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Old 10-22-12, 06:53 AM   #691
fitzcarraldo
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Quote:
Originally Posted by rudewarrior View Post
I'd say it's working right. AFAIK the squares are necessary for the animations to run. At least mine has always looked like that.
I don´t remember now what file causes the problem: particles.dat or materials.dat. I had the problem some years ago. Now I use the LSH3 Spezialeffekte Gross submod in GWX and no problem with square smoke.

Regards.

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Old 10-22-12, 11:22 AM   #692
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Originally Posted by rudewarrior View Post

As far as the mod order goes, here is my mod list:......................
Holy mackeral Rude that is one helluva mod list.
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Old 10-22-12, 04:42 PM   #693
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Originally Posted by Fubar2Niner View Post
Holy mackeral Rude that is one helluva mod list.
Heh, believe it or not, the inspiration for it was from the person posted immediately above you, fitzcarraldo.

I came across one of his posts that listed all his mods, and I started digging about and uncovered all these gems that I wasn't using.

Then a couple of major mods all came out at around the same time, including Aces' Super Turms, h.sie's and Stiebler's sh3.exe fixes, etc. Put it all together in one big soup and I love it.
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Old 10-22-12, 06:11 PM   #694
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Originally Posted by rudewarrior View Post
Heh, believe it or not, the inspiration for it was from the person posted immediately above you, fitzcarraldo.

I came across one of his posts that listed all his mods, and I started digging about and uncovered all these gems that I wasn't using.

Then a couple of major mods all came out at around the same time, including Aces' Super Turms, h.sie's and Stiebler's sh3.exe fixes, etc. Put it all together in one big soup and I love it.
...but you win, rudewarrior...That is really a HUGE list of mods...

Also I have the patches (H.sie & Stiebler, the dynamic dwo), and all the Wreford Brown scripted ships. Plus SH3 Commander and their mods...But yours is a kilometric list!!!

Regards.

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Old 10-23-12, 09:53 PM   #695
Albrecht Von Hesse
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Do you know if these will work properly without adding/using all of the MaGui ones? It's not that I personally have anything against the MaGui ones, it's just that I'm most familiar, and comfortable with, the setup I already use.

I wish I had a way to easily locate and d/l all of those (sans the MaGui ones). I also wish my head was in a better space, and operating condition, so I could try dealing with your Sh3.dsl advice. I understand what you mean, and what's necessary, but I'm no longer quite able to actually parse and perform as I used to do.

Honestly, I'm extremely tempted to create, and populate, a fifth folder just to try running these.

Quote:
Originally Posted by rudewarrior View Post
The way I handled the Sh3.dsl file is that I took the Sh3.dsl file out of all the mods that had the most entries. Then I made sure that all the entries that were in the largest version had all the entries from the smaller versions. I don't remember if I had to edit it at all, but you can edit and view the file using Silent 3ditor.

As far as the mod order goes, here is my mod list:

