SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-18-06, 04:41 AM   #1
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
**RELEASED** Longer U-boat Repair Times Mod for use with GWX

***UPDATE***

Check this thread for latest version 1.31:

http://www.subsim.com/radioroom/showthread.php?t=102438

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

**RELEASED** Longer U-boat Repair Times Mod v1.3 for use with GWX v1.0



The goal of this mod is to hopefully make SH3 more realistic, challenging, and dangerous.



Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base due to heavy damage, just like it was in real life.



b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.



c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.



d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With LRT, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.

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


I am excited about this mod and have put a lot of time into it. Hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments.



**Unfortunately, using Longer Repair Times v1.3 mod makes some major changes or disables major features in the GWX mod (some examples: the Long Range Gunnery feature disabled, U-boat hit points changed, faster U-boat crush speeds, and much longer U-boat flooding times). GWX AI ship flooding and damage is not changed by LRT v1.3**

**And finally, the GWX programming team in no way connected with or support any versions of the LRT or DRM mods. And they are in no way responsible for any gameplay problems or changes that affect GWX, which you may encounter when using Longer Repair Times v1.3 and GWX at the same time. PLEASE DO NOT BOTHER THE GWX TEAM IF YOU ARE HAVING GAMEPLAY PROBLEMS DUE TO USING LONGER REPAIR TIMES V1.3 MOD! ALSO, PLEASE USE LONGER REPAIR TIMES V1.3 MOD AT YOUR OWN RISK!**


And of course... A HUGE THANK YOU TO KPT. LEHMANN AND THE GWX TEAM. YOU GUYS ARE THE BEST.

Last edited by nvdrifter; 12-21-06 at 09:33 AM.
  Reply With Quote
Old 12-18-06, 10:31 AM   #2
Prientje
Bosun
 
Join Date: Apr 2005
Posts: 67
Downloads: 63
Uploads: 0
Default

Great mod Thx you !

but one think i observe in the moment is that point c) dont work




Quote:
Originally Posted by nvdrifter
**RELEASED** Longer U-boat Repair Times Mod v1.3 for use with GWX v1.0



The goal of this mod is to hopefully make SH3 more realistic, challenging, and dangerous.



Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base due to heavy damage, just like it was in real life.



b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.



c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.



d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With LRT, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.

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


I am excited about this mod and have put a lot of time into it. Hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments.



**Unfortunately, using Longer Repair Times v1.3 mod makes some major changes or disables major features in the GWX mod (some examples: the Long Range Gunnery feature disabled, U-boat hit points changed, faster U-boat crush speeds, and much longer U-boat flooding times). GWX AI ship flooding and damage is not changed by LRT v1.3**

**And finally, the GWX programming team in no way connected with or support any versions of the LRT or DRM mods. And they are in no way responsible for any gameplay problems or changes that affect GWX, which you may encounter when using Longer Repair Times v1.3 and GWX at the same time. PLEASE DO NOT BOTHER THE GWX TEAM IF YOU ARE HAVING GAMEPLAY PROBLEMS DUE TO USING LONGER REPAIR TIMES V1.3 MOD! ALSO, PLEASE USE LONGER REPAIR TIMES V1.3 MOD AT YOUR OWN RISK!**


Download here:

http://fileplace.co.nr/download.php?file=427692


And of course... A HUGE THANK YOU TO KPT. LEHMANN AND THE GWX TEAM. YOU GUYS ARE THE BEST.
Prientje is offline   Reply With Quote
Old 12-18-06, 07:37 PM   #3
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Point c is also included in the release of GWX. I had previously included this feature in the last version of DRM. I decided to still include this feature in the read me file for this release. And yes, it does work (I double checked it).

Quote:
Originally Posted by Prientje
Great mod Thx you !

but one think i observe in the moment is that point c) dont work




Quote:
Originally Posted by nvdrifter
**RELEASED** Longer U-boat Repair Times Mod v1.3 for use with GWX v1.0



The goal of this mod is to hopefully make SH3 more realistic, challenging, and dangerous.



Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base due to heavy damage, just like it was in real life.



b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.



c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.



d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With LRT, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.

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


I am excited about this mod and have put a lot of time into it. Hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments.



