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Old 01-29-13, 09:26 AM   #166
Athlonic
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Quote:
Originally Posted by V13dweller View Post
Sorry, about that, I did not notice the Mighty Fine crew mod compatible option.
Sorry for any inconvenience I may have created.

No problem here
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Old 03-12-13, 09:28 AM   #167
joeganzi5
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Default problem using this mod with German U-Boat Crew Language Pack

Hallo,
I've tried to install this cool mood but the program crash and I think that the problem is with German U-Boat Crew Language Pack that I use.

Is there anyway to avoid this problem and using both mods?

Thanks a lot!
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Old 04-09-13, 01:26 PM   #168
Chakotay
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Downloading and Installing

I've downloaded the mod and tried installing the mod with JSGME and removed all other mods first but hasn't seemed to have any affect. tried going back to base and everything. Can someone pls explain how to install this mod with JSGME for I've had no problems intalling any of my other mods. Is there something else to do first?

btw I'm using english default version
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Old 04-10-13, 11:55 AM   #169
Athlonic
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Quote:
Originally Posted by Chakotay View Post
I've downloaded the mod and tried installing the mod with JSGME and removed all other mods first but hasn't seemed to have any affect. tried going back to base and everything. Can someone pls explain how to install this mod with JSGME for I've had no problems intalling any of my other mods. Is there something else to do first?

btw I'm using english default version
Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps.
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Old 04-10-13, 06:48 PM   #170
Chakotay
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Installing The Mod (continued)

Quote From Athlonic: "Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps."


I've checked again to make sure I havent installed the double files. Do u just install the MCCD_1.04 For I've tried installing all the other files fra,ger and so on of MCCD_1.04 nations. Then found they all contain same files just explaining in different language so I tried just installing file: MCCD_1.04 and still not any results. Am I downloading correct MCCD for sh5 version 1.2.0

and I appreciate all of your help, thank you
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Old 04-10-13, 06:57 PM   #171
Targor Avelany
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Default

Quote:
Originally Posted by Chakotay View Post
Quote From Athlonic: "Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps."


I've checked again to make sure I havent installed the double files. Do u just install the MCCD_1.04 For I've tried installing all the other files fra,ger and so on of MCCD_1.04 nations. Then found they all contain same files just explaining in different language so I tried just installing file: MCCD_1.04 and still not any results. Am I downloading correct MCCD for sh5 version 1.2.0

and I appreciate all of your help, thank you
Make sure that the folder order is something along the line of this:


-You SH5 Installation Folder\data
-\MODS
-\MODS\MCCD_folder
-\MODS\MDDC_folder\data
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Old 04-23-13, 01:37 PM   #172
JacobiMian
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I was wondering about how difficult it would be to accommodate automation scripts with this mod. For example, in TDW's TDC mod you have the ability to navigate in or out of a harbor automatically or to make the navigator give out a celestial fix or dead reckoning fix every few hours. It would be awesome if you could order these scripts using the dialog menu. For example you could tell your navigator or XO to "take the boat out to sea" when you're in a harbor. It would determine which harbor you were in and then run the proper script. It might add a better sense of realism or depth to your crew. Just some ideas, I don't know if they would be more difficult to carry out.
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Old 04-24-13, 03:52 AM   #173
Athlonic
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Quote:
Originally Posted by JacobiMian View Post
I was wondering about how difficult it would be to accommodate automation scripts with this mod. For example, in TDW's TDC mod you have the ability to navigate in or out of a harbor automatically or to make the navigator give out a celestial fix or dead reckoning fix every few hours. It would be awesome if you could order these scripts using the dialog menu. For example you could tell your navigator or XO to "take the boat out to sea" when you're in a harbor. It would determine which harbor you were in and then run the proper script. It might add a better sense of realism or depth to your crew. Just some ideas, I don't know if they would be more difficult to carry out.
Nice idea.

But if I remember correctly, I wasn't able to trigger every commands by using dialogs scripts.
Better ask TDW if he knows if dialogs scripts and game scripts/code are sharing the same variables.
If yes it should be possible.

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Old 04-24-13, 04:15 AM   #174
gap
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Quote:
Originally Posted by Athlonic View Post
Nice idea.

But if I remember correctly, I wasn't able to trigger every commands by using dialogs scripts.
Better ask TDW if he knows if dialogs scripts and game scripts/code are sharing the same variables.
If yes it should be possible.

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Old 09-03-13, 07:44 AM   #175
Pistitom
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First of all , this is one great mod I must say....love it...Just one minor problem....
When I select next song using the gramophone dragable thingy the nest song starts and a few seconds later the radioman replies, Ja , and jumps to the next track ( so one track is always skipped. ) I've added manually the SH3 songs before, and the 30's popular german songs mod as well. Could this be the problem ? The Tipperary command works fine...THX
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Old 09-03-13, 02:00 PM   #176
Athlonic
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Quote:
Originally Posted by Pistitom View Post
First of all , this is one great mod I must say....love it...Just one minor problem....
When I select next song using the gramophone dragable thingy the nest song starts and a few seconds later the radioman replies, Ja , and jumps to the next track ( so one track is always skipped. ) I've added manually the SH3 songs before, and the 30's popular german songs mod as well. Could this be the problem ? The Tipperary command works fine...THX
It seems like one of your mod activates the "next song" trigger at the same time my mod activate the radioman animation which trigger "next song" at the end as well.

As a workaround :

open the file "data\Scripts\AI\Crew\Gramophone_next.aix" of my mod,
and comment the line 8 (by adding // ) like this :

Code:
// Wp:ExecuteCommand( "Gramophone_next" );
This should fix your problem
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Old 09-04-13, 01:53 AM   #177
tonschk
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Quote:
Originally Posted by Pistitom View Post
First of all , this is one great mod I must say....love it.
I fully agree
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Old 09-04-13, 09:52 AM   #178
Pistitom
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Holy cow, not used to such quick replies

THX a lot , really started to love this game, great mod....really good....
Gute männer muß man haben
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Old 09-17-13, 09:20 PM   #179
blkdimnd
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Default Can't Download Mod

I can't seem to download this mod.
The download area here on SubSim says, "This file is in the moderation queue."

ANyone have another link I can try??
__________________
My Mod Soup and System Specs.

"Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety."
Benjamin Franklin, Historical Review of Pennsylvania, 1759

AB1TA
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Old 09-18-13, 02:04 PM   #180
Athlonic
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Quote:
Originally Posted by blkdimnd View Post
I can't seem to download this mod.
The download area here on SubSim says, "This file is in the moderation queue."

ANyone have another link I can try??
WTH ?

I can't even access the file myself ...
Are you kidding me Subsim ?

In the meantime I uploaded the thing here : http://ul.to/lt13usok

Dive safe !
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