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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1336 | |
Stowaway
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a couple of questions that i am unclear about.
1) to enable a scope mod your instructions state Quote:
do you not have to copy the data file into the main data file in the SHV directory? 2) i notice that there is a generic patch enabler in the TDW folder under applications (im using the subscriber all in one download). can i use that enabler instead of the latest one on the link as it seems to be the same version. If so how do i go about this. I tried to sort this all out yesterday but when i started a campaign i got a CTD (had to edit the tutorial completed file [i now notice that you seem to have removed this advice from the forum]) last thing. I downloaded the latest MEP file from 28/01 but when i try to load it using JSGME i get errors telling me the files are missing even though i see them, has the version of the all-in-one dl gone out of date? (got it yesterday 27/01) sorry for all the text |
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#1337 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Just noticed that your modlist includes:
Equipment Upgrade Fixes v1.4 Patch 1 HotFix but not: Equipment Upgrade Fixes v1.4 Patch 1 Is that normal? isn't the hotfix supposed to be enabled on top of the patch ![]() |
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#1338 | |
Engineer
![]() Join Date: Feb 2012
Location: Belgrade
Posts: 215
Downloads: 54
Uploads: 0
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#1339 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() there are upgrade entries in UpgradePacks.upc of EUF base mod which are no longer defined in Weapons.upc of EUF Patch 1 HotFix. The latter is clearly designed over the UpgradePacks.upc found in EUF Patch 1 . As far as I can see by merely looking at the files, using EUF Patch 1 HotFix without the Patch itself, we would miss some new upgrades (introduced with the patch), and some of the old ones (featured in base mod) would lack their respective equipment definition (replaced in the hotfix with new definitions). ![]() I am sorry if my explainations are a bit confusing, but I wouldn't know how to explain it better ![]() |
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#1340 |
Ocean Warrior
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also completely reworked the snorkel in the patch1..
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1341 |
Engineer
![]() Join Date: Feb 2012
Location: Belgrade
Posts: 215
Downloads: 54
Uploads: 0
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Clearly my oversight, no need to explain better
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#1342 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1343 |
Swabbie
![]() Join Date: May 2012
Location: Smurf Galaxy
Posts: 7
Downloads: 46
Uploads: 0
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Being lazy and also not very smart, there are a few things that i don't understand.
-What is the final "official" way of starting the campaign with these mods? At first it was said one could do the tutorial with OHII but when i loaded the game post-mod installing, got constant CTDs. then i did the tutorial without any mod and when i loaded the game later, i couldn't select a mission and when starting a new campaign, got CTDs after the loading screen disappeared. -installing/running TDW's patcher is supposed to be done before, after or while installing the mod soup? oh and is any of the mods included in the download necessary? (saw a tutorial video in which some files were copied into the UI mod before installing that one so it confused me even more ![]() Hopefully that's it but i can't promise no further noob-spamming will follow Last edited by Smurfie; 01-31-13 at 01:25 PM. |
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#1344 |
Ace of the deep .
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Deleted the inertia mods from the mods list Mods List 1100 01/02/2013
************************************************** ************************************************** ************* How to start the campaign using sobers mega mod list . Enable all the mods with the mod enabler (jsgme) . Start the game and start a new campaign then click start . Once the tutorial animation finishes (about a minute) exit the game . Go to Documents\SH5\data\cfg\CareerHistory Change this line with notepad HasCompletedTutorial=false to HasCompletedTutorial=true Start the game and click on New Campaign / accept / type in silentotto while on the choose campaign screen to show all the hidden campaigns . Click on a campaign (if you click on Coastal Waters then choose Skip Tutorial ) then click on Start . Once in the bunker hit the Esc key and click on Load Game and load the Autosave Enter Base Save again. Once in the bunker hit the Esc key and go to the in game difficulty options and choose your options . Go back to the bunker again and click on the technical officer to enter the upgrade screen . Choose the rotating hydrophone and then exit the upgrade screen . Click on the flotilla commander and when on the briefing map click on Skip to stop the animation then choose a mission by clicking on an iron cross then click on request mission. The Baltic Operations objective on the top left will turn orange (if chosen coastal Waters as the campaign start) . Click on the X on the mission briefing map top right of the screen to exit out of the mission briefing map . Click on the flotilla commander again and choose Lets start the new patrol. ************************************************** ************************************************** ****************** |
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#1345 |
Swabbie
![]() Join Date: May 2012
Location: Smurf Galaxy
Posts: 7
Downloads: 46
Uploads: 0
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After installing the mods one by one, turns out my game crashes when starting a new campaign, having "TDW FX Fix for Sobers chimney smoke" enabled. Makes no sense to me, since it only crashed on a new campaign. Tried a few of Trevally's tutorials and the game loaded fine, loaded the save after having done the tutorial and the game loaded fine. Though I must point out that this happened before the new instructions were posted so maybe it will work now?
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#1346 | |
Ace of the deep .
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#1347 |
Ace of the deep .
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added a couple of more mods and fixed one up .
1600 01/02/2013 |
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#1348 |
Swabbie
![]() Join Date: May 2012
Location: Smurf Galaxy
Posts: 7
Downloads: 46
Uploads: 0
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"We would like you to experience all the frustrations a uboat captain had , and thats just installing the game and mods ." How true
![]() Thank you for your effort, Sober and all those who made these mods. Works like a charm with the new instructions and i see that Grossdeutscher Rundfunk is back ![]() ![]() Edit: Ok there might be something (gah). When using the tool helper in the map screen, the bearing tool is placed above the tool itself (ruler/compass), making it difficult to plot a course (impossible if you want to plot any course towards North cause the ruler will never intersect the tool). Is this the way it's supposed to be or i've done something wrong? ![]() Last edited by Smurfie; 02-01-13 at 09:23 AM. |
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#1349 |
Seaman
![]() Join Date: Oct 2006
Location: H.K.
Posts: 41
Downloads: 40
Uploads: 0
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it is such a great mega mod!
it is time for me to take my ship back to the sea. Thx you |
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#1350 | |
Ace of the deep .
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http://www.subsim.com/radioroom/showthread.php?t=181538 Here is how i plot a course for general travelling. http://www.subsim.com/radioroom/show...79&postcount=4 Last edited by THE_MASK; 02-01-13 at 05:07 PM. |
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