View Full Version : [REL] Merchant Fleet mod 3.3 Lite (Onealex & Toyotagt86 versions)
kyle9154
12-17-21, 09:59 AM
First and foremost all credits still go to iambecomelife as its still his mod with certain models removed depending on what wasn't already included in the Onealex or the Toyotagt86 compilation mods.
I removed all the A&X variants to remove neutral and duplicate ship models and added better recognition manual sils made by Izgud. I can't guarantee this will work with other peoples compilations as I only tested with Onealex and Toyotagt86 GWX based compilations, I completed several patrols at different times in the war sinking many different models from it but feedback is needed if you have issues. If people feel Onealex and Toyotagt86 compilations have enough merchants as it is then that's fine and totally understandable if you don't want to use this.
Install instructions
Download the version for the compilation mod your using and copy/paste the MODS and SH3Commander folders into your main SH3 folder then enable mod through JSGME application.
Make sure you install this before starting a new career and keep it loaded until you finish your career, never add and remove mid career or it will cause CTD.
MFM 3.3 Lite Onealex edition - https://1drv.ms/u/s!Apf4S8iaE41M-S6JljIJXf5gUOwZ?e=Ein2kL (last updated Jan 11th)
MFM 3.3 Lite Toyotagt86 edition - (work in progress)
kyle9154
12-17-21, 10:08 AM
I'm looking for people to try out the Toyotagt86 version and give me their results as I only tested with it a limited amount of time (1 day).
Kal_Maximus_U669
12-17-21, 02:14 PM
I'm looking for people to try out the Toyotagt86 version and give me their results as I only tested with it a limited amount of time (1 day).
I just installed it ... I played for about 1h30 ... without problem I have just started the basic career "weddigen" here is some screen of the boats crossing halfway through the patrol ... I do not all sreenshooter ...
now will try in Onealex mods
http://image.noelshack.com/fichiers/2021/50/5/1639768346-sh3img-17-12-2021-19-23-10-445.png
http://image.noelshack.com/fichiers/2021/50/5/1639768351-sh3img-17-12-2021-19-44-18-459.png
http://image.noelshack.com/fichiers/2021/50/5/1639768355-sh3img-17-12-2021-19-48-37-697.png
http://image.noelshack.com/fichiers/2021/50/5/1639768319-sh3img-17-12-2021-18-29-54-706.png
http://image.noelshack.com/fichiers/2021/50/5/1639768324-sh3img-17-12-2021-18-30-22-424.png
:up: no CTD
Mad Mardigan
12-17-21, 02:21 PM
Have the 1 Alex version, in with that... am working on resetting back up Toyo's set up... have d/l'ed the version for that... but... 1 question...
is the Toyo 86 MFM lite... tuned for the v1 of Toyo's mix... or is this for the v2 mix.?
Just want to make sure that it is for v2, as that is what I have & am setting up on now.
So... that being clarified, would be of big help... as it is NOT clear of which Toyota86's Enhanced GWX3 mod set that your MFM lite, is for... exactly.
:Kaleun_Salute:
M. M.
Kal_Maximus_U669
12-17-21, 02:30 PM
Have the 1 Alex version, in with that... am working on resetting back up Toyo's set up... have d/l'ed the version for that... but... 1 question...
is the Toyo 86 MFM lite... tuned for the v1 of Toyo's mix... or is this for the v2 mix.?
Just want to make sure that it is for v2, as that is what I have & am setting up on now.
So... that being clarified, would be of big help... as it is NOT clear of which Toyota86's Enhanced GWX3 mod set that your MFM lite, is for... exactly.
:Kaleun_Salute:
M. M.
hey Mad Mardigan commence par télécharger ici
:Kaleun_Wink: https://www.subsim.com/radioroom/showpost.php?p=2783343&postcount=138
ensuite tu place le mod MFM 3.3 tout frai de Kyle
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2783383&postcount=1
here is my Mad Mardigan :up::D
Amicalement KM U669
kyle9154
12-17-21, 02:32 PM
the Toyotagt86 version was tested based off his newest version 2 with the enhanced effects included after he added the MFM ships from onealex, i went through and added the rest that was in original MFM mod and tested.
update: Toyotagt actually removed his older version off subsim today so that's redundant now, so only version now is his updated enhanced effects one he just released. Glad everything is working well.
I was also thinking of experimenting with the .sil files because as you know in the newest MFM 3.3 mod the recognition manual images look unfinished or very bland and the ones from iambecomelife's MFM lite beta from 2012 has the better looking images so I might use them from that version which shouldn't cause any issues as its just a .sil image file for the Recognition manual.
Mad Mardigan
12-17-21, 03:03 PM
the Toyotagt86 version was tested based off his newest version 2 with the enhanced effects included after he added the MFM ships from onealex, i went through and added the rest that was in original MFM mod and tested.
update: Toyotagt actually removed his older version off subsim today so that's redundant now, so only version now is his updated enhanced effects one he just released. Glad everything is working well.
I was also thinking of experimenting with the .sil files because as you know in the newest MFM 3.3 mod the recognition manual images look unfinished or very bland and the ones from iambecomelife's MFM lite beta from 2012 has the better looking images so I might use them from that version which shouldn't cause any issues as its just a .sil image file for the Recognition manual.
Thanks for clarifying... was NOT aware, that Toyo, had removed the v1... but, as you pointed out & I agree... moot point now.
But... it never hurts (or is stupid, either... :yep:) to ask, as how else are you to learn, eh... :hmmm: "Life, is a continuous learning... experience, the only way you stop learning, is passing on... (& even that is not a definite 100%, either... as even that experience, is a complete unknown.)" I can't take credit, for that... as I learned that, from My granddad... a very wise ol' bird. *sighs* God, I miss His being here... :-?
:Kaleun_Salute:
M. M.
Kal_Maximus_U669
12-17-21, 03:14 PM
the Toyotagt86 version was tested based off his newest version 2 with the enhanced effects included after he added the MFM ships from onealex, i went through and added the rest that was in original MFM mod and tested.
update: Toyotagt actually removed his older version off subsim today so that's redundant now, so only version now is his updated enhanced effects one he just released. Glad everything is working well.
I was also thinking of experimenting with the .sil files because as you know in the newest MFM 3.3 mod the recognition manual images look unfinished or very bland and the ones from iambecomelife's MFM lite beta from 2012 has the better looking images so I might use them from that version which shouldn't cause any issues as its just a .sil image file for the Recognition manual.
yes Kyle very good initiative still a plus if you get there know that I have just resumed my career with a construction of order of different mods all to restart without problem ... I continue my patrol now see you soon :up::up:
Mad Mardigan
12-17-21, 03:33 PM
hey Mad Mardigan starts
by downloading here https://www.subsim.com/radioroom/sho...&postcount=138
then you place the mod MFM
3.3 all
spawn kyle https://www.subsim.com/radioroom/sho...83&postcount=1
here is my Mad Mardigan Friendly KM U669
Ahoy, Kal... :Kaleun_Cheers:
Already have all the rest of that... was just wanting & needed clarification of which version that kyle's mod went with...
of course, has been learned it is intended for v2 of Toyo's mod set... though, asking if it was intended for use with v1, is a moot point, since it's been removed/deleted from being downloaded, now... by Toyo. :yep:
For others, who may decide... their call.. with Toyo's v1 mod set.. it is good to know, that kyle's mod set here... will work with it, as well. :yep:
Warmest regards,
:Kaleun_Salute:
M. M.
Kal_Maximus_U669
12-17-21, 05:01 PM
good evening everyone I have just started with Onealex the MFM 3.3 Lite-Onealex edition mod .. it is imperative to start a career again if not CTD ... that's all for now .. :yep:
kyle9154
12-17-21, 05:29 PM
good evening everyone I have just started with Onealex the MFM 3.3 Lite-Onealex edition mod .. it is imperative to start a career again if not CTD ... that's all for now .. :yep:
Yes always start a new career if your using this and don't remove it until your done your career. You never load this mid-career as it adds ships to the RND.mis campaign file
Mad Mardigan
12-17-21, 05:50 PM
Query...
