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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. |
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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 |
Convoy's take their status from the middle ship in the front row, so it does pay to check them all out.
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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. |
Ok I will try to solve it, although I am not sure that I will make it. HW# and Jimbuna , thanks anyway!
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Good Luck :up:
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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 |
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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 |
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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. |
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! |
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.
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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. |
Sink em all let god sort them out:rock::rock::rock:aaaaaaaaaaarrrrrrrhhhh
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