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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
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I'm early in campaign and I saw there is a version 1.4, I was using 1.3. Do I need to start a new campaign to add this or remove it? Or do I just need to be in bunker?
Hope someone can answer this. ![]() |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#3 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
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I got a question about this mod placement in a mod soup.
Cerberus62 Historical Ship Equipment 1.4 It effects this mods: Cerberus62 Corrected Depth Charge Projector 1.0 FX_Update_0_0_22_ByTheDarkWraith OHII 2.4 Where would I put it? I ask this because I don't see this in a lot of peoples mod soup anymore, so it is hard to find the info. Would this order be correct? FX_Update_0_0_22_ByTheDarkWraith OHII 2.4 Cerberus62 Corrected Depth Charge Projector 1.0 Cerberus62 Historical Ship Equipment 1.4 ![]() |
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Cerberus62 Corrected Depth Charge Projector 1.0 was released long after Historical Ship Equipment 1.4, and it is likely that it is based on the latter, though I have not looked into their respective files in depth. OHII probably contains one or two eqp files and some roster entries which will (and can safely) be overwritten by Historical Ship Equipment. If you overwrite FXU's eqp files with the ones by Cerberus, you will loose some whistle and withe flare effects. By doing the reverse, you would completely miss the features of the two mods by Cerberus. All in all, unless you are ready to merge entries from the conflicting files, the best compromise should be this: FX_Update_0_0_22_ByTheDarkWraith OHII 2.4 Cerberus62 Historical Ship Equipment 1.4 Cerberus62 Corrected Depth Charge Projector 1.0 |
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#5 | |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
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I originally had it on top of my mod list, but all those mods were over writing most.
I believe it was like this: Cerberus62 Historical Ship Equipment 1.4 FX_Update_0_0_22_ByTheDarkWraith OHII 2.4 Cerberus62 Corrected Depth Charge Projector 1.0 Quote:
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#6 | |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
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Yeah I see what you are saying after looking over some .eqp files. Its really not that easy to make compatible. Its pretty much of what do I want to gain and what do I want to lose.
FXU .eqp files and this mod .eqp files, even though there are 4 overwrites, would take a lot of work to make them compatible. Edit: It think it should come before FX mod but after OHII, its hard to do with mod order. Unless I make a folder with those 4 .eqp files from FX mod and make it install last in mods soup. Quote:
Last edited by Raven_2012; 01-28-14 at 07:18 PM. |
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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Use Corrected Depth Charge Projector's eqp files as base, and merge the new entries by TDW at the bottom of each file always making sure that equipments' progressive numbering is respected. In OHII there should be at least one eqp file relative to a stock unit (the Rocket destroyer) which will conflict with the other mods taken in consideration here. What I did was adding a couple (or maybe more) of new gun bones on the GR2 model of the Rocket, used for giving guns to the ORP Gryf minelayer (Rocket's proxy). In the British destroyer they are still empty, but I have added anyway the new links in Rocket's eqp file, where they are assigmed "null" equipments. I am not sure that those null entries are really required but, for safety, I would recommend you to merge them as well into your compatibility patch (you will need to update equipment numbering though, as they are in the middle of the file). Use Winmerge to speed up your work and for making sure that you don't forget anything. That's all ![]() |
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#8 | |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
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Its the 4 .eqp files from FXU, I could easily put the starshells and flares from that mod to cerbeus but there will be lose in a lot in FXU stuff. Everything is very different in dates and equipment in those files.
That's just the .eqp files the cfg files, need to be combined. There are the Roster ones and the Sea ones. I just put Cerbeus mod first in mod soup, If I put it like you said, I get a lot of errors running the validator. Like he says, use what you want. I still may update it. It's going to take time. Quote:
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