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Alfred Keitzer
02-01-15, 01:28 AM
Now with support for LSH3-2015 CAREER mode


Having seen endless videos and photos of the real Keramon bunkers at Lorient, I just couldn’t take the trek to and from Lorient any more. So, using a limited set of tools (Silent 3ditor, SH3MissionEditor, pencil and paper), I … (a) trimmed down the base to just that section that includes the bunkers; (b) raised two bunkers and paved the ground and made them land-based like the real Lorient bunkers Keroman I and II; (c) transposed the U-Boat under construction and all the people from the deleted section of old Lorient to the area in between the land-based bunkers; (d) moved the base to it’s more accurate location near the entrance of Lorient harbor; (e) moved the bunker AA guns, searchlights, a few ships and a green buoy to the new Lorient location; (f) moved the U-Boat departure point to be Pen K20 of Keramon III; and (g) scripted the escort to come up the Lorient main channel as your U-Boat is departing.

New Lorient v1.5

(All Inclusive Download)

All issues through Post #109 of this thread are addressed in this release.


I have made NINE variants of New Lorient -- all nine are included as separate MODs in the 7z file (~6 MB). You can pull out and install whichever versions you want or need …


New Lorient v1 – SH3 v1.4b Standard Missions – for the stock version of Silent Hunter III. Note that the stock version of SH3 is very plain and does not include the escort, ships, channel buoy, or outer harbor lighthouses found in other super-mods.
New Lorient v1 – GWX3 Standard Missions – runs with the "default" campaign missions files of GWX3.
New Lorient v1 – GWX3 Merged Campaign – runs with the "Merged Campaign" mission files of GWX3.
New Lorient v1 – GWX3+Wilhelmshafen_et_al_V6 – runs with GWX3 standard campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V6" installed.
New Lorient v1 – GWX3+Wilhelmshafen_et_al_V7 – runs with GWX3 standard campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7" installed. *
New Lorient v1 – GWX3 Merged Campaign+Wilhelmshafen_et_al_V6 – runs with GWX3 Merged Campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V6" installed.
New Lorient v1 – GWX3 Merged Campaign+Wilhelmshafen_et_al_V7 – runs with GWX3 Merged Campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7" installed. *
New Lorient v1 – NYGM 3.6F – runs with NYGM 3.6F and most optional Mods except "Harbor Traffic Add-In" and "Mediterranean Campaign Only"
New Lorient v1 – LSH3-2015_BunkerStart – New Lorient base plus all the functionality of "_LSH3-2015_BunkerStart". For CAREER mode only; does NOT support MultiMission_NoCareer and SingleMission_NoCareer.

* NOTE: Running with GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7 also requires WAC4.1 SubPen_animated_18.02.2010 installed. DO NOT INSTALL Aces' Super Pens v4 GWX Version or you will lose the Lorient bunkers again (see documentation).


Files Utilized in this MOD:

-- data\MissionEditor\Locations\HB_Lorient.tga -- updated the 2D base footprint shown on maps in SH3MissionEditor.
-- data\Terrain\Locations\Lorient.tga -- updated the 2D base footprint shown on maps in SH3.
-- data\Terrain\Locations\Lorient.dat -- redefined the base in terms of its individual components. Eliminated that portion of base unrelated the Lorient bunkers (about half the base). Elevated land-based bunkers and laid foundation under them. Move U-Boat under construction and people to between land-based bunkers.
-- data\Terrain\Locations.cfg -- changed the location of Lorient base, city and industry.
-- data\Campaigns\Campaign\Campaign_LND.mis -- this file includes a marker that determines where the U-Boat actually departs from; moved and heading change.
-- data\Campaigns\Campaign\Campaign_RND.mis -- NOT CHANGED but retained for compatibility with other mission files.
-- data\Campaigns\Campaign\Campaign_SCR.mis -- repositioned the AA guns and searchlights that sit on top of the bunkers; moved some static U-Boats and ships; moved some anchored ships out of the way for the new base; and moved one of the Green channel buoys from further east to mark the center of the channel for departures and returns at night; move start point for escorts closer to new base for U-Boat departures.


Download here (~6 MB): http://prussianempire.com/New_Lorient_v1.5.7z (http://prussianempire.com/New_Lorient_v1.5.7z)

All NINE Mods include a similar PDF document: http://prussianempire.com/New_Lorient_v1.5.pdf (http://prussianempire.com/New_Lorient_v1.5.pdf)


SUPPORTING FILES:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6:
http://prussianempire.com/GWX3_Wilhelmshafen_et_al_V6.7z (http://prussianempire.com/GWX3_Wilhelmshafen_et_al_V6.7z)
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7:
http://www.gamefront.com/files/21474149/GWX_3_Wilhemshafen_St_Naz_Schluese_and_xtra_ships_ V7_7z (http://www.gamefront.com/files/21474149/GWX_3_Wilhemshafen_St_Naz_Schluese_and_xtra_ships_ V7_7z)
WAC4.1 SubPen_animated_18.02.2010:
http://prussianempire.com/WAC4.1_SubPen_animated_18.02.2010.7z (http://prussianempire.com/WAC4.1_SubPen_animated_18.02.2010.7z)


-----

Nothing fancy or frilly here. No bands or waving people to see you off in the bunker – they are all over in the Rail Transport Yard celebrating Oktoberfest (unless you are using GWX 3 Wilhemshafen..V7 with Aces' animated sub pens) – but it sure beats the old Lorient base.

http://prussianempire.com/KNBL15.jpg

Behind the base looking South. Yup, that's the entrance to Lorient harbor right in front of the base.

http://prussianempire.com/KNBL14.jpg

Seaward entrance bunker to Keroman I

http://prussianempire.com/KNBL11.jpg

Land based bunkers Keroman I and II

http://prussianempire.com/KNBL4.jpg

Keroman Bunkers I, II and III

http://prussianempire.com/KNBL6.jpg

Moved the town and industrial center of old Lorient to the new; added a few more ships; and it's open for business.

http://prussianempire.com/KNBL16.jpg

sublynx
02-01-15, 01:55 AM
That must have been quite a workload. Thanks a lot. :salute:

I've visited Trondheim and seen the old U-boat bunkers and the harbour area, and it is really an experience to sail from Trondheim in the game and get the same kind of feeling about the environment as in real life. Hopefully I get to visit Lorient one day.

I'm playing NYGM, and time's limited right now, but I'm hoping I'll get this edited in as soon as possible.

Hitman
02-01-15, 03:56 AM
Super job, well done :yeah:

álvaro
02-01-15, 07:05 AM
@ Alfred Keitzer

Congratulations, It´s a brilliant job !!

Thanks a lot

fitzcarraldo
02-01-15, 07:06 AM
Great work. It seems a must have....

Many thanks!

Regards.

Fitzcarraldo :salute:

Borgneface
02-01-15, 08:04 AM
This is looking great! I will download asap and install it.
Thank you for this work
:yeah:

Sailor Steve
02-01-15, 08:22 AM
Have just downloaded. It will be awhile before I ever get to see in the game, but the pictures look great! :rock:

Alfred Keitzer
02-01-15, 02:54 PM
If you need "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6" and cannot find it, I have a copy of that too at ...

http://prussianempire.com/GWX3_Wilhelmshafen_et_al_V6.7z (http://prussianempire.com/GWX3_Wilhelmshafen_et_al_V6.7z)

Despite the shortened 7z file name, the above 7z file indeed contains the full version of "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6"

ReallyDedPoet
02-01-15, 05:18 PM
Great work!

makman94
02-02-15, 06:55 PM
very nice work !

thank you for sharing, Alfred Keitzer :up:

Alfred Keitzer
02-02-15, 10:28 PM
There is a nice video here that explains how the Lorient Keroman bunkers actually worked -- https://www.youtube.com/watch?v=ehoKQHY6rwM (https://www.youtube.com/watch?v=ehoKQHY6rwM) -- starting about 25 minutes into the video.