Can't add it in, even if you have a career started & are docked before beginning a new patrol...???? :hmmm:
:Kaleun_Salute:
M. M.
If true, then is no big... as I have yet to begin an actual career start yet... have some... improvements of My own that I am working on with this set up, as is & have yet to finalize it, yet.
Just asking for others who may have this come to their own minds... for clarity's sake. :yep:
M. M.
Kal_Maximus_U669
12-17-21, 06:03 PM
Query...
Can't add it in, even if you have a career started & are docked before beginning a new patrol...???? :hmmm:
:Kaleun_Salute:
M. M.
If true, then is no big... as I have yet to begin an actual career start yet... have some... improvements of My own that I am working on with this set up, as is & have yet to finalize it, yet.
Just asking for others who may have this come to their own minds... for clarity's sake. :yep:
M. M.
Hey Mad Mardigan I just started a new patrol with no problem .. like i told Kyle you need a new patrol ... otherwise it doesn't work....
do not forget the config file to "order" install it via JSGME like that no back up c is NKL ..
i give you my list if it can help you
mod:
_Disabled Blur Effect=1
_Effects correction=2
_Gyrocompass fix=3
_Higher Air Strike Probability=4
_Hotkeys fix + Manual update=5
_Campaign update=6
_Negative buoyancy=7
_New Water (Atlantic)=8
_Navigation Map 2022 (for Onealex mod)=9
_No UMark=10
_Steam effect=11
_Type 2 armor correction=12
_MFM 3.3 Lite-Onealex edition=13
_U-Boat VIIB (Skin 1) Turm 1-2 V1=14
amicalement KM Maximus U669
in patrol AN_14
http://image.noelshack.com/fichiers/2021/50/6/1639782155-sh3img-17-12-2021-23-28-13-725.png
kyle9154
12-17-21, 06:04 PM
Query...
Can't add it in, even if you have a career started & are docked before beginning a new patrol...???? :hmmm:
:Kaleun_Salute:
M. M.
If true, then is no big... as I have yet to begin an actual career start yet... have some... improvements of My own that I am working on with this set up, as is & have yet to finalize it, yet.
Just asking for others who may have this come to their own minds... for clarity's sake. :yep:
M. M.
I would recommend not removing it or adding it mid career, your either going to use this mod or not (no halfway measures).
John Pancoast
12-17-21, 06:05 PM
Yes always start a new career if your using this and don't remove it until your done your career. You never load this mid-career as it adds ships to the RND.mis campaign file
Strange; regardless of the rnd file one should be able to load it in port between patrols without causing any problems.
kyle9154
12-17-21, 06:07 PM
Strange; one should be able to load it in port between patrols without causing any problems.
One would think, but Kal tried adding it mid career and it ctd. Maybe its just on his end and you guys can try yourselves adding it mid career before you start your next patrol and see if you get the same results. I don't have a current career at the moment so I can't test that method myself right now, all I know is that it works like a charm from a fresh career so if you remove it mid career then don't add it back in. As I said earlier you either are going to use this mod for your whole career or not at all.
John Pancoast
12-17-21, 06:08 PM
One would think, but Kal tried adding it mid career and it ctd. Maybe its just on his end and you guys can try yourselves adding it mid career before you start your next patrol and see if you get the same results. I don't have a current career at the moment so I can't test that method myself right now.
I suspect something else was the cause, fwiw. For that matter, sometimes a load will ctd but trying it again, it won't.
Mad Mardigan
12-17-21, 06:17 PM
I would recommend not removing it or adding it mid career, your either going to use this mod or not (no halfway measures).
To recap...
If true, then is no big... as I have yet to begin an actual career start yet... have some... improvements of My own that I am working on with this set up, as is & have yet to finalize it, yet.
Just asking for others who may have this come to their own minds... for clarity's sake. :yep:
M. M.
I was, asking, in an attempt "for the benefit of others", who, having a career started & knowing that the general advice for the vast majority of mods, state that the mod/s are safe to add in, mid career... for clarification if that was doable as has been outlined of NOT adding in the mod, while at sea.. but rather to do so, when docked... NOT for My own clarification or edification... :yep:
Since I am NOT at sea... or even in a career... YET.
But... thanks for answering the query, nonetheless. :up:
:shucks:
:Kaleun_Salute:
M. M.
kyle9154
12-17-21, 06:19 PM
I updated main post so it now tells people to not load it mid-career, and to only install before starting new career. :Kaleun_Salute:
Kal_Maximus_U669
12-17-21, 06:22 PM
I suspect something else was the cause, fwiw. For that matter, sometimes a load will ctd but trying it again, it won't.
Good evening john :salute:
yes I tried to place him in a career already starting ... I knew very well that it should not work ... and that is what happened so all is well :up: ... now he You should know that the mod of Alex does not accept all so easily attention during the assembly during a career that of Toyotagt86 seems more docile is malleable I would say is has an incredible stability :doh: here it will be all my dear John. Kind regards KM U669
John Pancoast
12-18-21, 09:54 AM
Good evening john :salute:
yes I tried to place him in a career already starting ... I knew very well that it should not work ... and that is what happened so all is well :up: ... now he You should know that the mod of Alex does not accept all so easily attention during the assembly during a career that of Toyotagt86 seems more docile is malleable I would say is has an incredible stability :doh: here it will be all my dear John. Kind regards KM U669
Yes, probably something in regards to the mod(s) or the MFM change itself then, as the "base" MFM can usually be put into any install at port/mid-career with no problems.
John Pancoast
12-18-21, 10:23 AM
I'm not at a place to look at these two mods .rnd file, but maybe the problem is they use the format in it where the class and type are defined for each entry.
If so, changing the file to make it truly random should solve any ctd problems. This is done by only having the type entry defined.
I.e., put a semi-colon in front of the class entries.
kyle9154
12-18-21, 04:04 PM
I added 2 more ships into the Toyogatg86 edition, going to test if everything loads right and then update the link. I added the T17A only for the American roster (because of american flag on hull textures) and named it Type T2-SE-A3 tanker, and also the L02B named Type heavy merchant 02.
If someone knows how to take the flag off a hull texture with .tga files then let me know because then I can add the T17 to British roster as well.
If someone knows how to take the flag off a hull texture with .tga files then let me know because then I can add the T17 to British roster as well.
