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Old 10-05-11, 05:00 PM   #1366
vlad29
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Quote:
Originally Posted by Trevally. View Post
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.
Thanks Trevally,
Just investigated they are NOT COMPATIBLE with Cerberus mods. And Cerberus ship mod that is the part of MO is the matter why MO is not working with Uekel&Hans mods
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Old 10-06-11, 12:50 PM   #1367
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thanks!
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Old 10-06-11, 02:27 PM   #1368
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I'm downloading this and TDW's Mega-Mod.

I assume I install the mega-mod first.

Are both compatible?

Any other recommendation modwise? I haven't played in years.
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Old 10-06-11, 02:37 PM   #1369
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Quote:
Originally Posted by Philipp_Thomsen View Post
I'm downloading this and TDW's Mega-Mod.

I assume I install the mega-mod first.

Are both compatible?

Any other recommendation modwise? I haven't played in years.
Install Magnum Opus first.

For recommendations, see my sig for mods and install order - but you'll definitely want IRAI, FX_Updates and New UIs with TDC.
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Old 10-06-11, 02:39 PM   #1370
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Originally Posted by Trevally. View Post
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.
They do not only 'fit very well together' - they are just AWSOME. This combination of mods is from a 'MUSTHAVE' category I think We have quite another life in harbours with moving cranes, running trucks, detailed vessels, etc.
But at the sametimes the game-loading time increased appr. twice (but the result is worth to be wait for), and the buyos are gone from the harbour (but still remaining in the Kiel-channel itself).

One more note re. OHII v.1.4: tried to play the '4 bearings' training mission, but no enemy contact was spotted. The U-boat was positioned at 25 m depth at the same place for quite a long time, but neither me nor my sonarguy could hear something interesting. In main campaign with the same mod configuration the hydrophone is working correctly
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Old 10-06-11, 03:38 PM   #1371
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Quote:
Originally Posted by vlad29 View Post
They do not only 'fit very well together' - they are just AWSOME. This combination of mods is from a 'MUSTHAVE' category I think We have quite another life in harbours with moving cranes, running trucks, detailed vessels, etc.
But at the sametimes the game-loading time increased appr. twice (but the result is worth to be wait for), and the buyos are gone from the harbour (but still remaining in the Kiel-channel itself).
Yes - I know Magic uses these mods together and with a good system looks great. I just think not enough people know about them.

I think Uekel had to change some things in OHII to make the harbour trafic work better and things - but it does look great.

I am trying to fast play through the campaign to see how OHII full works in all campaigns - but then when I play again for real - I will be using this setup

Quote:
One more note re. OHII v.1.4: tried to play the '4 bearings' training mission, but no enemy contact was spotted. The U-boat was positioned at 25 m depth at the same place for quite a long time, but neither me nor my sonarguy could hear something interesting. In main campaign with the same mod configuration the hydrophone is working correctly
Yes this is due to the coastal ships in OHII change the unittype.
You need to install the "Trevally tutorials for OHII" version
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Old 10-06-11, 04:00 PM   #1372
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Originally Posted by Trevally. View Post
Yes - I just think not enough people know about them.- Yes I found out about them due to U, thanks a lot

I think Uekel had to change some things in OHII to make the harbour trafic work better and things - but it does look great. All problems I've noticed were just the missing buyos. Other issues coexist successfully I think

I am trying to fast play through the campaign to see how OHII full works in all campaigns - 0% realism & only important mods applied --> and You'll squize threw the campaign like the same one in "Call of Duty" + You'll have thousands of renov. points to be sold to Stoianm


Yes this is due to the coastal ships in OHII change the unittype.
You need to install the "Trevally tutorials for OHII" versionI have Trevally Automated Scripts v.0.6 + Trevally TDC Help v.0.2 + Trevally tutirials all (for OHII v.1.3) but with the same negative result. That is why I've asked if there is the nessecity of Trevally Tutorials update for OHII v.1.4 vew posts below
@Trevally
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Old 10-06-11, 04:26 PM   #1373
Trevally.
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Quote:
have Trevally Automated Scripts v.0.6 + Trevally TDC Help v.0.2 + Trevally tutirials all (for OHII v.1.3) but with the same negative result. That is why I've asked if there is the nessecity of Trevally Tutorials update for OHII v.1.4 vew posts below


Ah - Thanks Vlad - I will check this out
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Old 10-06-11, 04:28 PM   #1374
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Hi Guy's

I am going to start SH5 again and I have to say....this mod looks great!!!!


