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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] Fm_NewInteriors v1.0... (https://www.subsim.com/radioroom/showthread.php?t=162631)

Sailor Steve 07-25-10 09:47 PM

http://www.subsim.com/radioroom/show...wer+open+hatch

Von -E 07-25-10 11:17 PM

You're rescuing me all over the place aren't you?!? *grin*

MADLOU 07-26-10 07:09 AM

I got it to work! Thanks anyway.

U-snafu 07-26-10 08:02 AM

Just wanted to say thank you flakmomkey-----amazing work going on here with the subsim modders:yeah:

For someone who started withstock then (if i remember right--RUB and rubinis harbor traffic as only mods with a few skins to advancments of GWX, Living SH, Wac, etc---to now the work by you , dd, ace,luca & too many others----

Tis unbeleivable to see what use to be just pipe dreams and wishes actually in the game--:doh::o:up:--jaw dropping

now to just get it all installed with all the goodies---reading alot of threads to try to get all the fixes

Much regards, snafu

Sailor Steve 07-26-10 11:49 AM

Quote:

Originally Posted by Von -E (Post 1453215)
You're rescuing me all over the place aren't you?!? *grin*

It's a dirty job, but somebody's gotta do it.
:rotfl2:

Seriously, I see so many questions asked that I don't know the answers to that I'm glad when I can help.

U-snafu 07-26-10 10:08 PM

Installed and--just wow:doh::o:D.

Flaxpants 07-26-10 10:31 PM

Apologies in advance for asking basic questions, but I have a couple re installation of this mod, which I'm itching to get working.
I'm using GWX/SH3 Commander by the way, most of my other mods are, as far as I have read, not in conflict with this mod. I'm a little confused about Open Hatch. GWX has an Open Hatch mod already installed with it I note- at least I have it installed. Do I need to uninstall this and replace it with OH3.09 plus the Conning Tower fix before installing FMInteriors? The reason I ask is that I did try it this way, and after loading my save game (type V11c) I seemd to have the interior of what appeared to be a typeII (not sure, but definately not the sub I should have been in), with no open hatches.
After quitting the game and going back to JSGME I noticed in the left panel was an entry I hadn't seen before, something about 'player boat', believe it also mentioned VIIc. This is where I got rather confused as it isn't a mod I have installed, and decided to look for more info first. And here I am! Can anyone help me out here?
F

U-snafu 07-26-10 10:43 PM

As im in process of just doing it recently---unistall gwx open hatch and OH 09----fm interior already has it in it--if what i read and what ive seen with my own install.----just install the new interiors should do it.

Hope that helps--if not im sure someone will be along shortly

Flaxpants 07-27-10 04:11 AM

Righto, sounds simple enough, even I can do that. Will give it a go. Cheers

Damo 07-27-10 09:34 PM

Quote:

Originally Posted by Sailor Steve (Post 1442396)
Well, I've looked at Damo's files, and the one causing the conflict is Interior/NSuboat7.dat. I opened it up with S3D alongside the one from FMNI, and it's way too compex for me to figure it out.

So I guess I'll have to live without it and hope I find out where to turn off the fog.

Hi guys, long time... :down:

Sorry for doing a vanishing act after my HD went down but I had all manner of RL issues to deal with, including a family bereavement and starting a new career so my PC time has been more or less nil for the last few months. Anyway...

In regards to the obs scope vanishing, it should have nothing to do with my mod as the only things I touched were the bulb color, intensity, fog and ambient light values. The rest of the .dat files were left as shipped with Luca's Open Conning tower mod (overwriting FM's Interior .dat's). In my testing I never had any issues with the obs scope so I'm at a loss as to why you have this problem Steve.

On another note, and I'll make this brief as I don't wish to detract too much from FM's thread, I'm a little dismayed that my mod was made available in it's beta form that I chose to release to a limited number of people. It was only meant for those that were either chosen to test, or check my work in the case I'd used their files. It seems to go against the 'modding etiquette' I tried my hardest to follow and I'm not happy that it was shared in such an unfinished state without a proper readme giving credit to those that were responsible for guiding me to my first mod.