If you want, i can take off the flag for you, using IrfanView and MSPaint.
Send me the texture.
Best regards,
Vd
kyle9154
12-18-21, 07:37 PM
Thanks VD, I sent PM to you with link of the T17A folder
Thanks VD, I sent PM to you with link of the T17A folder
:up: Check your PM !
kyle9154
12-19-21, 06:04 AM
:up: Check your PM !
thanks so much my Italian brotha, i'll be updating both links today with more improved versions and i'll keep that folder saved on my PC for the future.
Updating links now, you guys can continue and finish your current careers with older version but I highly recommend you download the updated versions for your next career as it has more ships and better organised recognition manuals.
kyle9154
12-19-21, 08:11 AM
Links have been updated so download them when your ready to start a new career. Thanks to Von Dos for removing the american flag off the T17A tanker model .tga files so now its available for both British and American rosters.
- Added the US Fleet repair ship from MFM beta, the steam trawlers 01-04 pack and T17A tanker model to both mod compilations, Toyotagt edition also now has extra heavy merchant too.
- M31X model added to Onealex edition but using the M31B textures in order to get that model to work with Onealex mod.
- More organised recognition manual
same download procedure, just copy MODS & SH3 Commander folders to your main SH3 folder and enable MFM mod through your Jsgme application.
:Kaleun_Salute:
Best regards,
Vd
Kal_Maximus_U669
12-19-21, 10:24 AM
Hello Kyle so you just updated ... already in download and I will keep you posted Thank you very much :yep:
I would like to salute the expert VonDos for these lovely ships ... is the support to bring thank you :yep: :Kaleun_Cheers:
I would like to salute the expert VonDos for these lovely ships ... is the support to bring thank you :yep: :Kaleun_Cheers:
:Kaleun_Cheers::Kaleun_Salute:
Best regards,
Vd
kyle9154
12-20-21, 10:01 PM
After rummaging through many mods on the sh3 mod archives, I found this awesome recognition manual (unknown author) that gives correct and colour pictures for all GWX and MFM models as well as ships from other mods. I HIGHLY RECOMMEND you use this alongside the MFM 3.3 Lite mod. Only reason why I didn't integrate with MFM mod was because it adds 2-3 more minutes to the load time when starting a patrol but I think its well worth it having a 'high definition' recognition manual instead of the bland unfinished ones in original MFM mod.
Here's the link to the mod, just drop in MODS folder and activate after MFM 3.3 Lite in Jsgme. https://1drv.ms/u/s!Apf4S8iaE41M4ntZBsch_hMc1z3n?e=wEZp3x
Kal_Maximus_U669
12-21-21, 07:17 AM
Thank you Kyle I'm trying out later ... thank you I'll keep you posted ...
on the other hand when you make mods available it would be good for you to build them ready to use via JSGME because not everyone here knows how to do ... after me I said it like that ...
kyle9154
12-21-21, 07:22 AM
Thank you Kyle I'm trying out later ... thank you I'll keep you posted ...
on the other hand when you make mods available it would be good for you to build them ready to use via JSGME because not everyone here knows how to do ... after me I said it like that ...
I don't know what you mean, THEY ARE built jsgme ready. Nothing overwrites the original files of either compilation mod and you can unload the MFM mod and recognition manual from jsgme if you don't want to use it in a career. You just can't load it or unload it in the middle of a already started career is all. This is straight forward install procedures for SH3 mods unless their a brand new player to sh3 and mods/jsgme in general.
Kal_Maximus_U669
12-21-21, 09:18 AM
I don't know what you mean, THEY ARE built jsgme ready. Nothing overwrites the original files of either compilation mod and you can unload the MFM mod and recognition manual from jsgme if you don't want to use it in a career. You just can't load it or unload it in the middle of a already started career is all. This is straight forward install procedures for SH3 mods unless their a brand new player to sh3 and mods/jsgme in general.
Yes sorry Kyle it's me kidding I clicked too quickly sorry for the unnecessary remark
Kal_Maximus_U669
12-21-21, 09:51 AM
I don't know what you mean, THEY ARE built jsgme ready. Nothing overwrites the original files of either compilation mod and you can unload the MFM mod and recognition manual from jsgme if you don't want to use it in a career. You just can't load it or unload it in the middle of a already started career is all. This is straight forward install procedures for SH3 mods unless their a brand new player to sh3 and mods/jsgme in general.
The recognition manual in Gui 1366x768 does not have the right position .. review the ini which positions the tga it is too low ..:yep:
Kal_Maximus_U669
12-21-21, 10:11 AM
The recognition manual in Gui 1366x768 does not have the right position .. review the ini which positions the tga it is too low ..:yep:
With ARB it works pleasant to watch
but if we could raise it a few centimeters that would avoid having to turn off HuD dial to see the whole and this is valid for "Mgui" also which is already too low ... :yep:
kyle9154
12-21-21, 10:19 AM
I only use ARB UI so i don't care too much if it doesn't work with a different resolution UI. If your able to edit the menu file to make it work with your resolution then have at it but this is geared more for 1080p UI's. The recognition manual is optional too so if you can't get it to look right with 1366x768 resolution then just use the ones that come with the original MFM mod that you had before in black and white. Sorry but i'm not editing anymore other then maybe adding the L02A and L03A to replace the L02B and L03B ships as the coloured rec manual only has the A ones. I'm just waiting on Von Dos to remove the american flags and lettering off the hulls for those models so I can add them in for both American and British nations. thanks for your report though and I updated main page to say optional rec manual is for 1920x1080p Gui's.
P.S. maybe time to get a desktop and get off the laptop there Kal...lol
Kal_Maximus_U669
12-21-21, 12:11 PM
I only use ARB UI so i don't care too much if it doesn't work with a different resolution UI. If your able to edit the menu file to make it work with your resolution then have at it but this is geared more for 1080p UI's. The recognition manual is optional too so if you can't get it to look right with 1366x768 resolution then just use the ones that come with the original MFM mod that you had before in black and white. Sorry but i'm not editing anymore other then maybe adding the L02A and L03A to replace the L02B and L03B ships as the coloured rec manual only has the A ones. I'm just waiting on Von Dos to remove the american flags and lettering off the hulls for those models so I can add them in for both American and British nations or I might just add them in as 2 more ships because they have different displacement, length, speed etc then their B counterparts. maybe add them in as Heavy merchant type's 04 and 05, thanks for your report though and I updated main page to say optional rec manual is for 1920x1080p Gui's.
P.S. maybe time to get a desktop and get off the laptop there Kal...lol
Very very good thank you for the details ...
I also prefer this resolution because the other becomes obsolete (except for laptops ..) as I said I test that's all .. I no longer put my hands in the "sludge" except .. a few details. . if I judge that it brings one more .. I am not a modder and do not have enough time to devote for that .. unfortunately in addition you need a lot of knowledge of the game .. as well as the procedural basis of realization in the mods ... I have already watched all this for a while .. but I do not play just a silent Hunter ... (fortunately ..)
Now I think we're near the end ...! with sh3 we've been seeing it here for quite some time considering what's going on on the forum.
