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Old 02-13-08, 02:46 AM   #31
Sailor Steve
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I used the 'GWX2' one, and just opened the folder, then put the contents of each folder in the same folder in the game:

So all the files in data/library go in the library folder in the game.
The file in data/MissionEditor/Locations goes in that same folder.
Same for data/Terrain/Locations.
Same for data/Textures/TNormal/tex.

Or you can just put the Schleuse_Holtenau_Mod folder into JSGME and let it do its thing.

But whichever method you use, don't forget to put the Locations.cfg file from the version you're using into the Data/Terrain folder!
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Old 02-13-08, 06:10 AM   #32
Reece
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Quote:
There is a GWX 1.3-specific version in the folder, as well as 2.0 and WAC.
Thanks Steve, I'd better get cracking and download!
Great stuff nautilus42! I would assume a new career is mandatory!
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Old 02-13-08, 09:08 AM   #33
coronas
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Sorry! Is there NGYM 2.6 version?
Thanks in advance.
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Old 02-13-08, 10:05 AM   #34
CapZap1970
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Quote:
Originally Posted by Reece
Quote:
There is a GWX 1.3-specific version in the folder, as well as 2.0 and WAC.
Thanks Steve, I'd better get cracking and download!
Great stuff nautilus42! I would assume a new career is mandatory!
not really...
I installed it while in port (1st Flotilla - Kiel) and works like a charm!!
No need to start a new patrol, just be in port to enable it! Oh, forgot to say... just be careful when you tell your nav officer to draw the course, you will have to modify the outgoing pattern from Kiel manually, or you will smash your boat against the piers :rotfl: (happened to me)
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Old 02-13-08, 10:18 AM   #35
CapZap1970
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Quote:
Originally Posted by Mikhayl
Quote:
Originally Posted by CapZap1970
not really...
I installed it while in port (1st Flotilla - Kiel) and works like a charm!!
No need to start a new patrol, just be in port to enable it! Oh, forgot to say... just be careful when you tell your nav officer to draw the course, you will have to modify the outgoing pattern from Kiel manually, or you will smash your boat against the piers :rotfl: (happened to me)
CapZap
"I swear captain, that pier wasn't here yesterday !"
That's what crossed my mind... I just forgot I installed the mod before loading the patrol... :rotfl: i mean, forgot I had to modify the course manually
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Old 02-13-08, 11:32 AM   #36
nikbear
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Quote:
Originally Posted by Sailor Steve
I used the 'GWX2' one, and just opened the folder, then put the contents of each folder in the same folder in the game:

So all the files in data/library go in the library folder in the game.
The file in data/MissionEditor/Locations goes in that same folder.
Same for data/Terrain/Locations.
Same for data/Textures/TNormal/tex.

Or you can just put the Schleuse_Holtenau_Mod folder into JSGME and let it do its thing.

But whichever method you use, don't forget to put the Locations.cfg file from the version you're using into the Data/Terrain folder!
Cheers for the concise instructions thank you.
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Old 02-13-08, 12:20 PM   #37
HundertzehnGustav
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Quote:
Originally Posted by Sailor Steve
I was very careful to make sure I did that, but when I booted up the game and started a career it crashed. So I tried it again and it crashed again. I finally figured it out: I hadn't installed any of the other files. :rotfl:
:rotfl: :rotfl:
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Old 02-13-08, 02:09 PM   #38
Steiner88
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finaly the addon work fine, no CTD or anithing else.

Sorry my englich is not so good
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Old 02-14-08, 06:52 AM   #39
Sailor Steve
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Just started a quick mission to test something else, and decided to take a little tour. I saw this guy flying over the locks.

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Old 02-14-08, 09:09 AM   #40
CapZap1970
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This mod is a beauty!!!
The only problem i found is the german inbound sub that crashes against the new structure... as someone else said: "I swear, Herr Kaleun, this wasn't here when we left Kiel" haha
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Old 02-14-08, 09:27 AM   #41
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Have D\L the locks and adjusted the AI sub and autoplot in the upcoming 2.1 GWX
Locks wont be included but matters not
You can add them yourselves

@ S Steve
The Arado overflys your head as soon as you start patrol in dock
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Old 02-14-08, 09:29 AM   #42
Boris
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The only real gripes I have with this mod is that one side looks like Venice, and the other like military housing

I hope this gets changed to something a little more German-looking in future.
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Old 02-14-08, 11:22 AM   #43
skwasjer
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Woah, nice. Must have been a lot of work, crunching those numbers

Keep it up
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Old 02-15-08, 07:45 AM   #44
Stev1
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If anyone interested here is the translated version of the readme of Trainer1942's mod

Lock-Canal-MOD by trainer1942/nautilus42.

New Location: Lock-Holtenau MODS for all the Kiel Canal have emplementiert
(GWX, WAC, LSHIII_neu):

Info: All. Dat `s in the Library are independent, and does not override exestierenden. Dat` s. Important: The GWX_Pattern2 +3 is not altered and must be after. It is recommended by the manual lock to navigate. The locks are empty; i.e. There are no ships at the pier.

Installation: JSGME compatible: The folder lock-Canal-MOD_V.1.0 in the MOD and folder. The corresponding Location.cfg is in the folder / Documentation and deposited with JSGME can also be activated. DONE.

Credits:
Skwas = Thank you for S3D - Silent 3ditor (beta 0.5.4).
Without this great tool, I would not have been possible to create this MOD.
Sansals = Pack3d (Clonen)
Rowie58 = Dry Dock, DockedMerchant_large, _small, equipment, etc.
Silent Hunter UbiSoft = 4 Wolves of the Pacific
Textures =. PaintNet
DDS 2.0 Converter

The MOD is freeware and can be used in all FreewareMODS used freely.
The ADDONS in commercial use is prohibited.

Next project: Lock-Brunsbüttel

Enjoy
Trainer1942

For problems and improvement proposals send an email to: holger-ewerth@t-online.de

12.02.2008
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Old 02-15-08, 02:46 PM   #45
nikbear
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Hmmmm,I've enabled the mod as advised but see no new lock could someone please help,its the GWX1.03 version Im using,and yes I did roll back commander and it was enabled in base,any ideas I followed the instructions sailor steve gave in his post and used the JSGME method.thank you
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