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Old 11-26-11, 10:29 AM   #796
Kaluen Miechiel
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Very nice. Thank you.....................
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Old 12-04-11, 02:34 PM   #797
The-PurpleOrange
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I presume this isn't save game compatible??
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Old 12-04-11, 03:02 PM   #798
frau kaleun
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Shouldn't be any problem saving games because of this mod, provided you installed while you were in base between patrols. With rare exceptions, adding mods mid-patrol is likely to cause problems with saves made before you changed your game files by adding/removing mods.

If you installed the mod while in base, it shouldn't cause a CTD unless there is something else that is a factor as well - lack of enough system resources, conflicts with another mod, etc. What kind of problem are you having and when does it occur? What other mods are you using if any?
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Old 12-04-11, 03:21 PM   #799
The-PurpleOrange
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Quote:
Originally Posted by frau kaleun View Post
Shouldn't be any problem saving games because of this mod, provided you installed while you were in base between patrols. With rare exceptions, adding mods mid-patrol is likely to cause problems with saves made before you changed your game files by adding/removing mods.

If you installed the mod while in base, it shouldn't cause a CTD unless there is something else that is a factor as well - lack of enough system resources, conflicts with another mod, etc. What kind of problem are you having and when does it occur? What other mods are you using if any?
It was mid-save in a single mission so it doesn't matter too much. I guess this is the case. Thanks
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Old 12-04-11, 05:33 PM   #800
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@ The-PurpleOrange! Welcome to SubSim,
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Old 12-05-11, 01:29 PM   #801
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Quote:
Originally Posted by Vendor View Post
@ The-PurpleOrange! Welcome to SubSim,
Thanks
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Old 12-05-11, 01:35 PM   #802
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Quote:
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Thanks
You are welcome, and good luck,
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Old 12-30-11, 03:57 AM   #803
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i want to make this my first mod but I am having trouble installing it. I bought Silent Hunter 3 off steam and so there is no file called MODS. Also, found the file that has JSGME in the name but what program do I use to run it?

Could you lend a nub a hand? Thank you!

I saw this mod in a youtube video and it was so cool that you can read your map by walking up to it and zooming in!
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Old 12-30-11, 08:18 AM   #804
von Kinderei
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Quote:
Originally Posted by jpanside View Post
i want to make this my first mod but I am having trouble installing it. I bought Silent Hunter 3 off steam and so there is no file called MODS. Also, found the file that has JSGME in the name but what program do I use to run it?

Could you lend a nub a hand? Thank you!

I saw this mod in a youtube video and it was so cool that you can read your map by walking up to it and zooming in!

The JSGME is a self install program ... ya just double click it and select RUN / NEXT / ACCEPT / NEXT then select where ya have Silent Hunter III installed the MAIN FOLDER e.g. C:\Program Files\Ubisoft\Silent Hunter III then click NEXT ... it'll install the program and the MOD folder automatically ... you can also place the jsgme installer in the main SH III folder and run it from there if ya so desire

What you'll end up with after the install completes is a Generic Mod Enabler and the MODS folder in your main SH III folder ... you can either run the enabler from your SH III folder or make a copy of it and place it on your desk top or where ever is convient for you

Now ... place the mods that you D/L after you open them up inside the MODS folder in your SH III main folder ... most folks use 7-Zip http://www.7-zip.org/ to open zipped folders

After you have your mods installed in your SH III Mod Folder you open your Generic Mod Enabler and you should see the mod or mods in the left box ... you select the mod you want to install by high-lighting it with one left click then click the right arrow icon button ( Top Icon Button located in the middle of the installer ) ... you can do this for as many mods as you want to install BUT be careful as some don't play well together and will cause CTD's ... if you want to un-install a mod you do it in reverse order as they are installed ... you start with the last installed mod and work up by clicking the left arrow icon ( Middle Icon Button located in the middle of the installer ) ... or you can un-install them all at once by clicking the double left arrow icon ( Bottom Icon Button located in the middle of the installer )


I think I got it all ... hope this helps
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Old 01-30-12, 05:59 PM   #805
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First off, this is a wonderful piece of work & i love it ! Thank you.

