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Old 01-18-12, 01:29 PM   #841
vlad29
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Quote:
Originally Posted by mikaelanderlund View Post
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks
Yes it's not a problem. I use OSE after TDW mods also
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Old 01-18-12, 01:54 PM   #842
TheBeast
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Quote:
Originally Posted by mikaelanderlund View Post
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks
Quote:
Originally Posted by vlad29 View Post
Yes it's not a problem. I use OSE after TDW mods also
When you have OSE install last, Does your crew wimper and or shout Depth Charges in Water when being Depth Charged?
This is only true if using Stormy's SDBSM Base v1.3 MOD.
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Old 01-18-12, 01:56 PM   #843
TheDarkWraith
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Quote:
Originally Posted by mikaelanderlund View Post
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks
IIRC I removed the fireworks because they were annoying. I made some other changes but can't remember what they were
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Old 01-18-12, 02:04 PM   #844
mikaelanderlund
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Thanks for the info TDW! I think I will keep your Baza_FX.dat but smoke and sound from "Old Style Explosions".
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Old 01-18-12, 03:13 PM   #845
vlad29
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Quote:
Originally Posted by TheBeast View Post
When you have OSE install last, Does your crew wimper and or shout Depth Charges in Water when being Depth Charged?
This is only true if using Stormy's SDBSM Base v1.3 MOD.
I have Stormy's 6 mods, and OSE after them. The crew provides all sounds (screaming, yelling, crying etc.) as it should. No conflict between SDBSM basemod and OSE spotted by JSGME
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Old 01-19-12, 12:43 PM   #846
PL_Andrev
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Hello TDW,

I found some interesting mods for SH3 (hard-code fixed) and maybe you can implement it in your FX mod.

http://www.subsim.com/radioroom/showthread.php?t=174225

Especially follow "Wolfpack Mod" but others look nice for hard players.

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Old 01-29-12, 09:03 PM   #847
pedrobas
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Is the SubExhaust_1_0_5_byTheDarkWraith included here or in any other of the TDW mods (IRAI or NewUI) or is a standalone mod ?.
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Old 01-29-12, 09:47 PM   #848
TheDarkWraith
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Originally Posted by pedrobas View Post
Is the SubExhaust_1_0_5_byTheDarkWraith included here or in any other of the TDW mods (IRAI or NewUI) or is a standalone mod ?.
It's only included in MO (Magnum Opus) and no other.
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Old 01-29-12, 10:06 PM   #849
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Thanks

BTW: i have modified the "data\Terrain\Locations\CustomAreas" sim files of your FX mod to make it compatible with "sobers chimney smoke V2". I didn´t want to lose neither the nice light of your Lighthouses nor the nice effect of the smoke in the chimneys from sober. If you are interested i can send it to you in order to include it in a next version of your FX (asking Sober, of course).
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Old 01-29-12, 10:09 PM   #850
TheDarkWraith
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Quote:
Originally Posted by pedrobas View Post
Thanks

BTW: i have modified the "data\Terrain\Locations\CustomAreas" sim files of your FX mod to make it compatible with "sobers chimney smoke V2". I didn´t want to lose neither the nice light of your Lighthouses nor the nice effect of the smoke in the chimneys from sober. If you are interested i can send it to you in order to include it in a next version of your FX (asking Sober, of course).
Sure I'm sure Sober would have no problems with that but we'll wait to see what he says
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Old 01-29-12, 11:34 PM   #851
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Quote:
Originally Posted by TheDarkWraith View Post
Sure I'm sure Sober would have no problems with that but we'll wait to see what he says
no problemo .
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Old 01-30-12, 02:31 AM   #852
pedrobas
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"FX_Update_0_0_19_TheDarkWraith" Fix for "sobers chimney smoke V2"

I have modified the "data\Terrain\Locations\CustomAreas" sim files of the "FX_Update_0_0_19_TheDarkWraith" mod to make it compatible with "sobers chimney smoke V2". I didn´t want to loose neither the nice light of Lighthouses nor the nice effect of the smoke in the chimneys from sober. With this one YOU DON´T NEED TO INSTALL "sobers chimney smoke V2"
It is also valid to replace the same files in "Harbour_Addition_Environment_Enhancement_MOD_v0.5 "

All credits to TheDarkWraith and Sober.

Install with the mod enabler(jsgme):

http://www.gamefront.com/files/21261...mney_smoke_rar

Last edited by pedrobas; 01-30-12 at 08:05 AM.
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Old 02-14-12, 01:57 PM   #853
PL_Andrev
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Looking for new version?

Quote:
Originally Posted by Antar View Post
Will be possible with this magic software put a crew on surfaced AI uboats?
Quote:
Originally Posted by TheDarkWraith View Post
I've already done that with FX Update....just never released it.
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Old 02-16-12, 10:04 AM   #854
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Please, release the version with crew on surfaced AI uboat
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Old 02-16-12, 10:08 AM   #855
pedrobas
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Quote:
Originally Posted by mikaelanderlund View Post
Please, release the version with crew on surfaced AI uboat
I´m sure he will do it when he finish the GR2 multitool, this a lot things more. I smell a real "SH5 revolution" after the new tool is release.
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