ?
Jeff-Groves
01-18-15, 07:46 PM
Did you right click on the SH3.exe and tell it to run in XP compatibility mode as Admin?
BigWalleye
01-19-15, 08:18 AM
The V16B1 Patch Kit works fine for lots of people. It does not have an inherent problem. However, it is not easy to install, and hardly anyone gets it right on the first try. The procedure is actually not that hard, but it is certainly different from the modding procedures we are all used to. And, like all computer code, it must be done perfectly.
Re-read the instructions. (I'm sure you read them already, probably several times, but you may have missed some small critical point.) Start over, work slowly and methodically, and test the result afterward as h.sie describes. The patch kit adds so much functionality that it is really worth the effort. Without knowing exactly what you did, it would be impossible to point out what you need to do differently. But please don't give up. There is nothing wrong with the package.
And check with Blitzkrieg. He is working on an automated installer for V16B1 Patch Kit. I believe he has it to the beta stage. You might want to volunteer for lab rat duty.:)
drakkhen20
01-19-15, 08:09 PM
I will try both again. the read me for the append this to your en_menu and all that need to be clearer as I felt I have done something wrong in there as you cant go wrong patching the Exe file itself. so what files would effect the Career but not the Academy or Single Missions ?
drakkhen20
01-19-15, 09:34 PM
ok, so fiddling around with things I have figured out this.... I had to go into Exe properties and Ran as Admin and it worked(thanks for that idea Jeff-Groves:up:)
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunterIII\MODS]
GWX - Alternate Loadscreen - Full Circle
GWX - Enhanced Damage Effects
GWX - Fix French
GWX - Integrated Orders
GWX - No Medals on Crew
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Merchant_Fleet_Mod_3.2
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Thomsens Ships Physics V3.1
TKSS18 German U-Boats Compilation
Uboat Comp-FixAllSubGWX
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
Undersea_Mod_Reworked
Type II salvo selector
Fixed Bearing Overlay - TypeIIA
O2-Gauges v2
Supplement to V16B1 (JSGME)
now I added the Ahnenerbe WideGui 1920 x 1080 (http://www.subsim.com/radioroom/showthread.php?t=215433) mod and it crashed so I took that back off. it would be balisticly awesome if that could work with it but ill take what I can right now. anybody sees a better way to sort my mod list please let me know.
BigWalleye
01-20-15, 08:05 AM
ok, so fiddling around with things I have figured out this.... I had to go into Exe properties and Ran as Admin and it worked(thanks for that idea Jeff-Groves:up:)
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunterIII\MODS]
GWX - Alternate Loadscreen - Full Circle
GWX - Enhanced Damage Effects
GWX - Fix French
GWX - Integrated Orders
GWX - No Medals on Crew
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Merchant_Fleet_Mod_3.2
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Thomsens Ships Physics V3.1
TKSS18 German U-Boats Compilation
Uboat Comp-FixAllSubGWX
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
Undersea_Mod_Reworked
Type II salvo selector
Fixed Bearing Overlay - TypeIIA
O2-Gauges v2
Supplement to V16B1 (JSGME)
now I added the Ahnenerbe WideGui 1920 x 1080 (http://www.subsim.com/radioroom/showthread.php?t=215433) mod and it crashed so I took that back off. it would be balisticly awesome if that could work with it but ill take what I can right now. anybody sees a better way to sort my mod list please let me know.
TDW's DC Water Disturbance causes problems with some game setups. Check here http://www.subsim.com/radioroom/showthread.php?t=181513 for more information, particularly the last page. I suggest you deactivate it, then try Ahneneerbe again. The game is gorgeous in 1920x1080. (I use Van's 1920x1080, but it's for NYGM only.)