álvaro
02-03-15, 08:19 AM
@ Alfred K...Thank you very much again

fsaconi
02-03-15, 06:29 PM
Really nice work, :yeah:

Thanks to share it with us. :salute:

Greetings,

fsaconi

MLF
02-07-15, 09:24 AM
Thank you for this - really good and possibly a lot of work:up:

Regards,

MLF

Anvar1061
02-07-15, 10:07 AM
SSS
Dear Alfred Keitzer,we need a version compatible with WBs USAM v69.61
http://www.subsim.com/radioroom/images/moresmilies6.jpg
http://www.subsim.com/radioroom/showpost.php?p=2097458&postcount=1

Dani
02-07-15, 12:14 PM
Any chance you make a GWX - Merged Campaign version?

Fubar2Niner
02-07-15, 12:52 PM
^ OOoh please, :Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:, please let it be so.

Best regards.
Fubar2Niner

Anvar1061
02-07-15, 02:16 PM
There are no copyrights placed on this MOD for my part and you are free to change or enhance it in any way you like.

SSS
Dear Alfred Keitzer,we need a version compatible with WBs USAM v69.61
http://www.subsim.com/radioroom/images/moresmilies6.jpg
http://www.subsim.com/radioroom/showpost.php?p=2097458&postcount=1
SSS
I reworked NEW LORIENT+WBs USAM v69.61+Undersea_mod _Reworked by Rubini (http://www.subsim.com/radioroom/showpost.php?p=1340171&postcount=1)
http://www.subsim.com/radioroom/images/moresmilies6.jpg
DOWNLOAD:
http://www.mediafire.com/download/y9mjx9u2po3azfs/New+Lorient+v1+-+GWX3+WBs+USAM+Undersea.7z
PS. WBS USAM v69.61 first set!

Alfred Keitzer
02-07-15, 02:35 PM
Anvar1061 --

Nice job! How's it looking?

I have a good friend who just did a GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework. Will try to get that version up here as well.


Dani & Fubar2Niner --

Should have a "NEW LORIENT - GWX Merged Campaign" up here soon.

Cheers!
/AK

ReallyDedPoet
02-07-15, 05:58 PM
Nice video :-)

Alfred Keitzer
02-07-15, 08:33 PM
Dani & Fubar2Niner --

See first post -- new download for "New Lorient v1 - GWX Merged Campaign".

Cheers!
/AK

Dani
02-07-15, 09:16 PM
Thank you, very much!

Fubar2Niner
02-08-15, 05:25 AM
Dani & Fubar2Niner --

See first post -- new download for "New Lorient v1 - GWX Merged Campaign".

Cheers!
/AK

@AK

Thank you very much shipmate, really appreciate your efforts :salute:

PS. This is a tall order and, perhaps, for 95% of peeps unusable, but if there is the slightest chance you might make this for "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7", I would just about bloomin' well be prepared to have your babies :salute:

Best regards.
Fubar2Niner

HW3
02-08-15, 10:23 AM
Fubar2Niner

He tried but, something to do with a change made at St. Nazaire in v7, caused the subpen walls/roof to not show up at Lorient. We are not talented enough to figure out what it is and fix it.:oops:

Fubar2Niner
02-08-15, 10:42 AM
@HW3

Thanks for the confirmation mate.. I have read v.7 is problematic for most. For some insane reason it works fine here. Guess I'll have to stick with v.7 or revert to v.6 and use this fine mod.

Best regards.
Fubar2Niner

Alfred Keitzer
02-09-15, 12:49 PM
@HW3

Thanks for the confirmation mate.. I have read v.7 is problematic for most. For some insane reason it works fine here. Guess I'll have to stick with v.7 or revert to v.6 and use this fine mod.

Best regards.
Fubar2Niner

@ Fubar2Niner

Well, no guarantees, but you can try installing "New Lorient v1 - GWX3+Wilhelmshafen_et_al_V6" on top of V7 and see what happens.

I tried it, but I still lose the bunker walls and roofs at Lorient.

Also tried "New Lorient v1 - GWX3 Merged Campaign" on top of Wilhelmshaven..V7 with same results.

Alfred Keitzer
02-09-15, 06:58 PM
For those who use other variants of GWX or use other super-mods like NYGM or LSH3, I have created MERGE files that only include the changes to Lorient. As soon as the "How To" documentation is ready, I will get this uploaded here.

Cheers!
/AK

Alfred Keitzer
02-09-15, 10:09 PM
I have now combined all four versions of New Lorient into one package - New_Lorient_v1.2.7z -- see first port.

Also my apologies to all. Over at WolvesAtWar, where I roam, we do not use the point or awards system built into SHIII; we use our own system. As a consequence, we set the "Starting Renown" in the "flotilla.cfg" file to 25,000 to insure all Captains have the renown they need to acquire equipment and weapons as authorized (including U-Boat upgrades). Unfortunately, this "Starting Renown" made its way into my original release. In this version 1.2, I have set the "Starting Renown" in the "flotilla.cfg" file to 1500, which assumes you have gone through the SHIII Academy at least once in your life.

sublynx
02-10-15, 10:05 AM
NYGM version, great!

pedalboat
02-10-15, 12:56 PM
Installed New Lorient on stock SH3 1.4b and I must say that it works like a charm.
Thank you.
Any chance that we'll see the other ports as well?

Alfred Keitzer
02-10-15, 01:08 PM
NYGM version, great!

I do note that NYGM 3.4 and 3.6F moved the harbor all the way outside Lorient, which wasn't a bad approximation. I could put a version together for NYGM 3.4 or 3.6F pretty quick. Question is, which version? -- probably 3.6F.

Alfred Keitzer
02-10-15, 01:13 PM
Installed New Lorient on stock SH3 1.4b and I must say that it works like a charm.
Thank you.
Any chance that we'll see the other ports as well?

The main goal was to get Lorient looking more like the real thing and moved to a more realistic location. Not sure what "other ports" you are talking about. :06:

Fubar2Niner
02-10-15, 01:48 PM
@ Fubar2Niner

Well, no guarantees, but you can try installing "New Lorient v1 - GWX3+Wilhelmshafen_et_al_V6" on top of V7 and see what happens.

I tried it, but I still lose the bunker walls and roofs at Lorient.

Also tried "New Lorient v1 - GWX3 Merged Campaign" on top of Wilhelmshaven..V7 with same results.

Hi AK,

Sorry I'm late in getting back, ok here it is.... Using v1 over Wilhelmshafen_et_al_V7, works like a charm, without the need for Wilhelmshafen_et_al_V6. However I now have no locks in Kiel. I know it doesn't make sense, any thoughts mate. I will try your new package meantime.

Best regards.
Fubar2Niner

Alfred Keitzer
02-10-15, 02:32 PM
Hi AK,

Sorry I'm late in getting back, ok here it is.... Using v1 over Wilhelmshafen_et_al_V7, works like a charm, without the need for Wilhelmshafen_et_al_V6. However I now have no locks in Kiel. I know it doesn't make sense, any thoughts mate. I will try your new package meantime.

Best regards.
Fubar2Niner

There is something strange about V7 with things disappearing. Don't have a clue.

pedalboat
02-10-15, 08:05 PM
Alfred, I mean Wilhelmshaven, Kiel, Brest, St. Nazaire, Bergen, La Spezia, Toulon, Bordeaux, Flensburg (as far as stock SH3 is concerned)

Alfred Keitzer
02-10-15, 08:08 PM
Alfred, I mean Wilhelmshaven, Kiel, Brest, St. Nazaire, Bergen, La Spezia, Toulon, Bordeaux, Flensburg (as far as stock SH3 is concerned)

No intent to change any of these; sorry.

Alfred Keitzer
02-12-15, 03:17 AM
I do note that NYGM 3.6F moved the existing Lorient base to the shoreline of the harbor; however, I have gone ahead and added a version of "New Lorient -- NYGM 3.6F" to the package -- now version 1.3 -- see first post.

