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Old 01-16-11, 12:05 AM   #1
frau kaleun
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I'm having what seems to me to be an odd issue with this mod, when I start a patrol inside the harbor (instead of at sea via Commander) the Watch Officer "loses his voice" shortly after we've cleared the wharf and gotten 1/3, maybe 1/2 way, to the lock right in our path.

He'll call out the first few ship/plane sightings, and I get a "Jawohl Herr Kaleun" if I ask for the nearest visual contact, but at some point his voice goes away and all he does in either case is turn to look at me and his mouth moves but there's no audible speech. All the animation is there, but no voice.

I disabled everything except this mod and even tried it out on a fresh GWX install that I hadn't done anything else to at all, just in case I'd messed some files in some way I didn't know about... and it's definitely happening with this mod and nothing else. Even when I don't start through Commander, so none of the options or mods enabled that way are causing it.

Is this something that should be happening because of all the extra ships/noise around, or is it due to some limitation of my system, or is something not working right? Mostly I've been starting out from Wilhelmshaven, and I know that's an intense location in terms of noise and traffic. Also happened starting from Lorient the few times I started out there. I don't remember it happening the few times I started at sea when I first reinstalled the game and started testing out mods on my new setup, but then I'm not sure I was in the game long enough to notice on those test patrols.

I guess my next step would be to download the mod again and extract a fresh set of files, but I hate to do that if it's not a file corruption issue. All the other sounds and visuals seem to be fine, no noticeable lag, FPS perfectly acceptable.

System specs:

AMD Athlon II X2 240 2.8 GHz AM3 processor
ATI Radeon HD4650 1 GB PCIe gfx card
Asus Xonar DX sound card
Windows 7 64-bit
6 GB RAM
SH3 v1.4 + GWX3 Gold + 4GB patch

Thanks for any help &/or info!
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Old 01-16-11, 12:39 AM   #2
Madox58
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The Mod should not be messing with speech files in anyway as it does not touch the files involved for speech.
Did you run the same thing with a stock GWX install and have no issues?
And where did the Wombat go?
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Old 01-16-11, 01:27 AM   #3
Sailor Steve
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I've never had the voices disappear while using that mod. On the other hand I never hear "Jawohl, Herr Kaleun", but that's because I use DBSM and I took 'em all out when I did the conversion!
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Old 01-16-11, 01:56 AM   #4
frau kaleun
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Well I think I figured it out, lol.

Good thing, too, I was really freaking out! I had already gone through all the mod's files and couldn't find anything that would've messed with Speech files, even opened up its Sh3.sdl and compared things there with the one from unmodded GWX, couldn't find anything that looked any different with regard to speech as far as I could tell.

Then I started a patrol in my still untouched Play-For-Real GWX installation, the one I *don't* test mods in because it's the one I would eventually be playing a real career in. I forgot to reset the Options for German speech and the WO went mute in English as well! Exited the patrol and switched to German and started another patrol and the same thing happened.

So I closed it all down and started trying to figure out if it was an audio issue with my system, somewhere in the process of looking at that I realized that the little icon for my Xonar DX "Audio Center" wasn't in the system tray, usually there's some little program that boots with Windows and does I don't know what, makes the sound work properly I guess and the icon's always there. Except it wasn't. Checked the "Customize Taskbar" thing and it was listed as Always Show Icon or whatever that setting is in Win7. So it wasn't running or else it would've been there. It's not something that even shows up in all the places where you can look at all the background stuff that's starting up with Windows, so I'm not sure how it got turned off. Maybe I accidentally right-clicked on it in the system tray and told it to Exit and it got ticked off and decided never to start up again until I apologized.

So I looked around and found a little .exe file in the Xonar DX program files with the same icon, there are only two of 'em and one actually opens the audio control center like the shortcut on my desktop so I knew that wasn't it. Anyway, clicked the other one and rebooted and now the system tray icon is back. I don't think it was just the reboot that did it because I've had the computer off and on several times since I first noticed that my WO had turned into a silent movie star.

Reloaded GWX (with the mod and without), and now my WO won't shut up.

Edit: and I think the wombat will come back, I sorta miss him too. Trying to put together a better looking Turtle as well.
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Old 01-16-11, 03:02 PM   #5
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O/T But that Turtle would make a great turm emblem
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Old 01-16-11, 04:43 PM   #6
Obltn Strand
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Few question has developed under my scalp...

Does Lite Atlantic, NorthSea and US East only submod actually reduce number of contacs?

Does New Wilhelmshaven plus locks for GWX 3 v6 work with TMT v2?
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Old 01-16-11, 05:47 PM   #7
frau kaleun
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Quote:
Originally Posted by Obltn Strand View Post
Few question has developed under my scalp...

Does Lite Atlantic, NorthSea and US East only submod actually reduce number of contacs?
If you mean the "Atlantic and US East Coast only" add-on mod, it removes all traffic from the Med, Baltic, North Sea, etc. and is for use if you are running Atlantic patrols out of the French Atlantic ports. It reduces loading times when you don't need to load all the traffic for places you won't be going. It shouldn't reduce contacts in the patrol areas it's designed for, but if you go out of them you won't see any traffic at all.

IIRC the Lite version also removes most harbor traffic from harbors in general to reduce load on the system while going in and out of base.

Quote:
Does New Wilhelmshaven plus locks for GWX 3 v6 work with TMT v2?
I'm using the TMTv2 +ThomsensShips v4.2 mod with it. There's a compatibility fix that's necessary if you also use WB's Extras for the campaign but I don't think it's necessary with New Wilhelmshaven on its own. Haven't tried it myself though.
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