As a side note, Thomsen's Ship Physics v3.1 is about 2 years older than MFM v3.2 and does not cover most of the MFM merchant types. I use Thomsen's Parameter App (by Stiebler, avaiable at Plissken's), which will do the Thomsen magic for any ship in your Sea folder. It does require some hand work, though.
fitzcarraldo
01-20-15, 10:54 AM
ok, so fiddling around with things I have figured out this.... I had to go into Exe properties and Ran as Admin and it worked(thanks for that idea Jeff-Groves:up:)
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunterIII\MODS]
GWX - Alternate Loadscreen - Full Circle
GWX - Enhanced Damage Effects
GWX - Fix French
GWX - Integrated Orders
GWX - No Medals on Crew
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Merchant_Fleet_Mod_3.2
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Thomsens Ships Physics V3.1
TKSS18 German U-Boats Compilation
Uboat Comp-FixAllSubGWX
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
Undersea_Mod_Reworked
Type II salvo selector
Fixed Bearing Overlay - TypeIIA
O2-Gauges v2
Supplement to V16B1 (JSGME)
now I added the Ahnenerbe WideGui 1920 x 1080 (http://www.subsim.com/radioroom/showthread.php?t=215433) mod and it crashed so I took that back off. it would be balisticly awesome if that could work with it but ill take what I can right now. anybody sees a better way to sort my mod list please let me know.
Hi mate!
First: the Supplement for H.sie patch MUST BE EVER the final mod, overwriting Ahnenerbe GUI.
Second: TDW Water distubance is problematic and causes randomly CTDs.
I have a lot of mods with GWX, with Ahnenerbe GUI, without Water Disturbance, and all works fine.
Regards.
Fitzcarraldo :salute:
drakkhen20
01-20-15, 08:35 PM
ok will do. is there any other need to have mods for this setup that i could squeeze in there, im all about that realism :D oh another question.... what about the TDW ejecting pilots mod? i had it on there and it kept CTD so i took it off.
drakkhen20
01-20-15, 11:40 PM
well, after 4 hours of grooling aggravation and annoying misunderstandings this is what ive gotten so far again to run correctly and tested back to back and withing all Career, single missions, museum, etc. It will not let me use MFM but im satisfied so far with the mods I managed to put together and work. here is my mod list now.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunterIII\MODS]
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
GWX - English Nav Map and Grid Refs
Type II salvo selector
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Fixed Bearing Overlay - TypeIIA
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Ahnenerbe WideGui 1920 x 1080 Final
TKSS18 German U-Boats Compilation
Uboat Comp-FixAllSubGWX
U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
Ahnenerbe Shortcuts German U-Boats Compilation Mod
Supplement to V16B1 (JSGME)
drakkhen20
01-22-15, 08:28 PM
well I ended up figuring all this out. it was actually a combination of things going on. I don't know exactly what files were clashing but it was between the 1920x1080 and the uboat compilation mod and the other was the en_menu was clashing with the Hseis Patch supplement. so I did some comparing and some swapping and WALA !!!! so my mod list as is now....
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunterIII\MODS]
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
GWX - English Nav Map and Grid Refs
Type II salvo selector
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Fixed Bearing Overlay - TypeIIA
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Ahnenerbe WideGui 1920 x 1080 Final
TKSS18 German U-Boats Compilation
Uboat Comp-FixAllSubGWX
U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
Ahnenerbe Shortcuts German U-Boats Compilation Mod
Merchant_Fleet_Mod_3.2
Supplement to V16B1 (JSGME)
....I also had mods enabled that were already incorporated in other mods so I eliminated them. so im good now. as always if someone can add to this mod list for better authentic game please, PLEASE tell me or pm me or something.
drakkhen20
01-22-15, 08:29 PM
BTW ! :woot:
thank you all for your support and help. that's why I love this site!
thanks,
drakkhen20:salute:
BigWalleye
01-22-15, 09:01 PM
well I ended up figuring all this out. it was actually a combination of things going on. I don't know exactly what files were clashing but it was between the 1920x1080 and the uboat compilation mod and the other was the en_menu was clashing with the Hseis Patch supplement. so I did some comparing and some swapping and WALA !!!! so my mod list as is now....
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunterIII\MODS]
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
GWX - English Nav Map and Grid Refs
Type II salvo selector
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Fixed Bearing Overlay - TypeIIA
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Ahnenerbe WideGui 1920 x 1080 Final
TKSS18 German U-Boats Compilation
Uboat Comp-FixAllSubGWX
U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
Ahnenerbe Shortcuts German U-Boats Compilation Mod
Merchant_Fleet_Mod_3.2
Supplement to V16B1 (JSGME)
....I also had mods enabled that were already incorporated in other mods so I eliminated them. so im good now. as always if someone can add to this mod list for better authentic game please, PLEASE tell me or pm me or something.
