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Old 04-11-11, 12:52 AM   #1
FFIF
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Default Am I ready to start my war?

Let's see if i have everything i need....

Silent Hunter III, check
GWX 3.0 Gold, check
Merchant Fleet Mod 3.2 with both skin packs, check
Radio Deutschland, check
Thomsen's Sound Pack 3.2, check

a lock and a "go away, im submerged" sign for my office door, check

SH Commander, check
a thorough reading of the GWX manual, ill do that between contacts

is there ANY other mod that the old salts on here can recommend i get before i throw the ropes off the pier?

I plan to run TC no higher than 256 for safety reasons and realism

I also plan to have Google docs up on my other monitor so i can run a "diary" of sorts, and of course import SHC info when i can. (i am not sure on that one if SHC exports txt files or some readable format for reading)

So unless you guys have a last minute mod i just HAVE to have....im going be shoving off soon..
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Old 04-11-11, 01:10 AM   #2
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is there ANY other mod that the old salts on here can recommend i get before i throw the ropes off the pier?
Fm NewInteriors:

http://www.subsim.com/radioroom/showthread.php?t=162631

Try it and you won't leave home without it!
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Old 04-11-11, 08:36 AM   #3
STEED
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Don't forget to nip out to the Bernard shop and pick yourself up a Bernard, no U-Boat is complete without your Bernard on board.
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Old 04-11-11, 08:39 AM   #4
FFIF
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i tried instlling the new interiors mod and jsgme gave me a conflict with thomsons sound pack

"Commands_en.cfg" has already been altered by the "Thomsen's Sound Pack V3.2cg" mod.
"NSS_Uboat7_CR.dsd" has already been altered by the "Thomsen's Sound Pack V3.2cg" mod.

those are the two errors

any ideas?
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Old 04-11-11, 09:26 AM   #5
frau kaleun
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Quote:
Originally Posted by FFIF View Post
i tried instlling the new interiors mod and jsgme gave me a conflict with thomsons sound pack

"Commands_en.cfg" has already been altered by the "Thomsen's Sound Pack V3.2cg" mod.
"NSS_Uboat7_CR.dsd" has already been altered by the "Thomsen's Sound Pack V3.2cg" mod.

those are the two errors

any ideas?
The documentation included with New Interiors contains instructions for manually adding what it needs to your existing Commands_en.cfg file, so if you're comfortable with doing that you might be able to workaround that conflict.

The other file I don't know anything about, I've never used that sound pack so I'm not sure how big a conflict is involved and whether or not there's any way to get around it.
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Old 04-11-11, 09:46 AM   #6
Obltn Strand
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Originally Posted by FFIF View Post

is there ANY other mod that the old salts on here can recommend i get before i throw the ropes off the pier?
GUI mos is nice addition if you're going to use manual targetting.
Quote:
Originally Posted by FFIF View Post
I plan to run TC no higher than 256 for safety reasons and realism
Heard gossip that 128 tc makes game work better.
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Old 04-11-11, 09:56 AM   #7
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IF you don't leave port soon, you'll just sit in dry dock tweaking your boat.

But.... I'd also get the fuel efficiency mod, as it makes the '2' key run at the most efficient rate, and the ';' gets changed from snorkel depth to decks awash, a very handy feature when approaching convoys on the surface at night.

Also check out the waterstreams and exhaust mod, nice little eyecandy.

Oh, and TDW's new ones,the Fire And smoke damage, and DC disturbance ones.
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Old 04-11-11, 10:07 AM   #8
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Originally Posted by Gargamel View Post
IF you don't leave port soon, you'll just sit in dry dock tweaking your boat.
The man speaks the truth!

Just having GWX installed is a good enough start.

You can easily enable/disable and change the order of installed mods through JSGME once SH3 commander is rolled back and you are in dock in between patrols.

Everyone has a different idea of which mods are essential to their game, and there are so many to choose from.

So don't worry too much about your mods and just play the game for now, then you'll have a better idea of what you'll want for your own personal build.

Otherwise you'll be forever tweaking and you'll never undock
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Old 04-11-11, 10:23 AM   #9
Sailor Steve
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Don't forget to nip out to the Bernard shop and pick yourself up a Bernard, no U-Boat is complete without your Bernard on board.
Steed, I don't like liars. You know full well that Bernard comes stock with every u-boat, submarine and surface ship. He's a required feature.
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Old 04-11-11, 10:32 AM   #10
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Quote:
Originally Posted by FFIF View Post
i tried instlling the new interiors mod and jsgme gave me a conflict with thomsons sound pack

"Commands_en.cfg" has already been altered by the "Thomsen's Sound Pack V3.2cg" mod.
"NSS_Uboat7_CR.dsd" has already been altered by the "Thomsen's Sound Pack V3.2cg" mod.

those are the two errors

any ideas?
JSGME is beautiful in telling you of any possible conflict. It's a warning that the mod wants to change something that has already been changed by a previous mod. You can check for yourself whether that change bothers you, but you need to learn what to look for.

Commands_eng.cfg controls the command keys (i.e. 'C' = 'Crash Dive'). Thomsen's Sound Pack has already changed it, and if you want to know what it changed you need to make a copy of the original and of Thomsen's and compare them side-by-side. Then you need to do the same with Thomsen's and with FM New Interiors.

NSS_Uboat7_CR.dsd can only be opened with Silent 3ditor. I'm pretty sure the .dsd files control the sounds themselves.

The main point is that none of these "conflicts" is likely to cause problems with the game itself. They mostly change little things that may or may not annoy you, and the only way to find that out is to play the game and see if you even notice the changes.
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Old 04-11-11, 10:35 AM   #11
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Quote:
Originally Posted by Gargamel View Post
IF you don't leave port soon, you'll just sit in dry dock tweaking your boat.
Quote:
Originally Posted by King_Zog
Otherwise you'll be forever tweaking and you'll never undock
As someone who has been playing for six years and has never finished a career, I can vouch for the above statements. Every time a new mod comes along that affects the way the harbors look and act I start over.
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Old 04-11-11, 10:41 AM   #12
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IF you don't leave port soon, you'll just sit in dry dock tweaking your boat.
You say that like it's a bad thing...

Don't worry they won't start the war without you. Besides, tweaking your boat is half the fun!
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Old 04-11-11, 11:13 AM   #13
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You say that like it's a bad thing...

Don't worry they won't start the war without you. Besides, tweaking your boat is half the fun!
After a 9 week cruise in the South atlantic where the only boats you saw shot back..... it's the only fun after a while
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Old 04-11-11, 12:57 PM   #14
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Originally Posted by Gargamel View Post
But.... I'd also get the fuel efficiency mod, as it makes the '2' key run at the most efficient rate, and the ';' gets changed from snorkel depth to decks awash, a very handy feature when approaching convoys on the surface at night.
Fuel efficiency mod is here: http://www.mediafire.com/?mc1nmyyzbzm
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Old 04-11-11, 01:13 PM   #15
FFIF
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got it WB beautiful work.....im bout to start my first patrol
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