Nothing really new has been brought to sh3 this year without the source code ... it's dead or unless someone here knows how to graft some new scripts ... as well as some memory. Is horsepower with the graphics engine .... Only the talented
designer of the time can be could make it a formidable team which mastered the base of the game.
oh yes I want to add that modders should avoid putting the Ubisoft logo as well as DMCA when loading because it does not deserve any sympathy ... since it does not care about the community here .. is not doing anything positive for a very long time. .a start by providing us with drinkable drivers .. is up to date with the new software in question c is the minimum of after-sales service no .. we are paying for the product I do not endorse an attitude of this kind ... stop them support .. (enough capitalism)
kyle9154
12-22-21, 01:12 PM
I NEED EVERYONE TO DO ME A FAVOUR: start a 42' or 43' campaign with the MFM 3.3 Lite Toyotagt86 version and see if it loads up a career just fine because i'm having ctd's when starting careers after 1941. No issues with Onealex mod which is weird so it leaves me to suspect that Toyotagt86's WAC full interiors feature is what is causing the conflict, but I can start careers in '39, '40 and 41'. I just want to know if others are experiencing the same thing with later careers, and if that's the case then I will have to take down the Toyotagt86 version because i'm not going to be wasting peoples times releasing something that doesn't work.
I fixed one ctd already, when starting in June 41 1st flotilla VIIC but removed the M21B model and was all good after that for 1941 careers but still crashes from 42' and on which is even more weird, so i don't know if its a model conflict or full interior conflict or maybe a bit of both. I need modders with more knowledge then my own to give me their thoughts.
Why does one compilation (Onealex) work with all the models for all years of the war but the other compilation doesn't, even though both use ARB wide GUI? like am I missing something here? :hmmm:
John Pancoast
12-22-21, 01:22 PM
If you haven't already, running SH3 Validator and/or MySH3_Tool will usually find the problem(s) in such a case.
Fwiw. Saves time, beats guessing, etc.
I'd bet something is being introduced into the game at that time, causing the ctd.
kyle9154
12-22-21, 01:30 PM
well i just checked SH3 Validator and all seems good from the message but doesn't tell me anything other then the path of registry is correct.
I don't have MySH3_Tool in Toyotagt's install
John Pancoast
12-22-21, 01:48 PM
well i just checked SH3 Validator and all seems good from the message but doesn't tell me anything other then the path of registry is correct.
I don't have MySH3_Tool in Toyotagt's install
:up: Validator lists any errors in the three separate boxes. If none are found, there will be a message stating such. Mysh3_tool is a bit more "robust" in error checking, if you will.
kyle9154
12-22-21, 01:51 PM
:up: Validator lists any errors in the three separate boxes. If none are found, there will be a message stating such. Mysh3_tool is a bit more "robust" in error checking, if you will.
Do you use the toyotagt86 compilation and the MFM mod with it? can you start a career in 41 or 42 John and try validator with your Toyotagt86 install and see if you get any errors, maybe its just my install.
John Pancoast
12-22-21, 02:13 PM
Do you use the toyotagt86 compilation and the MFM mod with it? can you start a career in 41 or 42 John and try validator with your Toyotagt86 install and see if you get any errors, maybe its just my install.
I haven't got the MFM going with my Toyota install but when I get a chance I'll give it a try. Haven't spent much time yet with the Toyota install for that matter.
kyle9154
12-22-21, 02:20 PM
I haven't got the MFM going with my Toyota install but when I get a chance I'll give it a try. Haven't spent much time yet with the Toyota install for that matter.
Thanks I appreciate it, I know my install is fine because it works for early 1939 and 1940 campaigns so its definitely something in the MFM mod conflicting later on in the war. Also when I remove M21B model I can now get 1941 campaigns to work but not 1942 so try to explain that one to me lol? its hard to get an old mod made from someone else (iambecomelife) work with newer all-in-one compilations. I know I would have no issues running this with a regular GWX 3.0 gold install as I used it a few years ago with Grey wolves install so it must be another mod used in Toyotagt86 conflicting with MFM.
John Pancoast
12-22-21, 02:29 PM
Thanks I appreciate it, I know my install is fine because it works for early 1939 and 1940 campaigns so its definitely something in the MFM mod conflicting later on in the war. Also when I remove M21B model I can now get 1941 campaigns to work but not 1942 so try to explain that one to me lol? its hard to get an old mod made from someone else (iambecomelife) work with newer all-in-one compilations. I know I would have no issues running this with a regular GWX 3.0 gold install as I used it a few years ago with Grey wolves install so it must be another mod used in Toyotagt86 conflicting with MFM.
Sounds good. Very good of you to try to adapt mfm to these mods. For that matter, it could be completely unrelated to the mfm; some other unit, etc.
Have family here this week so it may be a bit. :)
Kal_Maximus_U669
12-22-21, 02:54 PM
I started 1942 from the Orient 10 eme flott Type IX I played a little 1: 2 hour without problem no 'Ctd' ... Mgui version
Mad Mardigan
12-22-21, 03:09 PM
Chose to go with a Type IX-B, U-103, skippered by Werner Winter, from 01/42, on until they were changed out to another Kaleun...
Started off with being based out of Lorient... though, did note a weird peculiarity (after selecting the kaleun, on setting up to start in the right year, & base... when I selected 2nd Flotilla... on the map, it was listed as being the base @ Brest... when I selected the 1st Flotilla (listed right after 2nd Flot. strangely, it seems that is listed as supposably as being based there @ Lorient. If memory serves Me right... 1st was at that time, based out of Brest, while 2nd, was in fact, based out of Lorient, until 2nd was disbanded & absorbed into another flotilla, based out of... Norway?, I believe it was... (13th Flotilla?) would have to pull up flotilla info & recheck that for certainty... this is just off the top of My head & I may... I admit, be a bit off on the exact details... :shucks: :yep:)
I went with selecting 2nd, even though the base listing was... not correct....
When I got to the office... on choosing to start off the patrol... that page, did indeed list the base as being... Lorient.
Dunno, if that... could have any probability of causing a CTD...
All I can say is, after I got loaded up, into the U-boat... shortly after that...
I experienced a CTD.
:Kaleun_Salute:
M. M.
kyle9154
12-22-21, 03:31 PM
I started 1942 from the Orient 10 eme flott Type IX I played a little 1: 2 hour without problem no 'Ctd' ... Mgui version
Hmm, okay can you try with the ARB version next and see if 1941-43 campaigns work with that version with the MFM mod because i'm having ctd at the end of red loading bar before patrol starts.
kyle9154
12-22-21, 03:36 PM
Chose to go with a Type IX-B, U-103, skippered by Werner Winter, from 01/42, on until they were changed out to another Kaleun...
Started off with being based out of Lorient... though, did note a weird peculiarity (after selecting the kaleun, on setting up to start in the right year, & base... when I selected 2nd Flotilla... on the map, it was listed as being the base @ Brest... when I selected the 1st Flotilla (listed right after 2nd Flot. strangely, it seems that is listed as supposably as being based there @ Lorient. If memory serves Me right... 1st was at that time, based out of Brest, while 2nd, was in fact, based out of Lorient, until 2nd was disbanded & absorbed into another flotilla, based out of... Norway?, I believe it was... (13th Flotilla?) would have to pull up flotilla info & recheck that for certainty... this is just off the top of My head & I may... I admit, be a bit off on the exact details... :shucks: :yep:)
I went with selecting 2nd, even though the base listing was... not correct....