Just one I'd add, but it's IMO an absolute Must-Have regardless of your mod list. Stiebler4C_V16B1 is a follow-on to h.sie's patch kit. It adds more than a dozen patches, including a chance to surrender (and survive!), CAM ships, limited ASDIC effectiveness in shallow water, aerial torpedoes, and a settable minimum TC so you can leave harbor without dropping to TC 1 all the time. Well worth installing.
Good luck and good hunting!
drakkhen20
01-24-15, 12:45 AM
aahhh, i did not know it was an add on. will do right away thank you again.
drakkhen20
01-24-15, 08:37 PM
one little question. when I patch to stieblers patch do I still enable the Supplement to Hseis in JSGM ? or what ?
BigWalleye
01-24-15, 10:06 PM
one little question. when I patch to stieblers patch do I still enable the Supplement to Hseis in JSGM ? or what ?
Yes. Check Stiebler's instructions carefully. You set up Supplement to V16B1. You patch sh3.exe with h.sie's patcher, but DONT use the option selector. You set up Stiebler4C_Addon_for_V16B1. You use Stiebler's patcher to add his patches to the same sh3.exe. Then you use the Option Selector in Stiebler to turn on all the patches. Then put the patched sh3.exe in Stiebler4C_Addon_for_V16B1 and activate both supplements with JSGME.
It's all spelled out clearly in the instructionss. And it's way easier than I just made it sound.:D
Good luck and good hunting!
drakkhen20
01-25-15, 09:35 AM
that part yes is easy. I didn't know you had to use an unactived patched exe though. I was reading in stieblers notes about how to activate some of his add ons. frankly the cam ship. it say to go into campaign and find and change and reference to Type=102 to Type=8 and in one Campaign file there are many "references" so I started to do that in Notepad and using the "Find..." button was able to find a lot of Type=102s. my question is, is all the Type=102 in that file supposed to be changed to Type=8 or ones that match the Class=M36B because in both Campaign files they have a lot of references to 102 and I just didn't want every unit to be 8. another words is this right or am I doing something wrong or was I in the right direction ?
fitzcarraldo
01-25-15, 10:08 AM
:/\\!! Seriously !!! I installed GWX on fresh install and added my mods I wanted one by one and going into the game every time and running it on navel academy or single mission worked fine! then I go to career thinking everything fine... NOPE. CTD on load on very first mission. it only does it when the Supplement to Hsei Patch is enabled. WTC !! I followed everything to the T again and its doing the same crap! What am I doing wrong here ?
Compare with WinMerge the campaign.scr PREVIOUS to H.sie and AFTER H.sie. Make a copy of the files from your data/campaign/ folder, and see the differences. For me you have a conflict with scripted units in the campaign files and H.sie contains a new campaign.scr (scripted) file.
If you please, put a SS of your WinMerge windows comparing these files.
Regards.
Fitzcarraldo :salute:
BigWalleye
01-25-15, 10:30 AM
[/I]=drakkhen20;2281679]that part yes is easy. I didn't know you had to use an unactived patched exe though. I was reading in stieblers notes about how to activate some of his add ons. frankly the cam ship. it say to go into campaign and find and change and reference to Type=102 to Type=8 and in one Campaign file there are many "references" so I started to do that in Notepad and using the "Find..." button was able to find a lot of Type=102s. my question is, is all the Type=102 in that file supposed to be changed to Type=8 or ones that match the Class=M36B because in both Campaign files they have a lot of references to 102 and I just didn't want every unit to be 8. another words is this right or am I doing something wrong or was I in the right direction ?
You MUST change the type of the M36B ONLY. Change Type=102 to Type=8. But NOT for all Type=102 entries!
drakkhen20
01-25-15, 08:01 PM
@fitzcarraldo, ok I acquired winmerge and will work on that.
