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WH4K 10-13-20 07:46 AM

Well, that's it for this career. Came back with my Gato in such tatters that I was forced to accept a new Balao. With no deck gun.

propbeanie 10-13-20 11:25 AM

That is unusual to be forced to accept the new boat. You must have really torn-up the Gato you had... I have been offered the same boat class before when that happens.

What was the date when you returned to port though? Which port were you returning to? Were you given the "Your submarine has incurred damages so severe that the navy has decided it is not cost-effective to make repairs. You are therefore receiving a new boat", or something to that effect? Or maybe "Your submarine was damaged but your great result recommend you for the command of a new submarine. Do you accept?" I think it's the 2nd one that is used in FotRSU...

Bubblehead1980 10-13-20 07:42 PM

Quote:

Originally Posted by WH4K (Post 2700573)
Well, that's it for this career. Came back with my Gato in such tatters that I was forced to accept a new Balao. With no deck gun.

USS Halibut by chance? "Total constructive loss" November 1944.

In TMO I changed the acceptable damage to 90 percent. By default it is set to 40.

Gray Lensman 10-14-20 01:17 AM

I'm going back to TMO. This FOTRS looks fantastic, but after starting 3 careers in the past 3 days, I can't get past corruption issues in the "save" area. The latest one has the sonar "pointer" locked at 0/360. It will NOT rotate when I click the mouse to alternate positions around the ring. I can "spin" the mouse wheel and it moves the digital representation up in the left corner showing the degrees being searched changing but the pointer remains stationary. A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but there goes another career in the corrupted /SH4. Never had so many corruption issues with TMO.

propbeanie 10-14-20 08:06 AM

I don't know what you are encountering Gray Lensman, but "details" would help us help you... You mention "A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but..." You cannot "temporarily" delete the folder and then restore it after activating the mod. It has to be permanently eliminated, if you haven't done that. Otherwise, any incompatibilities are re-introduced to the modded game.

I have both TMO and FotRSU installed (as well as a half-dozen other mods) in my Games folder by use of MultiSH4. That way, I can noodle in which ever version of the game I want to... One of the big things with FotRSU is a "proper" LAA (or similar) activation on an SH4.exe file that is NOT write-protected... Let us know please:
1. Where you have your SH4 installed?
2. Your OS, whether 32-bit or 64-bit and how much RAM you have?
3. Did you use a "fresh" SH4 install, whether a re-install or from an archive?
4. Which version of the mod are you attempting to use?
5. What are the circumstances surrounding your issues?
Let us know what you can either way though, so that we can look for potential problems in the mod. Thanks :salute:

Macgregor the Hammer 10-14-20 03:09 PM

Campaign CTD

I’ve installed FotRSU 1.24 along with the patch that brings it up to 1.26p. Everything works: sub school, single missions, war patrol for fleet & U-Boat. The U-boat campaign works. When I click on starting a new fleet boat campaign, I get a CTD. This is a fresh install, second one. I had this problem after I did my first upgrade, so I stripped down to bare bones and started fresh. I have TMO and Dark Waters installed so I am pretty confident in my installation.

What I’ve double checked:
-- LAA installed correctly with all admin rights.
-- MultiSh4 alternate folder that is brand new.
-- I stripped down my mod soup to only 1.24 and patch.
-- Deactivated the patch and tried 1.24 by itself.
-- Scanned for viruses and rootkits.
-- Turned antivirus off.
-- Back off all graphics features.
-- Used Ccleaner though there wasn’t anything to clean.
-- Defragged the disc though it was at 1%.

Hardware:
-- I5 3470 Duo @ 2.90Ghz, 8 gig of ram and I have my installation folder on my E: drive.
-- Graphics Card: nVidia GTX6600ti with the latest drivers.

I’m stuck! Don’t know what else to try.

Gray Lensman 10-14-20 03:22 PM

Quote:

Originally Posted by propbeanie (Post 2700797)
I don't know what you are encountering Gray Lensman, but "details" would help us help you... You mention "A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but..." You cannot "temporarily" delete the folder and then restore it after activating the mod. It has to be permanently eliminated, if you haven't done that. Otherwise, any incompatibilities are re-introduced to the modded game.

I have both TMO and FotRSU installed (as well as a half-dozen other mods) in my Games folder by use of MultiSH4. That way, I can noodle in which ever version of the game I want to... One of the big things with FotRSU is a "proper" LAA (or similar) activation on an SH4.exe file that is NOT write-protected... Let us know please:
1. Where you have your SH4 installed?
2. Your OS, whether 32-bit or 64-bit and how much RAM you have?
3. Did you use a "fresh" SH4 install, whether a re-install or from an archive?
4. Which version of the mod are you attempting to use?
5. What are the circumstances surrounding your issues?
Let us know what you can either way though, so that we can look for potential problems in the mod. Thanks :salute:


