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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lieutenant
![]() Join Date: Feb 2014
Location: TubeONE
Posts: 250
Downloads: 103
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hello,
recently I've finished the naval academy and just started my career but sadly there're some problems I've encountered which I hope are well-know among the subsim community: 1) During the training missions and my 1st patrol in career mode I've frequently received empty radio messages! I switched the text language from german to english to figure out if it maybe was a language conflict but that wasn't the case. In both languages I get empty radio messages! 2) I noticed on all naval academy missions and my 1st patrol as well that occasionally the officers also make "blank" reports. Means that in the msg box you see only the orange initials of a random officer but without any msg text like "WO:" for example... 3) My crew was two times trying to destroy to boat after I told them to go to 20m and the other time to 40m but in both cases they never stabilized the depth level, instead they ignored the depth I told them and just kept going. Once I crashed the other time I managed to stop them with that emergency command for resurfacing.... I run sh3 with gwx gold 3.0 + SH Commander 3.2 and installed the game in german language: The mods I'm currently running in order of my JSGME list: Spirit of machines TorpedoTubesFfireFinal vGW SH3 Sonar Room Sound Mod Real Depth Charge radio usa radio england Radio Francais TiefeMkI(German) Scirè-Tikigod- repeated order BritishAsdicMkIFinal AOTD's Ultimate Aircraft Soundmod Destroyers&Corvette Sounds by Kurtz VIIB_splashwave_fix DeckKannon OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc) OLC 'Gold' MkII ~ Flat Sun Fix GWX - Late War Sensors Snorkel Antennas (OLC 'Gold' MkII ~ LRT) GWX HardcodeFixes GWX HardcodeFixes - O2-Gauges ACM Reloaded for OLC 'Gold' MkII ACM Lite Map Merchant_Fleet_Mod_3.2 WB's USAM v69.61.1 Part 1 WB's USAM v69.61.1 Part 2 WB's USAM 2 Rubini's GWX 3 rocket fix GWX - VIIC41 Player Sub Waterstream+Exhaust Combi V2.3 for GWX3 Waterstream+Exhaust Combi - Single Exhaust for TypeII GWX - Alternate Loadscreen - Full Circle Flags_enlighten GWX Turm Lights fix Hitman's U-505 Compass Graphics v1.0 Ice_Age_Icebergs jimbuna's Q Ship reloaded by h.sie LifeBoats&Debris_v4 DD_Visible_Mines_V1.0 Das Realistic Food OLC's Modified Searchlight Beams for GWX3 privateer's Averoff Guns Rapt0r's Uniforms V2.0 [Black] Rapt0r's Uniforms V2.0 [Black - All Leather] Patch Raptor's_No Medals On Crew [Patch] Rubini_Sh3_volumetric_clouds&fog_V2.2 Rubini´s Underwater dust&plancton v1 Seafloor SF V3 Final Sobers 3D waves sobers real smoke darker and a brown tint1.1 TDW's Ejecting Pilot(s) v2.0 TDW's Ship Plane Fire Damage_v1.4 TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships Add TMT ThomsonsShips fix Torpedo damage Final ver2.0 torpedo trail and wake fix Undersea_Mod_Reworked Movie Theme Songs Ricks GWX Recognition Manual Extended FreeCam 1.2 for ACM Last edited by ValoWay; 03-11-14 at 10:50 AM. |
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#2 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
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I guess that GWX HardcodeFixes is the H.sie hardcore fixes.
