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Old 02-04-17, 08:00 AM   #1
au-boat
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Default Help with mod compatibility please!!

I have installed the new interiors mod (I use gwx) but I cannot for the life of me get the hatch's open and unlike what I have seen in videos there are no sausages! here is the list of my current active mods in order JSGME
KB's Diesel Sound Mod - works
FM_NewInterior v2.1D - Can't tell
GWX - Main movie "Das Boot" - works
GWX - No Medals On Crew - works
GWX - Merged Campaign - works
GWX - Alternative Flotillas - works
Aces_Multimod_compatibility_fix_release_v1.3 - maybe not as new interior isn't.

Any help would be hugely appreciated!
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Old 02-04-17, 10:12 AM   #2
Von Due
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I'm sorry, I don't have any complete solution but what I'd do is, start by removing 1 mod at the time and see if the game is still broken. Reinstall the mod before removing the next. With only 7 mods there, it shouldn't take too long.
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Old 02-04-17, 10:35 AM   #3
au-boat
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Thanks for replying Well the annoying thing about this is that the game isn't broken (as stupid as that sounds) it is just that some mods are working and others are not and i cannot put my finger fully on why :/
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Old 02-04-17, 10:54 AM   #4
Fubar2Niner
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@au-boat

Firstly I suggest you put these;

GWX - Main movie "Das Boot"
GWX - No Medals On Crew
GWX - Merged Campaign
GWX - Alternative Flotillas

At the start of your mod list. Regarding Aces compilation it needs several mods to work correctly, from the readme;

"This small mod (Aces' Multimod compatibility fix release v1.1) is a development of my recent Aces' Combined SH3.SDL Files mod and combines file entries from the following popular mods to try and achieve compatability between them.

1. Lifeboats and Debris V4 (LifeBoats&Debris_v4)
2. HanSolo's Animated Sub Pen (WAC4.1 SubPen_animated_18.02.2010)

OR

(thfue58/Rowi58/bigboywooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5)

OR

Jimbuna's Wac Animated Sub Pens interior start for GWX WAC Animated Sub Pens Interior Start for GWX (WAC Animated Sub Pens Interior Start for GWX)

3. Anvart's Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010)
4. Anvart's FuMo3o (FM30_UpDown_final)
5. Flakmonkey's New Interior (FM_NewInterior_V1.0)
6. Luca's Open Hatch in Conning Tower (Conning Tower open Hatch TestFMfood)
7. Kurtz's British Asdic Mk I Final (BritishAsdicMkIFinal)
8. Nvdrifter's Depth Charge Shake (Depthcharge Shake v2.01)
9. Urfisch's ModStrike Beta1 (Urfischs_ModStrike_Beta1)
10. Rubini's and Racerboy's Waterstream+Exhaust Combi V2.3 for GWX3 (Waterstream+Exhaust Combi V2.3 for GWX3)
11. Hitman_Beta_GUI_GWX3_1.0

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

This mod will not work on its own it requires most of the mods listed above. I have simply combined entries from these files, full credit should go to the above authors of these mods for their fantastic work and also to Brett25 whose excellent wide angle camera settings I have incorporated into this mod and to Privateer whose Turm 7b1, 7b2, 7c1 and Turm 7c8 Emblems Your Way mods which I have also incorporated along with Tarjak's excellent Historical Emblems Pack and Flakmonkey's Exterior Lightmaps for Type 7c U-boats as well as his Type 7 Twisty Periscope mod both of which are incorporated.

I have incorporated/adapted mod compatibility fixes where included by the mod author. I have tested in both single missions and campaign missions.

Note: You must have the following mods enabled GWX_DFa-Flag&Pens_2010, FM30_UpDown_final, FM_NewInterior_V1.0, Conning Tower open Hatch TestFMfood, Depthcharge Shake v2.01, Urfischs_ModStrike_Beta1, Waterstream+Exhaust Combi V2.3 for GWX3, to ensure correct operation.

Note: You do not have to have all (or any) of the following mods installed LifeBoats&Debris_v4, WAC4.1 SubPen_animated_18.02.2010, GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5, BritishAsdicMkIFinal, Wac Animated Sub Pens interior start for GWX. But if you have these mods then I have combined their sh3.sdl sound file entries so that they are now fully compatible..

******** --- Important : Install using JSGME AFTER you install the above mods. --- *********"

Your mod soup is very small mate so you should have no problem getting things sorted relatively quickly. Best of luck mate and let us know how it goes.

FWIW I use FM_NewInterior v2.1D and it works like a charm.

Best regards.

Fubar2Niner

PS check your PM's
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Old 02-04-17, 11:10 AM   #5
au-boat
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Default Thanks alot

Thanks man this has helped a lot I am a bit noobie in terms of managing mods and though a lot of what you say in your post is confusing to me, I will give it a go!

Edit: With the german u boats compilation (another mod I would love to get working) what order do you think I should put the mods in because I have a load of different skins and stuff downloaded (rust, u-505, u-123 etc.) Actually overall what order do you recommend I put my mods in just for them all to work? Is ace multimod fix required?

Something new I have just checked, seems that even on its own the interior mod still doesn't work. Is there to be expected or is there something wrong with the install?

Last edited by au-boat; 02-04-17 at 11:33 AM.
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Old 02-04-17, 02:46 PM   #6
Sailor Steve
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In the SH3 game folder is the Data folder. Inside that are many folders, one of which is labeled CFG. Inside that folder is a file called Commands_eng.cfg. New mods often add to that file. Adding a new mod after the Open Hatch mod can rewrite the command so it doesn't work anymore.

First, copy the Commands_eng.cfg file and repaste it. This will create a second file with a different name, probably Commands_eng.cfg (1). If the next steps fail you can delete the original file and change the name of that one, so you still have a working copy.

Open that file and scroll down to Command 300. For Open Hatch to work it should look like this:

[Cmd300]
Name=Weapons_officer
Ctxt=1
Key0=0x48,Cs,"Shift+H"
GoBack=Weapons_officer_view

Copy and past the above into your file, replacing the old Command 300.

Now scroll down to Command 350 (or whatever Command is last for the Weapons Officer), and paste in these lines, keeping in mind that if there are less or more commands you need to change the number 350 to whatever number that last Command is:

[Cmd350]
Name=Weapons_officer_end
Ctxt=1
Key0=0x48,Cc,"Ctl+H"
GoBack=Hydrophone_view

I use several mods that require pressing different keys, and they all overwrite each other, so I keep a master copy of this file in a safe place, which I have changed all the Command lines to work the way I want. If I ever have to re-install the game I add all the mods and then re-install my 'special' Commands file to instantly have it the way I want.
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