@BigWallEye, well in his read me it says there may be many references in Campaign_RND file and in Campaign_SCR file. I found the one and id assume theres only one in Campaign_SCR and changed it. but in the other one there is no reference as far as Class but a bunch of 102s so should I worry about this or what?
drakkhen20
01-25-15, 08:29 PM
@fitzcarraldo,
looked at the stock and the Hsei SCR folder and I haven't used winmerge since Need For Speed High Stakes and I was 13, but if im doing it right the only differences in those two files are the Wolfpack units. I finally got the CTD out of there it works fine now. im just trying to add the steibler patch the Hsei patch and im a little fuzzy in some areas such as this Type=102 to Type=8 stuff. I haven't modded in a long time and im still remembering how to get back around the Data files and merging stuff. its just that one instruction in his readme confused me as its not explained enough. im an intelligent person but some things im a little slow on because I don't want to screw it up is all some im triple checking myself. something didn't ping well last night with those instructions so I backed off and returned here to clarify. thank you for your help. I have totally forgotten about winmerge.:up:
drakkhen20
01-25-15, 08:39 PM
I figured id post these instructions on here just for reference.
IMPORTANT NOTE FOR USERS OF GWX AND OTHER SUPERMODS THAT ARE NOT NYGM:
A lot of people have reported problems with Crashes-to-Desktop (CTDs) with this mod, and the problems lie with the CAM-SHIP mod. The CAM-SHIP (usually IABL’s M36B ship) has to be of Type=8 in order to fly off aircraft, and this is how it is set in NYGM. However, stock SH3 lacks the CAM-SHIP entirely, while GWX has it as Type=102 (which will not fly off aircraft).
There are two solutions:
1. (Simple) DELETE the SEA folder completely from folder Stiebler4B_Addon_for_V16B1\data\Sea, before you install the folder with JSGME. (This is essential if you are using stock SH3.exe, without any supermod installed.) Of course, now the CAM-SHIP mod will not function. You can also delete folder Stiebler4B_Addon_for_V16B1\data\Air\CAMHurricane, since this no longer serves any purpose.
2. Alternatively, locate the references to the M36B ship in your SuperMod setup, and change them from UnitType=102 to UnitType=8. You will find these references in files: YourSuperMod\data\roster\british\sea\M36B (change UnitType=102 to UnitType=8) and YourSuperMod\data\sea\M36B\M36b.cfg (change UnitType=102 to UnitType=8) and YourSuperMod\data\campaigns\campaign\campaign_RND. mis (possibly also in file campaign_SCR.mis too) - search for
Class=M36B
Type=102
and change ‘Type=102’ to ‘Type=8’. (There may be several references to the M36B in the camapign files.)
That is not so difficult is it?
** Further details for all these mods are provided with the enclosed HsieOptions.chm file, which you can open by double-clicking on it, or by calling it from the Hsie OptionsSelector.exe file. **
Feedback welcome!
Stiebler. 8 March 2012. Updated 24 July 2012.
its the RND and SCR files that are screwing with me.
drakkhen20
01-31-15, 10:55 PM
well I haven't had much time to redo all this stuff. but I will try tomorrow and see.
Stiebler
02-02-15, 06:50 AM
GWX users can download this link for the changes needed to add the Stiebler hard-code changes to their installation. (The GWX mod assumes that you have already patched your version of SH3.exe with the H.sie addition and the Stiebler hard-code patch only.)
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z
I've been advertising this GWX patch for some time now.
Please note that this GWX complete addition does NOT contain the revised conning-towers (turms) that you will need to fix the problem of the radar positions. You can copy these turms safely into GWX from the revised Stiebler 4C patch.
Stiebler.
BigWalleye
02-02-15, 08:47 AM
#drakkhen20, I apologize for having missed your posts and kind of disappeared on you. Fam issues. Been a busy time.
As far as I can determine, there are NO references to M36B class in the Campaign_RND.mis or Campaign_SCR.mis files for basic GWX3 or for any GWX3-specific add-on mod. Even the Campaign_SCR.mis that Stiebler provides at http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z has no reference to an M36B class. Apparently, they are not included in the GWX3 campaign.
It appears that, for GWX3, there is NO editing required to correct Type=102 to Type=8 in either Campaign_RND.mis or Campaign_SCR.mis. In the past, I did use Stiebler4B successfully with no changes to the campaign files. Of course, you have to use an edited Campaign_SCR.mis for h.sie's patch, to get the wolfpacks. But I was OK just using that file, and no changes to Campaign_RND.mis at all.