When I got to the office... on choosing to start off the patrol... that page, did indeed list the base as being... Lorient.
Dunno, if that... could have any probability of causing a CTD...
All I can say is, after I got loaded up, into the U-boat... shortly after that...
I experienced a CTD.
:Kaleun_Salute:
M. M.
I have no issues with flotillas being out of place but I could check again.
- Also were you using the ARB version of toyotagt86 mod?
- you say that the career patrol did start up after red loading bar finished but you crashed shortly after leaving base?
Kal_Maximus_U669
12-22-21, 04:00 PM
I started in Norway types 7c January 1st. 1943 11eme flott impeccable from the bunker but 12 minutes before launching (long) still mgui now I try ArB :D
Mad Mardigan
12-22-21, 04:15 PM
I have no issues with flotillas being out of place but I could check again.
- Also were you using the ARB version of toyotagt86 mod?
- you say that the career patrol did start up after red loading bar finished but you crashed shortly after leaving base?
Loaded on to the U-boat, just fine. It was when I went to view the nav map that things went... south & CTD'ed.
On a side note, is 1 thing that I added into the mix... with regards to Lorient. That mod, that I looked at modifying to work in, is the only thing that I can think of... that could possibly be, a possibility for My CTD... if I still run into a CTD, would be at a loss as to why that would occur. As all the other tweaks I did, pertain to damage/crew management & that loaded fine... & ran for some time before I moved on to other tweaks (visual tweaks, at that... & followed the same methodical testing before moving on to the last tweak, which was the Lorient positioning... :yep:)
Am looking into deleting both careers & then backing that change out (was smart enough to do it up, into a jsgme capable add in, so is not a big thing to back it out & reset back up, redo a career & then check again. It could be that the Lorient mod I worked on, was not 100%... fool proof. It pertains to the base NOT being in the bays anal retentive locality that it is by Ubi's stock set location'ing...
It is in fact, closer to the open waters which is where the base should be positioned. The Lorient mod set that I am using, is the 1... that is supposed to work in conjunction with the Wilhelmshaven v6 mod that Toyo, included in with their GWX3 set v2...
With SH3Cmdr, it is set up to roll back before it loads up SH3. (before that is asked about.... :yep:)
After I back that out, will then retest once more.. & report back on what I find after that. :shucks:
:Kaleun_Salute:
M. M.
Kal_Maximus_U669
12-22-21, 04:55 PM
Hmm, okay can you try with the ARB version next and see if 1941-43 campaigns work with that version with the MFM mod because i'm having ctd at the end of red loading bar before patrol starts.
Hey Kyle I confirm I chose type IX.. Lorient. 2 float.. 1943 at the start.. of more than 15mn then back to the office ... In Lorient, the angry port ...Mad Martigan is right we need to do more testing and try with a fresh backup
:ping:
kyle9154
12-22-21, 05:07 PM
Okay sounds good because if you guys are starting the patrols fine then i'll uninstall and do a fresh install, I just want to be sure its only me with the ctds before patrol startup.
Kal_Maximus_U669
12-22-21, 05:16 PM
Okay sounds good because if you guys are starting the patrols fine then i'll uninstall and do a fresh install, I just want to be sure its only me with the ctds before patrol startup.
Mad Mardigan is right to talk about positioning with the map I had already seen a thread above that there was a positioning problem on the map .. because it gets bigger with the wire of the war, it may be necessary to see that too. .
Mad Mardigan
12-22-21, 06:51 PM
Okay sounds good because if you guys are starting the patrols fine then i'll uninstall and do a fresh install, I just want to be sure its only me with the ctds before patrol startup.
Ok, after pulling back the Lorient repositioning mod I was thinkin' that I had worked out rightly to work with the rest of everything, obviously not... will be going back over it to figure out what went wrong & where... *sighs* not a big, right now... just... a bit troublesome but I shall persevere...:arrgh!:)
Back to the meat of the subject... yes. :yep:
After culling that from the herd, I got everything back set up &...
Ran test, same U-boat, same Kaleun... 01/42 career start &...
ran like a top, no crash despite having to deal with listening to "ship sighted"/"aircraft sighted" more times than I'd care to... was able to depart & start out on patrol...
With NO issues, NO... CTD... so, in conclusion... was able to start a career without any issues.
*shrugs* No idea why you're running into that issue there, kyle9154... sorry, to hear & sorry that you're running into it... for whatever reason... but, doubt at this stage, that your work of MFM, or the subsequent add on for it, of the rec manual, is the cause of it. :hmmm:
:Kaleun_Salute:
M. M.
kyle9154
12-22-21, 07:22 PM
I'll do a fresh install of the Toyotagt86 ARB version then because its obviously just on my end, thanks for testing and confirming that there's nothing wrong with the MFM 3.3 Lite. Funny that the guy who released the edited mod (me) is the only one who can't get it to work lol. I must have done something on my end editing files or modding and not paying close enough attention to a certain detail or moved something somewhere I shouldn't have.
Mad Mardigan
12-22-21, 07:45 PM
1 thing I... :timeout: :roll: :oops: forgot to recheck when I ran that, 2nd test... was on the 1st/2nd flotilla location for '42... will rerun the career... I did a simple run on it of getting out of the port area... then did a dock at call.
T'is will be but a simple matter to rerun SH3Cmdr, select that Kaleun yet again but... this time, to remember to pay particular attention to the flotilla details... :yep: Shall report back on My... findings shortly.
:Kaleun_Salute:
M. M.
Mad Mardigan
12-22-21, 08:03 PM
1 thing I... :timeout: :roll: :oops: forgot to recheck when I ran that, 2nd test... was on the 1st/2nd flotilla location for '42... will rerun the career... I did a simple run on it of getting out of the port area... then did a dock at call.
T'is will be but a simple matter to rerun SH3Cmdr, select that Kaleun yet again but... this time, to remember to pay particular attention to the flotilla details... :yep: Shall report back on My... findings shortly.
:Kaleun_Salute:
M. M.
Ok... My initial, thinking of the port bases, NOT being correct... :oops: may have been, in error.
can't be 100% certain... so... take it, with a grain of salt on that aspect.
As for the running of it, without the Lorient reposition mod I was working on... it did indeed, run without any errors or CTD's. the 2nd run through, as well as the 1st.
So, everything, to the best of My knowledge... is fine there. At least, on My end of it all.
Now, to get back to the drawing board & figure what, went wrong & where with the Lorient mod that I was working on... as it's clear, there are a few... kinks in the system to knock straight. :D
I shall figure it out... :shucks: :yep: :arrgh!:
:Kaleun_Salute:
M. M.
kyle9154
12-22-21, 08:32 PM
Very weird, I just did a complete fresh reinstall of Toyotagt86 enhanced 2.1 ARB after removing it. I then installed MFM 3.3 Lite Toyotagt86 edition activated in jsgme and tried again to start with 10th flotilla IXC Feb 42' and still I get a ctd at the end of red loading bar before the message 'some time later' comes up. This is a fresh install of mod and MFM 3.3 Lite so I don't get how its not working for me anymore in later campaigns but is working for everyone else lol. Anyways thank god my Onealex edition has no issues as that's my main mod that I play but its a shame that all of a sudden I can only get early war careers to start in Toyotagt using MFM 3.3 Lite.
