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Old 01-18-10, 04:21 PM   #1
Wreford-Brown
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It loaded up with no problems for me with the installation order above.

From the Readme:
If you are using TMT then installation will be:
1. Use JSGME to disable ALL mods.
2. Enable "St Naz + Scleuse" mod.
3. Extract "WB's campaign with additional ships" into JSGME MODS and install.
4. You will get warning messages about "GWX 3 - St Naz and Schleuse". Ignore these messages and continue to enable the mod.
5. Enable 'WB's additional ships - remove Titanic' if you want to take Titanic out of the campaign.
6. Enable 'Merged Campaign', 'Harbor Traffic Lite', 'Black Sea' or 'Indian Ocean' if you use those campaigns.
7. Enable TMT.
8. Enable 'WB's additional ships - TMT fix'.
9. Re-enable any other mods that you want to use.

Hope you've got it working.
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Old 01-18-10, 10:45 PM   #2
frau kaleun
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Quote:
Originally Posted by Wreford-Brown View Post
WB's Mid-Patrol Radio Orders mod will give you radio orders to go to a new patrol area during a patrol.
Hey there,

Looked like fun so I d/led but after reading the included info txt I'm still a bit confused about how to install/enable. Says is JSGME-ready but has to be installed/enabled via SH3Commander and I'm not sure where exactly to put the files. I tried putting in MODS folder in SH3 folder, and then it shows up in JSGME - but I can't find anything in the SH3 Commander interface that will let me enable it, whether I install it through JSGME or not. Am I not putting the files in the right place?

Thanks for your help!
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Old 01-19-10, 04:23 AM   #3
dcb
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WB, thanks alot for your effort to help me, but no go. It still CTDs. I installed SH3 clean, I then installed GWX3 clean, then the mod named GWX3 St Naz and Schluese and then I installed your mod named WB's GWX campaign with 23 additional ships. When I start a new career in the 2nd Flotille, it CTDs. There must be something that escapes me, but I don't know what.
I will stick to standard GWX for the time being.
Once again, thank you.

dcb
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Old 01-19-10, 07:53 AM   #4
Wreford-Brown
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Quote:
Originally Posted by frau kaleun View Post
Hey there,

Looked like fun so I d/led but after reading the included info txt I'm still a bit confused about how to install/enable. Says is JSGME-ready but has to be installed/enabled via SH3Commander and I'm not sure where exactly to put the files. I tried putting in MODS folder in SH3 folder, and then it shows up in JSGME - but I can't find anything in the SH3 Commander interface that will let me enable it, whether I install it through JSGME or not. Am I not putting the files in the right place?

Thanks for your help!
There's another user who had similar problems and JScones and I went through the resolution at posts #7 and 10 at:
http://www.subsim.com/radioroom/showthread.php?t=160172

Hope this helps.

Quote:
Originally Posted by dcb View Post
WB, thanks alot for your effort to help me, but no go. It still CTDs. I installed SH3 clean, I then installed GWX3 clean, then the mod named GWX3 St Naz and Schluese and then I installed your mod named WB's GWX campaign with 23 additional ships. When I start a new career in the 2nd Flotille, it CTDs. There must be something that escapes me, but I don't know what.
I will stick to standard GWX for the time being.
Once again, thank you.

dcb
The only other person who has so far reported problems was a modder who had customised his .cfg files. This caused a conflict but this was solved by a reinstall. I can't think of a reason why your system should CTD with clean SH3 and clean GWX 3, and I'm very sorry that you won't be able to enjoy the mod.

WB
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Last edited by Wreford-Brown; 01-19-10 at 08:25 AM.
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Old 01-19-10, 08:41 AM   #5
frau kaleun
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Quote:
Originally Posted by Wreford-Brown View Post
There's another user who had similar problems and JScones and I went through the resolution at posts #7 and 10 at:
http://www.subsim.com/radioroom/showthread.php?t=160172

Hope this helps.

Yes, thanks! Essentially I'd be using JSGME to mod Commander and not SH3 itself - gotcha.
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Old 01-19-10, 09:15 AM   #6
dcb
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Quote:
Originally Posted by Wreford-Brown View Post
I can't think of a reason why your system should CTD with clean SH3 and clean GWX 3
Maybe it's because I run it under Windows 7, which also caused memory errors and CTDs to other supermods in SH3 (WAC 3, WAC 4) and even SH4 (the Museum CTD of Ops Monsun, blamed on the same memory issues). There was actually a lot of debate on the WAC thread about memory allocation under Vista and Win7, vs. WinXP. The conclusion was that, beyond a certain amount of campaign data, Vista and Win7 tend to crash the game, while XP is more reliable.
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Old 01-31-10, 12:58 AM   #7
frau kaleun
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Quote:
Originally Posted by Wreford-Brown View Post
***New Release 24 Jan 10*** WB's GWX campaign files for VonDos' ships v2.4

WB's GWX campaign for VonDos' ships v2.4 (24 Jan 10)
http://www.subsim.com/radioroom/downloads.php?do=file&id=1476
The link on the Downloads page opens a FF url which tells me:
The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
Have tried d/ling a few times over several days, always get the same message. Is there another link to the file? Thanks!
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Old 01-31-10, 01:04 AM   #8
Plissken_04
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Quote:
Originally Posted by frau kaleun View Post
The link on the Downloads page opens a FF url which tells me:
The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
Have tried d/ling a few times over several days, always get the same message. Is there another link to the file? Thanks!

