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Old 02-21-22, 10:24 AM   #16306
FUBAR295
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Thanks, John!
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Old 02-21-22, 10:29 AM   #16307
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Quote:
Originally Posted by Fifi View Post
Good to have someone at the rudder station!

Fifi, I notice the helmsmen don't "go to the bridge" when surfaced ala Diving Duck's interior, but via a quick glance in S3D it looks like FlakMonkey's mod has the same nodes, etc. as Diving Duck's do to do so.
Strange that it doesn't work in FM's mod.
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Old 02-21-22, 10:37 AM   #16308
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Old 02-21-22, 10:39 AM   #16309
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Old 02-22-22, 01:51 AM   #16310
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Quote:
Originally Posted by John Pancoast View Post
Fifi, I notice the helmsmen don't "go to the bridge" when surfaced ala Diving Duck's interior, but via a quick glance in S3D it looks like FlakMonkey's mod has the same nodes, etc. as Diving Duck's do to do so.
Strange that it doesn't work in FM's mod.
Yeah, in FM’s mod they are « vanished » only at game launch, and they sit at diving station at first dive… but it seems they do not « vanish » again after.
If it’s always working in DD’s interior, something is certainly missing in FM.
Have to look at the nodes too…
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Old 02-22-22, 01:41 PM   #16311
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Old 02-23-22, 09:18 AM   #16312
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Old 02-23-22, 11:02 AM   #16313
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Quote:
Originally Posted by Fifi View Post
Quote:
Originally Posted by John Pancoast
Fifi, I notice the helmsmen don't "go to the bridge" when surfaced ala Diving Duck's interior, but via a quick glance in S3D it looks like FlakMonkey's mod has the same nodes, etc. as Diving Duck's do to do so.
Strange that it doesn't work in FM's mod.



Yeah, in FM’s mod they are « vanished » only at game launch, and they sit at diving station at first dive… but it seems they do not « vanish » again after.
If it’s always working in DD’s interior, something is certainly missing in FM.
Have to look at the nodes too…
DD does have a text file tweak that covers the Helmsmen vanishing thing, are you aware?

================================================== ====

// Use // for comments.
// Never use // within a parameter line below.
// Version and path information should always be at the top.
// Path is always relative to the main game folder (usually C:\Program Files\Ubisoft\SilentHunterIII).
// Numbers within brackets always start with 1.
// Numbers within brackets always increment by 1.
// Value displacements (in absolute lines) are always specified in hexadecimal, zero-based (zero counts as the first byte).

// Examples of search line, used when searching for a variable:
//search,WindCoef,4,single,>2,Wind Coefficient
// Description: Look for 4th occurrance of the term WindCoef. The floating point single variable starts at 2 bytes past the end of the search term. Name the list item Wind Coefficient.
//search,WindCoef,2,single,+9,Wind Coefficient
// Description: Look for 2nd occurrance of the term WindCoef. The floating point single variable starts at 9 bytes past the first byte of the search term (the same as using >2 above). Name the list item Wind Coefficient.
//search,WindCoef,1,single,-4,Wind Coefficient
// Description: Look for 1st occurrance of the term WindCoef. The floating point single variable starts at 4 bytes before the first byte of the search term. Name the list item Wind Coefficient.


// Game version for these changes.
Version=TypeII

// Path to the file we are changing.
Path=data\Interior\NSS_Uboat9\NSS_Uboat9_CR.sim

//typeVII


[1]

DropDownName=Helm_Vanish
search,Helm_Vanish,1,single,-155,Minimum
search,Helm_Vanish,1,single,-151,Maximum

================================================== ====

// Use // for comments.
// Never use // within a parameter line below.
// Version and path information should always be at the top.
// Path is always relative to the main game folder (usually C:\Program Files\Ubisoft\SilentHunterIII).
// Numbers within brackets always start with 1.
// Numbers within brackets always increment by 1.
// Value displacements (in absolute lines) are always specified in hexadecimal, zero-based (zero counts as the first byte).

// Examples of search line, used when searching for a variable:
//search,WindCoef,4,single,>2,Wind Coefficient
// Description: Look for 4th occurrance of the term WindCoef. The floating point single variable starts at 2 bytes past the end of the search term. Name the list item Wind Coefficient.
//search,WindCoef,2,single,+9,Wind Coefficient
// Description: Look for 2nd occurrance of the term WindCoef. The floating point single variable starts at 9 bytes past the first byte of the search term (the same as using >2 above). Name the list item Wind Coefficient.
//search,WindCoef,1,single,-4,Wind Coefficient
// Description: Look for 1st occurrance of the term WindCoef. The floating point single variable starts at 4 bytes before the first byte of the search term. Name the list item Wind Coefficient.


