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Old 12-26-08, 09:47 AM   #16
Ruzbasan
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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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Old 12-26-08, 11:38 AM   #17
bigboywooly
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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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Old 12-26-08, 12:31 PM   #18
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Bigboywooly

Thanks.
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Old 12-26-08, 12:55 PM   #19
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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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Old 12-26-08, 01:07 PM   #20
Sailor Steve
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GWX3 barely released, and already new add-ons. Gotta love it!

Thanks, BBW!
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Old 12-26-08, 03:51 PM   #21
irish1958
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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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Old 12-26-08, 04:04 PM   #22
mr chris
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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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Old 12-26-08, 04:44 PM   #23
bigboywooly
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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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Old 12-26-08, 05:59 PM   #24
irish1958
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OK, Thanks guys
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Old 12-27-08, 11:43 AM   #25
Jimbuna
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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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Old 12-27-08, 11:48 AM   #26
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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 ??????
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Old 12-27-08, 12:15 PM   #27
mr chris
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Well i found it straight forward but can see where some people might go wrong.
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Old 12-27-08, 02:31 PM   #28
Lanzfeld
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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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Old 12-27-08, 02:37 PM   #29
mr chris
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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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Old 12-27-08, 02:39 PM   #30
Lanzfeld
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Ahhh...its a go then!

thank you!
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