Did you download the MFM 3.3 Lite toyotagt86 edition today or are you running an earlier download from a previous day? I might have frigged something up editing it last night maybe, but all I did was delete a .cfg file from British roster that is already in American roster so that shouldn't cause it. Can you download from MFM 3.3 Lite Toyo edition link again and try to start a Feb 42' career using IXC 10th flotilla? just to try it the same way I did and see if you get same issue as me.
John Pancoast
12-23-21, 11:16 AM
If that is a shared ship between the American & British rosters and a campaign file specifically calls for the British version, that missing .cfg file would cause a problem.
Kal_Maximus_U669
12-23-21, 11:40 AM
Very weird, I just did a complete fresh reinstall of Toyotagt86 enhanced 2.1 ARB after removing it. I then installed MFM 3.3 Lite Toyotagt86 edition activated in jsgme and tried again to start with 10th flotilla IXC Feb 42' and still I get a ctd at the end of red loading bar before the message 'some time later' comes up. This is a fresh install of mod and MFM 3.3 Lite so I don't get how its not working for me anymore in later campaigns but is working for everyone else lol. Anyways thank god my Onealex edition has no issues as that's my main mod that I play but its a shame that all of a sudden I can only get early war careers to start in Toyotagt using MFM 3.3 Lite.
Did you download the MFM 3.3 Lite toyotagt86 edition today or are you running an earlier download from a previous day? I might have frigged something up editing it last night maybe, but all I did was delete a .cfg file from British roster that is already in American roster so that shouldn't cause it. Can you download from MFM 3.3 Lite Toyo edition link again and try to start a Feb 42' career using IXC 10th flotilla? just to try it the same way I did and see if you get same issue as me.
Yesterday problems with my sailors no rain clothes .. is another detail not good ..
my career screwed up ... while everything seemed to be working out ..
re-reloading of all reinstall 'file date of 11/19/21' but if there is a problem I do not install any more .. anyway its penalizes the loading times terribly .. is seems to create problems for me that I didn t have before ... it's a shame but I do not sacrifice the interiors for the benefit of this mod .. because it is always the same thing that gets me drunk .. when we are going to have a Uboat simulator with a Kaleun U571 style attack atmosphere I love them First 10 minutes.
after c is anything ... there will never be anything up to these valiant Kaleuns & combatants .. who at the time buried all that is best .. in submarine warfare ... These people we revolutionizing submarine warfare thanks to the fantastic buildings they have built ... then after all, everyone is in a hurry to steal the technology ... I believe that they deserve to be represented with dignity as much as the others ... by having a simulation at the height ... because the technology of graphics engines allows it .. it is the capitalists who prevent this from happening .. who serve us their gameplay soup for "delay trisomy" ... besides we see Battlefields 2142 I had a good laugh .. when I saw that it caught fire ... the actions .. the GUY's .. well it will be "zobbi" this time better weather .. a cult game turned **** ... thank you console..
good see you Kyle I keep informed ... Regards KM_U669
Mad Mardigan
12-23-21, 02:07 PM
Very weird, I just did a complete fresh reinstall of Toyotagt86 enhanced 2.1 ARB after removing it. I then installed MFM 3.3 Lite Toyotagt86 edition activated in jsgme and tried again to start with 10th flotilla IXC Feb 42' and still I get a ctd at the end of red loading bar before the message 'some time later' comes up. This is a fresh install of mod and MFM 3.3 Lite so I don't get how its not working for me anymore in later campaigns but is working for everyone else lol. Anyways thank god my Onealex edition has no issues as that's my main mod that I play but its a shame that all of a sudden I can only get early war careers to start in Toyotagt using MFM 3.3 Lite.
Did you download the MFM 3.3 Lite toyotagt86 edition today or are you running an earlier download from a previous day? I might have frigged something up editing it last night maybe, but all I did was delete a .cfg file from British roster that is already in American roster so that shouldn't cause it. Can you download from MFM 3.3 Lite Toyo edition link again and try to start a Feb 42' career using IXC 10th flotilla? just to try it the same way I did and see if you get same issue as me.
If with "B" edit... you mean, was I using the last or latest version of your MFM add in... that, would be a definitive... Yes. I am indeed, using that version in the mix.
I can see of resetting up a 02/42 career with 10th being the flotilla of choice & see what goes down with that... if you think it'd be needed to be done, as a cross check. Am thinking that with having the latest version, that'd not matter... BUT... never hurts to double check. :yep:
Awww... what the heck, will report back on running 10th flot., w/ a IXC 02/42 career start... be back with that report a.s.a.p. :shucks:
:Kaleun_Salute:
M. M.
kyle9154
12-23-21, 02:44 PM
I narrowed it down to certain models causing the ctd for me like T17A, M26B, M20B and a few others and as soon as i removed them I was able to start all careers during 1942 with IXC but what is weird is all the models work for others. :k_confused: Anyways I've left the link up there for you guys who use Toyotagt's mod but I've since removed my Toyotagt install and going to just play Onealex as I have no issues with that compilation using MFM alongside.
Mad Mardigan
12-23-21, 03:15 PM
I narrowed it down to certain models causing the ctd for me like T17A, M26B, M20B and a few others and as soon as i removed them I was able to start all careers during 1942 with IXC but what is weird is all the models work for others. :k_confused: Anyways I've left the link up there for you guys who use Toyotagt's mod but I've since removed my Toyotagt install and going to just play Onealex as I have no issues with that compilation using MFM alongside.
Ok, with starting up that career, with a IX-C, in Feb, of '42... can report that... I had a CTD, that occurred after I got loaded into the U-boat. When I tried to go to the nav map, to plot out a course to hit the open waters... well... tis when things went south &... CTD'ville, here I come. :shucks:
So... guess it was a good thing to run that test, as well... :hmmm: :yep:
Else would have missed that...
End report...
:Kaleun_Salute:
M. M.
Mad Mardigan
12-23-21, 03:25 PM
I narrowed it down to certain models causing the ctd for me like T17A, M26B, M20B and a few others and as soon as i removed them I was able to start all careers during 1942 with IXC but what is weird is all the models work for others. :k_confused: Anyways I've left the link up there for you guys who use Toyotagt's mod but I've since removed my Toyotagt install and going to just play Onealex as I have no issues with that compilation using MFM alongside.
Ok, since it is known that the MFM mod, as it stands... works fine... or as fine as is known with the rest of the U-boats... would it be... conceivable... nay... doable, to do a side mod of it, just relegated to, if that U-boat is decided to start off with a career that far into the war scenario... (or be upgraded to a Type IX-C) so that... it runs without those ships that you figure, are the culprits for causing the CTD... thereby, keeping the spirit & intent of the mod, without sacrificing the mod or having to decide... to use it or to NOT use it... :hmmm: :hmmm: :hmmm:
Something to think about... :shucks: :yep:
:Kaleun_Salute:
M. M.
kyle9154
12-23-21, 04:51 PM
Well since I was right all along with the type IXC careers, what i'll do is reupload a link with the models causing issues removed. I'm not going to make multiple versions of Toyotagt MFM 3.3 lite for different stages of the war. So Toyo's just will have slightly less models in it is all compared to Onealex edition. I know T17A, M26B, M20B are causing issues for IXC in toyo for sure so i will remove them, all I have left is to check models M01-M19 to see if any of them have issues and then i'll update Toyo MFM link.
