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Old 10-03-11, 06:31 AM   #1351
DiD
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thank you for this mod
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sorry for my bad english
The habit kills
bouton inconnu touche à ton.....
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Old 10-03-11, 08:59 AM   #1352
0rpheus
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Quote:
Originally Posted by Trevally. View Post
Good news

I can confirm than you no longer need to restart your campaign to update to a new version of OHII

When you install a new version (v1.4 released tonight), some upgrades will take effect straight away. See post above for more detail.
Will this work if I migrate from 1.2.1 to 1.4? Best to be in port I suppose?

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Old 10-03-11, 11:29 AM   #1353
Trevally.
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Quote:
Originally Posted by 0rpheus View Post
Will this work if I migrate from 1.2.1 to 1.4? Best to be in port I suppose?

Yes it will work and yes install in port.

As you have missed the 1.3 update where the class changes happened - you may not get any fishing boats tugs and some coastal traffic until you progress to the next campaign. You will also get class errors if you run TDWs SH5 validator.

So best wait until you are very nearly finished your current campaign before updating.
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Old 10-03-11, 01:40 PM   #1354
0rpheus
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Quote:
Originally Posted by Trevally. View Post
Yes it will work and yes install in port.

As you have missed the 1.3 update where the class changes happened - you may not get any fishing boats tugs and some coastal traffic until you progress to the next campaign. You will also get class errors if you run TDWs SH5 validator.

So best wait until you are very nearly finished your current campaign before updating.
Okie doke, cheers T. I've one cross left to get in Mare Nostrum so now might be the time!
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Old 10-03-11, 04:17 PM   #1355
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Are there any known bugs with the imported ships?

I know about the frozen flags, I've seen them in this version as well, but are there any other bugs in addition to the flags that I should look out for?

Would you recommend we play the full version or the base + enviro?

Also, is it okay to install Dynamic Environment mod after OHII?
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Old 10-04-11, 10:59 AM   #1356
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Quote:
Originally Posted by Sartoris View Post
Are there any known bugs with the imported ships?

I know about the frozen flags, I've seen them in this version as well, but are there any other bugs in addition to the flags that I should look out for?

Would you recommend we play the full version or the base + enviro?

Also, is it okay to install Dynamic Environment mod after OHII?
Hi!

I can say something about the imported ships. There shouldn't be any other "critical" bugs with the ships other than the flags (well ofcourse the restrictions of the dat-ships, no shadow etc.) The best way is to play with them and report any funny business that you encounter, and I can help with the ship patches. It's the only way to make them better.

The good thing about them is that the fixes can be applied with patches without the need to restart campaign (still best to apply them when in harbour).
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Old 10-04-11, 11:47 AM   #1357
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Quote:
Originally Posted by Sartoris View Post
Would you recommend we play the full version or the base + enviro?
That is your choice.

If you have a good system - I would use full with Uekel's and Hans great mods added. They fit very well together.

See here for info http://www.subsim.com/radioroom/show...&postcount=166
Here for pics http://www.subsim.com/radioroom/album.php?albumid=473

Quote:
Also, is it okay to install Dynamic Environment mod after OHII?
Yes
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Old 10-04-11, 01:38 PM   #1358
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Thanks for the replies!
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Old 10-04-11, 03:20 PM   #1359
0rpheus
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Quote:
Originally Posted by Trevally. View Post
Fixed issue where most side missions were partol x. Now we have intercept, spy, recon, commando and supply.

These things do need a restart to take effect.




5600 ton Dido Light Cruiser of Force K goes down* during one of the newly available 'special' missions from 1.4. Also showcasing Mia's Real Sink as this was a single lucky hit in the rear port side

*after this, they hammered the crap outta me.

Got the new coastal boats too without restart (upgrading from 1.2.1).
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Old 10-04-11, 04:00 PM   #1360
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Nice pic Orpheus


Here is a nice burning oil slick.
Im sure this is TDWS FX 0.19 at work
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Old 10-04-11, 04:32 PM   #1361
vlad29
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Quote:
Originally Posted by Trevally. View Post
If you have a good system - I would use full with Uekel's and Hans great mods added. They fit very well together.
See here for info http://www.subsim.com/radioroom/show...&postcount=166
Yes
Those mods (in yellow) are not compatible with MO
It is also recommended by authors to put them + OHIIv.1.4 on top of others. Is it OK that IRAI, NewUI, FX_Update and others should follow them in the modlist
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Old 10-04-11, 04:40 PM   #1362
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IRAI, NewUI, FX_Update
should be before them in your mod list
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Old 10-04-11, 04:46 PM   #1363
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Quote:
Originally Posted by Trevally. View Post
IRAI, NewUI, FX_Update
should be before them in your mod list
Thanks Trevally, I'll try to use this configuration
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Old 10-05-11, 03:18 PM   #1364
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Hello again Trevally!
Have an additional question to previous post: do we need Cerberus add. ship mod + patch for OHII with the new version 1.4 plus 4 mods (by Uekel and Hans) mentioned below in case of not using MO?

Last edited by vlad29; 10-05-11 at 03:40 PM.
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Old 10-05-11, 04:53 PM   #1365
Trevally.
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Quote:
Originally Posted by vlad29 View Post
Hello again Trevally!
Have an additional question to previous post: do we need Cerberus add. ship mod + patch for OHII with the new version 1.4 plus 4 mods (by Uekel and Hans) mentioned below in case of not using MO?
If you use Cerberus mod for extra ships with OH II- then yes you should still use the patch.

I am not sure how this would work with those mods - best to ask Uekel in his thread if cerberus mod is compatible.
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