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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
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I have a question about TDW's New UI mods. While I'm getting to know this game, I've been running Auto Targeting which I wanted to shut off after this patrol. Still I want to see the TDC and the new UI's ect. I'm loading them after the Dynamic Environment Mods but still, I don't see any change, just the plain stock UI which is not very friendly for controlling the boat in a hot situation.
I have all the folders separated and have been as careful as I can to read before loading. Do these mods (The new UI's) have to be loaded at the beginning of the patrol?? Thanks in advance. D40
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Dogfish40 |
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#2 |
Swabbie
![]() Join Date: Oct 2010
Posts: 7
Downloads: 26
Uploads: 0
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Perhaps you did the same mistake I did.
Make sure to enable the subfolder NewUIs_TDC_6_9_0_ByTheDarkWraith instead of the main folder with the same name. Enable with JSGME of course. |
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#3 |
Black Magic
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in \data\Applications there is an app named JSGME mod validator. Run that app and it will tell you whether you have your mods installed correctly or not.
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#4 |
Swabbie
![]() Join Date: Nov 2011
Location: Manchester,England
Posts: 10
Downloads: 54
Uploads: 0
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i cant get any of the trevally auto scripts to work
any help would be greatly appreciated,heres my mods loadout NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights NewUIs_TDC_6_9_0_New_radio_messages_German Critical hits 1.1 Torpedos Critical hits v 1.2 AilSmoke 1.7 AilImpurity 1.2 AilClouds 3.0 Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Automated Scripts v0.6 Trevally Tutorial - All v0.2(for OHIIv1.3) OPEN HORIZONS II_full v1.5 |
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#5 | |
Black Magic
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#6 |
Swabbie
![]() Join Date: Nov 2011
Location: Manchester,England
Posts: 10
Downloads: 54
Uploads: 0
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thanks dark wraith i will try that, keep up the excellent work you do.
![]() the DbgView is saying "destroyed marks flagged as needed to be read", and there are five or six destroyed including automation, TDWmast heights, TDWsoan, TDWsound, TDWradiomessages, any ideas on what to do now. Last edited by mooresy82; 12-11-11 at 08:58 PM. |
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#7 |
Ace of the deep .
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#8 | |
Black Magic
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#9 |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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Well, I tried again, If I load the file: NewUIs_TDC_6_9_0_ByTheDarkWraith, isn't this file set up to SH5 enhanced by defualt? I think I found the interface I was looking for, Should I be editing the Mod with this;[OptionsFileEditorViewer] ??? This interface should edit the entire Mod if I'm correct.
Aside from this, I will try again to see if I can get anything to change. I'm feelin' like I'm very close. The darn thing won't work for me yet. I'm also using the same basic mod order listed by TDW and Sober which is working very well, the other Mods seem OK. Gute Jagd, Kaleuns D40 ![]()
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Dogfish40 Last edited by Dogfish40; 12-12-11 at 12:15 PM. |
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#10 | |
Black Magic
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Have you ran my JSGME mod validator to ensure the mod is installed correctly? If it says the mod is installed correctly and you still can't get it to work then I need to see a full DbgView output when you play the game to see what's going on. |
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#11 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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Which folder should the validator be in? Just to double check. Yeah, If I place the NewUIs_TDC_6_9_0_ByTheDarkWraith in JSGME, and enable it, there is no change. Am I missing a step? The only two folders in the mod are Data, Documentation and all the dll,files (Mast Heights, Mouse ect). I'm going to try again after I get home with a new copy of the Mod. I'm curious that the default setting is not even showing. The only mods I am running in front of this is Several Dyn Env mods, Mighty fine crew, Speech Fix(German) FX, IRAI and that's it for now. Occasionally I have to pull a mod, replace and restart the game because the speech (depth to keel callouts ect) stop working but other than that, all the other mods seem to be working properly (I think). Like I said, I'm going to get this to work if it puts me in the hospital, (I want that new hud) ![]() Again, tell me exactly which file the validator goes. Also, The TDC folder has it's own MODS folder, I am not using that folder, but I am using the MODS folder that is already set up for JSGME (correct?). Thanks TDW !! D40 ![]()
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Dogfish40 |
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#12 |
Ace of the deep .
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![]() Last edited by THE_MASK; 12-12-11 at 03:54 PM. |
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#13 |
Ace of the deep .
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#14 | |
Black Magic
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There's two ways to fix this: 1) edit your computer's registry (which is dangerous if you do it incorrectly) or 2) use the SHValidator app which will verify the path to your SH5 folder. If the registry is incorrect it will give the option to have the app automatically correct the registry. Now why this happens on reinstalls: the SH5 installer fails to update the registry with the new path when you reinstall SH5. |
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#15 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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I'm going to keep trying the mod but now I'm interested as to why the game path is tweaked. Everytime we find out something that might get this thing a little closer to working. Also, the other mods (again) seem to be working, I know the Env mods are anyway... D40
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Dogfish40 |
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