The only optional NYGM Mods I see that are not compatible with New Lorient are "Harbor Traffic Add-In" (although most of this seems to be already integrated into 3.6F) and "NYGM3.3 Mediterranean Campaign Only". Most other NYGM Mods appear to be compatible.

Fubar2Niner
02-13-15, 09:45 AM
@Alfred

Just tried your new package, unfortunately I keep getting a corrupt download error. I have tried re d/l several times and using both 7-Zip and WinRAR to extract/test the file. Any chance you could re up the file please mate?

Many thanks in advance.

Best regards.

Fubar2Niner

HW3
02-13-15, 10:06 AM
I'm getting an error too, "Can not open New Lorient v1.3 as a archive".

sublynx
02-13-15, 10:36 AM
Yup, the file is corrupted. No luck in opening the file for me either.

Anvar1061
02-13-15, 10:46 AM
Yup, the file is corrupted. No luck in opening the file for me either.

SSS
+1 http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

álvaro
02-13-15, 10:58 AM
Happens to me the same thing with the file is corrupted

Alfred Keitzer
02-13-15, 03:38 PM
TRY IT NOW. Got same here -- first time I've had an upload fail on me.

álvaro
02-13-15, 05:13 PM
@ Alfred Keitzer

Now yes, thank you very much for your effort to satisfy everyone. A great job. congratulations :up::salute:

Alfred Keitzer
02-13-15, 05:38 PM
@ Alfred Keitzer

Now yes, thank you very much for your effort to satisfy everyone. A great job. congratulations :up::salute:


Yea, it's working now. Had to use an alternate method of package upload. My fault for not testing the original upload. :/\\!!

sublynx
02-13-15, 10:08 PM
A NYGM version much appreciated! Thanks a lot!

Fubar2Niner
02-14-15, 04:44 AM
@Alfred

Hi mate still got problems :( Is there a chance you can up this to mediafire or the like ? The download keeps crawling to a halt then failing shortly after 1mb is downloaded. Many thanks in advance.



Edit: Nevermind AK got it at last, had to use a d/l manager to get it tho :hmmm: Perhaps prussianempire is having probs today :06:

Best regards.

Fubar2Niner

Plissken_04
02-14-15, 06:17 AM
@Alfred

Hi mate still got problems :( Is there a chance you can up this to mediafire or the like ? The download keeps crawling to a halt then failing shortly after 1mb is downloaded. Many thanks in advance.



Edit: Nevermind AK got it at last, had to use a d/l manager to get it tho :hmmm: Perhaps prussianempire is having probs today :06:

Best regards.

Fubar2Niner


You had take a look on my Server,then you had the File much earlier :smug:


So Long

Maik

Fubar2Niner
02-14-15, 06:21 AM
You had take a look on my Server,then you had the File much earlier :smug:


So Long

Maik

Indeed Maik, why didn't I think of that :oops: :haha:

Best regards.
Fubar2Niner

Fubar2Niner
02-15-15, 05:41 AM
@Alfred

Just a quick heads up, thought you might like to know your new Lorient seems to be working with Wilms,St Naz etc v.7 just dandy so far. Great work mate :salute:

Best regards.

Fubar2Niner

Alfred Keitzer
02-15-15, 04:29 PM
@Alfred

Just a quick heads up, thought you might like to know your new Lorient seems to be working with Wilms,St Naz etc v.7 just dandy so far. Great work mate :salute:


But you still do not have the locks at Kiel, right ?

Sailor Steve
02-15-15, 05:07 PM
@Alfred

Just a quick heads up, thought you might like to know your new Lorient seems to be working with Wilms,St Naz etc v.7 just dandy so far.
Which version of New Lorient did you install?

Fubar2Niner
02-15-15, 05:55 PM
But you still do not have the locks at Kiel, right ?

Got the locks, however the Kiel port is somewhat screwed, ships aground quays etc. Close tho, bloòdy close. KAeep at it mate. Any I can do to help just ask.

Nest regards.

Fubar2Niner

Fubar2Niner
02-15-15, 05:58 PM
Which version of New Lorient did you install?

Hi Steve, v.6 et al. Still a prob or two but getting there.

Best regards.

Fubar2Niner

Sailor Steve
02-15-15, 06:43 PM
Hi Steve, v.6 et al. Still a prob or two but getting there.
Thanks. I anxiously await your findings. :sunny:

Alfred Keitzer
02-16-15, 04:37 AM
Got the locks, however the Kiel port is somewhat screwed, ships aground quays etc. Close tho, bloòdy close. KAeep at it mate. Any I can do to help just ask.


Not surprising given Kiel Naval Base was redesigned between V6 and V7.

Alfred Keitzer
02-18-15, 02:03 PM
Originally Posted by Fubar2Niner http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=2288019#post2288019)
Got the locks, however the Kiel port is somewhat screwed, ships aground quays etc. Close tho, bloòdy close. KAeep at it mate. Any I can do to help just ask. Not surprising given Kiel Naval Base was redesigned between V6 and V7.

So I guess there are some out there that use the Wilhelmshafen..V7 version that do not get missing bunkers at Lorient. For those, I sent Fubar2Niner a version of "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7". If all looks good I will add it to the list.

Cheers!
/AK

Fubar2Niner
02-19-15, 04:14 PM
@AK
New pm mate :salute:

Best regards.

Fubar2Niner

Fubar2Niner
02-20-15, 10:35 AM
@AK

Hi mate, recognise this........

http://s291.photobucket.com/user/fubar2niner/library/SH3/Examples
http://s291.photobucket.com/user/fubar2niner/library/SH3/Exampleshttp://i291.photobucket.com/albums/ll293/fubar2niner/SH3/Examples/Lorient_zpsdzmpy79n.jpg (http://s291.photobucket.com/user/fubar2niner/media/SH3/Examples/Lorient_zpsdzmpy79n.jpg.html)


Yes your very own Lorient for Wilms,St Naz etc. v.7 but now with walls :arrgh!:

Apologies for the image quality had to ditch the HiRes Fix to take the screen shot :oops:


Fantastic stuff mate. For those interested, install "WAC4.1 SubPen_animated_18.02.2010" after "Wilms,StNaz v.7" and bingo. You may need to use the 4GB patch for this.


Best regards, and thanks a ton AK

Fubar2Niner

Sailor Steve
02-20-15, 12:22 PM
That is good news indeed! :rock:

Alfred Keitzer
02-20-15, 01:04 PM
Yes, very cool indeed, Fubar! :yeah:

Anyone have an active download link to "WAC4.1 SubPen_animated_18.02.2010"

HW3
02-20-15, 01:06 PM
Nice! Glad to see you got it working. Did it also fix the problem with the Kiel port you posted about?

Alfred Keitzer
02-20-15, 01:08 PM
Nice! Glad to see you got it working. Did it also fix the problem with the Kiel port you posted about?

Yes, Kiel looks fine. According to Fubar2Niner, other ports looked good too.

HW3
02-20-15, 01:12 PM
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/WAC%20-%20War%20Ace%20Campaign/ADDITIONAL%20WAC%204.1%20MODS/WAC4.1%20SubPen_animated_18.02.2010.7z

User name: maik
Password: woelfe

Alfred Keitzer
02-20-15, 01:28 PM
Thanks for the link HW3.:salute:

This evening, I will get all this updated in the first post. For those in a rush to get this version of "New Lorient v1 - GWX3 Combined Campaign+Wilhelmshafen_et_al_V7" (as a separate download), you can pick it up here ...

http://prussianempire.com/New_Lorient_v1_GWX3_Merged_Wilhelmshafen_V7.7z (http://prussianempire.com/New_Lorient_v1_GWX3_Merged_Wilhelmshafen_V7.7z)

The documentation has not been updated yet. The order of installation is ...

Prerequisite: GWX3 installed
Add MOD "GWX3 Merged Campaign" using JSGME
Add MOD "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7” using JSGME
Add MOD "WAC4.1 SubPen_animated_18.02.2010" using JSGME {necessary to fix missing bunkers in V7}
Add MOD "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7" using JSGME


Note: Do not install "Aces' Super Pens v4 GWX Version" or you will lose the Lorient bunkers again.