On the other hand, Stiebler does include a revised, and much reduced, version of Campaign_SCR.mis in his GWX3_Stiebler4B_Addon_for_V16B1. Since it is his mod, I would defer to him and suggest you just use GWX3_Stiebler4B_Addon_for_V16B1. Besides, it's easier than setting up the folder yourself.:)
Jeff-Groves
02-02-15, 08:57 AM
The M36B in GWX is a UnitType=100
The M35B in GWX is a UnitType=102
M35B=Empire-type Freighter
M36B=CAM Freighter
BigWalleye
02-02-15, 10:44 AM
The M36B in GWX is a UnitType=100
The M35B in GWX is a UnitType=102
M35B=Empire-type Freighter
M36B=CAM Freighter
Jeff, can you find the string "M36B" in any GWX3 version of Campaign_RND.mis or Campaign_SCR.mis? Every time I search for that string, (including various case mixes), I get a return of Cannot find "M36B". I know that the class M36B is defined in the Sea and Roster folders (has its own M36B.cfg file), but AFAIK, the string is not present in the Campaign files.
Jeff-Groves
02-02-15, 10:57 AM
The M36B is NOT in the SCR file.
Now the RND calls for the Type=100 which will then pull 1 of the 5 UnitType=100 ships. (Replenishment )
Should you change those to Type=8 you will get 1 of 3 units.
1 being the Cam (After changing it to a type=8) the other 2 being Escort Carriers.
There's 44 listings of the Type=100 in the RND file.
54 in the SCR file but that file calls specific Units.
#drakkhen20, I apologize for having missed your posts and kind of disappeared on you. Fam issues. Been a busy time.
As far as I can determine, there are NO references to M36B class in the Campaign_RND.mis or Campaign_SCR.mis files for basic GWX3 or for any GWX3-specific add-on mod. Even the Campaign_SCR.mis that Stiebler provides at http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z has no reference to an M36B class. Apparently, they are not included in the GWX3 campaign.
It appears that, for GWX3, there is NO editing required to correct Type=102 to Type=8 in either Campaign_RND.mis or Campaign_SCR.mis. In the past, I did use Stiebler4B successfully with no changes to the campaign files. Of course, you have to use an edited Campaign_SCR.mis for h.sie's patch, to get the wolfpacks. But I was OK just using that file, and no changes to Campaign_RND.mis at all.
On the other hand, Stiebler does include a revised, and much reduced, version of Campaign_SCR.mis in his GWX3_Stiebler4B_Addon_for_V16B1. Since it is his mod, I would defer to him and suggest you just use GWX3_Stiebler4B_Addon_for_V16B1. Besides, it's easier than setting up the folder yourself.:)
I agree with you. When I installed Stiebler'patch I couldn't find any reference to M36B neither in Campaign_SCR nor in Campaign_RND.
On the other hand I found and changed:
" YourSuperMod\data\roster\british\sea\M36B.cfg (change UnitType=102 to UnitType=8) and
YourSuperMod\data\sea\M36B\M36b.cfg (change UnitType=102 to UnitType=8)"
Stiebler
02-02-15, 12:26 PM
It appears that, for GWX3, there is NO editing required to correct Type=102 to Type=8 in either Campaign_RND.mis or Campaign_SCR.mis.When I installed Stiebler'patch I couldn't find any reference to M36B neither in Campaign_SCR nor in Campaign_RND.This is true.
However, GWX, like other super-mods, and indeed like stock SH3, makes much use of generic ships, with no assigned name. Instead, only the Type is set, in some places perhaps to Type=102, perhaps to Type=8.
It is necessary to ensure that the M36B CAM-Ship is assigned Type=8 if it is to fly aircraft.
Stiebler.
BigWalleye
02-02-15, 12:27 PM
The M36B is NOT in the SCR file.
Now the RND calls for the Type=100 which will then pull 1 of the 5 UnitType=100 ships. (Replenishment )
Should you change those to Type=8 you will get 1 of 3 units.
1 being the Cam (After changing it to a type=8) the other 2 being Escort Carriers.
There's 44 listings of the Type=100 in the RND file.
54 in the SCR file but that file calls specific Units.
You are saying that all of the references to Type=100 in Campaign_RND.mis should be changed to Type=8? Is that correct?