You can download it from my Mediafire Site

http://www.mediafire.com/?xzi5qn3dmdd


Greets

Maik
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Old 01-31-10, 05:24 AM   #9
Wreford-Brown
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Thanks, Frau K. I hadn't checked my links and that one is dead .
The direct link is here: http://www.filefront.com/15418349/WB...hips-v2.4.rar/ and I've updated the link on the subsim downloads page.

I'm also working on v2.7 - adding three extra ships.
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Last edited by Wreford-Brown; 01-31-10 at 05:51 AM.
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Old 01-31-10, 12:00 PM   #10
frau kaleun
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Quote:
Thanks, Frau K. I hadn't checked my links and that one is dead .
The direct link is here: http://www.filefront.com/15418349/WB...hips-v2.4.rar/ and I've updated the link on the subsim downloads page.
No probs, thanks!
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Old 01-31-10, 02:06 PM   #11
Wreford-Brown
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And a big thank you to Plissken for hosting my mods on Mediafire. Much appreciated.
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Old 02-07-10, 04:10 AM   #12
Wreford-Brown
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Default [WIP] Making VonDos' ships unique

I'm working on a small alteration to my VonDos' ships mod that will make his ships unique and will drastically reduce the chances of you coming across them anywhere except their historic routes.

At the moment, VonDos' ships are all ship type 103, the same as Chatham Type, Ocean Liner, Large Troop Ship etc. That means that there is a good chance of multiple unique ships turning up in one convoy like the one below that had three SS Normandie and an RMS Queen Elizabeth in it. Great for tonnage, not so good for historic accuracy!


I'm working on changing the ship type to 100, which only contains the CAM Freighter, Ammunition ship and a couple of other ships. Type 100 is hardly ever used randomly in convoys and, even where it is randomly used, you'll get one unique ship rather than many of them.

It's exceptionally time consuming as every ship needs to be tested in its new configuration (and there are nine full campaign files to adjust) but I'm hoping to release in the next week or so.
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Old 02-13-10, 03:12 AM   #13
Wreford-Brown
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Quote:
Sorry mate, I don't get one thing,

The mod 'WB's additional ships it is not included in this one is it ?

If not where can I download it cause there are a lot similar names and some broken downloads.

Thanks
JCWolf,

I've been through a number of versions of this mod and in its various iterations it's been called 'additional ships', 'extra ships' and 'VonDos' ships'. In order to reduce confusion (not least to me!) I've gone back to the VonDos' ships name as he is still the main shipbuilder and it makes it easier for me to track changes.

I took a 'backward' step a couple of months ago and took out all of the generic merchants. The original idea of the mod was to script 'unique' ships onto their historic routes in SH3 and the generic merchants, although wonderful to sink, were making uploading and downloading my mod more complicated as the file sizes were growing and growing. They were also complicating testing as they added additional ships that could cause ID problems etc whenever I received permission to add another unique ship. All of the generic ships I used are freely available through SS links and I'd encourage people to download them and give them a go!

The latest version of my mod is v2.7 at: http://www.subsim.com/radioroom/down...o=file&id=1521 and it supercedes all 'VonDos' ships', 'additional ships' and 'extra ships' mods that I've released.

Older versions of these mods may be available but I can't offer support to them. I've received no reports of instability but as new mods come out it becomes increasingly difficult to keep track and adjusting my mod means rescripting 9 campaign_SCR files. Time consuming and, to be honest, quite boring!
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Last edited by Wreford-Brown; 04-08-10 at 06:17 PM.
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Old 03-03-10, 10:41 AM   #14
Wreford-Brown
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Following the announcement of bbw's Wilhelmshaven mod (that he's working on like crazy at the moment) I've received permission to use his base campaign files and create a new version of the VonDos' ships mod.

The new version will be compatible with bbw's Wilhelmshaven mod, so you will be able to enjoy sailing through the locks of Wilhelmshaven and sinking VonDos' ships.

There are a number of tweaks from previous versions, chief among them being the change in ship type for VonDos' liners meaning that you are far less likely to come across them. They should appear primarily on their historic routes with the occasional appearance in convoy, but it will definitely be the exception rather than the norm. If you want to sink them, research their historic routes and hope for a little luck!

Once he has released, this mod will follow around a week later.
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Old 03-17-10, 03:58 AM   #15
Vermin
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A whole week!!!

Thanks WB!

Hmmmm will I need to start a new campaign if I start one with BBW Willhelmshaven mod?

Regards

Vermin
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