Cheers!
/AK

Sailor Steve
02-22-15, 06:51 PM
Got it installed. Seems to be working fine.

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_16.36.6_768_zpsg1bn438v.png (http://s14.photobucket.com/user/SailorSteve/media/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_16.36.6_768_zpsg1bn438v.png.html)

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_16.37.0_159_zpsmbvy27nz.png (http://s14.photobucket.com/user/SailorSteve/media/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_16.37.0_159_zpsmbvy27nz.png.html)

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_16.41.9_15_zpsthwtd6jk.png (http://s14.photobucket.com/user/SailorSteve/media/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_16.41.9_15_zpsthwtd6jk.png.html)

Sailor Steve
02-22-15, 11:47 PM
Uh-oh. Spoke too soon. I seem to be getting a lot of this:

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_21.31.3_67_zpshq9behfq.png (http://s14.photobucket.com/user/SailorSteve/media/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_21.31.3_67_zpshq9behfq.png.html)

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_21.31.40_693_zps8gkenbis.png (http://s14.photobucket.com/user/SailorSteve/media/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_21.31.40_693_zps8gkenbis.png.html)

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_21.31.12_192_zpsegxm2adg.png (http://s14.photobucket.com/user/SailorSteve/media/Silent%20Hunter%20Screenshots/SH3Img22-2-2015_21.31.12_192_zpsegxm2adg.png.html)

Alfred Keitzer
02-23-15, 01:49 AM
Uh-oh. Spoke too soon. I seem to be getting a lot of this ...


Overlapping ships I see -- actually duplicates of the same ship(s). Good catch Sailor Steve! Okay, I have a fix for that ...

IMPORTANT NOTE: If you have already started a patrol from Lorient using "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7", do NOT implement this fix until AFTER you complete your patrol and return to Lorient. Otherwise, your current patrol SAVE files will not properly load.

Here is a quick fix to the overlapping ship problem. Download ...

http://prussianempire.com/Merged_V7_Campaign_SCR.7z (http://prussianempire.com/Merged_V7_Campaign_SCR.7z)

... and drop the enclosed "Campaign_SCR.mis" file into your MODS directory at ...

"..\MODS\New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7\data\Campaigns\Cam paign" -- overwrite the old file.


When your U-Boats are safely in port, use JSGME to remove and reinstall "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7".


NOTE: I have also applied the fix to the complete "New_Lorient_v1_GWX3_Merged_Wilhelmshafen_V7" download.

Fubar2Niner
02-23-15, 06:32 AM
Well spotted Steve. Thanks for the fix Alfred

Jimbuna
02-23-15, 01:12 PM
Some great work going on here http://s24.postimg.org/c148rgoj5/thumbsup_1.gif (http://postimage.org/)

Sailor Steve
02-23-15, 01:24 PM
Just tried the new fix. It seems to have done the job. No double boats at all.

Thanks, AK, for a great mod and for taking the time to investigate and fix problems. You're a pro. :sunny:

ReallyDedPoet
02-23-15, 02:47 PM
Some great work going on here http://s24.postimg.org/c148rgoj5/thumbsup_1.gif (http://postimage.org/)

:agree:

Alfred Keitzer
02-23-15, 08:23 PM
This may have already been discovered, but something a little odd about "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7".

NOTE THIS IS NOT USING SH3 Commander ...

If you start a new campaign at 1st U-Flotilla in Kiel in 1939 or 1940, start a patrol and immediately exit the patrol, it will ask "Dock at: Kiel" and everything is fine.

If you start a new campaign at 1st U-Flotilla in Kiel in 1941, start a patrol and immediately exit the patrol, it will ask "Dock at: Moltenort". If you exit and go to the Briefing Room, you can do noting -- like you are at a foreign port. Start a second patrol, the assigned patrol area is NULL, and if you start anyway, you will find your U-Boat beached on land across the harbor at Kiel.:arrgh!:

This is GWX with just "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" installed -- nothing else.

Sailor Steve
02-24-15, 03:12 AM
Yep. I just tested it WITH Commander and got exactly the same result.

I'm now debating tearing out my entire game again and starting over with Wilhelmshaven v6.

HW3
02-24-15, 11:21 AM
Just a guess but, a problem in the flottilla.cfg file maybe?:hmmm:

Sailor Steve
02-24-15, 11:25 AM
Just a guess but, a problem in the flottilla.cfg file maybe?:hmmm:
I hope so, because that sounds easy to fix. I have no idea how that stuff works. Maybe it's time I learned. :sunny:

Fubar2Niner
02-24-15, 01:00 PM
This may sound silly...... but..... Will this happen if any other mods are enabled ? Reason I'm asking is, it's possible but prolly unlikely that someone will only use Wilms, etc v.7. What do you chaps think ?. I'm still at work but when I get home (time dependant) I'll launch a career at the problematic time and port/flotilla mentioned.

Best regards.

Fubar2Niner

Alfred Keitzer
02-24-15, 02:24 PM
Just a guess but, a problem in the flottilla.cfg file maybe?:hmmm:

Ya know, that was the first place I looked. Even compared V6 and V7 ..\terrain\locations.cfg files and looked at the Campaign_SCR and _LND files. This one is still a mystery to me.:timeout:

/AK

Alfred Keitzer
02-24-15, 02:34 PM
This may sound silly...... but..... Will this happen if any other mods are enabled ? Reason I'm asking is, it's possible but prolly unlikely that someone will only use Wilms, etc v.7. What do you chaps think ?. I'm still at work but when I get home (time dependant) I'll launch a career at the problematic time and port/flotilla mentioned.

Best regards.

Fubar2Niner

Well, I was making a "New Lorient v1 - GWX3+Wilhelmshafen_et_al_V7" for folks who do not use Merged Campaign when I fell upon this issue. I started with ...

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3+Wilhelmshafen_et_al_V7

... when I fell upon this. So I started removing other things until I was down to just ...

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7

... and still seeing the same issue in 1941.

/AK

Sailor Steve
02-24-15, 03:22 PM
I just created a whole new SH3 setup and tested several permutations of the same problem.

GWX alone: no problem

Wilhelmshaven v6: no problem

Wilhelmshaven v7: problem.

I'm hoping there's some fix for this out there, because v7 is much more accurate, at least where Kiel is concerned. I'll go back to v6 if I have to, but I'd really rather not.

Alfred Keitzer
02-24-15, 03:30 PM
I just created a whole new SH3 setup and tested several permutations of the same problem.

GWX alone: no problem

Wilhelmshaven v6: no problem

Wilhelmshaven v7: problem.

I'm hoping there's some fix for this out there, because v7 is much more accurate, at least where Kiel is concerned. I'll go back to v6 if I have to, but I'd really rather not.

Yes, I saw the same results. Of course, Kiel changed between V6 and V7, so not surprised the problem is limited to V7.

I am going to continue investigating this.

I am also going to post the issue on the V7 thread to see if anyone else has seen and/or solved this problem.

/AK

Fubar2Niner
02-24-15, 03:39 PM
@AK

Just got in from work, unforunately no time to test tonight. Will hopefully get time tomorrow evening. I'm sure this problem will get nailed chaps, keep the faith as they say ;) :salute:

Best regards.

Fubar2Niner

Sailor Steve
02-24-15, 03:57 PM
I am going to continue investigating this.
Very much appreciated by those of us not quite so savvy in the modding skills department.

Just out of curiosity, how did you happen to stumble on this in the first place? Kiel in 1941 doesn't seem like something one would happen upon casually. :-?

Alfred Keitzer
02-24-15, 04:11 PM
Very much appreciated by those of us not quite so savvy in the modding skills department.

Just out of curiosity, how did you happen to stumble on this in the first place? Kiel in 1941 doesn't seem like something one would happen upon casually. :-?

Just by chance, my friend ... just by chance.