// Game version for these changes.
Version=TypeII

// Path to the file we are changing.
Path=data\Interior\NSS_Uboat7\NSS_Uboat7_CR.sim

//typeVII


[1]

DropDownName=Helm_Vanish
search,Helm_Vanish,1,single,-155,Minimum
search,Helm_Vanish,1,single,-151,Maximum

================================================== =

Does FM's mod missing these?
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Old 02-23-22, 11:20 AM   #16314
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Quote:
Originally Posted by FUBAR295 View Post
DD does have a text file tweak that covers the Helmsmen vanishing thing, are you aware?

================================================== ====

// Use // for comments.
// Never use // within a parameter line below.
// Version and path information should always be at the top.
// Path is always relative to the main game folder (usually C:\Program Files\Ubisoft\SilentHunterIII).
// Numbers within brackets always start with 1.
// Numbers within brackets always increment by 1.
// Value displacements (in absolute lines) are always specified in hexadecimal, zero-based (zero counts as the first byte).

// Examples of search line, used when searching for a variable:
//search,WindCoef,4,single,>2,Wind Coefficient
// Description: Look for 4th occurrance of the term WindCoef. The floating point single variable starts at 2 bytes past the end of the search term. Name the list item Wind Coefficient.
//search,WindCoef,2,single,+9,Wind Coefficient
// Description: Look for 2nd occurrance of the term WindCoef. The floating point single variable starts at 9 bytes past the first byte of the search term (the same as using >2 above). Name the list item Wind Coefficient.
//search,WindCoef,1,single,-4,Wind Coefficient
// Description: Look for 1st occurrance of the term WindCoef. The floating point single variable starts at 4 bytes before the first byte of the search term. Name the list item Wind Coefficient.


// Game version for these changes.
Version=TypeII

// Path to the file we are changing.
Path=data\Interior\NSS_Uboat9\NSS_Uboat9_CR.sim

//typeVII


[1]

DropDownName=Helm_Vanish
search,Helm_Vanish,1,single,-155,Minimum
search,Helm_Vanish,1,single,-151,Maximum

================================================== ====

// Use // for comments.
// Never use // within a parameter line below.
// Version and path information should always be at the top.
// Path is always relative to the main game folder (usually C:\Program Files\Ubisoft\SilentHunterIII).
// Numbers within brackets always start with 1.
// Numbers within brackets always increment by 1.
// Value displacements (in absolute lines) are always specified in hexadecimal, zero-based (zero counts as the first byte).

// Examples of search line, used when searching for a variable:
//search,WindCoef,4,single,>2,Wind Coefficient
// Description: Look for 4th occurrance of the term WindCoef. The floating point single variable starts at 2 bytes past the end of the search term. Name the list item Wind Coefficient.
//search,WindCoef,2,single,+9,Wind Coefficient
// Description: Look for 2nd occurrance of the term WindCoef. The floating point single variable starts at 9 bytes past the first byte of the search term (the same as using >2 above). Name the list item Wind Coefficient.
//search,WindCoef,1,single,-4,Wind Coefficient
// Description: Look for 1st occurrance of the term WindCoef. The floating point single variable starts at 4 bytes before the first byte of the search term. Name the list item Wind Coefficient.


// Game version for these changes.
Version=TypeII

// Path to the file we are changing.
Path=data\Interior\NSS_Uboat7\NSS_Uboat7_CR.sim

//typeVII


[1]

DropDownName=Helm_Vanish
search,Helm_Vanish,1,single,-155,Minimum
search,Helm_Vanish,1,single,-151,Maximum

================================================== =

Does FM's mod missing these?

Don't know if FM's has these or not. Just a very quick glance when I posted above showed it has a similar .dat file structures so the difference(s) are probably in the .sim file(s) or .anm file.

I haven't bothered looking into it as I prefer DD's interior anyway.
Good find though !
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Old 02-23-22, 12:13 PM   #16315
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Quote:
Originally Posted by FUBAR295 View Post
DD does have a text file tweak that covers the Helmsmen vanishing thing, are you aware?

