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Old 04-26-11, 05:30 AM   #1
Aces
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Default [REL] Ace's Crew on Deck Stand-alone version mod.





Hi folks,

I decided to release my crew on deck stuff as included in my recent Super Turms v5.1 mod as a stand-alone version for folks who don't require the Super Turms files but might like to get their toes wet (excuse the pun) try out the crew on deck stuff:

Download Link - Gamefront: http://www.gamefront.com/files/20265...WX+Version.rar

Download Link - Mediafire:
http://www.mediafire.com/?xgdy1j26wuacmaq

README:


Greetings,

This is a stand-alone version of my Crew On Deck feature as included in my recent Super Turms V5.1 mod. If you are currently using the Super Turms v5.1 mod (or later versions of this mod as they become available) then you do not require this stand-alone version as all files are contained in the Super Turms v5.1 mod.

This mod is solely intended for those who just require the Crews on Deck feature which works in an identical fashion as follows for all type II,VII,VIIc41 and IX u-boats.

Crew on deck feature visible when surfaced: to activate/deactivate use the SHIFT+D (crew on deck) and CTRL+D (crew below deck) keys. The uniforms textures for the crew on deck are also supplied in the textures folder so that you can modify these if you wish. The 3d Mannschaft model (crew compliment) differs between type II, VII and IX u-boats.

Important: Activate this mod AFTER any mod that alters the NSS_Uboat hull dat files, eg. NSS_Uboat2a.dat, NSS_Uboat7b.dat etc..

There is an optional mod included named "Aces' Crew On Deck - Stand alone mod Bearded Crew Add-on" activate this mod AFTER the "Aces' Crew On Deck - Stand alone mod v1 GWX Version" if you require the crew on deck to be bearded.

If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:

Change this entry to the one below:

[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view

and add this entry:

[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"

-------------

Thanks to Anvart for his permission to include the usage of his StateMachine method.

Raptor for his excellent crew uniforms on which I have based several of my crew on deck uniforms.

SKWas for his fantastic S3ditor program without which this mod wouldn't have been possible.

Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod.

Urfisch for his historical help with the uniforms.

Last, and by no means least, my long suffering missus a "modding orphan" with great patience

-------------
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.

Best Regards

Aces
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Old 04-26-11, 06:24 AM   #2
Wreford-Brown
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Nice work Aces - I'm looking forward to taking the crew for a test drive, or should that be a test dive?...
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Old 04-26-11, 07:05 AM   #3
Aces
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Thanks mate,

They move pretty darned fast when ordered to dive, surface etc. but in a heavy swell they get their feet wet quite often

Cheers

Aces
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Old 04-26-11, 11:25 AM   #4
Sailor Steve
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Bless you, my son.
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Old 04-26-11, 04:10 PM   #5
Fish In The Water
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Downloading as we speak, thanks again Aces!
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Old 04-26-11, 04:16 PM   #6
Rhodes
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Thank you!
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Old 07-18-11, 01:32 AM   #7
pditty8811
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Great mod I'm in the process of implementing it right now. I'm editing the sub .dat files. I have a question concerning the line up.

The Type IIA line up is just fine, right behind the conning tower. The Type IID, both Turms, is not, the men are actually inside the conning tower, like 3 of them the rest art behind the conning tower. Those are the only 2 subs I got done now.

My question is this.... I know how to push them men back in the .dat file. But IRL were the men lined up behind the conning tower on the Type IID or Type II in general? Or were they lined up in from of the Coning tower IRL?


Also, I've noticed a Type2b in the mix here? Is there a mod which adds the Type 2b as playable? I know the # of how many Uboats are playable is hardcoded, but what mod adds the Type2b as playable?

TY in advance,

pditty
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Old 07-18-11, 01:28 PM   #8
Sailor Steve
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The Type IIB is what you're actually using. There were only six IIAs and only one of them did a war patrol. In the game they say IIA, with the IIB being the AI boat, but this is not correct. It was the IIB that saw service, not the IIA.
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Old 11-15-13, 05:38 PM   #9
areo16
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I am not able to get the Type IX boats of crew on deck working. The crew isn't moving so I assume the animation is bad. I tested this by moving the node of the crew to a visible spot and then pressing the buttons for nav officer.

All my other boats work great. Anyone else has this problem?
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