Is it not sufficient to change the Type=100 in the two M36B.cfg files to Type=8? There are already 54 occurences of Type=8 in Campaign_RND.mis, and 44 occurences ot Type=100. If you set all 98 to Type=8, then you would have many more opportunities to draw a CVE. (And, of course, NO chance of ever drawing any of the other 4 Type=100 classes.) If you just edit the M36F.cfg files to Type=8, then you will have less chance of pulling a CVE. Which alternative is more historically appropriate? Or more appropriate to the overall GWX3 philosophy?
Jeff-Groves
02-02-15, 12:39 PM
I wouldn't edit any of the campaign files unless it was to script the M36B into the SCR file so it appears in the proper place.
The other type=8 entries you'd still have to accept the fact you got a 1 in 3 chance of the M36B showing up in place of an Escort Carrier.
But only between certain dates. So it ends up being 50/50 that you get a Carrier only between 19420915 to 19430601
Now that is what I would do and is in no way meant to imply it's GWX philosophy.
I'd think GWX philosophy would be closer to 'CRAP! Now we have to redo the Campaign files!'
:)
drakkhen20
02-02-15, 09:50 PM
anything I edit anywhere I always make copies and edit those and put those into JSGM or swap them myself and test. so.... my conclusion to this is to just change the sea and roster and leave it alone correct? because im not like you guys with understanding how these things work and why. if you were actually here looking over my shoulder telling me this I could pick it up quite quickly but that isn't the case here. so I guess when I get the time again ill start poking around and test, test, test and will report back. btw, all you guys have been very helpful and patient with me. very much appreciated:salute:
Thank you all again,
drakkhen20
Jeff-Groves
02-03-15, 06:34 PM
There is no need to edit the Campaign files in GWX 3.
All that will happen is that a few random convoys will not have the Cam freighter but others will have it.
It's a small window that the Cam Freighter is in GWX anyway.
As far as I know only 9 actually engaged in Combat with 1 Pilot dying from injuries from bailing out of his aircraft.
drakkhen20
02-03-15, 09:25 PM
ok. well thank you all for your help on this.
Thanks,
drakkhen20:salute:
Drakkhen - I hope you do not mind me asking for help in your thread :up:
Well, for some reason I'm having a heck of a time getting Stiebler4B to work on my GWX install. No surprise from you guys, I suppose. :nope: I would appreciate a little bit of guidance.
Here's my working mod list, everything works 100% - no crashes:
Ahnenerbe WideGui 1920 x 1080 Final
GWX - English Nav Map and Grid Refs
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX Turm Lights fix
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Optional - ShipVanishingHull for MEP v5
Supplement to V16B1 (JSGME)
GWX - Enhanced Damage Effects
O2-Gauges v2
When I try to apply GWX3_Stiebler4B_Addon_for_V16B1, I immediately have an issue where the menu is only 1/4 of the screen in the bottom right, and the rest is all black. Here's my mod list with Stiebler4b
Ahnenerbe WideGui 1920 x 1080 Final
GWX - English Nav Map and Grid Refs
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX Turm Lights fix
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Optional - ShipVanishingHull for MEP v5
Supplement to V16B1 (JSGME)
GWX - Enhanced Damage Effects
O2-Gauges v2
GWX3_Stiebler4B_Addon_for_V16B1
So, here's what I've done.
1. I've made sure my V16B1 is unaltered / set to default according to V16B1 patch selector and Stiebler's Instructions:(H.sie's original file had all boxes ticked in the Options Selector for H.sie patches, except 'less radio reports' unticked. The two slider dials for oxygen consumption are both set to 1.0.)
2. I then copy my V16B1 sh3.exe to Stiebler4C_V16B1 and patch it there.
3. I enter options selector (from stiebler folder), go to stiebler mods and untick the silent running fix :oops: I also set oxygen slider back to 1.0. click ok to apply changes, and exit the options selector completely so as not to reapply any V16B1 options over top.
4. I copy the exe to GWX3_Stiebler4B_Addon_for_V16B1, enable it in JSGME and launch game.
Menu is as described above. Only 1/4 of the screen :/\\!! Anyone have any suggestions I might try?
Looks like I totally missed the fact that I had 4B downloaded when the thread is talking about 4C.
I guess I'll hunt down 4C and give it another shot. lol
Thanks for pointing out the obvious there. :doh:
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