**Unfortunately, using Longer Repair Times v1.3 mod makes some major changes or disables major features in the GWX mod (some examples: the Long Range Gunnery feature disabled, U-boat hit points changed, faster U-boat crush speeds, and much longer U-boat flooding times). GWX AI ship flooding and damage is not changed by LRT v1.3**

**And finally, the GWX programming team in no way connected with or support any versions of the LRT or DRM mods. And they are in no way responsible for any gameplay problems or changes that affect GWX, which you may encounter when using Longer Repair Times v1.3 and GWX at the same time. PLEASE DO NOT BOTHER THE GWX TEAM IF YOU ARE HAVING GAMEPLAY PROBLEMS DUE TO USING LONGER REPAIR TIMES V1.3 MOD! ALSO, PLEASE USE LONGER REPAIR TIMES V1.3 MOD AT YOUR OWN RISK!**


Download here:

http://fileplace.co.nr/download.php?file=427692


And of course... A HUGE THANK YOU TO KPT. LEHMANN AND THE GWX TEAM. YOU GUYS ARE THE BEST.
  Reply With Quote
Old 12-18-06, 08:17 PM   #4
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
Default

Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?
Lanzfeld is offline   Reply With Quote
Old 12-18-06, 08:32 PM   #5
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Lanzfeld
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?
LRT doesn't affect aircraft, other than aircraft long range guns (according to other members here). Check out the other thread for the list I posted.

Here: http://www.subsim.com/radioroom/showthread.php?t=102207
  Reply With Quote
Old 12-19-06, 01:09 AM   #6
VonHelsching
Ace of the Deep
 
Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Lanzfeld
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?
The Long Range Gunnery is not all about surface battles. It is the deepest change in GWX. This becomes more evident as merchant ships start to install deck guns and AA cannons in 1940.

The entire AI Ships and Planes effectiveness with regards to the Sensors, Visual Spotting and Rating is affected.

Von
__________________
VonHelsching is offline   Reply With Quote
Old 12-19-06, 01:43 AM   #7
Prientje
Bosun
 
Join Date: Apr 2005
Posts: 67
Downloads: 63
Uploads: 0
Default

Hmmm have you or i another game ??

I have installed GWX, your mod with the optional mods too and i have every
time this cheat message " We may have been detected"

How can it be ?



Quote:
Originally Posted by nvdrifter
Point c is also included in the release of GWX. I had previously included this feature in the last version of DRM. I decided to still include this feature in the read me file for this release. And yes, it does work (I double checked it).

Quote:
Originally Posted by Prientje
Great mod Thx you !

but one think i observe in the moment is that point c) dont work




Quote:
Originally Posted by nvdrifter
**RELEASED** Longer U-boat Repair Times Mod v1.3 for use with GWX v1.0



The goal of this mod is to hopefully make SH3 more realistic, challenging, and dangerous.



Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base due to heavy damage, just like it was in real life.



b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.



c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.



d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With LRT, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.

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


I am excited about this mod and have put a lot of time into it. Hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments.



**Unfortunately, using Longer Repair Times v1.3 mod makes some major changes or disables major features in the GWX mod (some examples: the Long Range Gunnery feature disabled, U-boat hit points changed, faster U-boat crush speeds, and much longer U-boat flooding times). GWX AI ship flooding and damage is not changed by LRT v1.3**

**And finally, the GWX programming team in no way connected with or support any versions of the LRT or DRM mods. And they are in no way responsible for any gameplay problems or changes that affect GWX, which you may encounter when using Longer Repair Times v1.3 and GWX at the same time. PLEASE DO NOT BOTHER THE GWX TEAM IF YOU ARE HAVING GAMEPLAY PROBLEMS DUE TO USING LONGER REPAIR TIMES V1.3 MOD! ALSO, PLEASE USE LONGER REPAIR TIMES V1.3 MOD AT YOUR OWN RISK!**


Download here:

http://fileplace.co.nr/download.php?file=427692


And of course... A HUGE THANK YOU TO KPT. LEHMANN AND THE GWX TEAM. YOU GUYS ARE THE BEST.
Prientje is offline   Reply With Quote
Old 12-19-06, 01:54 AM   #8
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
  Reply With Quote
Old 12-19-06, 03:55 AM   #9
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Lanzfeld
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?
LRT doesn't affect aircraft, other than aircraft long range guns (according to other members here). Check out the other thread for the list I posted.

