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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Dec 2009
Posts: 48
Downloads: 11
Uploads: 0
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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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#2 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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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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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#3 |
A-ganger
![]() Join Date: Nov 2004
Posts: 80
Downloads: 35
Uploads: 0
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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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Commence to Jigglin |
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#4 | |
Sailor man
![]() Join Date: Dec 2009
Posts: 48
Downloads: 11
Uploads: 0
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#5 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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Yessss! Thank you!
![]() The morale bug makes it pointless to even attempt playing. |
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#6 |
Watch Officer
![]() Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
Uploads: 10
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Bloody good show R-T-B! Well done sir.
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11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
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#7 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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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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#8 | |
Sparky
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Glad everyone likes it, it was quite the simple text edit really as one guy noted. ![]() |
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#9 |
Navy Dude
![]() Join Date: Sep 2004
Location: Downunder W.A. Sth.of the River
Posts: 174
Downloads: 36
Uploads: 0
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Thanks.
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#10 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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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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#11 |
Sparky
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Really? "Man/secure the deck gun" seems to work for me, for example. Isn't it crew conversation only?
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#12 |
Sparky
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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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#13 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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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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#14 |
Sparky
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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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