I knew Fubar2Niner had issues with Kiel when originally using "New Lorient...Merged...V7". As I was creating a New Lorient for V7 with the GWX Standard Campaign files, I just wanted to confirm Kiel was still good. Picked new career at 1st U-Flotilla in 1941 just at random and things mushroomed from there.

Now I do notice that the Laboe Memorial and Moltenort Memorial are both designated "German Naval Bases" in the Campaign_LND.mis file, but this is true of both the V6 and V7 versions, and we don't see the issue in V6.

So the investigation continues ...

/AK

Alfred Keitzer
02-24-15, 05:18 PM
I might be getting closer to a solution. My understand is this new Keil base came from LSH3, and I think there are residual effects from LSH3 data that got merged into the V7 Campaign files that is causing this to happen in GWX.

/AK

Sailor Steve
02-24-15, 06:31 PM
Picked new career at 1st U-Flotilla in 1941 just at random and things mushroomed from there.
Wow! I love it when serendipity strikes like that. Someone like me might have been playing for years and then suddenly had this come up and bite him. :dead:

Alfred Keitzer
02-24-15, 07:29 PM
I CAN FIX THIS !!!

Turns out the problem is when whoever added the new Kiel to GWX 3 Wilhemshafen … V7 from LSH3, they introduced a new departure point from Kiel. Up until 31-DEC-1940, you departed next to the U-Boat Tender. Beginning 01-JAN-1941, LSH3 players departed from a different part of the base located east across the bay from the Moltenort Memorial that LSH3 calls Kiel_2.

PROBLEM IS … GWX knows nothing about Kiel_2. That, combined with the Laboe and Moltenort Memorials having location tags of “German Naval Base” (completely unnecessary) in the Campaign_LND.mis file, and after 31-DEC-1940, SH3 just got confused where to start Kiel and picked the closest German Naval Base it could find, which turned out to be the Moltenort Memorial tag.

SO I CAN FIX THIS, BUT …

I am not going to attempt to add Kiel_2 to GWX3 – there are too many variables and variants of GWX3 out there to try.

I am not going to try and fix GWX 3 Wilhemshafen … V7 for the same reason.

What I will do is apply this fix to all versions of “New Lorient” using “Wilhelmshafen. … V7”. I will remove the location tag references to Kiel_2, Laboe and Moltenort, and extend the location tag for Kiel to the end of the war instead of 31-DEC-1940. This means you will always depart from the U-Boat Tender whenever you depart from the new Kiel in Wilhemshafen … V7.

Hope this is good enough.:hmmm:

Cheers!
/AK

Sailor Steve
02-24-15, 07:31 PM
Works for me! :rock:

Beginning 01-JAN-1941, LSH3 players departed from a different part of the base located east across the bay from the Moltenort Memorial that LSH3 calls Kiel_2.
I believe that would be Holtenau. The reason I like v7 so much is that Holtenau is located in the proper place. All other versions have it jammed right up next to the locks. Every time I look at a map of Kiel I grind my teeth over that.

HW3
02-24-15, 07:59 PM
Sounds good to me too. :up:

Alfred Keitzer
02-24-15, 09:05 PM
Okay, this fixes the "GWX 3 Wilhemshafen...V7" issue with Kiel in 1941 and beyond. This is a complete new update of "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_v7".


IMPORTANT NOTE: As before, do not implement this MOD unless ALL your U-Boats are back from patrol and in port.


First, if "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_v7" is installed, remove with JSGME

Second, DELETE your current "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_v7" from your SH3 MODs folder.

Next, DOWNLOAD the new version of "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_v7" ...

Download here or from Post #1: http://prussianempire.com/New_Lorient_v1_GWX3_Merged_Wilhelmshafen_V7.7z (http://prussianempire.com/New_Lorient_v1_GWX3_Merged_Wilhelmshafen_V7.7z)

DROP the contents of this 7z file into your SH3 MODs folder.

Finally, ADD "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_v7" back into SH3 using JSGME.


>>> Remember, the required minimums and order of installation for this MOD is ...



Prerequisite: GWX3 installed
Add MOD "GWX3 Merged Campaign" using JSGME
Add MOD "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7” using JSGME
Add MOD "WAC4.1 SubPen_animated_18.02.2010" using JSGME {necessary to fix missing bunkers in V7}
Add MOD "New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7" using JSGME

Alfred Keitzer
02-24-15, 10:17 PM
Works for me! :rock:

I believe that would be Holtenau. The reason I like v7 so much is that Holtenau is located in the proper place. All other versions have it jammed right up next to the locks. Every time I look at a map of Kiel I grind my teeth over that.

I hear you. :yeah:

Same with me and Lorient, which drove me down this path in the first place. Trying to save what teeth I have left. :haha:

Sailor Steve
02-24-15, 10:40 PM
Followed your instructions and everything seems to be fine.

Thanks so much. :sunny:

[edit] Another reason I like GWX so much.

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img24-2-2015_20.38.56_77_zpsacljdrck.png (http://s14.photobucket.com/user/SailorSteve/media/Silent%20Hunter%20Screenshots/SH3Img24-2-2015_20.38.56_77_zpsacljdrck.png.html)

Fubar2Niner
02-25-15, 03:27 AM
@AK

Excellent stuff mate, on all our behalves I'd like to say thanks for your efforts.:salute:

Very best regards.

Fubar2Niner

Alfred Keitzer
02-25-15, 03:59 AM
You are all most welcome -- and thanks for testing things out for me. :salute:

Sailor Steve -- yea, the Fa 223 is a pretty cool addition. :yeah:

Just one more version -- New Lorient v1 - GWX (Standard Campaign) + Wilhelmshafen_et_al_V7 and I think I am done for a while.

Cheers!
/AK

Fubar2Niner
02-25-15, 01:27 PM
@AK

Just started a new career. Kiel '39, 1st Flot. All looks great, one small prob tho mate. This one is a mind blower. The pre-plotted courses through the canal no longer seem to work. Now when I try to plot out the canal it kind of heads in the correct general direction but is way off. Any clues mate?

@Steve are you getting this ?

@AK

Will try dump the res-fix again to gain some screenies.

Fubar out (for now ;) )

Alfred Keitzer
02-25-15, 01:38 PM
@AK

Just started a new career. Kiel '39, 1st Flot. All looks great, one small prob tho mate. This one is a mind blower. The pre-plotted courses through the canal no longer seem to work. Now when I try to plot out the canal it kind of heads in the correct general direction but is way off. Any clues mate?

@Steve are you getting this ?

@AK

Will try dump the res-fix again to gain some screenies.

Fubar out (for now ;) )

I think I saw something on this somewhere. :timeout:

In some prior mod updates, you had to invoke the KIEL KANAL outbound before you moved. In V7, you have to plot your own course to the entry point -- similar to returning from patrol and using the KIEL KANAL. Make your last navigation point as close to the entry point as you can -- then invoke KIEL KANAL. Works for me.

This has nothing to do with the New Lorient upgrade.

Fubar2Niner
02-25-15, 01:52 PM
Yep correct AK this is the way I have always plotted using v7. Manual plot to the lock, negotiate lock, manual plot to the point just before bridge (sorry chaps, tired and names have completely eluded me). Then hit the pre plot as is usual, but now something is sqwiffy ??

Pics may explain a thousand words mate;

Plot 2

http://i291.photobucket.com/albums/ll293/fubar2niner/SH3/Examples/plot%202_zpsm80oq6jl.jpg (http://s291.photobucket.com/user/fubar2niner/media/SH3/Examples/plot%202_zpsm80oq6jl.jpg.html)

Plot 1 ...........................

http://i291.photobucket.com/albums/ll293/fubar2niner/SH3/Examples/plot%201_zpsk0lk6frv.jpg (http://s291.photobucket.com/user/fubar2niner/media/SH3/Examples/plot%201_zpsk0lk6frv.jpg.html)

What you think mate ?

All the best.