If that is the case then : 1. the empty radio messages are the result of a wrong installation of the message_en.txt file of the mod , which has to be done manually IIRC. 2. The "empty" officers reports are probably the result of another mistake in intsalling another .txt , IIRC commands_en.txt 3. Your crew doesn't have a death wish. Inside H.sie's fixes is a certain possibility that the boat will not react accordingly to the command given. If you have SH3 commander's mulfunction and sabotage option enabled you get also troubles with your boat like jammed flak guns , reduced speed , offcentered or totaly wrecked periscopes and more. I see you have the game installed in German. Have you modified the message_de.txt and others .txt files accordingly? Hope I helped. |
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#3 |
Sea Lord
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ValoWay, that is quite a mod list! I can't recall ever seeing one as extensive for SH3, especially on top of a megamod like GWX. First of all: Are you really sure you prefer all those mods. Have you actually played the basic SH3-GWX game and then added mods to it? Because GWX is pretty good to start with. You might decide you don't need all the other mods. And more mods = more opportunities for mod conflicts, which is what you are seeing.
Second item: The instructions for GWX tell you to activate any and all of the GWX add-on mods immediately on the basic SH3-GWX. Again, try the game without them first, then add on the add-ons ( ![]() Third, the instructions for h.sie's patcher (These instructions are included in GWX Hardcode Fixes, and apply to that mod also!) state that the assembled mod package for h.sie's patches should be activated LAST. There is a very good reason why this instruction should be heeded! The only mod that you should ever activate AFTER h.sie's patcher mod (what you call GWX Hardcoded Fixes) is an extension to h.sie's patcher created by Stiebler. Fourth, GWX Hardcoded Fixes is a specific instance of h.sie's patcher intended to be used with the basic SH3-GWX ONLY! Most - but not all! - GWX add-on mods will not conflict. (Integrated Orders and Alternative Flotillas are two that WILL conflict.) So any mod you activate on top of basic SH3-GWX MAY cause cause problems with GWX Hardcoded Fixes. Finally, ANY GUI mod that you activate (such as OLC Gold Mk II) WILL conflict with GWX Hardcoded Fixes. It doesn't matter whether you activate the GUI before or after GWX Hardcoded Fixes. Things will not work properly. So my advice is, peel off all those mods, down to basic SH3-GWX. Try the game that way. Then add GWX Hardcoded Fixes ONLY, and try that. h.sie's patches add a lot of goodies I think you may want. DO read the documentation so you know how things are going to work once this mod is installed. THEN, and ONLY then, you can add other mods. Remember to activate GWX add-on mods first. Remember to activate GWX Hardcoded Fixes LAST ALWAYS. If JSGME tells you that a mod wants to overwrite part of another mod, DON'T USE IT. If JSGME tells you that GWX Hardcoded Fixes is going to overwrite any previously-activated mod, remove the previously activated mod and DON'T USE IT. When you add mods, always add just one mod (with GWX Hardcoded Fixes activated after that) and play the game enough to see what the new mod has changed, so you can make an informed decision whether to keep it or discard it. If, after adding a mod, you get strange game behavior, discard that mod. There are people who will tell you that none of these restrictions is really necessary. They are correct. If you know enough about modding and the SH3 game files, you can work around any of them. But until you feel comfortable making your own mods, you should probably stick with these rules. Try my suggestions and you should be able to play and enjoy the game pretty quickly. Just one more thing: Most mods are not written to be compatible with most other mods. This is especially true with the megamods, like GWX, LSH, and NYGM. If a mod's documentation SAYS it IS compatible with another specific mod, then it is. If it does not say so, don't assume that it is. It may be compatible, or it may not be, but it was not intended to be compatible by the guy who made it. If it were, he would have said so. |
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#4 |
Watch
![]() Join Date: Apr 2008
Location: Lowestoft, UK
Posts: 22
Downloads: 105
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@ValoWay
If it helps I can point you to the original documentation surporting what has already been said. Assuming you actually use the Malfunction option in SH3 Commander, then Von Harris has nailed this problem. I found the post which confirms that the Malfunctions and Sabotage options in SH3 Commander is not compatible with OLC Mark II. http://www.subsim.com/radioroom/showthread.php?t=147667 Regarding the missing text. Again I think Von Harris is spot on. You should have in your Supplement to V16 folder which came with hsie's hardcode package two files: _Append_to_en_menu.txt & _Append_to_de_menu.txt The text inside these files when added to en_menu.txt and/or de_menu.txt should do the trick. B.T.W. I think your mod soup is awesome disregarding the couple of mods which BigWalleye spotted as having compatibility problems. Alternative Flotillas and Integrated Orders should be disabled as documented in the readme which came with the OLC mod. Also I found that when I added the "jimbuna's Q Ship reloaded by h.sie" on top of the USAM mod like you have. I would get a crash to desktop when getting into deck gun range of some tramp steamers. To be fair the Q-Ship mod is supposed to be already in WB's USAM. I just added the "...reloaded by hsie" version because it had some extra files. @Bigwalleye So the Longer Repair Times aspect of the OLC Mark II mod prevents the Realistic Repair Times in hsie hardcode fix from working? Hundreds of hours of gameplay over the last couple of years and I never noticed. Thank you for the enlightenment. |
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#5 |
Swabbie
![]() Join Date: Nov 2010
Location: Canada
Posts: 14
Downloads: 48
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Being a newbie just starting with mods, I too had the same issue with empty radio messages.