Please, in future have a little consideration for the readme that if I remember correctly, asked that it not be shared unless it was for testing and with my approval. Already, we have Sailor Steve querying an error in his install, that has been (wrongly) attributed to my mod, and posted in FM's thread. Exactly what I wanted to avoid... /rant.

I will be continuing development, details of which I will post within the next few days on it's original thread.

Thank you.

Sailor Steve 07-28-10 12:59 PM

Damo, I didn't have a clue. You're right of course, if you didn't want it getting out it should never have been shared. That said, it is a cool-looking mod, and I'm sure we would all welcome an official release.

As for the conflict I encountered, I have no idea why I should have gotten that the way I did. It's probably a 'mod soup' problem, but I did get it with that particular combination, and it did go away when I uninstalled your mod. Being your average idiot, I don't have a clue as to the problem, but I am just barely smart enough to realize that it's very often not a particular mod's fault, but how I jam them together.

Anyway, that's my story and I'm sticking to it. :D Also my defense, and my apology. :sunny:

Damo 07-28-10 09:25 PM

I know exactly what you mean, when I had 40+ mods thrown into my game I suffered numerous peculiarities which caused me a lot of head scratching and hours in WinMerge, lol, it really is a fine science that gets more complicated the more you mess with it. Anyway, what's done is done and I'll be starting right back at the beginning to get it the way I want it before I release a final version, using a fresh install as a testbed. Maybe I did slip up somewhere, I remember having multiple .dat files splattered across my desktop at one point.

Give me a bit to catch up on latest mod versions and collect my bits together so I can ensure I have the best start and hopefully you'll be able to leave port with a fully functioning sub. I've decided to release the mod in packs, so for each mod combo (vanilla, GWX with/without Openhatch) you'll get the interior lights reworked for every sub. I think that's best. FM Interiors versions may come last due to the ongoing IX WIP's and the fewer number of people who can successfully run it without errors, cater for the masses as it were. News soon.

Von -E 07-28-10 09:44 PM

Quote:

Originally Posted by Sailor Steve (Post 1454977)

Anyway, that's my story and I'm sticking to it.

That's it? That's the best you could do? (hint: the best excuses involve; aliens, hungry dogs/wolves or the need for exorcisms).

Sailor Steve 07-28-10 10:18 PM

Quote:

Originally Posted by Damo (Post 1455298)
I Maybe I did slip up somewhere, I remember having multiple .dat files splattered across my desktop at one point.

It could also have been one of the many mods influenced by Aces' multi-mod fix. As I've said before I've gone back through and dumped some files from that, not because of anything wrong with them but because I wasn't using some of the mods they were made for and it installed those mods anyway. Live and learn.

Quote:

Originally Posted by Von-E
That's it? That's the best you could do? (hint: the best excuses involve; aliens, hungry dogs/wolves or the need for exorcisms).

It's simple. Some people are born stupid. I've had to work hard my whole life to get this way. And I'm proud of the job I've done.

And if that's not good enough, I'm willing to try harder.

Flaxpants 07-28-10 10:21 PM

Sorry to be a pain, but this still won't work for me. Whatever I try I always end up with a type VII boat with a type II interior with no open hatches. I did as U-Snafu suggected below but still the same result. The only conflict I'm getting when installing this via JSGME is to do with the GWX Integrated Orders mod, some sort of language files by the look of it.

I've got a new install and am running GWX, SH3 Commander, plus the following:
GWX-Enhanced damage effects
GWX-Merged Campaign
GWX-Integrated Orders
GWX-OpenHatch
GWX-16km atmosphere

Waterstr+Exhaust-CombiV2.3
SH-5_Water_for_GWX_3.0_V0.9_20_Km
HaloNotVisibleThroughBody
OLC's Modified Searchlight Beams for GWX3
Torpedo_damage_Final_ver2
LITE_RADIO_TRAFIC_V1
Fubar_subskins-Winter camo

Spirit of machines sound mod
Ultimate aircraft sounds

This mod looks so good that I feel I am missing out! Anybody got any ideas?


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