Mad Mardigan
12-23-21, 05:33 PM
Well since I was right all along with the type IXC careers, what i'll do is reupload a link with the models causing issues removed. I'm not going to make multiple versions of Toyotagt MFM 3.3 lite for different stages of the war. So, Toyo's just will have slightly less models in it is all compared to Onealex edition. I know T17A, M26B, M20B are causing issues for IXC in Toyo's for sure so I will remove them, all I have left is to check models M01-M19 to see if any of them have issues and then I'll update Toyo MFM link.
Ok, fine... then cull the problem children from the mod that cause issues with the IX-C, then... may I suggest... investigating with those ships, just what it is, in them, that is causing the issues & what's needed to, to correct it.... so that they can then... be readded to the mod... at a later time.
In the meantime, I'll simply pull it out of the mix, until you drop a zip file with them culled from the mod set for now.
My... earlier on suggestion, was put forth, as a possible... solution. NOT that it had to be done... just a... possible work around. :hmmm: :shucks: :yep:
:Kaleun_Salute:
M. M.
kyle9154
12-23-21, 07:37 PM
I've tried all sorts of things but the fact of the matter is the MFM is highly unstable with mid-late war careers in the Toyotagt compilation or they don't load at all. I suspect it has to do with overload caused by the WAC sub interiors and all the extra stuff in campaign with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 merged with WB's .mis file for VonDos' addon ships on top of increased number of enemies to load memory wise in mid-late war careers.
I've asked Toyo to send me a version of his ARB mod without those 2 mods (WAC full interiors and Wilhemshafen,St Naz,Schluese and xtra ships V6 merged with WB's .mis file for VonDos' addon ships). I can almost guarantee that it will work without those two mods so its an experiment to come. Mardigan and Kal, when you get a chance try some late campaigns using the MagUI Toyotagt version to rule out possibility that its a UI issue.
Mad Mardigan
12-23-21, 08:57 PM
I've tried all sorts of things but the fact of the matter is the MFM is highly unstable with mid-late war careers in the Toyotagt compilation or they don't load at all. I suspect it has to do with overload caused by the WAC sub interiors and all the extra stuff in campaign with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 merged with WB's .mis file for VonDos' addon ships on top of increased number of enemies to load memory wise in mid-late war careers.
I've asked Toyo to send me a version of his ARB mod without those 2 mods (WAC full interiors and Wilhemshafen,St Naz,Schluese and xtra ships V6 merged with WB's .mis file for VonDos' addon ships). I can almost guarantee that it will work without those two mods so its an experiment to come. Mardigan and Kal, when you get a chance try some late campaigns using the MagUI Toyotagt version to rule out possibility that its a UI issue.
I'll see of taking some time, to run a series of tests, using IX-B, IX-C, 42-43-44-45 out of each flotilla, in the list... see what occurs with each... just to see...
Will be some time, for running said tests, so don't expect a lightning-fast reply on posting the end results... but, I shall do so, when I am done. :shucks:
:Kaleun_Salute:
M. M.
kyle9154
12-23-21, 08:59 PM
I'll see of taking some time, to run a series of tests, using IX-B, IX-C, 42-43-44-45 out of each flotilla, in the list... see what occurs with each... just to see...
Will be some time, for running said tests, so don't expect a lightning-fast reply on posting the end results... but, I shall do so, when I am done. :shucks:
:Kaleun_Salute:
M. M.
yeah no rush, enjoy the holidays first
Kal_Maximus_U669
12-24-21, 06:19 AM
I am opposed to this mod if it is to remove the interiors .. I don't care if I have more boats ... the mods create lots of errors .. as I said manual not up to date correctly .. it overloads Lorient .. is that c is not new .. is I suspected it Hansolo had the same problem ...
the Toyotagt86 mods are fine without these boats ... super stable with the interiors .. if the interiors are removed I do not continue the tests .. I have made requests to Toyotagt86 which does not pose any problem to the stability of the game and not add stacking to create boredom for some boats that are not necessary .. I'm tired of taking it out on the interiors ... instead of adding more boats, it is the gameplay that we need to expand and not add polygons ... that the engine does not digest ... :k_confused:
kyle9154
12-24-21, 06:52 AM
I am opposed to this mod if it is to remove the interiors .. I don't care if I have more boats ... the mods create lots of errors .. as I said manual not up to date correctly .. it overloads Lorient .. is that c is not new .. is I suspected it Hansolo had the same problem ...
the Toyotagt86 mods are fine without these boats ... super stable with the interiors .. if the interiors are removed I do not continue the tests .. I have made requests to Toyotagt86 which does not pose any problem to the stability of the game and not add stacking to create boredom for some boats that are not necessary .. I'm tired of taking it out on the interiors ... instead of adding more boats, it is the gameplay that we need to expand and not add polygons ... that the engine does not digest ... :k_confused:
Well you do whatever you want Kal, but this MFM 3.3 Lite works perfect with the Onealex compilation and I don't care so much for interiors as its just eye candy to me for the 1st patrol or two (its not like the interiors can function as controls or the static AI inside can do anything) serves no purpose other then looks so you do you and play with Toyo mod without MFM and i'll play Onealex with MFM 3.3 lite, there everybody is happy now.
I'm going to remove the Toyotagt86 MFM 3.3 Lite link until Toyo gets back to me on weather he can have a 2nd optional version of his mod without interiors while still providing his full interior version.
Anyways have a merry christmas and happy new year and fingers crossed SH3 & 4 is still supported later on in the new year with windows 11 release (things are not looking good) so may have to eventually go to SH5 but time will tell.
Kal_Maximus_U669
12-24-21, 09:32 AM
Well you do whatever you want Kal, but this MFM 3.3 Lite works perfect with the Onealex compilation and I don't care so much for interiors as its just eye candy to me for the 1st patrol or two (its not like the interiors can function as controls or the static AI inside can do anything) serves no purpose other then looks so you do you and play with Toyo mod without MFM and i'll play Onealex with MFM 3.3 lite, there everybody is happy now.
I'm going to remove the Toyotagt86 MFM 3.3 Lite link until Toyo gets back to me on weather he can have a 2nd optional version of his mod without interiors while still providing his full interior version.
Anyways have a merry christmas and happy new year and fingers crossed SH3 & 4 is still supported later on in the new year with windows 11 release (things are not looking good) so may have to eventually go to SH5 but time will tell.
Frankly I knew that we would come to touch these interiors ....
with your mod ... as I said you will encounter problems I am sure because I have tried several times at different times each time there are problems .. different they are formed ..
I reinstalled without your mod is all to return to order ...
now as you say i am waiting for Toyotagt86 to perfect the weather with "Stiebler" is all that goes with it as it flesh out the gameplay ...
like negative buoyancy ... the superb card of Arthem .. is repaired the Coat of arms (more gameplay !!!) and not unnecessary polygons with an incomplete manual ... moreover to add boats depends on lots of parameters campaign building do you all control ...? I think not ... because the manual is incomplete .. and errors this form during the campaign ...
