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Old 11-24-07, 08:52 PM   #331
Laffertytig
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the US_Torpedoes.zon file from what file i might add old boy? i looked in the RSRD folder but that file aint there

Last edited by Laffertytig; 11-25-07 at 06:56 AM.
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Old 11-25-07, 12:05 PM   #332
DrBeast
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Quote:
Originally Posted by Laffertytig
the US_Torpedoes.zon file from what file i might add old boy? i looked in the RSRD folder but that file aint there
Sorry, my bad. From NSM. I think Hardcore Torpedoes Mod only affects US_Torpedoes.sim.
The reason the ships from RSRDC will be unaffected (and retain their stock game sinking behavior) is, their .zon file hasn't been altered the way NSM alters all other ships' .zon file.
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Old 11-25-07, 12:23 PM   #333
Laffertytig
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so what if i installed nsm and the hardcore torpedo mod last then? would this do the trick? or should i just delete said file from nsm?
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Old 11-25-07, 12:36 PM   #334
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No matter how you install them, the RSRDC ships will be unaffected. If you find the torpedoes overpowering, delete the US_Torpedoes.zon file from NSM before installing it.
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Old 11-26-07, 03:51 PM   #335
letterboy1
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MrBeast, those are excellent photos you posted. From time to time I considered going to the lite version of NSM, but seeing those examples certainly adds to the authenticity of the NSM mod. Thanks. I'll be sticking with the classic version.
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Old 11-26-07, 06:19 PM   #336
BaronDeKalb
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Just wanted to say i installed this MOD for my first campaign, and i think its great...
i really like this mod, it makes more sense to base sinking off flooding
dmg of course than just hit points (what was the name of that huge German Battleship) the pounding that thing took was incredible before it sunk)

Also i have found that if anything ships sink faster now (although im running the lite version, :hehe i also installed the correct ship size mod and that has really seemed to hel a lot with my hit ratio, i couldnt hit a barn before it...)

It still took a good hour to sink a 10ton merchant with 3 fish in her i just barley made it back up to see, note i think you also get credit for the kill if you click on the sinking ship icon on your map, anyways thats when it updated my log...

Thanks for such a great mod... What happens when a new patch is released in
general here, do all the mod creaters have to recheck each time for compability,
just wondering as i havnt been here very long...



One other quick question, Does NSM also change the way the player's ship takes dmg ? And does this have any affect on the Damage Control System ?


Baron...
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Old 11-26-07, 08:33 PM   #337
LukeFF
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Quote:
Originally Posted by BaronDeKalb
One other quick question, Does NSM also change the way the player's ship takes dmg ? And does this have any affect on the Damage Control System ?
No. Read the first post for what the mod does.
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Old 11-26-07, 08:45 PM   #338
black1
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Can someone explain the difference between the light version and the classic version please thank you.
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Old 11-26-07, 08:49 PM   #339
LukeFF
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Quote:
Originally Posted by black1
Can someone explain the difference between the light version and the classic version please thank you.
Again, your answer can be found in the first post of this thread.
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Old 11-27-07, 03:11 PM   #340
Doolittle81
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In the first post in this thread, it says:
...every file in this mod is critical. So installing mods over it and overriding conflicts will basicly break entire damage system. So make sure you install NSM last to be on sure side.

This runs contrary to all the other guidance i have seen with rgard to installation, which have said to install NSM first/early, then later do the ROW mods and RSRD Mod, etc etc

What is correct installation order?
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Old 11-27-07, 07:07 PM   #341
letterboy1
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Quote:
Originally Posted by Doolittle81
In the first post in this thread, it says:
...every file in this mod is critical. So installing mods over it and overriding conflicts will basicly break entire damage system. So make sure you install NSM last to be on sure side.

This runs contrary to all the other guidance i have seen with rgard to installation, which have said to install NSM first/early, then later do the ROW mods and RSRD Mod, etc etc

What is correct installation order?
When it comes to installing NSM and ROW, you will install NSM or NSM Lite first and then the corresponding ROW Special Effects version. Doing so will retain Werner Sobe's NSM file changes because Leovampire used those to incorporate into his ROW Special Effects. If you do it the other way around, you will still retain the NSM properties but you will lose whatever changes Leovampire made for his ROW Special Effects.
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Old 11-28-07, 08:01 AM   #342
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Looking at the files changed in patch 1.4...zones.cfg is among them. Also, WernerSobe has been AWOL as of late. Damn.
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Old 11-28-07, 09:28 AM   #343
Radioshow
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Default NSM and V1.4

I have NSM and ROW on V1.4 and only noticed low sitting troop transports.
I did have a Takao HC go down with one torp although there were lots!! of secondary explosions (hit right in aft gun section). I put 2 torps into another Mogami and Takao and both stayed afloat with Mogami having a mild list. Destroyer's took 1 torp to sink usually(took a while though) although they show no damage when hit with "Influence"(switch works!!) torps. So NSM does seem ok so far although more testing is needed.







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Old 11-29-07, 03:53 AM   #344
ryanwigginton
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Hope we can get WernerSobe back in to check on his mod.

If he's been away for some time it might be worth sending him a PM.
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Old 11-29-07, 09:44 PM   #345
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im sorry guys i havent been playing sh4 for a long time. I heard about the patch 5 minutes ago...

of course im going to port NSM into 1.4 but that will take a while. First i will need to check out what has changed and where. From the first look at the patch details i disadvise using NSM 3.3 with 1.4. It might work but remember its based on files from 1.3 so if NSM files are affected by the patch there might be problems.

atm im taking a closer look at the patch.

So far, if you have installed NSM 3.3 over 1.4 already and have expirienced bugs. Please report them here.
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