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As you in JSGME activate the TDW's 'New UIs TDC' before you activate the 'Deutschmod' this means that the settings you do in the 'New UIs TDC'/'TheDarkWraithUserOptions.py' will be overwritten by the 'Deutschmod'/'TheDarkWraithUserOptions.py' . This means that the latest activated one of the 'TheDarkWraithUserOptions.py' files will overwrite the one activated earlier. This goes for all mods - If a file in any mod has the same name as a file in any mod activated after the first one this means that the first one will be overwritten by the one activated after and the adjustments/settings in the last one will apply. BTW, I've found in other forums around that there are two different versions of the 'Deuschmod' available - Version 0.0.2 that works with MO alone. That is without the 'NewUIsTDC 6.9.0' or the 'Open Horizons II'. and - Version 1.0.4 that works only with NewUIsTDC 6.9.0 and Open Horizons II. The Deutschmod is to be activated after NewUIsTDC 6.9.0 and Open Horizons II. Cheers |
Thank you silent steel! :up:
ThatŽs confirmed my thoughts. The TheDarkWraithUserOptions.py from the deutschmod i used is modified for NewUI 7.1.0. Someone was so nice to give me a beta of an updated Deutschmod. Think the ones who are working on the Deutschmod is very busy with others and so the thing with the Deutschmod is haltingly. So think iŽll try two options. One is to activate options after enabling the UI and see what happens, the other is to activate options in the TheDarkWraithUserOptions.py from the Deutschmod and see what happens. Still 2h to work and iŽll go sailing and testing.:up: :salute: Kalle |
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I'd suggest you do it this way; 1 - Activate the 'New UIs TDC' without any changes in the 'TheDarkWraithUserOptions.py' file 2 - Activate 'Open Horizons II' 3 - Do whatever settings you like in the 'Deutschmod'/'TheDarkWraithUserOptions.py'. 4 - Activate the 'Deutschmod' Just remember - IF/WHEN you do any changes in the 'TheDarkWraithUserOptions.py' in the 'New UIs TDC' or the 'Deutschmod' > make sure the mod is de-activated. Always activate the mod AFTER doing your settings. BTW, where do you live? :salute: |
Very heplful. Thx steel!
I was irritated about the fact to enable only after doing changes. Because in the instruction from TDW is nothing about. I've only read it at sobers list. And ar the Moment i can't figure out why, and take things as they are is not a satisfactory thing for me. As well the snorkel setting is to do after enabling. In the absence of knowing why, i have to be satisfied with the instruction you gave, Thanks again. I live in the great city of Hamburg!:rock: Greetings from here Kalle |
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for understanding the 'why' you should know the 'how' JSGME is working. We have 3 folders: one containing your mods, onother one containig the game files, and the last one (hidden) for backups. basicly, when you enable a mod, JSGME makes a backup copy of the stock game files that would be overwritten by the mod, and then replaces them with the ones stored in the MODS folder. Stock file backups are stored in the above mentioned hidden folder. When you disable a mod, it simply restores the backed up files, moving them again in the game folder, but without making a copy of the ones getting overwritten (since they are supposed to be identical to the ones stored in the MODS folder). Now imagine that you make the changes to the copy of 'TheDarkWraithUserOptions.py' contained in the MODS folder, after having enabled NewUIs. Your changes wouldn't take effect, since the used UserOption file is still the unmodified one, previously copied in the game folder. You should disable the mod and enable it again in order to make your changes effective. On the contrary, if you customize directly the UserOption file stored in the game folder, your changes would be affective, indeed. But the next time you disable the mod for enabling it a second time, that copy of the file is discarded and your settings lost. :yep: |
Thanks a lot gap for this :know: information. :yeah:
This answers me a lot of questions and give me some reason for a lot of own build bugs, issues and maybe ctd's. :salute: Kalle |
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flostt is also right:up:, it would give peace to my mind :har: |
pieces of information give peace of mind...:D
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piece - peace my broken english... :oops: I will correct the mistyping right now :up: |
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NewUIs_TDC_7_1_0_ByTheDarkWraith
Is this a known issue? http://img716.imageshack.us/img716/1420/scriptcrash.gif I am in the Med, depth 28m, speed 2knts I have done fresh install and reactivate Mods and still happening. Everything was fine up to the point where I took Mission to intercept Malta war supplies. I left port and went south to shipping lanes and first suspected enemy contact this happens. -=[EDIT]=- I managed to hit Escape and View Next Target enough times to see what the contact is. The contact is a bunch of Dolphins. This is strange because I have already seen many Dolphins in the Atlantic prior to this error. Removing OPEN HORIZONS II_enviro v2 Mod and checking again. -=[EDIT 2]=- The Dolphins are not what was causing exception. |
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Tested it..
The problem "depth exceeded 100m" is gone.. Shafts buttons on the VIIA, VIIC, VIIC41 works fine On the VIIB buttons works vice versa, i.e. left button disable right shaft and right button disable left shaft.. RUS menu.txt (NewUIs7.2.0 & GenPatv1.0.74.0) - http://www.mediafire.com/?1ycqfauatsleadd |
Using NewUIs_TDC_7_2_0_TheDarkWraith_Test_2
Decks awash working correctly . Playing the campaign with no external view so not using the IEC . If i ever find a convoy around north western approaches i will let you know how the wolfpack scenario goes . |
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