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Old 04-10-10, 05:06 PM   #76
Archive1
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Right. It was the comment in the animated pens thread that made me think it would apply to the Wilhelmshafen mod too.
Thanks for the reply...probably should have read more carefully.
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Old 04-10-10, 06:45 PM   #77
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Quote:
Originally Posted by Archive1 View Post
Right. It was the comment in the animated pens thread that made me think it would apply to the Wilhelmshafen mod too.
Thanks for the reply...probably should have read more carefully.
No problem...pleased your sorted
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Old 04-12-10, 01:42 PM   #78
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Hi BBW,

thanks for this awesome work. Little question: Are the extra ships used only for the german/axis side or for both sides?

Greetings,
h.sie
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Old 04-12-10, 03:22 PM   #79
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Only for Axis
AOTD Max made them specifically as Ge merchants so I kept them as such
Besides the German merchant marine werent sailing around in any C or T types
Felt they deserved some unique ships of their own

Of course there is nothng to stop you dropping them into any other roster of your choice
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Old 04-14-10, 05:36 PM   #80
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Hi there,

Thanks BBW for this awesome mod. It works great with stock GWX3 and most of my mods. However I got problems with IBecomeLife's Merchant Mod. When activating the mod, the only double file is "GermanNames.cfg" which is ok, since I doublechecked the new file three times and it's definitely ok. If I only install the "sea" and "roster" folders of your mod and install the Merchant Mod on top of that everything works perfectly.

Both mods alone work perfectly as well, so I'm running out of ideas. Does anyone have this combination running successfully?

BTW I'm using a completely naked Windows XP Home 32bit installation with 4GB of Ram and the 3GB switch in the boot.ini activated.

Thanks
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Old 04-14-10, 06:35 PM   #81
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SSS!

Have installed V5 onto a clean and fresh GWX3 install.

Getting a repeating CTD about 3/4 of the way through mission load at Wilhemshafen, both in existing career (was docked) and upon creating a new one.

Using Commander 3.2 to launch/create career.

JSGME shot below shows install order, no conflicts at all detected. (Slightly renamed folder containing it in MODS folder, nothing substantive.)

Any ideas anyone?

Cheers,

Van



PS: Thanks for the effort you've put into this, its much apreciated, as is the work of all the other shipyards out there!
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Old 04-14-10, 08:27 PM   #82
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Quote:
Originally Posted by bigboywooly View Post
Only for Axis
AOTD Max made them specifically as Ge merchants so I kept them as such
Besides the German merchant marine werent sailing around in any C or T types
Felt they deserved some unique ships of their own

Of course there is nothng to stop you dropping them into any other roster of your choice
That's too bad in a way. I've found many names for Allied ships that matched a couple of those models, either because they were close copies or because they were captured from the Germans - or sold by them.
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Old 04-15-10, 04:44 AM   #83
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Quote:
Originally Posted by Vannevar View Post
SSS!

Have installed V5 onto a clean and fresh GWX3 install.

Getting a repeating CTD about 3/4 of the way through mission load at Wilhemshafen, both in existing career (was docked) and upon creating a new one.

Using Commander 3.2 to launch/create career.

JSGME shot below shows install order, no conflicts at all detected. (Slightly renamed folder containing it in MODS folder, nothing substantive.)

Any ideas anyone?

Cheers,

Van



PS: Thanks for the effort you've put into this, its much apreciated, as is the work of all the other shipyards out there!
Check out #76 and install Aces' SDL mod.
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Old 04-15-10, 10:40 AM   #84
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Quote:
Originally Posted by Woof1701 View Post
Hi there,

Thanks BBW for this awesome mod. It works great with stock GWX3 and most of my mods. However I got problems with IBecomeLife's Merchant Mod. When activating the mod, the only double file is "GermanNames.cfg" which is ok, since I doublechecked the new file three times and it's definitely ok. If I only install the "sea" and "roster" folders of your mod and install the Merchant Mod on top of that everything works perfectly.

Both mods alone work perfectly as well, so I'm running out of ideas. Does anyone have this combination running successfully?

