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Old 10-13-13, 10:34 AM   #1
Trevally.
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Woot

You can use any mod you like from me Rongel
If you need any help or want to edit - please just ask

and Rongel
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Old 10-13-13, 10:41 AM   #2
SnipersHunter
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Thanks dude
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Old 10-13-13, 10:42 AM   #3
Targor Avelany
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Go for it!!!
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Old 10-13-13, 10:49 AM   #4
Rongel
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Quote:
Originally Posted by Trevally. View Post
Woot

You can use any mod you like from me Rongel
If you need any help or want to edit - please just ask
Thanks man! Of course OH II will be a big part of this mod, don't want to mess with the campaigns, but maybe just add some cargos to port traffic, and make sure the ships are behaving nicely in harbours (i'm looking at you Memel ).
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Go for it!!!
Thanks Targor! Your wooden lifeboats will be included!
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Old 10-13-13, 10:53 AM   #5
Trevally.
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Quote:
Originally Posted by Rongel View Post
Thanks man! Of course OH II will be a big part of this mod, don't want to mess with the campaigns, but maybe just add some cargos to port traffic, and make sure the ships are behaving nicely in harbours (i'm looking at you Memel ).


Sure np Rongel
We know haw to fix the black ship in Memel - so any other changes you want - send me a list
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Old 10-13-13, 11:26 AM   #6
Rongel
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Originally Posted by Trevally. View Post


Sure np Rongel
We know haw to fix the black ship in Memel - so any other changes you want - send me a list
Concerning Memel, I have found out that those Ehrenfels cargo ships are really unstable and not very well balanced (I think they are the ones that can tip over when destroyed), so if you put them to harbours, they will cause problems and probably blow up!

And the hospital ship works when I delete it in mission editor, and put it again in harbour. All textures are showing. But if I edit the project again and save, it turned black again. So there must be some error in the editor and probably in the ship too. I'll look into this, and report more later!
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Old 10-13-13, 11:54 AM   #7
gap
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Awesome idea Rongel, please go on with it!

A few suggestions, if I can:

- preconfiguring New UI's with the most wanted/practical user defined settings, would alleviate newcomers from having to mess with the option viewer/editor. You could use your favorite settings. The one exception should be avoiding the activation of features which require the usage of TDW's patcher, as not everyone is able to use it (read: Steam users). This precondition would be overridden by the implementation of the next point though (see below).

- Including pre-patched exe, act ad dll files would also be a huge help for newbyes and Steam users, BUT I am a bit worried that we would run into legal issues. Better scrapping this idea until we are 100% sure about its practical feasibility.

- Instead of using FX_Update_0_0_21 + New Torpedoes Explosion, you could feature directly FX_Update_0_0_22, thus adding support for TDW's Ship Radio Damage patch. With some basic manual tweaks of its Zones.cfg, the latter mod should be safe as tested by VDR1981

- If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious.

P.S: I think there is no need to say that you are free to use/tweak any of my mods
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Old 10-13-13, 12:14 PM   #8
Rongel
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Thanks Gap! I was excepting some suggestions from you obviously!

Quote:
- preconfiguring New UI's with the most wanted/practical user defined settings, would alleviate newcomers from having to mess with the option viewer/editor. You could use your favorite settings. The one exception should be avoiding the activation of features which require the usage of TDW's patcher, as not everyone is able to use it (read: Steam users). This precondition would be overridden by the implementation of the next point though (see below).

- Including pre-patched exe, act ad dll files would also be a huge help for newbyes and Steam users, BUT I am a bit worried that we would run into legal issues. Better scrapping this idea until we are 100% sure about its practical feasibility.
Yes, preconfiguring is a important part of this mod. I want to make it easily playable without exessive modding. And because TDW has made his works really configurable, you can always change options if you don't like my settings. But to keep things simple, I think I will concentrate on the non-steam version, so it will be necessary to patch the game with TDW's tools. Maybe there will be support for steamers later!

Quote:
- Instead of using FX_Update_0_0_21 + New Torpedoes Explosion, you could feature directly FX_Update_0_0_22, thus adding support for TDW's Ship Radio Damage patch. With some basic manual tweaks of its Zones.cfg, the latter mod should be safe as tested by VDR1981
The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?

Quote:
- If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious.
Yes, I really like IO StrategicMap as well, and would put it on the list, but sadly it doesn't seem compatible with the new UI version. Maybe somebody will make a compatibility patch to it???