================================================== ====

// Use // for comments.
// Never use // within a parameter line below.
// Version and path information should always be at the top.
// Path is always relative to the main game folder (usually C:\Program Files\Ubisoft\SilentHunterIII).
// Numbers within brackets always start with 1.
// Numbers within brackets always increment by 1.
// Value displacements (in absolute lines) are always specified in hexadecimal, zero-based (zero counts as the first byte).

// Examples of search line, used when searching for a variable:
//search,WindCoef,4,single,>2,Wind Coefficient
// Description: Look for 4th occurrance of the term WindCoef. The floating point single variable starts at 2 bytes past the end of the search term. Name the list item Wind Coefficient.
//search,WindCoef,2,single,+9,Wind Coefficient
// Description: Look for 2nd occurrance of the term WindCoef. The floating point single variable starts at 9 bytes past the first byte of the search term (the same as using >2 above). Name the list item Wind Coefficient.
//search,WindCoef,1,single,-4,Wind Coefficient
// Description: Look for 1st occurrance of the term WindCoef. The floating point single variable starts at 4 bytes before the first byte of the search term. Name the list item Wind Coefficient.


// Game version for these changes.
Version=TypeII

// Path to the file we are changing.
Path=data\Interior\NSS_Uboat9\NSS_Uboat9_CR.sim

//typeVII


[1]

DropDownName=Helm_Vanish
search,Helm_Vanish,1,single,-155,Minimum
search,Helm_Vanish,1,single,-151,Maximum

================================================== ====

// Use // for comments.
// Never use // within a parameter line below.
// Version and path information should always be at the top.
// Path is always relative to the main game folder (usually C:\Program Files\Ubisoft\SilentHunterIII).
// Numbers within brackets always start with 1.
// Numbers within brackets always increment by 1.
// Value displacements (in absolute lines) are always specified in hexadecimal, zero-based (zero counts as the first byte).

// Examples of search line, used when searching for a variable:
//search,WindCoef,4,single,>2,Wind Coefficient
// Description: Look for 4th occurrance of the term WindCoef. The floating point single variable starts at 2 bytes past the end of the search term. Name the list item Wind Coefficient.
//search,WindCoef,2,single,+9,Wind Coefficient
// Description: Look for 2nd occurrance of the term WindCoef. The floating point single variable starts at 9 bytes past the first byte of the search term (the same as using >2 above). Name the list item Wind Coefficient.
//search,WindCoef,1,single,-4,Wind Coefficient
// Description: Look for 1st occurrance of the term WindCoef. The floating point single variable starts at 4 bytes before the first byte of the search term. Name the list item Wind Coefficient.


// Game version for these changes.
Version=TypeII

// Path to the file we are changing.
Path=data\Interior\NSS_Uboat7\NSS_Uboat7_CR.sim

//typeVII


[1]

DropDownName=Helm_Vanish
search,Helm_Vanish,1,single,-155,Minimum
search,Helm_Vanish,1,single,-151,Maximum

================================================== =

Does FM's mod missing these?
And where do you find those files, if I may ask?
Is it file existing to edit?

Last edited by Fifi; 02-23-22 at 12:55 PM.
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Old 02-23-22, 02:09 PM   #16316
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Quote:
Originally Posted by Fifi View Post
Yeah, in FM’s mod they are « vanished » only at game launch, and they sit at diving station at first dive… but it seems they do not « vanish » again after.
If it’s always working in DD’s interior, something is certainly missing in FM.
Have to look at the nodes too…
Quote:
Originally Posted by Fifi View Post
And where do you find those files, if I may ask?
Is it file existing to edit?
Check here under DD_OH_V3.09_TweakFiles ;

https://maikhaas.synology.me:5001/fs...UCa/DIVINGDUCK

I pasted everything that is in that zip file, just those two texts. Appears to be for hex editing.
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Old 02-23-22, 02:38 PM   #16317
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Quote:
Originally Posted by FUBAR295 View Post

Appears to be for hex editing.
Ah ok… i don’t know how to do this … too bad
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Old 02-24-22, 09:53 AM   #16318
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Quote:
Originally Posted by FUBAR295 View Post

I pasted everything that is in that zip file, just those two texts. Appears to be for hex editing.
You need TimeTraveller's mini tweeker to use the files.
https://www.mediafire.com/file/jja0c...ld104.zip/file
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Old 02-24-22, 11:04 AM   #16319
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Thanks Jeff ! Wasn't quite sure exactly what it was.

I have that tweaker file, may try this out.
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Old 02-24-22, 03:00 PM   #16320
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