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Old 05-01-11, 05:04 AM   #31
Fish In The Water
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Hi mate,

Sorry, yes I read it just now, I'll reply later.

Cheers

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Old 05-13-11, 08:38 PM   #32
zj1985
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When I enable this mod,I got these warnings
"NSS_Uboat2A.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat2B.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat2D.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat7b.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat7c.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat7c41.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat9b.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat9b4.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat9c.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.
"NSS_Uboat9d2.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod.

Dose this mod compatible with Extras for the Wilhelmshaven campaign v2.4c?
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Old 05-14-11, 05:15 PM   #33
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Hi mate,

I am not familiar with the mod you mention but if you can alway try it and revert back if you have any issues.

Cheers

Aces
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Old 05-14-11, 05:50 PM   #34
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Where did you get the mod from?

A link may be helpful.
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Old 05-14-11, 06:45 PM   #35
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It's WB's "extra ships" mod, updated for use with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6. IIRC you have to be running the latter to use the former.

http://www.mediafire.com/?t1mcmwjzg0m
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Old 05-14-11, 06:47 PM   #36
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Ah, right.
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Old 05-14-11, 06:57 PM   #37
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Quote:
Originally Posted by jimbuna View Post
Ah, right.
I'm running it with Aces' Compatibility mod and Super Turms without any problems... but I don't remember getting any file overwrite alerts when I enabled Aces' stuff.

OTOH, I think WB combined a lot of other mods (with permission, natch) like Lifeboats & Debris and whatnot in with his, some of which I took out because I wanted to enable those mods separately for some reason or knew I was going to overwrite the relevant files anyway.

For the life of me I can't remember what mods he included that would use those Sub .dat files, but it's probably documented in his readme. Which I can't find either at the moment....

Wait, found it. It includes Waterstreams and Exhaust, I think that might be it? If so, I'm pretty sure Aces' data\Submarine .dat files are compatible with W&E so I would think it would be fine to let them overwrite the earlier files.
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Old 05-14-11, 07:12 PM   #38
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Yeah it should be okay....either that or strip them out in a similar fashion to yours.
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Old 05-14-11, 08:05 PM   #39
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Thanks for help,I will try it later.
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Old 05-14-11, 08:16 PM   #40
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I'm downloading this standalone crew on deck mod now, will have a look at those files... should be pretty obvious if they include the Waterstreams & Exhaust entries, so I will let you know when I get a peek at them.

Edit: looks to me like all the Waterstreams entries are there, so if the worry is overwriting the Waterstreams & Exhausts version of the files I don't think that would be a problem.

Last edited by frau kaleun; 05-14-11 at 08:28 PM.
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Old 05-15-11, 01:32 AM   #41
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Quote:
Originally Posted by zj1985 View Post
When I enable this mod,I got these warnings
"NSS_Uboat2A.dat" has already been altered by the "2.Extras for the Wilhelmshaven campaign v2.4c" mod...

Dose this mod compatible with Extras for the Wilhelmshaven campaign v2.4c?
That's one of my mods and they should be compatible.
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Old 07-17-11, 05:58 PM   #42
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Okaaaaay, two months later I find that the Type II and Type VII work fine, but there's no crew for my Type IX. Did I miss something when I reread the thread, or did I just scew something up? I know it's my fault, I just need to find out what it is that's my fault, so I can either un-fault it or live with it.
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Old 07-17-11, 07:48 PM   #43
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I love this mod, thanks Ace i really smiled when i saw it, a cousin of mine who was in U boats long ago joked about such line ups in a letter i saw, they had a review of his flotilla and he said at least half of the guys fell off in the rehersal. I think they had been on shore leave a bit too much.

It will be fun to see it in action.
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Old 07-18-11, 01:32 AM   #44
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Great mod I'm in the process of implementing it right now. I'm editing the sub .dat files. I have a question concerning the line up.

The Type IIA line up is just fine, right behind the conning tower. The Type IID, both Turms, is not, the men are actually inside the conning tower, like 3 of them the rest art behind the conning tower. Those are the only 2 subs I got done now.

My question is this.... I know how to push them men back in the .dat file. But IRL were the men lined up behind the conning tower on the Type IID or Type II in general? Or were they lined up in from of the Coning tower IRL?


Also, I've noticed a Type2b in the mix here? Is there a mod which adds the Type 2b as playable? I know the # of how many Uboats are playable is hardcoded, but what mod adds the Type2b as playable?

TY in advance,

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Old 07-18-11, 01:28 PM   #45
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The Type IIB is what you're actually using. There were only six IIAs and only one of them did a war patrol. In the game they say IIA, with the IIB being the AI boat, but this is not correct. It was the IIB that saw service, not the IIA.
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