Like the above posters wrote, the extra messages for en_menu.txt from the Supplement to V16 folder were overwritten by other activated mods. I had to go back and add the extra messages to the file or else you have to move the Supplement to V16 folder mod to a lower level of JSGME. |
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#6 |
Sea Lord
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ValoWay doesn't have a Supplement to V16b1 folder. He is using GWX Hardcoded Fixes http://www.subsim.com/radioroom/show...postcount=3387, which is a prepackaged implementation of h.sie's patches for vanilla GWX. All the files are modified and all the patches have been added to SH3.EXE. It's just "Activate with JSGME and go." But the menu_xx.txt files are aready modified, so ValoWay doesn't have the information he needs to make the changes. He could do file-shuffling, he could merge files with WinMerge, but I think he is a little too inexperienced to recommend anything except varying his active mods.
KISMIF |
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#7 |
Lieutenant
![]() Join Date: Feb 2014
Location: TubeONE
Posts: 250
Downloads: 103
Uploads: 0
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You guys are awesome!!
![]() @VONHARRIS I have indeed SH3 commander's mulfunction and sabotage option enabled !!! @BigWalleye Thank you for the details and instructions regarding the hardcode fixes! @ohmygollygosh & @BigWalleye Thank you! I'll disable sh cmd's Malfunction and Sabotage options then! I've _Append_to_en_menu.txt and the german one + complete backups of the sh3 stock,sh3+gwx files and sh3 cmd (in an attempt to reach my maximum hard drive space ![]() Again, you all deserve some subsim badges or something !!! I'll try that ![]() |
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#8 |
Sea Lord
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Good luck and good hunting!
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#9 | |
Lieutenant
![]() Join Date: Feb 2014
Location: TubeONE
Posts: 250
Downloads: 103
Uploads: 0
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![]() Quote:
I know I saw them somewhere... ![]() EDiT: I've found Malfunctions & Sabotage in SH3 CMD 3.2 under SH3 Options/ Gameplay Settings/ Model Effects. The problem now is that I never had this option activated. I think I thought I had this on because I was adding some lines to the Randomised events.cfg of SH3 CMD 3.2 when I was enabling the Q Ship mod from "jimbuna's Q Ship reloaded by h.sie" (the cfg file contains such Malfunctions & Sabotage lines). I'm currently testing and will report back for new questions or if I found a fix. Last edited by ValoWay; 03-11-14 at 07:34 PM. |
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#10 | |
Lieutenant
![]() Join Date: Feb 2014
Location: TubeONE
Posts: 250
Downloads: 103
Uploads: 0
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![]() Quote:
you were right about the _Append_to_en_menu.txt & _Append_to_de_menu.txt files !! Seems to be fixed for now !!! ![]() |
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