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-   -   [REL] Athlonic's MCCD "More Crew Commands by Dialog" MOD (https://www.subsim.com/radioroom/showthread.php?t=166236)

Athlonic 01-29-13 09:26 AM

Quote:

Originally Posted by V13dweller (Post 2000837)
Sorry, about that, I did not notice the Mighty Fine crew mod compatible option.
Sorry for any inconvenience I may have created.:oops:


No problem here :salute:

joeganzi5 03-12-13 09:28 AM

problem using this mod with German U-Boat Crew Language Pack
 
Hallo,
I've tried to install this cool mood but the program crash and I think that the problem is with German U-Boat Crew Language Pack that I use.

Is there anyway to avoid this problem and using both mods?

Thanks a lot!

Chakotay 04-09-13 01:26 PM

Downloading and Installing
 
I've downloaded the mod and tried installing the mod with JSGME and removed all other mods first but hasn't seemed to have any affect. tried going back to base and everything. Can someone pls explain how to install this mod with JSGME for I've had no problems intalling any of my other mods. Is there something else to do first?

btw I'm using english default version

Athlonic 04-10-13 11:55 AM

Quote:

Originally Posted by Chakotay (Post 2038894)
I've downloaded the mod and tried installing the mod with JSGME and removed all other mods first but hasn't seemed to have any affect. tried going back to base and everything. Can someone pls explain how to install this mod with JSGME for I've had no problems intalling any of my other mods. Is there something else to do first?

btw I'm using english default version

Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps.

Chakotay 04-10-13 06:48 PM

Installing The Mod (continued)
 
Quote From Athlonic: "Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps."


I've checked again to make sure I havent installed the double files. Do u just install the MCCD_1.04 For I've tried installing all the other files fra,ger and so on of MCCD_1.04 nations. Then found they all contain same files just explaining in different language so I tried just installing file: MCCD_1.04 and still not any results. Am I downloading correct MCCD for sh5 version 1.2.0 :06:

and I appreciate all of your help, thank you :salute:

Targor Avelany 04-10-13 06:57 PM

Quote:

Originally Posted by Chakotay (Post 2039585)
Quote From Athlonic: "Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps."


I've checked again to make sure I havent installed the double files. Do u just install the MCCD_1.04 For I've tried installing all the other files fra,ger and so on of MCCD_1.04 nations. Then found they all contain same files just explaining in different language so I tried just installing file: MCCD_1.04 and still not any results. Am I downloading correct MCCD for sh5 version 1.2.0 :06:

and I appreciate all of your help, thank you :salute:

Make sure that the folder order is something along the line of this:


-You SH5 Installation Folder\data
-\MODS
-\MODS\MCCD_folder
-\MODS\MDDC_folder\data

JacobiMian 04-23-13 01:37 PM

I was wondering about how difficult it would be to accommodate automation scripts with this mod. For example, in TDW's TDC mod you have the ability to navigate in or out of a harbor automatically or to make the navigator give out a celestial fix or dead reckoning fix every few hours. It would be awesome if you could order these scripts using the dialog menu. For example you could tell your navigator or XO to "take the boat out to sea" when you're in a harbor. It would determine which harbor you were in and then run the proper script. It might add a better sense of realism or depth to your crew. Just some ideas, I don't know if they would be more difficult to carry out.

Athlonic 04-24-13 03:52 AM

Quote:

Originally Posted by JacobiMian (Post 2045662)
I was wondering about how difficult it would be to accommodate automation scripts with this mod. For example, in TDW's TDC mod you have the ability to navigate in or out of a harbor automatically or to make the navigator give out a celestial fix or dead reckoning fix every few hours. It would be awesome if you could order these scripts using the dialog menu. For example you could tell your navigator or XO to "take the boat out to sea" when you're in a harbor. It would determine which harbor you were in and then run the proper script. It might add a better sense of realism or depth to your crew. Just some ideas, I don't know if they would be more difficult to carry out.

Nice idea.

But if I remember correctly, I wasn't able to trigger every commands by using dialogs scripts.
Better ask TDW if he knows if dialogs scripts and game scripts/code are sharing the same variables.
If yes it should be possible.

:03:

gap 04-24-13 04:15 AM

Quote:

Originally Posted by Athlonic (Post 2045939)
Nice idea.

But if I remember correctly, I wasn't able to trigger every commands by using dialogs scripts.
Better ask TDW if he knows if dialogs scripts and game scripts/code are sharing the same variables.
If yes it should be possible.

:03:

:up:

Pistitom 09-03-13 07:44 AM

First of all , this is one great mod I must say....love it...Just one minor problem....:D
When I select next song using the gramophone dragable thingy the nest song starts and a few seconds later the radioman replies, Ja , and jumps to the next track ( so one track is always skipped. ) I've added manually the SH3 songs before, and the 30's popular german songs mod as well. Could this be the problem ? The Tipperary command works fine...THX

Athlonic 09-03-13 02:00 PM

Quote:

Originally Posted by Pistitom (Post 2109364)
First of all , this is one great mod I must say....love it...Just one minor problem....:D
When I select next song using the gramophone dragable thingy the nest song starts and a few seconds later the radioman replies, Ja , and jumps to the next track ( so one track is always skipped. ) I've added manually the SH3 songs before, and the 30's popular german songs mod as well. Could this be the problem ? The Tipperary command works fine...THX

It seems like one of your mod activates the "next song" trigger at the same time my mod activate the radioman animation which trigger "next song" at the end as well.

As a workaround :

open the file "data\Scripts\AI\Crew\Gramophone_next.aix" of my mod,
and comment the line 8 (by adding // ) like this :

Code:

// Wp:ExecuteCommand( "Gramophone_next" );
This should fix your problem :03:

tonschk 09-04-13 01:53 AM

Quote:

Originally Posted by Pistitom (Post 2109364)
First of all , this is one great mod I must say....love it.

I fully agree :salute::up::yeah::rock::sunny:

Pistitom 09-04-13 09:52 AM

Holy cow, not used to such quick replies :rock:

THX a lot , really started to love this game, great mod....really good....
Gute männer muß man haben :D :D :D

blkdimnd 09-17-13 09:20 PM

Can't Download Mod
 
I can't seem to download this mod.
The download area here on SubSim says, "This file is in the moderation queue."

ANyone have another link I can try??

Athlonic 09-18-13 02:04 PM

Quote:

Originally Posted by blkdimnd (Post 2115930)
I can't seem to download this mod.
The download area here on SubSim says, "This file is in the moderation queue."

ANyone have another link I can try??

WTH ?

I can't even access the file myself ... :hmmm:
Are you kidding me Subsim ?

In the meantime I uploaded the thing here : http://ul.to/lt13usok

Dive safe ! ;)


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