Fubar

Alfred Keitzer
02-25-15, 02:05 PM
When you say manual, do you mean you are just free navigating to the point without plotting a course to it.

If so, try that. Plot a course to the start point before you get to the start point. Once course is plotted, and before you get to it, invoke KIEL OUT.

Sailor Steve
02-25-15, 02:22 PM
@Steve are you getting this ?
No, and I never will. I don't use the Kiel autopilot. I'm one of those rare idiots who considers the Canal as it is now to be a fun part of the trip, not a necessity to be overcome. I lay my course a few miles at a time and use some TC, but come out of it at every bend just to look at the scenery. :sunny:

I recall one player a long time ago saying that he considered the Canal to be too slow, so he would just travel around Denmark. In real life that was the long way around. In the game, not so much.

Fubar2Niner
02-25-15, 02:23 PM
Sorry mate, to clarify. Manualy plotting a course from the nav map, to the lock, and beyond to the bridge waypoint (for the want of a better reference).

Then either invoking Kiel In, or, Kiel Out, gives the results pictured :hmmm:

Fubar

P.S

Can't revert back to your previous files to double check this, because like a numbnutz I bloody deleted them :/\\!!:/\\!!:/\\!!

Sorry Alfred :oops:

Sailor Steve
02-25-15, 02:25 PM
Standard GWX says you should always turn the Canal route ON before even starting your engines. I don't know if that works with v7 or not.

Fubar2Niner
02-25-15, 02:29 PM
@Steve

Never had any success that way shipmate. However plotting up to the bridge w/p worked fine.

More tests to follow...........

Best regards.

Fubar2Niner

Alfred Keitzer
02-25-15, 02:30 PM
Sorry mate, to clarify. Manualy plotting a course from the nav map, to the lock, and beyond to the bridge waypoint (for the want of a better reference).

Then either invoking Kiel In, or, Kiel Out, gives the results pictured :hmmm:

Fubar

P.S

Can't revert back to your previous files to double check this, because like a numbnutz I bloody deleted them :/\\!!:/\\!!:/\\!!

Sorry Alfred :oops:

Hang on and let me check. You should not have to revert.

Fubar2Niner
02-25-15, 02:34 PM
No, and I never will. I don't use the Kiel autopilot. I'm one of those rare idiots who considers the Canal as it is now to be a fun part of the trip, not a necessity to be overcome. I lay my course a few miles at a time and use some TC, but come out of it at every bend just to look at the scenery. :sunny:...........



Haha, yes I was a plot my own course thru the kanal types. However it did get kind of tiresome, and so, I fell into the trap :oops: It was working fine.. but now, well? No biggie tho. It's a pain but a pain I can suffer to get Lorient looking like it should with v.7 :yep:

Best regards.

Fubar2Niner

Fubar2Niner
02-25-15, 02:36 PM
Hang on and let me check. You should not have to revert.

Many thanks mate ........................ :salute:

Fubar

Alfred Keitzer
02-25-15, 02:40 PM
Standard GWX says you should always turn the Canal route ON before even starting your engines. I don't know if that works with v7 or not.

Yes, that was true with standard GWX; not true with Wilhelmshafen..V7.

Hold Fubar on and I will post some images -- works for me. I am testing with ... GWX Combined Campaign+Wilhelmshafen_et_al_V7.

Fubar2Niner
02-25-15, 02:47 PM
Hold Fubar on and I will post some images -- works for me. I am testing with ... GWX Combined Campaign+Wilhelmshafen_et_al_V7.


Ok Alfred, meanwhile I'll rerun the entrance. I am pretty good at screwing things up :oops:

Fubar

Alfred Keitzer
02-25-15, 02:49 PM
So I set a nav route to the initial entry point for Kiel Canal outbound.

http://prussianempire.com/KielP1.bmp


Next, I select "Kiel Canal OUT" -- it works every time for me.

http://prussianempire.com/KielP2.bmp

Fubar2Niner
02-25-15, 03:06 PM
@AK

Just rerun the same thing. Worked like a charm, I must have porked something initially navigation wise :/\\!!. Really, really sorry mate. Geez like I haven't given you enough grief !! Thanks for hanging in there, sorry for any frustration I may have caused :salute:

Very best regards.

Fubar

Alfred Keitzer
02-26-15, 03:09 AM
Have created new inclusive download (New_Lorient_v1.4) now with updated documentation and eight variants including ...


New Lorient v1 - GWX3+Wilhelmshafen_et_al_V7
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshaven_et_al_V6

... available at Post #1.

@ Fubar2Niner, Sailor Steve, HW3 ... Except for the new variants above, there were no changes to the versions you have been running with.

Cheers!
/AK

Jeff-Groves
02-26-15, 07:04 AM
Followed your instructions and everything seems to be fine.

Thanks so much. :sunny:

[edit] Another reason I like GWX so much.

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img24-2-2015_20.38.56_77_zpsacljdrck.png (http://s14.photobucket.com/user/SailorSteve/media/Silent%20Hunter%20Screenshots/SH3Img24-2-2015_20.38.56_77_zpsacljdrck.png.html)

You should see the Kolibri.
:03:

Sailor Steve
02-26-15, 10:02 AM
Yes, that was true with standard GWX; not true with Wilhelmshafen..V7.
Good point. Of course I shouldn't speculate when I've already admitted I never use it. :dead:

You should see the Kolibri.
:03:
I'm sure I will, sooner or later.

Alfred Keitzer
05-30-15, 04:21 AM
NEW LORIENT now supports LSH3-2015 CAREER MODE with "New Lorient v1 - LSH3-2015_BunkerStart". See first post for details.

GOZO
06-04-15, 04:04 AM
Nothing fancy or frilly here. No bands or waving people to see you off in the bunker – they are all over in the Rail Transport Yard celebrating Oktoberfest (unless you are using GWX 3 Wilhemshafen..V7 with Aces' animated sub pens) – but it sure beats the old Lorient base.


:rotfl2::rotfl2::rotfl2:

Amazing job!!!

/P:salute:

jaxa
09-04-15, 09:52 AM
Anvar1061 --

Nice job! How's it looking?

I have a good friend who just did a GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework. Will try to get that version up here as well.


Dani & Fubar2Niner --

Should have a "NEW LORIENT - GWX Merged Campaign" up here soon.

Cheers!
/AK

Is it possible to upload this fix mod somewhere here?

Fubar2Niner
09-04-15, 10:06 AM
Is it possible to upload this fix mod somewhere here?

It has been mate, view post #1 as pointed out in post #110

Best regards.

Fubar2Niner

jaxa
09-04-15, 10:17 AM
Hmm, I thought about "GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework".
Can't see it in post #1.

Fubar2Niner
09-04-15, 11:30 AM
Hmm, I thought about "GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework".
Can't see it in post #1.

Ahh sorry shipmate, thought you were just looking for the merged campaign fix. :/\\!!

Best regards and good luck :salute:

Alfred Keitzer
09-04-15, 01:20 PM
Sorry mate, I just haven't gotten around to making a NEW LORIENT mod for "GWX3 + USAM v69.61" yet, but I think a couple of people have made the corrections necessary. Perhaps one of them will share a download link for their version.

Cheers!
/AK

jaxa
09-04-15, 01:22 PM
It's a pity, but OK, try to do it myself.

Alfred Keitzer
09-04-15, 01:29 PM
What I will do as soon as I get some time is write up a detailed document that will walk people through the modifications necessary so they can make their own versions of NEW LORIENT.

Cheers!
/AK

Anvar1061
09-04-15, 02:02 PM
What I will do as soon as I get some time is write up a detailed document that will walk people through the modifications necessary so they can make their own versions of NEW LORIENT.

Cheers!
/AK

SSS
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Fubar2Niner
09-04-15, 02:05 PM
What I will do as soon as I get some time is write up a detailed document that will walk people through the modifications necessary so they can make their own versions of NEW LORIENT.

