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All files have been moved to the following as the link outlines
C:\Games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific Mods are located here C:\Games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS Game loads fine now, however no mods are loading even though JSMG runs as an administrator and the mods are loaded on that. |
Update
Now having the same problem as before, despite moving all folders. |
Check your mod folder structure then. When you unzip the "We_Dive_at_Dawn25x.zip" file, there are more archives inside of that. Each of those must be unzipped also. Therefore, you will have several mods that you'll need to move into that MODS folder. As an example, using WDAD, after drilling down into the folder structure, you should have
"C:\Games \Steam \steamapps \common \Silent Hunters Wolves of the Pacific \MODS \WDAD_v100 \Data..." with a Support folder also in there. The patch then would be "C:\Games \Steam \steamapps \common \Silent Hunters Wolves of the Pacific \MODS \WDAD_v100_Patch1 \Data..." also with a Support folder. Once you have a good folder structure, then it should activate properly. Add the other mods as you want. There are also a few attempts from other modders to add to or enhance the mod, but I cannot find them right now... The most common problem is having two folders of the same name, or trying to use a "package" of mods' root folder, and the other mods are still below that. :salute: |
Everything is separate as you have outlined and set up as I had done on my Win10 laptop years ago when it worked.
Are you saying that both patch folders need to be moved inside the original? I never had to do this before and each mod was loaded in order on JSMGE |
Hi all,
Playing WDAD Med operations on my brand new WIN 10 machine - everything is fine, until I finally found somebody to sink... The textures weren't displayed on the Coastal Merchant (my target) until I was almost on top of it (view wise). Looking through the periscope it was black - excepting the Italian flag which was properly textured. In external view, I had to zoom in until I was practically on top of the ship before it's textures displayed. Any ideas what's going on here ? Better yet - any ideas what I can do to fix ? I have all graphics maxed out - all sliders to the right all the graphics checkboxes clicked "on". No issues with memory etc. (Nvidia RTX 3080 card). Hope you're all well b.t.w.! Bunkiester |
Welcome aboard!
Bunkiester!:Kaleun_Salute:
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Thanks for the work you did, s7rikeback. :yep: Will d/l this & add it to My copy I have of We dive at Dawn. M. M. :Kaleun_Salute: post edit: :doh: :o :oops: Color Me, embarrassed... Did a bit of look up on the Brit T class sub. Seems that old clunker, did in fact... ironically, have 2 sets of rear dive planes, after all. Only thing is... not as close together, as was shown in the pic I posted on that thread, s7rikeback. Also, what was thought of, as to be 2 rudders... was not the case there, either. I believe the part of the rudder you made invisible, was the part of the rudder that pivots & the one who put the model together for use in game, was off on their computations of placement for it to line up with where it 'needed' to be. Where it ended up after everything was said & done on their part, was being offset up higher than it needed to be. This can be seen in a 3D model, here: https://3dwarehouse.sketchup.com/mod...lass-Submarine A close up view of that area: http://snipboard.io/oDIctp.jpg M. M. :Kaleun_Salute: |
Hmmmm Ok.
I will remove the mod and posts.. Perhaps I should have checked also... lol Update. Right, I have deleted all my posts and the mod is gone... |
Not long ago I did a few changes to the playable T-Class in WDAD.
One of the main changes was those planes at the rear end, which didn't look quite like the real ones (they were too big). The other main change was aligning the front torpedo tubes doors with the hull. Rudder shape was changed and propeller struts? (don't know the right word) were added. https://i.imgur.com/6kY5ilD.jpg I used this image as information https://i.imgur.com/kbMXBaa.jpg This is the file: https: //mega.nz/file/th4DHa5L#y3f-F2lAd9uyD7g0wvmaKO9u2iVp3m8kq_lrtl3dXbQ (link removed) I did this a while ago, and I can't remember if this involved any changes to other files (playable subs are not my field of operations in SH4). I don't think so but I may be wrong. Test with care :03:. |
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Will report back on My findings from testing. :yep: M. M. :Kaleun_Salute: |
Re: JapLance T class...
Have d/l'ed that, from JapLance...
&... It works just beautifully. Rudder & aft dive planes, are as they should be.. rudder's 1 of a couple I think I recall seeing, used on the T class. Only thing now, that I'm not sure of.. is if with a career start of June, '40... if I'm supposed to NOT have or am I supposed to have, a deck gun on board... or not. :hmmm: Other than that... looks great, JapLance. Many thanks for that file there, that you posted. :yep: :up: Appreciated. M. M. :Kaleun_Salute: |
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In relation with the gun issue, talking about June 1940 I guess you are adding the Mediterranean Campaign on top of the original WDAD. In the Med Campaign I don't think I changed anything about the subs already present in WDAD, so yes, you are supposed to have a 4in gun in your T-Class submarine. |
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Thanks, that mod helped. :) So.... what'd you suggest, slipping the T class fix in... just before the Med campaign mod then. :hmmm: M. M. :Kaleun_Salute: If need be, can dm you the activation list... :yep: |
I've removed the file for the T-Class since M.M. has found that it makes the deck gun disappear. I'm trying to find the cause :hmmm:.
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