But i've also got a question which i'm hoping some of the experts here might be able to answer or help me with ?

I was also using LifeBoats&Debris_v4 but the installation of the NewInterior overwrites the SH3.sdl file which controls sound. As a result the lifeboats are left without their sound, the cries for help taken from Das Boot.

I've been trying to find some info on the forum & have been tinkering with editors to try & merge the data from the SH3.sdl files found in both mods but it seems i'm missing something as i can't get it working.

I suppose i'm asking if somebody has these 2 mods working alongside each other with their sounds ?
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Old 01-30-12, 06:23 PM   #806
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Not an expert but you this mod from Subsim Downloads should help with your problem.

http://www.subsim.com/radioroom/down...o=file&id=1862

I've just returned to SH3 after a long break, so getting acquainted with all the new mods.
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Old 01-30-12, 11:01 PM   #807
Einzelganger
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Thank you Trefoil ! That seems to be exactly what i need.

I'm exactly the same, after a long break have started again. Just decided to go back to GWX again after having tried LSH3 & i'm now looking to spice up things some more
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Old 02-06-12, 07:17 PM   #808
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what ever happened to that torpedo room you folks were working on ??????
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Old 02-14-12, 06:07 AM   #809
Haihappen
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Default Boohoohoo... The volume control at the hydrophone station is gone!

After crashing a heavily modded but smoothly running SH3 (near to the end of a long successfull career) I decided to "rebuild" the game step by step by enabling one Mod after the other and testing what I get and what I loose, possibly merging the menu- and command-files as far as I know what I'm doing. Noticed some smaller issues, but no problem so far.

Coming to Flakmonkey's NI as the first real "heavy" mod at my list (and one of the absolute must-haves) I had to notice, that my old problem with the volume control dial at the RR re-appeared. The functionality of the volume control button on the right beneath the wheel of the hydrophone station is gone. And it definitely went away by enabling FM's NI. Hmpf...

I fiddled around a bit and found out that in the "NSS_Uboat7_RR.sim" there is no longer an entry like "Command=Change_hydrophone_volume" (entries #24 and 25 in the original or GWX *.sim). But editing the *.sim by hand using S3D, copying the named entries from the original to the end of FM's *.sim didn't give a result. At least I didn't crash the game, it swallowed the new entries and ran, but my beloved hydrophone volume button didn't answear my mouseclicks. Hmmmmpf...

I know that
- there is a workaround to at least turn up the volume at the hydrophone station by editing the sh3.sdl, but at the price of
having ear-piercing noise on the headphone while under attack
- FM's NI is an outstanding piece of work and I will never leave any harbour without his diesels and all that other great stuff
- in SH3 everything is corresponding to everything, meaning that my noobish chances to find out where the devil sits are not zero, but very close to that value
- if the loss of that one piece of functionality is the price for sailing with FM's NI - so be it!

What I don't know is
- did FM intend to take away that clickspot and if so - then why?
- are there any obstacles to get it back by editing FM's files (maybe the number of clickspots allowed is restricted?)
- where and how to edit (hey hardcoders and heavymodders - a noob wants to know some of your secrets...)

If somebody wants to give me a hint I would be grateful. I don't need a JSGME-ready solution, I think i could be able to edit some files by hand. If I only knew where to find the key entries and some peripheric "dos and don'ts".

Gute Jagd, Ihr Himmelhunde!
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Old 02-14-12, 12:51 PM   #810
jaxa
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I like this mod very much, especially merged with DD Open Hatch, but unfortunately I was forced to disable them both
When it was enabled I had weird graphic glitches during campaign (black sky, game freezes, CTDs and interior sound bug). I started new thread here about this problem and found solution - disabling FM NI mod and DD OH mod. It looks great, but that's a serious problem using it with many other mods, especially using sh3.sdl file.
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