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JSGME will not un-install any file that is not identical to that in the mods folder (I hope you follow those double negatives - to put it another way, JSGME will only un-install files that are identical to those in the original mod folder.)
The files un-installed are not copied back to the original mods folder - they are simply deleted once it is confirmed they are identical to the originals. So JScones' original idea must have been to prevent users deleting accidentally any files in the SH3 data folder, files which might have been further modified by hand. After uninstalling the original mod with JSGME, any user-altered file from the mod therefore remains in place to prevent accidental loss. So Sailor Steve's problem with rolling back IABL's merchant ships can have one of two probable causes: 1. You have altered files in the main silenthunteriii\data\sea folders, relating to IABL's ships. This seems to be most unlikely, since you would have to alter a lot of ship files! 2. At some point, an earlier version of IABL's ships was loaded with JSGME, not rolled-back properly (after a computer crash, for example), and then a revised edition of IABL's ships added. Thus you would have similarly named ship folders, but different files. Then you attempted to roll-back the original IABL ships mod. Depending on the order in which these events occurred, you might not roll back all the files of the original IABL mod, or you might roll back files from folders with the same ship names as the new IABL mod, leaving behind any sea/roster folders from the original IABL mod not overwritten by the new mod. I hope I've made the explanation clear. Stiebler. |
Actually that is quite clear, and once explained seems like the probable cause. I certainly have tried to install it before, from the very first beta release. I've uninstalled and reinstalled SH3 several time since then, but I quite possibly haven't deleted every relavent folder every time.
Thanks for the explanation. |
particles_funnelsmoke.da
Hi,
I've a question about the particles_funnelsmoke.dat file. When I want to install the Merchant Fleet Mod JSGM says "particles_funnelsmoke.dat was already altered by TMT v2 + Thomsens Ships v4.4 + Extra Ships". Shall I rather keep the funnelsmoke file from the TMT v2 mod or take the one from the Merchant Fleet Mod or do I have to expect conflicts both ways? Thx, Munster |
I want to play this with GWX3. Should I use the regular 3.2 version (improved ships removed to prevent crashes with supermods) or the light version (Iimproved stability for GWX installs)?
Version 3.2 seems more complete, don't it? This will work with GWX3 or it may bug? |
I have completed a full career (1939-1945) with the MFM-Interim-Beta pack in place, using the NYGM mod and with the NYGM special overlay added for this pack.
I played the whole career exactly as any other, changing ships from IIA to VIIB to IXC to IXD2 as time passed, patrolling in all areas of the world (except the Mediterranean), and making gave saves whenever convenient, and restoring game-saves when necessary, after a patrol was interrupted and once (ahem) after being sunk. Everything worked perfectly, without any CTDs or problems with reloading the occasional saved game. Randomly encountered ships were also stable, and sank nicely when torpedoed. The Museum also operates properly. The only point that seems worth mentioning was that the whole career was played with Windows-7, 64-bit operating system, 8 GBytes of memory, and modern hardware. Also using the 4-GByte version of SH3. It really is a wonderful experience to encounter all IABL's mixed selection ships, alone or in convoys. I have not used IABL's neutral ships deliberately, because any sane neutral crew would light their ship. (Something, perhaps, for IABL to discuss with Anvart, who made all the excellent lighted ships used as neutrals in NYGM and other mods.) Stiebler. |
Hi all,
Could someone please explain how i would use the date function of SH3Cmdr to enable the skins at the correct date please, i am at a bit of a loss. regards slipper :) Ok got it now, thanks all |
Well when this mod came out I had some problems with it, I was told it was probably my POS laptop (Not enough memory) So I built a better rig for it. Now I am wondering if I am all good to go? For those running this mod with no CTD's, what are your specs?
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Due shortly after upgrading from an AMD Athlon single core 3.2GHZ, nVidia 7800GS and 2GB RAM:
AMD 64 Phenom2 Quad Core 945+ 3.0GHZ 8GB DDR3 RAM - 1333mhz ASUS M4N68T Motherboard 1GB ATI Radeon PCI Express Graphics W7 Ultimate I recently become the victim of trying to run too much on an old rig. |
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So you have no troubles with this mod on your build? |
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On the new build I'll have a better idea when it's plumbed in tomorrow....but I'm obviously not expecting any difficulties. Edit: I left out the 'HD5750' on the 1GB graphics card. |
This is a TITANIC work!! It works fine with "living silent hunter" megamod.Very impressive IABL.I hope you will work in another similar mod for SH5, this game needs another merchant fleet mod desperately.:up:
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damn it, it still CTD's for me on this mod :nope: advice?
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No details in SHIII Commander Patrol logs for MFM ships
First off, great addition to SHIII, it makes every encounter feel unique. Had to apply the 4g patch to get it to work, but now I can't see playing without it. Congratulations creating a great mod.:up:
Now at the end of a patrol, SHIII generates a patrol log with extra details (ship name, exact tonnage, cargo, crew and crew lost) ,but not for any of the MFM ships. Am I right in thinking that pasting the following into my Englishnames.cfg will allow SHIII Commander to generate patrol logs with full sinking details for these ships as well? Quote:
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