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Old 07-13-12, 11:24 AM   #1876
Sartoris
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Post your mod list, maybe there's something odd about it.
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Old 07-13-12, 11:39 AM   #1877
minett
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hi Sartoris

thanks for your prompt response

my mod list is as follows im unsure if im honest if its in the correct order i know a few are

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 DarkerNights V2.1
stoianm colored exterior mod v2 (low color)
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
sobers better terrain v3 SH5
sobers best ever fog V12 SH5
sobers best ever waves V5 SH5
North Atlantic Green 1.1
sobers see thru wake fix
sobers_realistic_underwater_FX2
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_2_Patch_ByTheDarkWraith
NewUIs_TDC_6_9_2_Patch_RadCapTools_0_2_alpha
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3b_For_All
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
AI_sub_crew_1_0_2_TheDarkWraith
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.01
OPEN HORIZONS II_full v1.9
OHII Higher Tonnage Objectives for v1.9
OHIIv1.9_Patch1
OHII_traffic_speed_Fix_v2
sobers green crew training V3 SH5
TDW FX Fix for Sobers chimney smoke
sobers NO water drops V1
sobers Lights Cfg V4 SH5
sobers no footstep sound mod
Shadow Improvement ModLR
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
sobers bad weather deck gun V1 SH5
U-boat Historical Specifications 1.7 for TDW Mods
stoianm upgrade available mod stock file


thanks in advance Minett
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Old 07-13-12, 12:16 PM   #1878
Sartoris
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Nothing about your mod list strikes me as odd, it's even a bit similar to my own. Have you fiddled with the IRAI files in any way?
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Old 07-13-12, 12:44 PM   #1879
minett
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no i have just installed them as normal i havent messed with cfg setting nothing its baffling me , im wondering if U-boat Historical Specifications 1.7 for TDW might be the reason as i installed it after i started a campaign .


Its a shame that the game its self is so bugged that without these great mods its just useless .
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Old 07-13-12, 12:45 PM   #1880
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Quote:
Originally Posted by minett View Post
no i have just installed them as normal i havent messed with cfg setting nothing its baffling me , im wondering if U-boat Historical Specifications 1.7 for TDW might be the reason as i installed it after i started a campaign .


Its a shame that the game its self is so bugged that without these great mods its just useless .
That might indeed be the reason. I think historical Uboats requires a new campaign, or a new patrol at least.
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Old 07-13-12, 01:13 PM   #1881
minett
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i defo started a new patrol and added it on the happy times period when we get moved to france after completing coastal waters .

is there a single player misson that good for testing this mod that i could perhaps try ??

because surely if it is indeed an effect of the campaign then that wouldnt effect a single mission etc ??


p.s thanks for the imput so far guys
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Old 07-13-12, 01:26 PM   #1882
Trevally.
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I may be wrong but I dont think that mod is needed anymore....IRAI does it all
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Trevally Mods for SH5
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Old 07-13-12, 01:41 PM   #1883
Tonci87
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Quote:
Originally Posted by Trevally. View Post
I may be wrong but I dont think that mod is needed anymore....IRAI does it all
You mean historical subs? Doesn´t it alter the speed turning rate etc of the sub?
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Old 07-14-12, 03:58 AM   #1884
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ill try by removing that mod , seems a shame if that is the case
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Old 07-16-12, 09:04 AM   #1885
minett
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i removed U-boat Historical Specifications , and my problem still happens im at 40 feet at ahead standard dived long before i came in view destroyers go over the top here my im dc .. Im at a loss to no what to , there is conflict in my mods order somewhere i just cant pin point it and its ruined this great mod for me
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Old 08-07-12, 07:02 PM   #1886
CharlieFirpo
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First of all a very very good mod, many thanks that at last we can enjoy this (unfortunately) half-way done Ubi software

What I would like to ask, after short checking the 0.0.37-er version:
Airplanes: checked and tested on the two custom single mission: For me the fighter is arriving, strafing one (maybe two, in the second round), but after that it is just circling over me and nothing happens...the torpedo bomber the same. Releases the torpedo, comes back and circles. Every time they are just over me, but no shooting or nothing (after the first 1-2 round).
For eg. for the 0.0.30-er version the fighter is coming back and shooting until I am fully holed (not just circling). The torpedo bomber releases its load and leaves the area (moves forward to the direction and flies away).

