SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-21-13, 07:08 AM   #1
jscharpf
Frogman
 
Join Date: Oct 2012
Location: Bucharest, Romania
Posts: 296
Downloads: 325
Uploads: 0
Default Everything working great except one small detail

I'm hoping someone can help. I recently added the Magui, which I absolutely love, but since I've done that, I no longer can get my flag to raise when using SHIFT F (part of the GWX_DFa-Flags&Pens_2010.

Here is my mod order. Is there something with this order that would cause the german flag to no longer work? I'm hesitant to mess around too much because everything else in the game works great right now.

Also, there are some items "grayed out", including the Flags & Pens.. does this mean I can't remove it unless something else is removed first?

Any assistance is greatly appreciated!

GWX - 16km Atmosphere
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Merged Campaign
GWX - Main movie - 'Das Boot'
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX_DFa-Flag&Pens_2010
LifeBoats&Debris_v4
IIa Tuneup
GWX - Open Hatch Mod
FM_NewInterior v2.1D
MaGui F
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Type II salvo selector
FM_NI_Fix_for_MaGui F


Thanks!

Jeff
jscharpf is offline   Reply With Quote
Old 04-21-13, 08:16 AM   #2
raymond6751
Admirable Mike
 
raymond6751's Avatar
 
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
Default Hi

First off, you have a conflict between mods. I don't know which mod does the flags but I don't think that was a stock feature. So, remove your mods one by one but keep your print of what ones you had and the order. (for later)

After each remove, run a single mission and see if the conflicts are gone. That will let you isolate which one caused it. If using JGSME mod enabler you get a warning when a file will get overwritten by another mod. Don't let it put that mod in.

When you find the problem mod, remove it, then load the rest of the list in the order of your list, one by one. Test each load in a single mission. Note any new problems or error messages.

You can also read the readme files for the mods to see which ones have mentioned flags or other "must have" features.
__________________
Game Designer:
Close The Atlantic - World War Three
https://boardgamegeek.com/boardgame/...orld-war-three
raymond6751 is offline   Reply With Quote
Old 04-21-13, 09:14 AM   #3
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

What is happening is that the Commands_en is being overwritten, probably by the GWX_Open_hatch mod. The replacement file doesn't have the flags orders, so the game no longer responds.

If it is the GWX mod, you should always install those first. Flags should come last.

What you need to do is remove the mods that overwrote that one. You can do this by trying to remove the Flags mod. You'll get a message telling you exactly which mods are blocking it. After that you can copy it to a safe place and then replace it manually after the other mods are installed.

Also you can wait until all the mods you want are installed and replace the relevant commands yourself. To do this go into the Cfg folder in SH3/Data, open Commands_en and replace these two commands:

[Cmd400]
Name=Watch_officer
Ctxt=1
Key0=0x46,Cs,"Shift+F"
GoBack=Watch_view

[Cmd436]
Name=Watch_officer_end
Ctxt=1
Key0=0x46,Cc,"Ctrl+F"

Note: The [Cmdxxx] numbers might not match the ones on your list. Just replace everything below the numbers and you'll be fine.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 04-21-13, 10:50 AM   #4
jscharpf
Frogman
 
Join Date: Oct 2012
Location: Bucharest, Romania
Posts: 296
Downloads: 325
Uploads: 0
Default

Thanks for the responses, guys!

I looked at the Commands_en.cfg (in the SilentHunterIII/data/Cfg folder) and I see both of those items in there, so perhaps I'm doing something else wrong.

I know that the watch officer has to be there, I'm pretty sure he was.

I'm very hesitant to remove mods, call me paranoid lol... but I will definitely try that technique of going back to basics and doing it one at a time.

Thanks again!

Jeff
jscharpf is offline   Reply With Quote
Old 04-21-13, 11:57 AM   #5
jscharpf
Frogman
 
Join Date: Oct 2012
Location: Bucharest, Romania
Posts: 296
Downloads: 325
Uploads: 0
Default

Ok this is really weird. I didn't change anything in the mods, but I had been cruising around in my IIA for an entire year, using Milk Cows and the like to refuel/rearm. So today I continued from a saved game (Aug/Sep 1940, flag still didn't work), and I docked at my home base of Kiel.

There they had available a IID, which I promptly upgraded to..

Set sail from Kiel and low and behold, my flag works!!

The IID even looks a little different than the IIA... And wow I have almost twice the range!

So it appears that everything is working now... Not sure what happened.

Perhaps the fact that I modded the game AFTER I left Keil (I did not mod it when I was at sea, but was at a different base, forget which one).

Thanks again for the responses!!



Jeff
jscharpf is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:12 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.