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Old 09-18-13, 10:39 AM   #46
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Originally Posted by Sjizzle View Post

u can enable the patches befor or after u have enabled the mod list
Is this still the case with the NewUI altered .act files in the game's base install dir ?

I was under the impression that when I enable a mod using JSGME, it backups the files it is about to change to the JSGME MOD folder of the mod you are about to enable, and copies the new files over to the game's base install dir ?

If that's the case, which it seems to be from testing, would enabling the patches before installing the NewUI mod not give issues with post-patch altered .act files ?
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Old 09-22-13, 09:13 AM   #47
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I have the exact same issue as Mehring1917 Even with the latest Patcher. Fresh install Updated to 1.2 Fallowed the instructions from this thread so i don't know what i did wrong.
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Old 09-22-13, 09:18 AM   #48
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u have the steam version of the game ? or u try to patch with running uplay ?
when u patch the sh5 stop uplay ....
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Old 09-22-13, 09:25 AM   #49
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I don't have steam version and i checked in my applications that are running all that stuff is closed no U play no SH5 Same scenario as Mehring1917. i followed what peopel replied to help him... SO far it's pretty much the exact same scenario... and i think i got the latest version of the patcher from this site.



UPDATE.Well I Ended up Renstallign the game and now it works. No errors... O-o

Last edited by Dermeister; 09-22-13 at 09:52 AM.
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Old 09-22-13, 10:21 AM   #50
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Quote:
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UPDATE.Well I Ended up Renstallign the game and now it works. No errors... O-o
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Old 09-22-13, 11:03 AM   #51
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So I followed your tutorial Sjizzle, and more or less activated the same stuff that you have. Not all though.
Since I did this, I am having lots of problems with my torpedos. They never explode.
Some detonate way early, other start to stray left and right, but most are dud. I have not had a singel detonation on target since using the patcher
Are the torpedos really this unpredictable?
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Old 09-22-13, 11:17 AM   #52
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Did you instal FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)? Look in Notes section in Patcher
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Old 09-22-13, 11:28 AM   #53
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Quote:
Originally Posted by LMD View Post
Did you instal FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)? Look in Notes section in Patcher
No I did not. What a mistake
Should I install all the fx torpedos update? And can I do It now, or must it be in a spesific order? Must I unpatch the exe allso`?
Sorry for all the questions...
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Old 09-22-13, 11:36 AM   #54
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You can instal this mod after you patched .exe file
And you have to choose only 1 fx torpedo update according to your mod list
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Old 09-22-13, 11:51 AM   #55
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Quote:
Originally Posted by LMD View Post
You can instal this mod after you patched .exe file
And you have to choose only 1 fx torpedo update according to your mod list
Then I am at loss here. Here is my my mods in install order.
FX update 0_0_22 by TheDarkWraith
NewUi latest Version TheDarkWraith
NewUi latest Version real nav
IRAI latest V.
IRAI interia damage
Open horizon 2 latest V.
Sobers terrain fix for OH
TDW mines subnets detectable in Hydro OH2
All sound included
EQuaTools
Trevally automated scrips
Trevally harbour pilots
Trevally tutorials

Thats all the mods I am using. But whitch torpedofx to pick from this list I have no idea...
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Old 09-22-13, 11:56 AM   #56
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You can use either:

-FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)

or

- FX Update 0.0.22 Torpedoes (modified for torpedoes failure patches)

Just instal it right after FX update 0_0_22 by TheDarkWraith
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Old 09-22-13, 11:59 AM   #57
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Quote:
Originally Posted by LMD View Post
You can use either:

-FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)

or

- FX Update 0.0.22 Torpedoes (modified for torpedoes failure patches)

Just instal it right after FX update 0_0_22 by TheDarkWraith
Thanks allot mate. Much appreciated!
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Old 09-23-13, 01:10 AM   #58
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Quote:
Originally Posted by plj View Post
Is this still the case with the NewUI altered .act files in the game's base install dir ?

I was under the impression that when I enable a mod using JSGME, it backups the files it is about to change to the JSGME MOD folder of the mod you are about to enable, and copies the new files over to the game's base install dir ?

If that's the case, which it seems to be from testing, would enabling the patches before installing the NewUI mod not give issues with post-patch altered .act files ?
Anybody willing to take a stab at answering this one ? It seems that with the .act files that are changed, and the overlap with some mods also changing the same .act files, order becomes relevant here ? Am I mistaken ?
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Old 09-23-13, 03:38 AM   #59
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Quote:
Originally Posted by plj View Post
Anybody willing to take a stab at answering this one ? It seems that with the .act files that are changed, and the overlap with some mods also changing the same .act files, order becomes relevant here ? Am I mistaken ?
To the best of my knowledge, neither NewUI nor any other mod do alter act files
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Old 09-23-13, 05:06 AM   #60
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Meh .. I'm being stupid ...


I mean the .dll files TDWFileUtils.dll and TDWUtils.dll .. but I doubt they are changed now .. and I should be paying more attention :p

I am using the JSGME method to put the generic patcher stuff into my game .. as per instructions found here, adapted a little for missing files the new patchers looks for.

I went on the assumption that needing them means changing them .. which seems to be in error :p
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