Now the KsD team has proven that it is possible to make the interiors functional in Sh4 so I guess sh3 too ...
As for the OneAlex mod I removed it too ... besides Alex does not approve of this mod and said that he did not need these boats ... I have been following him for some time now .. I I understand that he does not like that we add or tinker with his work and I think he is right since so far his mod is one of the best for me here ... there is no need to add anything himself .. he does it very well himself in view of what I saw not long ago .. and regular updates are made here thanks to the community which plays at all times and that with really very little problem ..
Now I hope that Toyotagt86 does not remove the interiors which makes all the difference with the others I do not extend any more on the subject ... it saddens me that an additional ship mod not essential we sacrifice what makes the difference
kyle9154
12-24-21, 10:15 AM
I think you misunderstand (maybe its the language barrier and you translating these subsim texts that are confusing you) no one is talking about removing interiors in the Toyo mod, I just mentioned it would be nice if Toyo had two versions of his mod, one with interiors and one without. I just started late career in 1943, and 1945 with IXC and IXC/40 in Onealex and works like a charm, (I NEVER have issues running MFM 3.3 lite with Onealex) only the Toyo mod seems to not want to work with MFM fully. I even added more ships to Onealex MFM 3.3 today in my own install and still works every year of the war with no issues, so its not a campaign thing but most definitely the WAC interiors. I'm just requesting a version of Toyo's mod without them as optional for people who don't care for the interiors and also as a MFM 3.3 lite testing experiment for me, options/choices are always good.
Mad Mardigan
12-29-21, 03:48 PM
yeah no rush, enjoy the holidays first
Ok, tried with a couple other flot.'s & well... suffice it to say, for whatever reasons it is... the mod just isn't working when it came to the MFM add in.
That said, for the time being, will be rolling it back to a mix, that does not include it... for now.
It is sincerely hoped that you shall take the time, to investigate the root cause/s of the snafu where it pertains to it not working or liking to work with the IX's... No offence as My saying snafu, as that is not directed as being your fault. Knowing the temperamentality of mods... it doesn't take much for issues & errors to occur... despite the best of intentions... I know. :shucks:
In conclusion, & to continue... It is hoped that (you do take the time to investigate, for 1 & following that up...) that you will find a means to work out a solution to it, so as to make it where the mod, can be used... no matter which U-boat you chose & what year stamp for to begin a career, from as well. :shucks: :yep: :up:
Warmest regards... :Kaleun_Cheers:
M. M.
kyle9154
01-05-22, 07:20 AM
By the way Doolar, that TMT2 removal idea out of toyotagt86 compilation mod did the trick!!!! He found that it was that feature in his mod causing the merchant fleet mod to not work or be unstable in his compilation. He's going to re-release another new version but with TMT2 removed (lot of work to do) and also have WAC interiors in jsgme as optional mod instead so its not forced on everyone and people have a choice to use it or not. MFM should be able to work no problem with Toyotagt86 mod once that is done.
Toyotagt -
Yes. you are right, I combine the TMT EFS Mod , so , it seems the problem does not caused by the full interior
[9:51 PM]
but it is a big job to remove the TMT EFS Mod , this mod is enabled at the beginning... still need some time to return the original files back and test
[9:53 PM]
also I am using the Diving Duck Open Hatch Mod to replace the full interior , the full interior can be enabled as an Optional Mod
[9:54 PM]
I am now testing the Negative buoyancy Mod which modified by myself
641340944 — Yesterday at 10:06 PM
I need find what was covered by the TMT EFS and what the TMTV2 EFS covers ,to figure out how to remove the TMT V2 EFS meanwhile keep the game playing experience , it still need time,anyway thank you for testing and telling me such an important information!
[10:06 PM]
thank you very much
Great news on the MFM for Tototagt86 front. Can't wait for the new verson. That issue sounded all to familiar to me. TNT2 EFS removal fixed it and then I was good to go.
John Pancoast
01-07-22, 07:27 PM
Kyle, I haven't followed all the thread but if it helps I seem to recall the TMT 2 mod included the M36 ship. That ship has always been problematic as it's usually representing a cam ship.
The problem was always it's unit type being incorrect. It must be 8 to work correctly (otherwise ctd) and the .cfg file in the roster must be also be set to 8.
Anyway, maybe this will help.
edit: Just looked at the mod and it has the M36 unit type=100. Needs to be 8.
kyle9154
01-07-22, 09:26 PM
Kyle, I haven't followed all the thread but if it helps I seem to recall the TMT 2 mod included the M36 ship. That ship has always been problematic as it's usually representing a cam ship.
The problem was always it's unit type being incorrect. It must be 8 to work correctly (otherwise ctd) and the .cfg file in the roster must be also be set to 8.
Anyway, maybe this will help.
edit: Just looked at the mod and it has the M36 unit type=100. Needs to be 8.
Okay thanks, i'll give that a try because if I can get it to work without Toyo having to remove TMT from his mod then no need for an optional version.
John Pancoast
01-07-22, 09:39 PM
Okay thanks, i'll give that a try because if I can get it to work without Toyo having to remove TMT from his mod then no need for an optional version.
I would bet that is the problem. Usually a ctd will occur any time it's encountered in the game. The game is looking for a merchant ship because of the incorrect unit type but it's actually a warship.
Easy solution: just eliminate the M36 from the mod and use the rest of it.
Better :) solution: Make sure it is listed as unit type=8.
Both solutions require looking/making corrections in:
- M36 sea file
- any roster file it is in. Usually only British, as they are the only ones who used cam ships.
- both the .rnd and .scr campaign files. Usually only found in the .rnd file but best to check both.
See Stiebler's patch documentation for details.
kyle9154
01-19-22, 04:34 PM
New version of Toyo compilation mod coming soon at which point i'll upload the MFM toyotagt version. His new version will have full interiors as optional loaded through jsgme, this way we can have all the SH5, WoW and MFM ships to work now as it was the WAC full interiors that was causing them to not work. So if people want to use full interiors with toyo compilation then they'll have to make sure SH5 ships, WoW ships and merchant fleet mod are not loaded in jsgme.
New version of Toyo compilation mod coming soon at which point i'll upload the MFM toyotagt version. His new version will have full interiors as optional loaded through jsgme, this way we can have all the SH5, WoW and MFM ships to work now as it was the WAC full interiors that was causing them to not work. So if people want to use full interiors with toyo compilation then they'll have to make sure SH5 ships, WoW ships and merchant fleet mod are not loaded in jsgme.
Hi
It's still in shipyard or i've missed it?
Thanks
kyle9154
02-16-22, 05:45 PM
Hi
It's still in shipyard or i've missed it?
Thanks
Well until Toyo releases his new version then I can't release the new MFM version for his mod so its on Toyo to upload his updated compilation mod first then I can make a MFM based on that as he's adding more ships (SH4, SH5 and WoW ships) to his new version and I need to do testing on his new version when uploaded. Plus I got new job now so my time is much more limited then before when I released the MFM compilation versions.
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