00_GWX - 16km Atmosphere
00_GWX - Open Hatch Mod
01_Rbs1_SH4_Effects_GWX_30_71
02_LifeBoats&Debris_v4
03_Rbs2withbuoyance
04_Wooden_Lifeboats_Mod_1.1
05_Wilhemshafen,St Naz,Schluese and xtra ships V6
06_GWX_DFa-Flag&Pens_2010
07_FM30_UpDown_final
08_FM_NewInterior_V1.0
09_Thomsen's Sound Pack V3.2cg
10_BritishAsdicMkIFinal
11_Depthcharge Shake v2.01
12_Urfischs_ModStrike_Beta1
13_Waterstream+Exhaust Combi V2.3 for GWX3
14_New Uboat Guns 1.2
15_WAC4.1 SubPen_animated_18.02.2010
16_Unofficial_rockets_fix_GWX3.0
17_No continuous 'Ship spotted' V1.2 for GWX3 and Rubinis RocketFix
18_Aces' Multimod compatability fix release v1.3 public beta
19_Aces' Super Turms v6 for GWX
20_Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
21_Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
22_MaGui F
23_CT_FM_NI_Fix_for_MaGui F
24_ST7_Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
25_Merchant_Fleet_Mod_3.2
MaG_blue recmanual for MaGui F
MaG_German Images for MaGui F
MaG_h.sie's Colored Hull Integrity Indicator
MaG_optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
MaG_RED Filters on Scopes+Binoculars for MaGui F
AUD_Das Boot Sound Mod + No Ring Ring
AUD_Destroyers&Corvette
AUD_Diesel Startup Sequence for FM Engine Room
AUD_Real Depth Charge
UNI_Aces Hi Res Uniforms and Medals Mk 2
UNI1_Evan82's Uniforms II
END_63MBinSound
END_Air Torpedo_mod_v1.2
END_B25_Deck_Crew_Ambient
END_b25_Grass_+Carotio_SF_v2
END_b25_Louder_Diesels_Louder
END_Bearing Tables + JFO! Mod + S4B
END_BMW-R75 v.1 by TP
END_Cmnds + V16B1 + S4B
END_Combat Radio Frequency
END_DefSide Fix
END_Derzeitige Tiefe
END_Elite U-boat Binoculars
END_Flags_enlighten
END_Foam
END_Gramophone
END_Haunting Atlantic Wind
END_Ice Age
END_Karle's_Crash_Dive_Mod
END_OLC's Modified Searchlight Beams for GWX3
END_Pascal_Port_People
END_Q Ship mod GWX3.0 + Real Plot and RecM
END_Radio Log + JFO Messages
END_Rapt0r's Das Boot Interior
END_Rapt0r's Instruments V3.5+Dönitz Fly
END_Real DC zone
END_Realistic Plotting
END_Res Fix
END_Ricks_Alt_RecManual_v1.0
END_SH-5 Water For SH-3 Ultimate V10 16 Km + Clearsky Clouds
END_Sobers 3D Waves
END_Sub Image mod
END_Subphones
END_TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
END_TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
END_TiefeMkI(German)
END_Torpedo damage Final ver2.0
END_Torpedo Load Out + Renown
END_Torpedo_HAHD_1024_GWX
END_V16B1 h.sie + S4B
END_WB's Deck Gun Range
END_WB's Decks Awash + Fuel Economy
SH3 Cmdr_Compulsory U-boat Headdress
SH3 Cmdr_GWX Files
SH3 Cmdr_Intro and Photo Randomizer
SH3 Cmdr_JFO
SH3 Cmdr_MFM Skins
SH3 Cmdr_Real DC
SH3 Cmdr_Ship Names 0712
SH3 Cmdr1_Random Q Ship Mod + Torp FAIL
SH3 Cmdr1_WBNN Warning Orders

After this, you just have to very methodically overwrite each mod using JSGME, and very slowly figure out what works.

Hope this helps and good luck.
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Old 10-23-12, 10:15 PM   #696
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Quote:
Originally Posted by Albrecht Von Hesse View Post
Do you know if these will work properly without adding/using all of the MaGui ones?
The short answer is yes. However, the real answer is the MaGui mod could very well be "enmeshed" with any of the other mods listed after it.

But then again, there is a reason it's called "soup!"
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Old 10-28-12, 02:30 PM   #697
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does anyone have the link for this?
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Old 11-17-12, 09:07 AM   #698
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Is there a chance to have a link to dl this? thanks mates
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Old 11-17-12, 09:19 AM   #699
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ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS

Username: Maik
Password: Woelfe

Look under racerboy for it, it is there.


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Old 11-17-12, 09:38 AM   #700
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Thanks a lot!!!!!
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Old 11-20-12, 09:44 AM   #701
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HW3: Your link is like beeing a child and walking into a candies store!!!!!!!
Great and thanks again!.
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Old 11-20-12, 02:16 PM   #702
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Your welcome! The link for the site is up in the sticky threads, about the fourth post down in the thread has the link that works.

Edit: this is the thread title Maiks serious SH3-Mod archives

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Old 11-26-12, 09:53 AM   #703
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Quote:
Originally Posted by HW3 View Post
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS

Username: Maik
Password: Woelfe

Look under racerboy for it, it is there.


Been trying to log on, but I can't.... is there a prob with the link?
After typing the username and the password it keeps sending me back to the log on screen.
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Old 11-26-12, 09:59 AM   #704
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You sometimes have to make a few attempts but you usually get in eventually.
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Old 11-26-12, 10:19 AM   #705
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Thanks Jim!
Will try that.
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