Moin,
Quote:
Originally Posted by Zinmar
I do have a slight problem that maybe ya'll can help me fix. I like all others had the ob scope in the wrong place when I installed this wonderful mod via JS. I have tried both the correct and other add-on and neither have moved the scope to the proper area. I have been opening the VII folder in JS than copying the corrected file over the old one, am I doing something wrong here?
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Enable as follows:
- TypeVII_OpenHatch_V1.01
- TypeVII_OpenHatch_HiRes if needed
- TypeVII_OH_Peri_Correct
Report back if you still encounter this problem. Good luck.
Quote:
Originally Posted by EmeAzul
...I'm thinking of combining both TypeVII and TypeIX Openhatch mods into one single modification on my system. I was wondering if you think this would or could create a problem. There are 10 .tga files that are common across both mods: 7cic_Brk_Glass, 7cic_druck, 7cic_tbd_1, 7cic_tif, Blueprint, Brk_Glass, druck_7, Haloi, Placute, and Torpedo.
In a few cases, the size of the files are different from one Mod to the other. I guess I would have to decide which version to use (the larger one, perhaps?). But since they will all end up going into the same place once implemented (Textures/TNormal/Tex), I wondered if combining them from the outset might not be more efficient. Thx EmeAzul
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You´re right. There are some files that come with both mods. I´ts hard to keep the complete picture. It will cause no problem. If you use the larger one, your texture´s quality will be increased ingame. It´s on my ToDo-list for upcoming updates now. Thanks for the advice.
Quote:
Originally Posted by supposedtobeworking
That is awesome divingduck thanks for your work. Is there any chance of getting the hatch in the aft section of the control room open so we can see that mess room yet?
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No comment. :hmm:
Quote:
Originally Posted by P_Funk
...But maybe you should edit the first post in the thread to reflect ALL of the files and updates and installation instructions and what not. I just skimmed through 27 pages of posts to get here.  I think those ignorant to this mod would appreciate 1st page release notes.
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I´ve talked to Urfisch already. The #1 post will be edited asap by him.
Quote:
Originally Posted by Rubini
I'm using the Type VIIC with stock peri location...
Two small problems (I said small lol):
1. The lights are really too shine on all the uboat. At least on GWX interiors (I guess that also on stock) they are "better", a bit less shine.
2. Ok about the periscope...but the player default camera position and that Officer aren't on stock position. They are in truth in the same "pericope fix mod" position.
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I didn´t change anything about the lights. But I´ll see if I can dim them.
I´ll have to dig a little for the camera and officer´s position. They obviousely have been altered by NYGM. As I didn´t play a single mission since I started modding in summer last year, I didn´t realize there is a difference between these matters in stock and NYGM.
Regards,
DD