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Old 03-22-24, 03:02 PM   #1
J0313
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Default Which one do I use?

I am setting up Bubbleheads TMO V2 and I have 3 separate EAX clang splash mods.

1. EAX_Clang_Splash

2. EAX_Clang_Splash TMO V2.0

3. EAX_Clang_Splash_Dud for TMO update

Which one do I use. I can't really tell from the Read-me's
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Old 03-22-24, 04:54 PM   #2
J0313
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Quote:
Originally Posted by J0313 View Post
I am setting up Bubbleheads TMO V2 and I have 3 separate EAX clang splash mods.

1. EAX_Clang_Splash

2. EAX_Clang_Splash TMO V2.0

3. EAX_Clang_Splash_Dud for TMO update

Which one do I use. I can't really tell from the Read-me's


Never mind I figured it out.
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Old 03-22-24, 05:39 PM   #3
J0313
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Default One more question

Is there a version of nippon maru and nihon kaigun for this mod?
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Old 03-22-24, 08:54 PM   #4
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Originally Posted by J0313 View Post
Is there a version of nippon maru and nihon kaigun for this mod?
i believe those two mods were developed specifically for FOTRSU.

S7rikeback and PB will probably add more comments. S7rikeback developed them in conjunction with FOTRSU.
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Old 03-23-24, 12:04 PM   #5
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Originally Posted by J0313 View Post
Is there a version of nippon maru and nihon kaigun for this mod?
Bubbles already incorporated most of the Nippon Maru mod in his edits. I do not remember if he did any of Nihon Kaigun, or if he edited any of the warships in his edits to do FotRSU type calls... If he did edit the mod for other FotRSU ships, which I am reasonably certain he did, then Nihon Kaigun should run in his TMO OK. However, there would be issues with the Roster file, in that Bubbles re-named some of the FotRSU ships, and the Roster file in Nihon Kaigun would not include those. However, it would be a relatively easy set of edits to do so... maybe...
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Old 03-23-24, 09:56 PM   #6
J0313
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Default

Thanks for the replies. Another question. Do I need the allied ship pack and the ships for TMO? I am of the mind that they were only for his earlier release of the TMO update.
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Old 03-26-24, 06:55 PM   #7
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Thanks for the replies. Another question. Do I need the allied ship pack and the ships for TMO? I am of the mind that they were only for his earlier release of the TMO update.

This is from the V1.0 of the readme.


TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required)
NavMapmakeoverTMOupdatePatch (Required)
Allied Ship Pack TMO (Required, see Subsim downloads section under ships)
Ships for TMO (Required, see Subsim downloads section under ships)
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Old 05-06-24, 02:43 PM   #8
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Default Frequent CTD - Not Sure Why?

So i've been trying this mod after playing Fall of the Rising Sun to see which I like better. Problem is, I have been struggling to get past one or two patrols due to the frequent CTDs. Honestly, I think I would prefer this one but I just can't seem to get it to work. Issues I seem to have include random crashes when I

-Speed up time compression
-Sink/attack certain types of ships or get attacked myself
-Loading previous saves

One odd glitch that I did notice was that when I was leaving Cavite, there were trucks driving around on the water as if it was pavement...not sure if that helps identify a common glitch or not. I reinstalled the game from scratch and only added the following mods:



Is it a problem with my load order? Are these common glitches? I did modify the executable with the 4gig patch. Any and all help much appreciated.
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Old 05-06-24, 03:24 PM   #9
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Default Welcome back!

SubmarinerJoe!...back on the surface after 4 years' & 3 days' of 'silent running'!
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Old 05-06-24, 06:47 PM   #10
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Quote:
One odd glitch that I did notice was that when I was leaving Cavite, there were trucks driving around on the water as if it was pavement...not sure if that helps identify a common glitch or not. I reinstalled the game from scratch and only added the following mods
That's a known glitch. It's just the Army getting bored and blowing up the tires so the trucks will float. Then they have a race. If you look around a bit, you can see spectators cheering them on.


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Last edited by Captain Wreckless; 05-21-24 at 12:27 AM.
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Old 05-12-24, 05:19 PM   #11
ESPY
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Quote:
Originally Posted by SubmarinerJoe View Post
So i've been trying this mod after playing Fall of the Rising Sun to see which I like better. Problem is, I have been struggling to get past one or two patrols due to the frequent CTDs. Honestly, I think I would prefer this one but I just can't seem to get it to work. Issues I seem to have include random crashes when I

-Speed up time compression
-Sink/attack certain types of ships or get attacked myself
-Loading previous saves

One odd glitch that I did notice was that when I was leaving Cavite, there were trucks driving around on the water as if it was pavement...not sure if that helps identify a common glitch or not. I reinstalled the game from scratch and only added the following mods:



Is it a problem with my load order? Are these common glitches? I did modify the executable with the 4gig patch. Any and all help much appreciated.
Joe, there's a patch for the BH Update that you're missing, otherwise the order looks good. Here's what's working for me, obviously with some other additions:

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Old 06-24-24, 05:11 PM   #12
MAF12111994
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Default Manila range Overcome Cavity to end patrol

I have a problem with Pre-war career, Asian Fleet, port in Cavite Yard. When i come back to port i cannot end my patrol because the game recognize Cavite as Manila, and Manila it's not my homeport. Despite all my tries (i once overstepped on the sand to get inside of possible of Cavite Port) the port it's still overwhelmed by Manila's "Range". This basically makes all the Pre and Early war career in Asian Fleet unplayable due to this bug. Is there a way to change port in the save files?

Last edited by MAF12111994; 06-24-24 at 05:53 PM.
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Old 06-24-24, 08:47 PM   #13
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Default Wecome aboard!

MAF12111994!
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