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P.S: I think there is no need to say that you are free to use/tweak any of my mods
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Old 10-13-13, 12:21 PM   #9
vdr1981
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Quote:
Originally Posted by Rongel View Post
The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?
FXU 0.0.22 works just fine for me, IF i unquote 3 100% damage explosions effects in "radioroom" definition (zones.cfg). Don't get me wrong but, this could be easily my old PC ralated problem... Still testing this issue...
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Old 10-13-13, 01:20 PM   #10
gap
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Quote:
Originally Posted by Rongel View Post
...to keep things simple, I think I will concentrate on the non-steam version, so it will be necessary to patch the game with TDW's tools. Maybe there will be support for steamers later!
I agree

Quote:
Originally Posted by Rongel View Post
The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?
Quote:
Originally Posted by vdr1981 View Post
FXU 0.0.22 works just fine for me, IF i unquote 3 100% damage explosions effects in "radioroom" definition (zones.cfg). Don't get me wrong but, this could be easily my old PC ralated problem... Still testing this issue...
FXU 0.0.22 is basically the same as v 0.0.21 with the addition of the new water splash effects, already featured in your mod list, and of three new zonse damage boxes for each stock ship with their relative new zone definitions in Zones.cfg file. Other than occupying some extra space in memory, I can hardly think of the new boxes causing any problem. The problem noticed by Vecko was rather connected to the settings of one of the new Zones, which triggered a bit too many effects for his system handling them. Reducing the number of effects solved the issue for Vecko

P.S: tomorrow I will start working on the toned-down flare effects

Quote:
Originally Posted by vdr1981 View Post
Yes, I really like IO StrategicMap as well, and would put it on the list, but sadly it doesn't seem compatible with the new UI version. Maybe somebody will make a compatibility patch to it???
Volodya had offered for making the mod by Illyustrator and Obelix compatible with current UI mods before he suffered a major system crash.
I think it is a matter of merging some missing lines in a couple of ini or py files (don't remember exactly right now). If no one is planning to look in the two mods for the feasibility of a compatibility patch, I can do it myself and report back asap
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Old 10-13-13, 08:50 PM   #11
Obelix
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Great idea!
Quote:
Originally Posted by gap View Post
Awesome idea Rongel, please go on with it!
- If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious.
I can help with that.
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Old 10-14-13, 12:19 AM   #12
lesec74
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hello from France,
godd idea, is it possible to include silentmichal's interior mod?

thanks for answers
Bye
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Old 10-14-13, 01:01 AM   #13
conus00
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You can use any of my mods as you see fit.
-LJ

If you need any updates/modifications, let me know. (Also, I have made some modifications already, not released yet. )

Last edited by conus00; 10-14-13 at 01:12 AM.
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Old 10-14-13, 11:37 AM   #14
Rongel
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Quote:
Originally Posted by Obelix View Post
Great idea!

I can help with that.
I'll gladly put the new maps to the mod when the fix arrives!

Quote:
hello from France,
godd idea, is it possible to include silentmichal's interior mod?

thanks for answers
I'll keep the mod simple as it can be for now, just to make sure everything works. Maybe the mod will be added later!

Quote:
You can use any of my mods as you see fit.
-LJ

If you need any updates/modifications, let me know. (Also, I have made some modifications already, not released yet. )
Thanks Conus!

Quote:
I was doing the same, based on my installation experience with sobers list Are you planning on working out the conflicts you inevitably get when you start overwriting stuff already purposely altered in other mods ?

Like for instance the difference in settings in zones.cfg affected by your own Longer repairs, but also altered by a couple of mods after that, making your own mod completely irrelevant in that list afaik ? Am I missing something ?

More important, since you just freed my time, as my list was just about that, plus a little more, how can I help, if at all ?
No need to quit making your own mod, previous Silent Hunters have many megamods or packages, there are many different visions how the game should be, and this is just one!

Yes, attention must be taken when merging the mods, but I will trust sobers install order, and try to work out the problems when they show their ugly heads. My Longer Repairs mod only changes Equipment.upc so it should be safe when installed after EUF.

Thanks for the help, I think where I need most of help, is testing this and reporting all weirdness if you encounter it.
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Old 10-14-13, 04:04 PM   #15
plj
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Quote:
Originally Posted by Rongel View Post
No need to quit making your own mod, previous Silent Hunters have many megamods or packages, there are many different visions how the game should be, and this is just one!
Except that I was going for sober's list as well And since your knowledge surpasses mine, it would be kinda stupid to continue, unless it was for educational purposes

Quote:
Yes, attention must be taken when merging the mods, but I will trust sobers install order, and try to work out the problems when they show their ugly heads. My Longer Repairs mod only changes Equipment.upc so it should be safe when installed after EUF.
But then RSD gets installed, and your changes are lost and we are then working with the RSD settings of that file ... not that this is bad, but dont you loose the reason for inserting your mod at that point, unless RSD is based on your equipment.upc ?
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Thanks for the help, I think where I need most of help, is testing this and reporting all weirdness if you encounter it.
I'll be testing when it's released, no worries
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