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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: Mar 2005
Posts: 104
Downloads: 16
Uploads: 0
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So just drop the two folders into the MODS folder and enable via JSGme, right?
When I enable the mod its folder gets duplicated in jsgme. Do I have to just enable the 001 mod or ... after the duplicate appears I must enable that too? |
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#2 | |
Engineer
![]() Join Date: Apr 2005
Posts: 210
Downloads: 86
Uploads: 0
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Can anyone clarify the exact procedure for applying patch 2? |
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#3 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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Playing MO + 2nd patch in the 1st mission of the war (September 5). As I was waiting for Brit shipping to appear on the Eastern Approaches (watching the sub on the map), a plane symbol appeared on the map, coming straight at my boat. But, although the plane was shown on the map (meaning that the watch crew had seen it), nobody of those morons up there cared to report it until it was strafing the boat. So, some 10 - 15 seconds passed from the moment when the plane was detected until the 'Plane sighted" report of the watch crew. The sky was partly cloudy, in broad daylight (around 11 AM) and stormy sea (wind at 15 m/s).
Is there any way to improve this game behavior and have the watch crew report contacts as soon as they spot them? |
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#4 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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To apply patch 2: the way i did it.
BEFORE adding anything to your games JSGME modfolder: Starting with the Base Megamod Download: Navigate to Magnum_Opus_v0_0_1/MODS/ Here are 2 folders, one is labled *do not enable*, the other is Magnum_Opus_v0_0_1 Drag and drop that folder (Magnum_Opus_v0_0_1) to desktop or somewhere convenient. Now open Magnum_Opus_v0_0_1_Patch_2.rar Navigate Magnum_Opus_Patch_2\MODS\ Inside this folder, *MODS*, is a folder named *Magnum_Opus_v0_0_1* Drag and drop that *Magnum_Opus_v0_0_1* into the same area you dropped the first one, but NOT INSIDE it. You should be asked if you want to merge/overwrite, say yes. (if you drag/drop and it never asks you to merge/overwrite, you did something wrong) Your Magnum Opus is patched. Drop this newly merged folder (Magnum_Opus_v0_0_1) into your SH5 JSGME mods folder and enable. Last edited by mobucks; 01-22-11 at 06:38 PM. |
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#5 |
Swabbie
![]() Join Date: Aug 2007
Posts: 6
Downloads: 34
Uploads: 0
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At first i want to thank you for this great mod-compilation TDW.
It still has some issues to solve like any other mod in the beta stage and I am looking forward to the finished mega-mod of yours. (Can't wait till its done ![]() I've browsed this whole topic a few times and I've stumbled over CTD's all over the place - and oddly enough others hardly ever experience them and can enjoy the mod to an extend. I for myself can not play - or really test this mod to help and locate some errors - , since I either get a CTD during the first tutorial mission or when trying to bypass it (with the saving and reloading hint in bunker of course). The only regularity of my CTD's is that they always happen near or inside Kiel harbour. Missions and the mods tutorial missions seem to work fine for me. A real pity that we (or I) can't disable each mod one by one to figure out which part of it causes the CTD. (If you would ask me to place a bet, I would point at the environment mods) My rig runs a complete CLEAN installation of:
I do hope this helps you a bit to get the CTD issues circumscribed and solved. Once that is done your mod has the possibility to sky-rocket like GWX did in SH3. It simply rocks! |
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#6 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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sorry to hear some people are CTDing. I also have had no issues, other than the radio messages box not closing when i click the small X in its top right corner.
Also helps to state your rig setup/Operating System in case this can be narrowed to something like that. |
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#7 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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When I've read a message and want to delete it I hit the "Delete" but the message wont go away. First after closing and then opening the box again the deleted message is gone... ![]() // |
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#8 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Can you share the link for Nvidia missing lights mod. I can not find that one. Thanks |
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#9 | |
Convicted Ship Killer
![]() Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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The NVIDIA missing lights mod is inside Magnum Opus patch 2. Unzip Magnum Opus patch 2 and then open the root folder and there are several mods.
__________________
Akula4745 ![]() "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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#10 |
A-ganger
![]() Join Date: May 2005
Posts: 75
Downloads: 67
Uploads: 0
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#11 |
Stowaway
Posts: n/a
Downloads:
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#12 | |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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not 3 posts ago i explained to the best of my ability how to apply patch 2 to the mod.
I know this can all be confusing, so all i can say beyond my explanation 3 posts below, is to read up on how JSGME works, at the end of the day, all JSGME does is apply files to your game folder through a modfolder which will use the exact same folder structure as the base game. If you can grasp that concept, everything becomes clear. http://www.matrixgames.com/forums/tm.asp?m=1773663 I recommend reading the above post, specificly PART 4, everything should be much much clearer afterwards. Good luck. Our friend Webster also wrote in another thread: Quote:
Last edited by mobucks; 01-22-11 at 09:16 PM. |
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#13 |
Helmsman
![]() Join Date: Mar 2005
Posts: 104
Downloads: 16
Uploads: 0
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I installed the MO following the instructions of mobucks and it's ok.
It looks pretty obvious that an amateur will not go for the mods and for the sake of giving everyone the game he wants, we spend more time working on files and configuring that playing at all. Trying to make everyone happy instead of just building the mod with the 100% possible realism, building hundreds of options in different files and hundreds of submods is just not a good idea in my opinion. After all you still can't make everyone happy. But I am fed up of wasting time on options, editing, testing, enabling, disabling, downloading and, of course, CURSING AND SWEARING. This was the worst purchase of 2010 for me... if only I could find my SH3 DVD... ![]() If you want, this or that scope... do this. If you want this or that RM...do this. If you want the AI to be this or that ... do this. This is absolutely RUBBISH. What was the scope of the VII sub? What was the RM? What's the max AI skill? Last edited by Onkel Neal; 01-23-11 at 09:01 AM. Reason: removed cursing and swearing |
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#14 | |
Sparky
![]() Join Date: Aug 2005
Posts: 156
Downloads: 500
Uploads: 0
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![]() Quote:
![]() ![]() Last edited by Onkel Neal; 01-23-11 at 09:01 AM. |
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#15 |
Helmsman
![]() Join Date: Mar 2005
Posts: 104
Downloads: 16
Uploads: 0
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It's pointless to argue, really. I know hundreds of players in the forums who just won't play the game until something similar to GW is released because they are fed up of tampering with files and wasting time.
I commend TDW for his work but I am not putting any blame on him, I am putting it on Ubisoft! |
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