Here: http://www.subsim.com/radioroom/showthread.php?t=102207
Long range guns for aircrafts? How realistic is that? Considering limited ammo in RL, pilots would try to get reasonably close before opening fire. I was actually struggling how to make aircrafts not to fire from a unreasonably long distance in my Air-attacks mod.
__________________
Serg's SH4 and SH3 pages
sergbuto is offline   Reply With Quote
Old 12-19-06, 04:03 AM   #10
Pants
Grey Wolf
 
Join Date: Apr 2005
Location: Somewhere in the Atlantic
Posts: 849
Downloads: 25
Uploads: 0
Default

Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Lanzfeld
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?
LRT doesn't affect aircraft, other than aircraft long range guns (according to other members here). Check out the other thread for the list I posted.

Here: http://www.subsim.com/radioroom/showthread.php?t=102207
Long range guns for aircrafts? How realistic is that? Considering limited ammo in RL, pilots would try to get reasonably close before opening fire. I was actually struggling how to make aircrafts not to fire from a long distance in my Air-attacks mod.
To serg
This does not mean long range gunnery for aircraft, what it actually means is it affects the actual guns EG:- 20mm opens fire sooner at a longer range than the .50 cal and again for the rockets. The LRG mod is not all about long range gunnery, you have ALL the offical ranges for the guns, so the 16" has a longer range than a 14" and so on all the way down to the .50 cal

To Nvdrifter... nice one matey, it's a shame GWX did'nt have you onboard.so you could of developed it together
__________________
Ex GWX Dev Team member and proud GWX user

Pants is offline   Reply With Quote
Old 12-19-06, 05:47 AM   #11
Prientje
Bosun
 
Join Date: Apr 2005
Posts: 67
Downloads: 63
Uploads: 0
Default

no other mods but im running Sh3 Commander




Quote:
Originally Posted by nvdrifter
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje is offline   Reply With Quote
Old 12-19-06, 06:16 AM   #12
Martin1813
Torpedoman
 
Join Date: May 2005
Location: Caen, France
Posts: 111
Downloads: 4
Uploads: 0
Default

it looks very interesting
__________________
Martin1813 is offline   Reply With Quote
Old 12-19-06, 07:19 AM   #13
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Prientje
no other mods but im running Sh3 Commander




Quote:
Originally Posted by nvdrifter
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander. Open your en_menu.txt file and look for this section:

590=Meediiiiiic!!!
591=Men down on the deck!
;592=We have flooding, sir!
593=We have heavy flooding, sir!
594=We have critical flooding, sir!
595=Hull damaged, sir!
;596=We may have been detected, sir!
597=Torpedo Impact!
598=Enemy is pinging us, sir!
599=Enemy ship engaging us, sir!
600=Enemy aircraft engaging us, sir!
;601=We may have been detected, sir!
602=We're under attack, sir!
603=Depth charges in the water, sir!
604=We're taking damage, sir!
605=Enemy ship on collision course, sir!
606=Enemy ship is ramming us, sir!
607=Destroyer in attack run!

Lines 592, 596, and 601 must have the ';' in front of the number. If not, just add the ';' before the numbers 592, 596, and 601. That will fix it for sure.

Last edited by nvdrifter; 12-19-06 at 07:30 AM.
  Reply With Quote
Old 12-19-06, 07:49 AM   #14
JScones
Navy Seal
 
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
Default

Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Prientje
no other mods but im running Sh3 Commander




Quote:
Originally Posted by nvdrifter
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander.
No, not SH3Cmdr I'm afraid (I'm getting a sense of de ja vu here - didn't we have this same conversation with your original release? :hmm: )

SH3Cmdr doesn't change these entries.

Perhaps a rollback problem? Prientje, did you rollback SH3Cmdr prior to installing GWX?
JScones is offline   Reply With Quote
Old 12-19-06, 08:18 AM   #15
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by JScones
Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Prientje
no other mods but im running Sh3 Commander




Quote:
Originally Posted by nvdrifter
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander.
No, not SH3Cmdr I'm afraid (I'm getting a sense of de ja vu here - didn't we have this same conversation with your original release? :hmm: )

SH3Cmdr doesn't change these entries.

Perhaps a rollback problem? Prientje, did you rollback SH3Cmdr prior to installing GWX?
Notice I said 'might', because I wasn't sure if the problem was related to using SH3 Commander. Touchy touchy.
  Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:12 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.