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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Helmsman
![]() Join Date: Mar 2004
Posts: 106
Downloads: 57
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In GWX 3.0 the GWX_3_St_Naz_and_Schluesets mod conflicts with the Community Units mod. If you enable it after the Community Units mod you get a warning about the englishnames file from JGSME. Then in game when you try to start from St. Naz the game locks up on a black screen.
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#17 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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As with all mods that change the base files such as lnd and flotilla cfg it should be enabled first
Then the community ships |
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#18 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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Bigboywooly
Thanks. ![]() |
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#19 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: San Francisco, CA
Posts: 651
Downloads: 36
Uploads: 0
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Beautiful! I shall put in for a transfer soon!
![]() Vielen Dank, und Alles Gute im Neuen Jahr!
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![]() Dietrich Schöneboom, U-431 "Es wird klappen, Herr Kaleun. Ganz sicher." |
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#20 |
Eternal Patrol
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GWX3 barely released, and already new add-ons. Gotta love it!
Thanks, BBW! ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#21 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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BBW
In the mod folder there is a second mod folder with two optional mods, labled "GWX lite harbor traffic" and "GWX merged campaign". I don't find any instructions of the use of these. I note the file size of the campaign data file is different from the stock GWX 3.0 file. What do these do, and when should they be used?
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Irish1958 ![]() |
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#22 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
Uploads: 0
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Irish when i installed the mod i over wrote the current GWX lite harbor traffic and GWX merged campaign with the ones that came with BBW mod. I have not had any problems so far.
I thought this the best thing to do as he had added some new ships to the campaign files so they would be different and need to be updated.
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#23 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Yep Chris is correct
Though remember once you have activated the main mod shut down JSGME Then open again and add in the lite or merged if you want As there are campaign file changes all 3 sets needed to be included in the mod As per the original GWX ones ![]() |
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#24 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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OK, Thanks guys
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Irish1958 ![]() |
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#25 |
Chief of the Boat
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Is it not the case you only activate lite harbour and merged campaign mods in BBW mod if you have them activated from the original GWX3.0.
Otherwise no need to activate them at all :hmm: This is starting to become a tad confusing ![]() |
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#26 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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If I didnt include a lite and merged mod within the actual mod
And You enabled the ones that came with GWX 3 you wouldnt see any benefit of the other units Sooooo By enabling the St Naz and locks and other units mod you replace the stock GWX lite and merged mods with the ones in the St Naz etc mod With me ??? Then If you decide to use the Lite or merged they will have the changes needed to see the other units It does seem confusing for mods to be within the MODS folder but its for a reason and works As long as you shut down JSGME after adding the main mod then reopen Alles klar ?????? Last edited by bigboywooly; 12-27-08 at 11:49 AM. |
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#27 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
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Well i found it straight forward but can see where some people might go wrong.
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![]() Last edited by mr chris; 12-27-08 at 12:23 PM. |
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#28 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Hello,
I have never used this mod so excuse my not knowing.... Obviously this is an overhaul of the port of St. Naz and I will love to use it but what, exactly are the "Schleuse Locks"? Is this the mod that puts locks in the Kiel Canal? Thank you...it looks great! |
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#29 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
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Yep you got it in one.
It is the new St Naz Port and the Locks at each end of the Kiel canal.
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#30 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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Ahhh...its a go then!
thank you! |
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