Cheers!
/AK


Nice one AK, and good to see you back, hope you are well :salute:

Fubar

jaxa
09-04-15, 02:33 PM
Very good idea :up:

jaxa
09-05-15, 01:13 AM
SSS
I reworked NEW LORIENT+WBs USAM v69.61+Undersea_mod _Reworked by Rubini (http://www.subsim.com/radioroom/showpost.php?p=1340171&postcount=1)
http://www.subsim.com/radioroom/images/moresmilies6.jpg
DOWNLOAD:
http://www.mediafire.com/download/y9mjx9u2po3azfs/New+Lorient+v1+-+GWX3+WBs+USAM+Undersea.7z
PS. WBS USAM v69.61 first set!

Which version of New Lorient includes this pack? Standard, merged campaign, for Wilhelmshaven campaign?

Alfred Keitzer
09-05-15, 01:47 AM
Which version of New Lorient includes this pack? Standard, merged campaign, for Wilhelmshaven campaign?

None -- this was a mod done from the original implementation by Anvar1061. Send him a PM and check with him.

HW3
09-05-15, 03:02 AM
Would anyone be interested in having a combined, JSGME ready, file of GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V7, New Lorient V1.4 GWX3 Merged Campaign + Wilhelmshaven_et_al V7, WB's USAM v69.61.1 Part 1, & Rubini's Undersea Mod Reworked? This would be the Merged Campaign version. I have run this in my WAW campaign for several patrols, and it worked fine for me. I should warn you this is a big file 405.32MB zipped (provided Mediafire allows me to upload that big of a file).

Edit: here is the link http://www.mediafire.com/download/5d78gn1g989o8oj/Dave%27s_GWX_3_Combination_Mod.7z

You will still have to have WB's USAM v69.61.1 Part 2, which is all the ships, so it can be enabled separately without any problems. All original documentation is included in the documentation folder, and all credit goes to the original modders. All I did was follow their instructions for putting the mods together.

Fubar2Niner
09-05-15, 11:33 AM
Would anyone be interested in having a combined, JSGME ready, file of GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V7, New Lorient V1.4 GWX3 Merged Campaign + Wilhelmshaven_et_al V7, WB's USAM v69.61.1 Part 1, & Rubini's Undersea Mod Reworked? This would be the Merged Campaign version. I have run this in my WAW campaign for several patrols, and it worked fine for me. I should warn you this is a big file 405.32MB zipped (provided Mediafire allows me to upload that big of a file).

Edit: here is the link http://www.mediafire.com/download/5d78gn1g989o8oj/Dave%27s_GWX_3_Combination_Mod.7z

You will still have to have WB's USAM v69.61.1 Part 2, which is all the ships, so it can be enabled separately without any problems. All original documentation is included in the documentation folder, and all credit goes to the original modders. All I did was follow their instructions for putting the mods together.

Wonderful contribution HW3, many thanks mate :salute:

Best regards.

Fubar2Niner

Sailor Steve
09-05-15, 01:23 PM
Downloading now. :sunny:

JCWolf
09-05-15, 07:43 PM
Would anyone be interested in having a combined, JSGME ready, file of GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V7, New Lorient V1.4 GWX3 Merged Campaign + Wilhelmshaven_et_al V7, WB's USAM v69.61.1 Part 1, & Rubini's Undersea Mod Reworked? This would be the Merged Campaign version. I have run this in my WAW campaign for several patrols, and it worked fine for me. I should warn you this is a big file 405.32MB zipped (provided Mediafire allows me to upload that big of a file).

Edit: here is the link http://www.mediafire.com/download/5d78gn1g989o8oj/Dave%27s_GWX_3_Combination_Mod.7z

You will still have to have WB's USAM v69.61.1 Part 2, which is all the ships, so it can be enabled separately without any problems. All original documentation is included in the documentation folder, and all credit goes to the original modders. All I did was follow their instructions for putting the mods together.

Just to understand..

I install yours first and then USAM part 2 ??? or the opposite way ???


Cause I have this so far installed

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]

GWX - Merged Campaign
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7


I understand I do not need the yellow files now with your Mod install but then I need The WAC animated pens so if I'm correct I install yours instead
of the yellow Mods and then animated pens and then the USAM part 2 ???

jaxa
09-05-15, 08:19 PM
Would anyone be interested in having a combined, JSGME ready, file of GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V7, New Lorient V1.4 GWX3 Merged Campaign + Wilhelmshaven_et_al V7, WB's USAM v69.61.1 Part 1, & Rubini's Undersea Mod Reworked? This would be the Merged Campaign version. I have run this in my WAW campaign for several patrols, and it worked fine for me. I should warn you this is a big file 405.32MB zipped (provided Mediafire allows me to upload that big of a file).

Edit: here is the link http://www.mediafire.com/download/5d78gn1g989o8oj/Dave%27s_GWX_3_Combination_Mod.7z

You will still have to have WB's USAM v69.61.1 Part 2, which is all the ships, so it can be enabled separately without any problems. All original documentation is included in the documentation folder, and all credit goes to the original modders. All I did was follow their instructions for putting the mods together.

Version based on GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V6 would be appreciated. Could you create it?

JCWolf
09-05-15, 09:09 PM
Just to understand..

I install yours first and then USAM part 2 ??? or the opposite way ???


Cause I have this so far installed

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]

GWX - Merged Campaign
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7


I understand I do not need the yellow files now with your Mod install but then I need The WAC animated pens so if I'm correct I install yours instead
of the yellow Mods and then animated pens and then the USAM part 2 ???


ok with this load order it works


Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]

GWX - Merged Campaign
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 2
Dave's GWX 3 Combination Mod


However my U-boat its not departing from the pens but from the right side of the pens...now I do not know what to do...:hmmm:


Another small detail that I've found out ..there are no pens ...

HW3
09-05-15, 11:45 PM
JCWolf:
This is the install order.

Dave's GWX 3 Combination Mod
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 2

The GWX - Merged Campaign is not needed as it is included in the Combi mod. The WAC4.1 SubPen_animated_18.02.2010 mod will want to overwrite 2 harbor files, let it. It should get you the pens back.

jaxa:
I will work on one for GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V6 and post the link here when I get it done.

jaxa
09-06-15, 01:59 AM
Thanks HW3

JCWolf
09-06-15, 06:19 AM
JCWolf:
This is the install order.

Dave's GWX 3 Combination Mod
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 2

The GWX - Merged Campaign is not needed as it is included in the Combi mod. The WAC4.1 SubPen_animated_18.02.2010 mod will want to overwrite 2 harbor files, let it. It should get you the pens back.

jaxa:
I will work on one for GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V6 and post the link here when I get it done.

Thanks will try that !:up:

JCWolf
09-06-15, 07:11 AM
JCWolf:
This is the install order.

Dave's GWX 3 Combination Mod
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 2

The GWX - Merged Campaign is not needed as it is included in the Combi mod. The WAC4.1 SubPen_animated_18.02.2010 mod will want to overwrite 2 harbor files, let it. It should get you the pens back.

jaxa:
I will work on one for GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V6 and post the link here when I get it done.

I matey

tried out your load order and this was the results:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]

Dave's GWX 3 Combination Mod
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 2

Still no Pens

http://i963.photobucket.com/albums/ae118/Joao_Morgado/SH3Img6-9-2015_13.49.58_51_zpsjeltr3on.png (http://s963.photobucket.com/user/Joao_Morgado/media/SH3Img6-9-2015_13.49.58_51_zpsjeltr3on.png.html)

My Starting point is there in the far canal by the two cargo ships not inside the pens

http://i963.photobucket.com/albums/ae118/Joao_Morgado/SH3Img6-9-2015_13.50.11_500_zpszdkmui36.png (http://s963.photobucket.com/user/Joao_Morgado/media/SH3Img6-9-2015_13.50.11_500_zpszdkmui36.png.html)


Will need advise on this cause I have no idea on what is the issue here ! Maybe the WAC animated pens has incomplete file packed and for that reason do not show the pens or in your file you missed something matey...but the only time the pens do not show up is with your Mod compilation installed !