Will download it now!


Greetings from Germany (Cologne)

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Old 10-06-11, 04:29 PM   #1375
Trevally.
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Quote:
Originally Posted by hummersepp View Post
Hi Guy's

I am going to start SH5 again and I have to say....this mod looks great!!!!


Will download it now!


Greetings from Germany (Cologne)

Hummersepp
Welcome to Subsim hummersepp
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Old 10-07-11, 01:18 AM   #1376
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Hi Trevally & Vlad

Quote:
Originally Posted by vlad29 View Post
..... and the buyos are gone from the harbour (but still remaining in the Kiel-channel itself). .....
Hmm..., sorry my mistake , I´ve used a wrong Harbors.mis for "Kiel-campaign".

Haven't seen it before. Now I have fixed it in a new Version.

Regards,

uekel
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Old 10-07-11, 06:01 AM   #1377
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Quote:
Originally Posted by uekel View Post
Hi Trevally & Vlad

Hmm..., sorry my mistake , I´ve used a wrong Harbors.mis for "Kiel-campaign".

Haven't seen it before. Now I have fixed it in a new Version.

Regards,

uekel
Thanks uekel
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Old 10-07-11, 06:16 AM   #1378
Trevally.
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When OHII v1.4 was released - I added this note:-

Quote:
Edit: Note by adding the new side missions - sometime you may need to click more than once "Request Mission" in the brief map screen within the bunker
I have been looking to see why this is happening.

When I changed the mission files to ensure that more spy etc missions were offered - I did this by restricking the dates for the normal "patrol here" missions.
So what is happening now is that when this forced mission is offered there may be 10 patrol missions first that I have restricked. So where this happens you have to request mission in brief screen 10 times before the spy mission is offered and your requested mission is registered.

I think I can fix this by re-setting the order (in the mission files) to put the spy missions first.

Anyway - what this does show is that for an objective - say Scapa - you DO NOT need to be in the briefing screen. You can just go to the objective area and complete the objective and it will count.
The briefing screen is ONLY for the game to apply side mission

I will fix this problem of having to click click click your mission selection and release a patch for v1.4
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Old 10-07-11, 09:11 AM   #1379
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Quote:
Originally Posted by Trevally. View Post
When OHII v1.4 was released - I added this note:-



I have been looking to see why this is happening.

When I changed the mission files to ensure that more spy etc missions were offered - I did this by restricking the dates for the normal "patrol here" missions.
So what is happening now is that when this forced mission is offered there may be 10 patrol missions first that I have restricked. So where this happens you have to request mission in brief screen 10 times before the spy mission is offered and your requested mission is registered.

I think I can fix this by re-setting the order (in the mission files) to put the spy missions first.

Anyway - what this does show is that for an objective - say Scapa - you DO NOT need to be in the briefing screen. You can just go to the objective area and complete the objective and it will count.
The briefing screen is ONLY for the game to apply side mission

I will fix this problem of having to click click click your mission selection and release a patch for v1.4
Hi Trevally!

Yesterday evening I wanted to start a new campaign and I couldn´t request the scapa Mission, see here:



I have no button to accept/request the mission, screenshot is with german translate (german-MOD) from "Ruby2000".

But the other mission "British eastcoast" was available (there was the button for request the mission)!

Is this the problem you´ll release a patch for it?

And when yes, is after enable the patch a campaign restart necessary?

Best regards,
Magic
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Old 10-07-11, 11:32 AM   #1380
Trevally.
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Hi Magic,

This is caused by an error made by me in v1.4
I will add a fix to the patch I am making

For now - you can still do the mission and it will count.
There will be no side mission as this is where I made the error.

or

Wait untill 15/09/39
On the 15th sept 1939 - you will get a "request mission" button and a side mission will be given.
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