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Old 08-06-11, 07:47 AM   #46
Stormfly
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...the SDBSM (Additional crew sounds beta) warning come because i use the same script to add crew noises and chat in that room.

...as soon as we have a stable version, i release a merged / compatible version of it for SDBSM`s additional crew sounds.
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Old 08-06-11, 09:33 AM   #47
Rickster1
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Not using Mo got ctd after loading screen, which i did not get with v1. I also got same MOD conflicts as Silent Steel
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Old 08-06-11, 11:15 AM   #48
Paris_England
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Ok -- I know what the problem is -- I packed the wrong file in the zip. I'll re-upload

Expect it soon.

Thanks for your patience guys
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Old 08-06-11, 11:26 AM   #49
mia389
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That must be why it worked for you and none of us
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Old 08-06-11, 11:43 AM   #50
Paris_England
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v0.3b

uninstall previous version, add this one

http://www.gamefront.com/files/20643..._00.00.03b.zip

Should fix things

NB: If any mod overwrites Crew_Idle_Actions_QR2.aix AFTER installing More Crew, the game will crash right after a mission or campaign loads.

Again, many thanks all!!!

P
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Old 08-06-11, 12:15 PM   #51
Silent Steel
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Quote:
Originally Posted by Stormfly View Post
...the SDBSM (Additional crew sounds beta) warning come because i use the same script to add crew noises and chat in that room.

...as soon as we have a stable version, i release a merged / compatible version of it for SDBSM`s additional crew sounds.

Lovely, thanks
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Old 08-06-11, 02:11 PM   #52
Magic1111
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Quote:
Originally Posted by Paris_England View Post
v0.3b

uninstall previous version, add this one

http://www.gamefront.com/files/20643..._00.00.03b.zip

Should fix things

NB: If any mod overwrites Crew_Idle_Actions_QR2.aix AFTER installing More Crew, the game will crash right after a mission or campaign loads.

Again, many thanks all!!!

P
Many thanks for all your work P_E !

Best regards,
Magic
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Old 08-06-11, 02:18 PM   #53
mobucks
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this is awesome, but why add sounds to this mod?

IMHO keeping things streamlined will avoid issues.

awesome job nonetheless, cant wait to test it out.
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Old 08-06-11, 03:05 PM   #54
Rickster1
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Many thanks this now seems to be working. Well done.
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Old 08-06-11, 03:18 PM   #55
Paris_England
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Great! You'll still find the crew gets dumb if you go into HUNT or HUNTED state (same with DMG TKN and PROX_EXPL I think) -- but that's because those scripts aren't written.

Currently I'm placing more nodes in the Control room so when you're hunted/Hunter some of the crew will leave QR2 and go just inside the CR to see what's going on.

.... to be continued

[EDIT} I'm not planning on adding sounds, but it looks like STORMFLY may be producing a compatibility version with SDBSM`s additional crew sounds when I'm done for those who wish to use both.
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Old 08-06-11, 03:49 PM   #56
Rickster1
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Please carry on add crew and animations, the difference this is making to the game is imense. Many thanks
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Old 08-06-11, 04:24 PM   #57
spearchucker
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I still have the crew on deck during bad weather

maybe on my end, as I don't run MO or an Environment mod

would it make difference as far as the Environment mod?

anyway its still a darn nice mod thanks for sharing and the hard work
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Old 08-06-11, 04:51 PM   #58
Paris_England
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@spearchucker

I don't think the enviro mods should make a difference.

What are you considering bad weather? The game only checks to see if there is rain, so if it's not raining the game doesn't consider it to be bad weather (no matter how foggy or windy)

Also check to see if there are any animations playing if you spot them on deck when it's raining. Every 20-30 seconds or so some of the crew should change places. If they do nothing for a minute or so, then HUNTER/HUNTED state has been activated (which isn't scripted yet). This will hang the crew until you order them off deck by manning the guns or submerging.

Let me know how it goes.

Thanks

P
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Old 08-06-11, 05:07 PM   #59
spearchucker
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sorry, Paris_England

it was not raining, just 15ms wind

I do hope you can eventually get them to go below when the waves kick up though

right now it looks very strange guys standing flat footed and the boat rocking like that
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Old 08-06-11, 05:42 PM   #60
capt-jones
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just a quick heads up on your mod PE i was playing multiplayer tonite and i was plesantly surprised when i walked into aftbunker room to see nine stowaways dossing about the place, i have 3 seperate installs of SH5 ON my PC one for multiplayer, one for testing your mod and others, and one campaign game with all mods i like,so they must be mixed up somewhere in my files (not a bad thing for me anyway)i can say that so far it works as you have said,i use a lot of mods like reapers 4.14 enviroment 5.1 open horizens2 sub flags sub exhaust and plenty of other small mods,so no issues here,BUT AS YOU SAY YOU MUST SAVE AND RELOAD MISSION BEFORE EVERYTHING WORKS,keep up the good work you know you are on the right track
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