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Old 08-30-14, 09:52 AM   #16
Balu0
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Quote:
Originally Posted by Distortion View Post
Is this your problem? First time I see it. However, the tonnage is added to the captains log

Have the same issue.
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Old 08-30-14, 12:00 PM   #17
Dragon81
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Hi guys, can you please test if you also have this problem when my addon is not installed?

If this problem is caused by my addon I have no idea why because I did not change anything on this function.
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Old 09-02-14, 04:07 AM   #18
Balu0
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It's not your mod ,I didn't install it and had the same problem.
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Old 09-02-14, 04:50 AM   #19
Dodo11
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Could you add critical deck gun hits ?
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Old 09-02-14, 05:10 AM   #20
Dragon81
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Dodo, if it doesnt overwrite something you can install it afterwards.
I will take a look. If this is the case I will add it.

Last edited by Dragon81; 09-02-14 at 05:52 AM.
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Old 09-02-14, 07:38 AM   #21
Balu0
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Quote:
Originally Posted by Dragon81 View Post
Hi guys, can you please test if you also have this problem when my addon is not installed?

If this problem is caused by my addon I have no idea why because I did not change anything on this function.
Since it is not your mod, my prime suspects are
TWD's generic patcher.
WoS
OHII


Lets try with the easiest. Could someone kill a ship with not generic patcher enabled and see if it is added to the bar ?
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Old 09-02-14, 07:43 AM   #22
Dragon81
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Quote:
Originally Posted by Balu0 View Post
Lets try with the easiest. Could someone kill a ship with not generic patcher enabled and see if it is added to the bar ?
Hm.. it's always a looong way to the area and then you have to find a enemy.
Do you have a special campaign to test this or do you just shoot at the first ship in the starting port to see the time stamp 0000.00.00 in the log book?

Maybe it is easier to find out what file is dealing with this time stamp and what mod is using this file... but I'm not a moder/coder.


Edit: Please let discuss that here:
http://www.subsim.com/radioroom/show....php?p=2238736

Last edited by Dragon81; 09-02-14 at 07:57 AM.
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Old 09-02-14, 11:34 AM   #23
peter421942
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Default problems with sh5 mega mod

i think it might be ubisoft blocking it for all the other mods work, but as soon as you put the mega mod on it tosses you out of the game,i have tried it just now with all the mods not enabled just mega mod and same problem again disabled it and game works anybody any ideas how to get mega mod working , it was okay till ubisoft updated there u play, cant even play of line now
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Old 09-03-14, 10:07 AM   #24
Deep_Hunter
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Yeah Dragon, you did it!!! Thank you for this Mod, which adds many changes so I dont have to do all the settings manually! Its great that SH5 becomes more and more a real cool subsim!
Greetings
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Old 09-04-14, 02:25 PM   #25
Deep_Hunter
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Hey Dragon,
I want to change the "mighty fine crew faces" to "alt with beards"...the modfolder contains 4 subfolders: Menu, Scripts, Sound and Submarine. Which folder can I copy and overwrite to change only the faces and nothing else?
Greetings
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Old 09-04-14, 02:30 PM   #26
Dragon81
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Sorry I dont know. Please ask the creator of the MFC Mod.
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Old 09-04-14, 02:48 PM   #27
Deep_Hunter
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Ok, I ask you because I've read that you changed something in the crashdive-behaviour and I thought that it could change something if I just overwrite it...
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Old 09-04-14, 02:56 PM   #28
Dragon81
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The behaviour of the crashdive I changed in the OptionsFileEditorViewer.
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Old 09-04-14, 03:20 PM   #29
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By the way I want to have this change too. so please report.
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Old 09-05-14, 06:06 AM   #30
Deep_Hunter
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Well I put the "MFCM alt w beards" between the WoS-Mod and your Adon so that if the MFCM changes something for crashdive-behaviour your Mod will overwrite it...Now I have the faces with beards and everything runs fine...no CTD's...Only the well known problem that the coningtower-crew moves in too late when I order crash-dive...But as far as I read it has something to do with the order in the crash-dive-script...
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