SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] Merchant Fleet Mod for Silent Hunter 3 (https://www.subsim.com/radioroom/showthread.php?t=170741)

Jimbuna 06-09-11 09:39 AM

Quote:

Originally Posted by igorlikespike (Post 1680449)
I have enabled GWX enhanced damage effect mod and Q-ship mod, nothing else.

Can you load the museum?

If so then it is a scripting fault and if not it may well be one of the models in MFM clashing with one already within GWX.

igorlikespike 06-09-11 07:46 PM

Quote:

Originally Posted by jimbuna (Post 1680462)
Can you load the museum?

If so then it is a scripting fault and if not it may well be one of the models in MFM clashing with one already within GWX.


No, i was never able to load it. it is funny that when i tried single mission -"Happy times" everything was working, but there were no new MFM freighters so i tried a campaign, starting in 1939 and everything was working fine. I saw and sank new medium freighters and tankers. When going through all the posts i came across a method of enabling new ships to appear in convoys - and they did; although on map it said it is a neutral convoy (in late 1940) but on close inspection at least 5 ships were from UK. It seems to me that the fault must be in dates and neutrality because i always had CTD whenever i tried convoy battles in 1941(i.e. Freetown convoy) or campaigns from 1941 onwards

HW3 06-09-11 11:04 PM

Convoy's take their status from the middle ship in the front row, so it does pay to check them all out.

Jimbuna 06-10-11 05:25 AM

As HW3 states in the post above, the status of the convoy is derived from the lead ship in the centre column.

If the map shows a circle at any time then it has a submarine escort so don't be fooled by that one neither.

It sounds to me like you have a scripting fault/clash in naming between two or more units.

I'm sorry but that's all I can think of atm.

igorlikespike 06-10-11 10:02 AM

Ok I will try to solve it, although I am not sure that I will make it. HW# and Jimbuna , thanks anyway!




Quote:

Originally Posted by jimbuna (Post 1680953)
As HW3 states in the post above, the status of the convoy is derived from the lead ship in the centre column.

If the map shows a circle at any time then it has a submarine escort so don't be fooled by that one neither.

It sounds to me like you have a scripting fault/clash in naming between two or more units.

I'm sorry but that's all I can think of atm.


Jimbuna 06-10-11 07:41 PM

Good Luck :up:

Aces 06-16-11 04:44 AM

Hi folks,

I'm a very happy chappy right now as I managed to get this excellent mod working last night along with a one of the skin pack otpions and all my other must have (IMO) very heavy mods like FM interiors, St. Nazaire Super Pens v5.1 etc..

I've had a few CTDs along the way whilst experimenting and they turned out not to be related to this mod but another that I installed around the same time. I run windows XP 32 bit with /3gb patch and 4 GB of RAM. I'll post my currently activated mods list tonight, I'm delighted that I can now enjoy this excellent mod in all its glory. I think my current activated mods list including a few of my experimental mods is about 70 plus and includes a lot of BIG mods, not bad for 4GB of RAM.


Thanks for an excellent mod.

Best Regards

Aces

=FI=Ghost 06-16-11 10:51 AM

Quote:

Originally Posted by Aces (Post 1685069)
I'll post my currently activated mods list tonight,

I'm looking forward to see it!

Aces 06-16-11 12:03 PM

Hi mate,

Here you go,

Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Das Boot Skin
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
-63MBinSound
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Aces' Radio Room Postcards v2
Type IXc - The Wolf
RL_E v2 Daily Double 0600_2300
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
Aces' St.Nazaire Super Pens v5.1 GWX Version
Supplement to V15G1 (JSGME)
NA
Aces' Supplement to V15G1 MaGUI v3.4 Compat add-on
Aces' Turm 7c-1 Old Emblem Compat Version add-on for Super Turms v6
Merchant_Fleet_Mod_3.2
MFM-v3-US+UK_Skins19410201
Mutant 20km Env Mod For GWX3

Ignore mods in yellow as they're either experimental or customised for my own usage.

Regards

Aces

Fish In The Water 06-16-11 02:17 PM

Quote:

Originally Posted by Aces (Post 1685069)
I'm a very happy chappy right now as I managed to get this excellent mod working last night along with a one of the skin pack otpions and all my other must have (IMO) very heavy mods like FM interiors, St. Nazaire Super Pens v5.1 etc...

Great additions, enjoy!! :woot:

rudewarrior 07-03-11 11:19 PM

Hi,

I'm having some issues with loading saved games, and I'm trying to do everything I can to minimize any issues that might be causing it. So I'm trying to eliminate any files that could be unnecessary in the MFM download to minimize the loading burden.

So I have a couple a questions:

1. I noticed that there are generally 4 skins supplied for each ship. Is that the maximum amount? Also, do the file names for the skins have to be in the format XXX_T01.tga, XXX_T02.tga, etc? For example in AK01A there are skins called Navyblue.tga and Splinter.tga in addition to the four standard skins (like AK01A_T01.tga). Will they come up randomly just like one of the other four (so there will be a 1 in 6 chance for any particular skin) or are they just "extras" taking up space?

2. Just to confirm, the files that are absolutely necessary (+4 skins) for each Sea folder are:

.cfg
.dat
.dsd
.eqp
.sim
.sns
.val
.zon
en.log
fr.log
ge.log
shp.tga
sil.tga
T01.tga
T02.tga
T03.tga
T04.tga

Anything else can be eliminated?

Thanx for the help.

igorlikespike 07-04-11 09:41 AM

Hello!

Unfortununately I have to say that this mod simply will not play on my SHIII GWX 3.0. I have tried almost everything, but always with the same result.CTD, CTD , CTD:damn: Well, I guess I will only have stock GWX mrechants, which ar definetly better than stock SHIII merchants.

Good hunting!

Wolfstriked 07-04-11 09:52 AM

Looks great,thanks.I love the big flags on the sides of ships.....WAIT don't shoot we from Holland.:haha: It reminds me of a question I always would think but forget to ask.Why didn't ships that were allied just run flags from other countries or run at night with their lights on all in an attempt to fool their attackers?Sorry to ask this in this thread but Do not wanna start anew one for a simple question.

frau kaleun 07-04-11 06:33 PM

Quote:

Originally Posted by Wolfstriked (Post 1697551)
Looks great,thanks.I love the big flags on the sides of ships.....WAIT don't shoot we from Holland.:haha: It reminds me of a question I always would think but forget to ask.Why didn't ships that were allied just run flags from other countries or run at night with their lights on all in an attempt to fool their attackers?Sorry to ask this in this thread but Do not wanna start anew one for a simple question.

Because if it becomes known that a belligerent nation is routinely disguising its own ships as ships from neutral countries, any ships that actually are sailing for those countries will lose the protection still afforded them by their homeland's neutral status. All ships that look "neutral" will be legitimate objects of suspicion and therefore potential targets. You'd be bringing their people and ships into the conflict against their will. At the very least it's not a good way to maintain friendly relations with countries who aren't involved in the conflict and with whom you may still need to do business.

It's also why you don't disguise a ship carrying war supplies or troops as a hospital ship. Hospital ships are off limits because they are assumed NOT to be furthering the war effort of any belligerent country. If you give the belligerent nations a reason to discard that assumption, every hospital ship becomes a suspicious vessel and you give both sides a justification to consider them potentially valid targets.

yubba 07-04-11 06:42 PM

Sink em all let god sort them out:rock::rock::rock:aaaaaaaaaaarrrrrrrhhhh


All times are GMT -5. The time now is 06:09 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.