The only time I can have the Pens installed is with a Mod called GWX - ModPack April2010 (Harbor) or Aces' Super Pens v4 GWX3 Version

Have no idea what is wrong here...:hmmm:

Anvar1061
09-06-15, 11:55 AM
Which version of New Lorient includes this pack? Standard, merged campaign, for Wilhelmshaven campaign?
SSS
http://www.subsim.com/radioroom/images/moresmilies6.jpg
WB's USAM 1a GWX St Naz Campaign

HW3
09-06-15, 12:50 PM
JCWolf;

Oh you are in Kiel, there are no pens in Kiel. You are starting next to a sub tender. BBW explains that in his documentation (Changelog) for GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7.

Moved Uboat starting position to a tender - historically in Kiel they would have left either from the victualling depot ( not ingame ) or a depot ship.

Alfred Keitzer
09-06-15, 01:40 PM
Yes, keep in mind that NEW LORIENT only changes the look, location and orientation of Lorient Harbor. Other harbor changes are the result of the other MODs included in "Dave's GWX3 Combination Mod".

Cheers!
/AK

JCWolf
09-06-15, 06:31 PM
JCWolf;

Oh you are in Kiel, there are no pens in Kiel. You are starting next to a sub tender. BBW explains that in his documentation (Changelog) for GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7.

How ignorant can one be ???:D

Sorry for not telling uou from start My base location...:D

Sailor Steve
09-06-15, 07:07 PM
:rotfl2:

Sorry, I should have recognized your screen shots as well. Not only are there no pens in Kiel, but wait until you make the trip through the Canal. Be sure to stop and take a look every time the chart shows a bridge over the Canal. You're in for a treat. :sunny:


Oh, and take care going through the locks at each end.

HW3
09-06-15, 07:47 PM
Here is one for GWX 3 Wilhemshaven,St Naz,Schluese and xtra ships V6

http://www.mediafire.com/download/beoeyfz6oc06a3f/Dave%27s_GWX_3_Combi_4_Mods_V6.7z

It is 269.55MB in size. Just noticed I misspelled Documentation on the master Documentation folder.:oops:

HW3
09-06-15, 07:50 PM
I agree Steve!!! It is worth the time to look around as you travel the canal. If you mistime the gates on the locks, your chief will be very mad at you.:03::D

JCWolf
09-06-15, 09:25 PM
I agree Steve!!! It is worth the time to look around as you travel the canal. If you mistime the gates on the locks, your chief will be very mad at you.:03::D


yeah I know what you mean....I already mistimed once !:D

OK everything works perfect now...

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]

Dave's GWX 3 Combination Mod
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 2
GWX - Late War Sensors Snorkel Antennas
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior v2.1D
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Merchant_Fleet_Mod_3.2
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
M04B-MX04B
MFM3.2 displacement correction mod
TKSS18 German U-Boats Compilation
FixAllSubGWX
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Aces' Torpedo Rooms Camera Fix v2.2 for CCom Mod v.2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
M.E.P v5
M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod
Rbs1_SH4_Effects_GWX_30_71
Rubini´s Underwater dust&plancton v1_no blur
GWX - Axis Mediterranean Aircraft Skins
Ahnenerbe WideGui 1920 x 1080 Final
Shortcuts for German U-Boats Compilation Mod
U-Boat III Alpha Version
U-Boat VIIB (Skin 3) Turm 1-2


I am now for a new U-Boat adventure...but before
I would love to ask and know if there are any mods that have better graphics for terrains and stuff ??!!!

Anvar1061
09-06-15, 09:57 PM
Don´t know if new Lorient is possible because of the new sub pens I made.
Have to look!
But.. nevertheless I already reworked Lorient harbour and the terrains of most important sub harbours in WAC 3.0

http://abload.de/img/lorient_wac3.0jzsvw.jpg

http://www.subsim.com/radioroom/showpost.php?p=2341060&postcount=38

yasti
11-22-19, 05:16 AM
SSS
I reworked NEW LORIENT+WBs USAM v69.61+Undersea_mod _Reworked by Rubini (http://www.subsim.com/radioroom/showpost.php?p=1340171&postcount=1)
http://www.subsim.com/radioroom/images/moresmilies6.jpg
DOWNLOAD:
http://www.mediafire.com/download/y9mjx9u2po3azfs/New+Lorient+v1+-+GWX3+WBs+USAM+Undersea.7z
PS. WBS USAM v69.61 first set!


Does anyone still have a copy of this version? Checked Maaiks archives as well and cant find it anywhere

Anvar1061
11-22-19, 08:30 AM
Does anyone still have a copy of this version?

https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://shmf.larsbundgaard.dk/Smileys/extended/download.gif (http://www.mediafire.com/file/h68aunprkyl7htl/New_Lorient_v1_-_GWX3%252BWBs_USAM%252BUndersea.7z)

yasti
11-22-19, 08:59 PM
Awesome Anvar1061! Thanks mate

Kapitän
03-19-20, 05:17 AM
Hi Guys,

I'm running CCoM10 and installed the following:

CCoM_CaptainsChoiceOfMods_Release_10_0_BASIS_EC
Supplement to V16B1 (JSGME)
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_100
New Lorient v1 - LSH3-2015_BunkerStart

I'm starting the game without SH3-Cmdr, just to test it. The game starts and I can select a career in base etc., but the game won't load a game save in base (breaks off after about half way of the red bar).

I also tried to it without installing "CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_100"
but it doesn't work either.

Now, what I have also done is, to rename some bases in the Campaign_LND file, according to the "Supplement to V16B1 (JSGME)". I have done this, in order to dock there just to refuel (e.g., as a last "Pit Stop" on the outbound journey, before heading for the Atlantic), without loosing my installed torpedoes, e.g., from "Bergen" to "U-Bergen".

I don't know, if the refueling etc., actually works but I was able to load a game save in base that way, with the new names appearing, e.g., "U-Bergen".

If any of you can give me some help, I would much appreciate it!

Kapitän
03-21-20, 05:35 PM
...
Now, what I have also done is, to rename some bases in the Campaign_LND file, according to the "Supplement to V16B1 (JSGME)". I have done this, in order to dock there just to refuel (e.g., as a last "Pit Stop" on the outbound journey, before heading for the Atlantic), without loosing my installed torpedoes, e.g., from "Bergen" to "U-Bergen".

I don't know, if the refueling etc., actually works but I was able to load a game save in base that way, with the new names appearing, e.g., "U-Bergen".
...

Hi All,

Up until now, I haven't been able to figure out, how to install the "New Lorient" in CCoM10. Oh, well ...

However, I did manage to convert Uboat bases in Norway to "Pit Stops", by adding the letters "U-" in front of the base name, in the Campaign-LND file, e.g., from "Bergen" to "U-Bergen",acc. to the "h.sie"-patch.

Now, I can stop there and top-off my fuel on the way to the Atlantic, just as one can at a Uboat supply ship or "Milkcow", only now, without losing my torpedoes load-out from the home base in Germany ...

Alfred Keitzer
03-24-20, 01:24 PM
Changes to the Scripted and Land mission files are necessary in order to move a base and U-Boat start position. If the mission files of New Lorient are incompatible with the mission files of your mod, then the program will not work and may actually crash. Unfortunately, there is no version of New Lorient for CCoM at this time. Furthermore, CCoM10 is no longer available as it has been replaced with CCoM12.

Fubar2Niner
03-24-20, 02:49 PM
@Alfred Keitzer

Woah !!

Welcome back mate, not seen you in an age.... Thinkin on it I have been somewhat absent myself. I hope things are well with you shipmate :salute:

Best regards.

Fubar2Niner

Anvar1061
06-18-20, 08:47 AM
Hi All,
Up until now, I haven't been able to figure out, how to install the "New Lorient" in CCoM10. Oh, well ...


https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2677800&postcount=1

Kapitän
06-20-20, 08:54 AM
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2677800&postcount=1


Yes, saw that. Thanks!