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Old 02-27-14, 10:35 PM   #136
TorpX
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I would check the file structure, if you haven't already. The double folders thing fouls up more people than any other issue.
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Old 02-28-14, 07:12 AM   #137
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Default nmmo not working

Quote:
Originally Posted by TorpX View Post
I would check the file structure, if you haven't already. The double folders thing fouls up more people than any other issue.
The file structure looks okay but I am not sure what you mean by the "double folders thing".
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Old 02-28-14, 10:05 PM   #138
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It should look like this:
XYZ Mod\Data\various subfolders

not this:
XYZ Mod\XYZ Mod\Data\various subfolders

Depending on how you unzip the mod, you will often get the extra folder, which prevents the mod from properly activating. JSGME says the mod is activated, but nothing actually changes in the game.
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Old 03-01-14, 08:12 AM   #139
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Default nmmo not working

Okay I fixed it. It is kind of convoluted and lengthy but I will put it here incase anyone has a similar problem. My first installation was the default set on the disc, C:\program files (x86)\ubisoft. When that didn't work, I uninstalled the game, deleted all the related folders and cleaned the registry of all references to the game by using regedit/find. I re-installed it to C:\programfiles\Ubisoft but had the same problem. I tried uninstalling all the mods except NMMO but that didn't work. So I went through the same uninstall procedure as before. After I installed the game, I ran it without mods and everything looked good. Now the strange part. I then installed only NMMO v2.1 and ran the game. After the initial game screen I got the RFB screen even though I didn't install that mod. So I figured that somehow, even though I cleaned the registry, it was picking up old data. I went through the uninstalling and cleaning procedure again. This time I installed the game in the root directory, C:\Silent Hunter Wolves of the Pacific and all the mods, including NMMO work great. I have no idea how all this happened except that there are some hidden old installation entries in the registry that the search for silent hunter and SH4 didn't find. I appreciate all the help and hope this helps someone in the future.
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Old 03-01-14, 10:47 PM   #140
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It's good that you were able to figure it out.
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Old 03-16-14, 08:54 PM   #141
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I added this mod and I love it, but now I'm seeing convoys with decks awash, and in Darwin, there's a Liberty Cargo ship that is WAY too low in the water.

Some convoys seem to have ships that are riding very high (props half out or almost all out of the water)

I get this with this being the ONLY mod loaded...

Any thoughts on this?

I tried making a simple "mission" where the player sub is beside a Liberty Cargo ship in the middle of the ocean.

If I start SH4 with NO mods and start the mission I made, the Liberty ship has the correct draft.

If I start SH4 with THIS mod and start the mission I made, the liberty ship has the correct draft.

If I load my career, with this mod on, I get the high and low ships I mentioned at the beginning of this post.



I can't reload my mission without this mod as SH4 crashes...

EDIT: I should say, that I have

SH4 v1.5

with

Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch1 with AB

loaded.

If I add each mod one by one, that's the minimum I need for my save game to load and not crash SH4.
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Old 03-17-14, 09:06 AM   #142
electraguard
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Default Ship decks

Quote:
Originally Posted by TG626 View Post
I added this mod and I love it, but now I'm seeing convoys with decks awash, and in Darwin, there's a Liberty Cargo ship that is WAY too low in the water.

Some convoys seem to have ships that are riding very high (props half out or almost all out of the water)

I get this with this being the ONLY mod loaded...

Any thoughts on this?

I tried making a simple "mission" where the player sub is beside a Liberty Cargo ship in the middle of the ocean.

If I start SH4 with NO mods and start the mission I made, the Liberty ship has the correct draft.

If I start SH4 with THIS mod and start the mission I made, the liberty ship has the correct draft.

If I load my career, with this mod on, I get the high and low ships I mentioned at the beginning of this post.



I can't reload my mission without this mod as SH4 crashes...

EDIT: I should say, that I have

SH4 v1.5

with

Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch1 with AB

loaded.

If I add each mod one by one, that's the minimum I need for my save game to load and not crash SH4.
Which mod are you talking about, RFB 2?
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Old 03-17-14, 10:21 AM   #143
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No mods aside from NMMO. So vanilla v1.5
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Old 03-17-14, 12:24 PM   #144
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Some screenshots.

Here's an example of "Decks awash", this is the Liberty Cargo in Darwin



Here is the map, notice the docks are missing...



And as an aside, heres an odd ship also in Darwin, broken in two yet still manned non sinking, and with what I think are texturing errors.... It doesn't appear as a contact on the map either.

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Old 03-17-14, 03:42 PM   #145
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Default Decks awash

Quote:
Originally Posted by TG626 View Post
No mods aside from NMMO. So vanilla v1.5
I use RFB 2 with those same nmmo mods and haven't noticed that problem. I will check my game and see if it is doing that.
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Old 03-17-14, 11:06 PM   #146
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Quote:
Originally Posted by TG626 View Post
Some screenshots.

Here's an example of "Decks awash", this is the Liberty Cargo in Darwin

*** IMAGE DELETED ***

Here is the map, notice the docks are missing...

*** IMAGE DELETED ***

And as an aside, heres an odd ship also in Darwin, broken in two yet still manned non sinking, and with what I think are texturing errors.... It doesn't appear as a contact on the map either.

*** IMAGE DELETED ***
NMMO only changes the navigation map, and does not change/alter any ship/sub characteristics. Your image of the missing port I would consider as an issue since it involves the navigation map. What port is it? I don't recognize it. I don't remember if I tested this mod with the vanilla SH4 v1.5, but I will check it out. As far as the ship issues are concerned, I would guess you may have some corrupt files, but I can't be positive about that. Version 2.1 of NMMO has been around for over 18 months, with over 750 downloads. This is the first time anyone has mentioned a problem like this that I can recall. Another possible solution is trying NMMO version 2.0, and see if you still have the same issues.
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Old 03-17-14, 11:13 PM   #147
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It's Darwin.

Does NMMO add new traffic/ships for the new ports?
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Old 03-18-14, 06:47 AM   #148
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Quote:
Originally Posted by TG626 View Post
No mods aside from NMMO. So vanilla v1.5
I use the mod with TMO RSRDC, FOTRS 1.3 and RFB RSRDC (three installations). No problems with the ships. I don´t know if it is compatible with vanilla 1.5.

Regards.

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Old 03-18-14, 08:36 AM   #149
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I agree with Nbjackso. The only way to have ships changed in stance/gravity center/mass, is to have the .sim file for the particular ship changed. Since those files aren't in the NMMO mod.....you've got corrupt folders/files in the main game folder that have come from another mod.

Use the "Compare Snapshot" in the "Tasks....." menu of JSGME to check your main game folders for corruption. Didn't take a Snapshot of your clean game files? You're up the 'ole creek without a paddle!

A clean re install is in order. AND, better mod management in the future with taking that "Snapshot" before adding your first mod, with never removing mods out of order when more than one is "Activated". Follow the rule, "Last one in....First one out", when moving mods in and out with JSGME.
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Old 03-18-14, 11:04 AM   #150
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Ok.

I'm going to do a reinstall.

I wasn't aware that GME allowed you to do potentially dangerous de-activations.

In any case, I died, so I'm giving RFB a try.

So with RFB, I want to have:

RFB_2.0
RFB_2.0_Patch_23April2010
Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch 1 with AB

in that order in the "Activated Mods" list, right?
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