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Old 09-25-11, 09:19 AM   #1321
Vit
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Quote:
Originally Posted by Trevally. View Post
When you complete "Atlanitic Air Gap" the others will only then be avalible
I have finished it already! The following mission should there will be 10.01.1940. At me a November, 1940 and has appeared nothing! I speak, even in a campaign briefing one mission instead of three is specified!
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Old 09-25-11, 09:33 AM   #1322
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Quote:
Originally Posted by Vit View Post
I have finished it already! The following mission should there will be 10.01.1940. At me a November, 1940 and has appeared nothing! I speak, even in a campaign briefing one mission instead of three is specified!







So as you can see - all looks ok

Is anyone else having problems with this
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Old 09-26-11, 04:15 AM   #1323
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Quote:
Originally Posted by Trevally. View Post







So as you can see - all looks ok

Is anyone else having problems with this

Sorry!
All works! In my game there was a bag! I have restarted game, have begun a new campaign Happy Times and all missions on the place, and appear under the schedule!
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Old 09-26-11, 01:35 PM   #1324
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Quote:
Originally Posted by Vit View Post
Sorry!
All works! In my game there was a bag! I have restarted game, have begun a new campaign Happy Times and all missions on the place, and appear under the schedule!
Thanks for reporting back Vit
Im glad you now have it working.

Please continue to report anything you think may be a problem as this is the only way to improve the mod
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Old 09-26-11, 03:40 PM   #1325
simsurfer
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Hello all, I just yesterday reinstalled SH5 to give it another go, I installed this Mod into the Mod folder but when I load the game the interface and game plays like the game did without the Mod. Does this Mod change anything graphically or is just an underlying layer Mod?
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Old 09-26-11, 03:50 PM   #1326
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Originally Posted by simsurfer View Post
Hello all, I just yesterday reinstalled SH5 to give it another go, I installed this Mod into the Mod folder but when I load the game the interface and game plays like the game did without the Mod. Does this Mod change anything graphically or is just an underlying layer Mod?
OHII is a campaign mod

If you want an interface mod - I use TDWs UI

You can tell if OHII is installed in the main menu.


Note: my menu screen background is black
yours will show the bunker
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Old 09-26-11, 04:59 PM   #1327
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Hmmm, what am I doing wrong then, I installed the mod (7ziped it direct to the Mod folder, I installed it first but I am not seeing what you are seeing as far as the menu is concerned.

OH II Full Version 1.3
Mighty Fine Crew
OH II Fixed Sound

Are the only installed and active Mods.
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Old 09-27-11, 12:01 PM   #1328
Trevally.
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Quote:
Originally Posted by simsurfer View Post
Hmmm, what am I doing wrong then, I installed the mod (7ziped it direct to the Mod folder, I installed it first but I am not seeing what you are seeing as far as the menu is concerned.

OH II Full Version 1.3
Mighty Fine Crew
OH II Fixed Sound

Are the only installed and active Mods.
Download and run this app http://www.subsim.com/radioroom/showthread.php?t=187245
It will check your installed mods.

Post text here
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Old 09-27-11, 01:37 PM   #1329
Masterchen
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This work is really awesom thanks for sharing this and keep up this wounderfull mod
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Old 09-27-11, 03:09 PM   #1330
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Quote:
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This work is really awesom thanks for sharing this and keep up this wounderfull mod
Welcome aboard!!!
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Old 09-30-11, 02:06 PM   #1331
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Hi, Trevally

You've posted OHII v.1.4 is about of being released soon
So the question is: should we start the campaign over again then or there will be a patch to OHII v.1.3? Wondering because I'm still in "happy times", so it will be not a big problem for me to "spent few more days in a bronthel" (not continuing playing) before the new war
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Old 09-30-11, 02:35 PM   #1332
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Hi Vlad

The main updates in v1.4 are:-

Fixed errors with Western approahes campaign - not possible to get total victory
More time for Operation Weserubung
Fixed issue where most side missions were partol x. Now we have intercept, spy, recon, commando and supply.

These things do need a restart to take effect. So you should ask yourself - is it worth it?

v1.4 also adds
Added Rongels new Coastal Boat within Fishing layer and playerbases.

Again this will need a re-start and is worth it

I am also hoping to add Rongels fix to a dat SH4 ship that makes it more like a SH5 ship.

This will not need a re-start.

But before I release I am testing to see if completing one campaign and then picking a new one in this screen acts just like a re-start.


I think it will work - but I need to test.
If it does then you can keep playing your current campaign and when you get to the next stage - the game updates.
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Old 09-30-11, 03:24 PM   #1333
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Thanks Trevally for explanations!

1. I think v.1.4 is undoubtedly worth to restart the game

2. I'm playing on full realism settings and following 'dead is dead', 'missed shot is a missed shot' rooles, so there is a big possibility of being sunk before all objectives of 'happy times' will be accomplished. In that case I'll start the new career with the new boat in next campaign period (with v.1.4 I hope)

P.S. Its a pity there is no any video tutorial how to use/position sextan in SH5. Going to obtain the celestial map to study really 'real navigation' while in open sea with no contacts spotted
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Old 10-01-11, 01:05 PM   #1334
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Sorry for the stupid question, but...

Quote:
The mod is compatible with TDW UI, install last
Install last which one? I mean, what should I install first?

English is a bit hard for me.
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Old 10-01-11, 01:08 PM   #1335
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@Masterchen! Welcome to SubSim,
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