BTW I'm using a completely naked Windows XP Home 32bit installation with 4GB of Ram and the 3GB switch in the boot.ini activated.

Thanks
best regards
Woof
Hmmmm
Well the Wilhelms mod contains the T09 and T13 also which are in the MFM mod so JSGME should have flagged those up too
Only flageed the cfgs up first time for me then disabled and flagged up the rest of the folders
No difference where it matters though - type= are all the same so shouldnt cause an issue
Only just DL the MFM gain so not had a chance to try as yet

Cant think of anything that would cause an issue at the mo
Will start game and see what happens

EDIT

Fired up game
Aug 39 2nd flotilla Wilhelmshaven and no problems



I know tis a large pic but just to show you it running
And SH5 at the same time on 6000+TC

No other mods though only those 2 installed
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Old 04-15-10, 11:18 AM   #85
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Originally Posted by Sailor Steve View Post
That's too bad in a way. I've found many names for Allied ships that matched a couple of those models, either because they were close copies or because they were captured from the Germans - or sold by them.
Well theres an idea for a lil modlet for you Steve
Just release the roster cfgs for other coutries with the correct names on them
Only for users of this mod
Sorted
lol
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Old 04-15-10, 01:45 PM   #86
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Quote:
Originally Posted by bigboywooly View Post
Well the Wilhelms mod contains the T09 and T13 also which are in the MFM mod so JSGME should have flagged those up too


Both of those are strictly American ships (which is why they have the 'A' after the number).

In fact, all of IABL's ships are Allied, though some of them were used by everybody (but only the ones with 'B' for 'British').

Quote:
Originally Posted by Bigboywooly
Well theres an idea for a lil modlet for you Steve
Just release the roster cfgs for other coutries with the correct names on them
Only for users of this mod
Sorted
lol
Oh, I could do that, but wouldn't the skins be the same, including the Iron Crosses? Seems to me I would have to clone new models to make them separate.
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Old 04-15-10, 02:21 PM   #87
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Quote:
Originally Posted by Sailor Steve View Post


Both of those are strictly American ships (which is why they have the 'A' after the number).

In fact, all of IABL's ships are Allied, though some of them were used by everybody (but only the ones with 'B' for 'British').
Thats why they are NOT in the German roster



Quote:
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Oh, I could do that, but wouldn't the skins be the same, including the Iron Crosses? Seems to me I would have to clone new models to make them separate.
Aye tis true
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Old 04-15-10, 02:35 PM   #88
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Originally Posted by bigboywooly View Post
Thats why they are NOT in the German roster
Oh. I thought when you said "Wilhelms mod" that they appeared in the harbor. I thought that was all that mod did, was fix that harbor.
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Old 04-15-10, 02:57 PM   #89
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Originally Posted by Sailor Steve View Post
Oh. I thought when you said "Wilhelms mod" that they appeared in the harbor. I thought that was all that mod did, was fix that harbor.
No it also includes the earlier schleuse and St naz mod ( though now with locks too ) so had the 2 tankers in there as well as the AA ships PLUS the Ge merchants
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Old 04-15-10, 04:54 PM   #90
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Quote:
Originally Posted by bigboywooly View Post
Hmmmm
Well the Wilhelms mod contains the T09 and T13 also which are in the MFM mod so JSGME should have flagged those up too
Only flageed the cfgs up first time for me then disabled and flagged up the rest of the folders
No difference where it matters though - type= are all the same so shouldnt cause an issue
Only just DL the MFM gain so not had a chance to try as yet

Cant think of anything that would cause an issue at the mo
Will start game and see what happens

EDIT

Fired up game
Aug 39 2nd flotilla Wilhelmshaven and no problems



I know tis a large pic but just to show you it running
And SH5 at the same time on 6000+TC

No other mods though only those 2 installed

Hi BBW,

Thanks for the answer.
Sorry I forgot to mention that I had already taken the two tankers out of IABL Merchant Mod since they were double. I will play around a little more now that I know it SHOULD work. Frankly I can find no reason either why it shouldn't.
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