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Old 03-04-10, 10:12 AM   #1
Sky999
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So basically I download the Generic Mod Enabler, go to the MODS folder, then create a folder called 'Morale Mod', then just drag the SpecialAbilities.upc file in it?
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Old 03-04-10, 10:20 AM   #2
mookiemookie
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Quote:
Originally Posted by Sky999 View Post
So basically I download the Generic Mod Enabler, go to the MODS folder, then create a folder called 'Morale Mod', then just drag the SpecialAbilities.upc file in it?
No, no - download JSGME, extract it to your base /Ubisoft/SH5 installation folder. Run it - it will create a MODS folder. Then, when you want to install a mod, you download the mod file, and extract the whole thing, as is, to your MODS folder. Then you run JSGME and activate the mod from there. If you mess with the file structure, JSGME won't work correctly.
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Old 03-04-10, 10:24 AM   #3
Jeevz
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Thanks much, I was hoping someone would give us a quick fix while we wait for the morale bug to be fixed.
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Old 03-04-10, 10:27 AM   #4
Sky999
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Quote:
Originally Posted by mookiemookie View Post
No, no - download JSGME, extract it to your base /Ubisoft/SH5 installation folder. Run it - it will create a MODS folder. Then, when you want to install a mod, you download the mod file, and extract the whole thing, as is, to your MODS folder. Then you run JSGME and activate the mod from there. If you mess with the file structure, JSGME won't work correctly.
Quite right, I thank you, and good day to you sir.
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Old 03-04-10, 10:46 AM   #5
remowilliams
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Yessss! Thank you!

The morale bug makes it pointless to even attempt playing.
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Old 03-04-10, 12:11 PM   #6
etheberge
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Bloody good show R-T-B! Well done sir.
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Old 03-04-10, 12:26 PM   #7
gutted
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Thank you!!!!

One question:

With this they always obey orders.. but does morale still have an effect though? .ie High morale they perform it quicker/better, low morale (or none) they perform slower/worse?
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Old 03-04-10, 05:16 PM   #8
R-T-B
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Quote:
Originally Posted by gutted View Post
Thank you!!!!

One question:

With this they always obey orders.. but does morale still have an effect though? .ie High morale they perform it quicker/better, low morale (or none) they perform slower/worse?
I wish I knew the answer to that. I think it probably effects performance, but have yet to confirm that... One could hope.

Glad everyone likes it, it was quite the simple text edit really as one guy noted.
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Old 03-04-10, 11:20 PM   #9
TopcatWA
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Thanks.
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Old 03-04-10, 11:49 PM   #10
remowilliams
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One thing I've noticed is that non Fkey mapped special abilities (i.e. those requiring crew conversation) still will not work - such as Reduce Flooding, etc.
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Old 03-04-10, 11:50 PM   #11
R-T-B
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Quote:
Originally Posted by remowilliams View Post
One thing I've noticed is that non Fkey mapped special abilities (i.e. those requiring crew conversation) still will not work - such as Reduce Flooding, etc.
Really? "Man/secure the deck gun" seems to work for me, for example. Isn't it crew conversation only?
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Old 03-05-10, 02:37 AM   #12
R-T-B
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http://www.subsim.com/radioroom/down...o=file&id=1568

Try this file people. It's a test file, and may do terrible, unspeakable things as well as not fix the problem. But more than likely it will just work, not work, or CTD with no damage to your savegame.

I can't reproduce the behavior above so if someone wants to try my "best guess fix" this may be what your looking for.
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Old 03-05-10, 06:16 PM   #13
remowilliams
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Looks like I can access the Chief Engineer, XO, and Watch Officer special abilities now via dialog, after all morale is zeroed out. Yay! I can accelerate repairs and getting the water out

The Sound/Radar and Torpedo officers still have their abilities greyed out, but I'm also not really sure if there are restrictions on how or when their abilities can be used...
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Old 03-05-10, 06:37 PM   #14
R-T-B
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Dumb Question, Have you enabled their abilities by spending points? Active abilities require that.

A few more positive reports about the test version and I'll make if official.
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