(so the 0.0.30-er is more realistic in this way)

Is there anything behind of this? Currently I have overwritten the Airplane.aix with the old 0.0.30-er file.
The bombs from the fighter were also released just once.

My mod-list:
- Real flooding 1.3
- Irai 0.37 (NEWEST) - with 0.30-er Airplane
- Morale mod (or morale system quickfix)
- Old style explosions 1.1
- Interior mod 1.2
- Campaign update
- Capthelms audio mod
- Conus Graphics mod

Any help is mostly appreciated,
Thank You guys
Laszlo
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Old 08-09-12, 06:59 PM   #1887
Sartoris
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I've been using Sober's mod list, and it works great, but I noticed one thing: sometimes when I am submerged and destroyers are hunting above me, I can rise to the surface and they won't fire their guns at me. I tried it several times now. Basically, they always shoot when they see me for the first time, but if I then submerge and come back to the surface, they hold fire until I start shooting. The moment I allow my gunners to open fire (literally the moment I click the fire at will button), the AI destroyers do so too, so we start firing simultaneously. I've had destroyers following me like this without shooting for long distances, and they only shoot if I do it first.
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Old 08-10-12, 12:22 AM   #1888
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Quote:
Originally Posted by Sartoris View Post
I've been using Sober's mod list, and it works great, but I noticed one thing: sometimes when I am submerged and destroyers are hunting above me, I can rise to the surface and they won't fire their guns at me. I tried it several times now. Basically, they always shoot when they see me for the first time, but if I then submerge and come back to the surface, they hold fire until I start shooting. The moment I allow my gunners to open fire (literally the moment I click the fire at will button), the AI destroyers do so too, so we start firing simultaneously. I've had destroyers following me like this without shooting for long distances, and they only shoot if I do it first.
The beauty about using the same mod list is that we can work together to work problems out .

Last edited by THE_MASK; 08-10-12 at 03:04 AM.
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Old 08-10-12, 02:55 AM   #1889
Sartoris
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I didn't enable that mod because of the conflict. I decided to make a smaller list than yours so here it is:


Generic Mod Enabler - v2.6.0.157
[C:\Igre\SilentHunter\MODS]

RemoveLogoIntroTheDarkWraith
DBM Background Video
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Window_Lights_Redone_V1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
OPEN HORIZONS II_full v2
Reworked Morale and Abilities v.1.01
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers no footstep sound mod
Shadow Improvement Mod
NewUIs_TDC_7_1_0_Real_Navigation

The bug (if it is a bug, and not just a mod conflict) I wrote about doesn't strike me as too problematic, but who knows, it might cause some other problems down the line.

EDIT: I'll give more details: I only noticed the bug happen after I save and reload on the open sea, and then after a while encounter some escorts (who were not around when I save, I never save around other ships). I did not notice it happening at the beginning of a new career, but I will try it out today and pay more attention. The game is patched to 1.2 and with TDW's patcher (all patches enabled), it's a fresh install, no prior mods.
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Old 08-10-12, 03:17 AM   #1890
Sartoris
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One more thing: I just noticed I can't drag and drop the external torpedo. I fired one torpedo, reloaded it, and then wanted to drag the external torpedo into the space that appeared in my tubes. However, the game wouldn't let me. I was not submerged, of course.

EDIT: Seems like it comes and goes. I reloaded a saved game and the issue was gone. Still, it's not good that it happens from time to time.

Last edited by Sartoris; 08-10-12 at 10:22 AM.
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