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Old 03-08-13, 04:39 PM   #1
Troutish
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Default why is my crew blind??

I just modded my game with sober's mega mod files, everything is fine except that my watch crew never sees other ships till it is too late. Im running at 128TC max, but i get NO messages of ships sighted even when they start firing at me.

my watch officer's morale is 3 out of 8 - is that it? what mods or changes to CFG let me fix this?
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Old 03-08-13, 05:36 PM   #2
Targor Avelany
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Quote:
Originally Posted by Troutish View Post
I just modded my game with sober's mega mod files, everything is fine except that my watch crew never sees other ships till it is too late. Im running at 128TC max, but i get NO messages of ships sighted even when they start firing at me.

my watch officer's morale is 3 out of 8 - is that it? what mods or changes to CFG let me fix this?
have you enabled the "wake up crew" patch in the .exe patcher?
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Old 03-08-13, 05:38 PM   #3
THE_MASK
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You havnt followed the rest of my instructions regarding TC settings or 1TC on message box messages . Read the first couple of posts om my mega mod thread .
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Old 03-09-13, 09:52 AM   #4
Troutish
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I have enabled the TDW patcher in JSGME, but I dont see the "wake up crew" mod, nor, when i start the application do I see any other mods.

help! much thanks appreciated as I am barely decent at computer stuff

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Originally Posted by Targor Avelany View Post
have you enabled the "wake up crew" patch in the .exe patcher?
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Old 03-09-13, 03:21 PM   #5
Troutish
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help?

not sure how to use the TDW patcher
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Old 03-09-13, 03:36 PM   #6
gap
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Quote:
Originally Posted by Troutish View Post
help?

not sure how to use the TDW patcher
http://www.subsim.com/radioroom/show...39#post1926439

This thread should be stickied...
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Old 03-09-13, 05:56 PM   #7
Troutish
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Great! thanks, i think i can do this.

but i have to uninstall all my mods first with JSGME, right?
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Old 03-09-13, 06:07 PM   #8
gap
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Quote:
Originally Posted by Troutish View Post
Great! thanks, i think i can do this.

but i have to uninstall all my mods first with JSGME, right?
no, the files you are going to patch aren't affected by any mod so no need to disable them. Just follow Trevally's instructions, and enable the patched files as if they were a normal mod. Since they won't conflict with any existing mod, you can place them anywhere in your JSGME mod list
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Old 03-09-13, 07:09 PM   #9
Troutish
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I assume I still have to do what is listed below? its not included in the "how to" forum

thanks, i think this worked!





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


Required menu.txt entries for v1.0.74.0:

Edit this line in your menu.txt file:
MaxStrings=11100

Add these to the end of your menu.txt file:

; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft
; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive
; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu
; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy
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Old 03-09-13, 07:21 PM   #10
gap
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Quote:
Originally Posted by Troutish View Post
I assume I still have to do what is listed below? its not included in the "how to" forum

thanks, i think this worked!
If you aren't using New UI's, yes. If you are, I think those lines are already in the menu.txt of the latest version, but just check for making it sure
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