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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Apr 2007
Location: fl
Posts: 112
Downloads: 0
Uploads: 0
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I activated Search pattern mod in Mod Enabler,
For some reason it does not work. What Mod conflicts with this mod. Thanks |
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#2 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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Can you list the mod you are using?
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#3 |
Torpedoman
![]() Join Date: Apr 2007
Location: fl
Posts: 112
Downloads: 0
Uploads: 0
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List Of Modsin Mod Enabler
360* Bearing Plotting Natural Sinking Better Scopes 1.3 Telemeter Lens 8 Dgr Si-interior Kit Si-periscope& Tbt Interface Kit Si-hud Kit Si- Optic Kit Smal Sea Bed Rock. Green Lamp |
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#4 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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As I said in the other thread, I think its the HUD.dds from Oakgroove that over rides this. What still beats me is that you don't get a warning from JSGME when activating.
I took the liberty here to upload the "modified" version of the HUD here http://files.filefront.com/HUDdds/;8239911;;/fileinfo.html It uses the graphics from Oakgroove's mod tweaked for the search pattern mod. Drop it in to SI HUD Kit\Data\Menu\Gui\Layout And see if that works. |
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#5 |
Helmsman
![]() Join Date: May 2005
Location: CSA - Confused States of America
Posts: 107
Downloads: 99
Uploads: 0
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Captain, I was getting a green light on the Sonarmod, but then I installed your search pattern and Oaks interiors now no search pattern or green light on the sonar. The curious part is that it was working with the merged task bar. It is a little thing, but now that the game is playable (with numerous mods). I am trying to tweak the eye candy stuff. After I uninstalled Oaks Interiors and The Search Pattern I though it might come back, but alas no. Any thoughts on how I can get that back.
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"When you are going to kill someone, it cost nothing to be polite." CRS |
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#6 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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Hm...tricky that, normally when a mod is deactivated, JSGME should load the default data stored in JSGME's "!Backup" folder. Did you get any conflict message when you installed any of the mods you are mentioning?
I would start with unplugging all mods, and then activate them one by one and see what conflicts where. I personally never had any function or graphic just disappearing after deactivating mods, so i am a bit confused here. |
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