Okay... What I meant by "temporary deletion" of the Users/Name/Documents/SH4/ folder was to Cut and Paste it elsewhere on the hard drive so that Silent Hunter would create a new one in its place. When that was done, I reentered the game and just temporarily started a new career to see if the "sonar" UI bug described previously persisted. It didn't, which indicated that the bug was in a corrupted file in the SH4 folder that I had pasted aside. When I had confirmed that the "new" /SH4 folder was not corrupted, I deleted that new /SH4 folder and copy/pasted the bugged /SH4 folder back in place, restarted the game, loaded up a previously saved game and checked it one more time and the sonar UI bug was back. So "Yes" you can temporarily delete the folder for testing purposes and restore it when done testing. I just didn't "advance" the game beyond retesting the saved games for this "sonar" bug to isolate where the corrupted file might be located. (Basically, since it was affecting ALL the previously saved games, I wanted to know if a file in the Steam installation folder had been corrupted or the /SH4 folder)

This "mouse" UI sonar bug, once introduced affected all the half dozen or so saved games that I had previously made "that had been just fine" until the bug was introduced, so it wasn't the actual saved game files themselves. It had to be in one of the other files in the /SH4 folder itself that had been written to and corrupted such that it universally affected ALL the previously saved games, not just the last one. I've had saved game corruption errors before, but only rarely and it usually only affected the one particular saved game and maybe persisted in those that follow, NOT those made before the corruption took place.

1. SH4 installed in the Steam folder (Not in Program Files AND neither is Steam. I've been running SH4 in Steam for at least 5 years or more with no problems.
2. My OS is Windows 10 64-bit AND I'm running the LAA SH4 executable. Again, no problems for 5 years playing TMO.
3. Each time I encounter these corruption bugs. I totally uninstall/reinstall SH4, Wolves update, and recreate the Mod folder from scratch. I also delete the /Users/Name/Document/SH4 folder.
4. I was attempting to use the 100_FalloftheRisingSun_UltimateEdition_v1.24_EN version.
5. Circumstances described above in previous post.


Not trying to "dis" on FOTRS. It looks and feels fantastic compared to TMO, and the additional content is fabulous, but it gets very aggravating uninstalling/reinstalling after corruption bugs which seem more numerous in FOTRS than TMO. My 2 cents, and I could be wrong, but it appears this MOD may be attempting to actually do too much in regards to data writes to the /SH4 folder, maybe a timing issue when the sub status data gets written/rewritten/overwritten.


edit> Trying to decide if I really want to continue with FOTRS or not. I could mitigate the corruption issues by literally copying the entire /SH4 folder and renaming and date/time stamping elsewhere each time I saved but that might be more trouble than it's worth. I really like the added content and graphics.... Hmmm... decisions, decisions... ah ha, .bat file(s) may be useful.

Macgregor the Hammer 10-14-20 04:18 PM

Quote:

Originally Posted by Macgregor the Hammer (Post 2700821)
Campaign CTD

I’ve installed FotRSU 1.24 along with the patch that brings it up to 1.26p. Everything works: sub school, single missions, war patrol for fleet & U-Boat. The U-boat campaign works. When I click on starting a new fleet boat campaign, I get a CTD. This is a fresh install, second one. I had this problem after I did my first upgrade, so I stripped down to bare bones and started fresh. I have TMO and Dark Waters installed so I am pretty confident in my installation.

What I’ve double checked:
-- LAA installed correctly with all admin rights.
-- MultiSh4 alternate folder that is brand new.
-- I stripped down my mod soup to only 1.24 and patch.
-- Deactivated the patch and tried 1.24 by itself.
-- Scanned for viruses and rootkits.
-- Turned antivirus off.
-- Back off all graphics features.
-- Used Ccleaner though there wasn’t anything to clean.
-- Defragged the disc though it was at 1%.

Hardware:
-- I5 3470 Duo @ 2.90Ghz, 8 gig of ram and I have my installation folder on my E: drive.
-- Graphics Card: nVidia GTX6600ti with the latest drivers.

I’m stuck! Don’t know what else to try.

I'm up and running! 2 items may be responsible:

1. I MAY NOT have run the basic SH4 install before I installed the mods. I'm pretty sure I did though.

2. One of the mods was corrupted and may have mucked up the works.

This time, I installed 1.24 tested then the patch and tested, then each mod. Kind of long way around but the only sure way.

Thanks!

WH4K 10-15-20 08:28 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2700723)
USS Halibut by chance? "Total constructive loss" November 1944.

In TMO I changed the acceptable damage to 90 percent. By default it is set to 40.

USS Growler. 92% hull damage when I got back. Yeah, I cut it pretty close.



I am going to apply the 1.2 -> 1.26 patch and give 'er another go, to see what happens.

torpedobait 10-15-20 05:11 PM

Weird Skin
 
1 Attachment(s)
See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!

Patrol History: USS Gato (SS-212) left Brisbane on 05/24/1943 to patrol the Bismarck Sea for 5 days. Arrived in Patrol Area and on 06/04/1943 at approximately 0700 encountered 2 enemy vessels, a Medium Modern Composite Freighter and an Aux Transport, travelling side by side in stead of in trail as I would have expected. No escort. Location was 149-00E; 01-34S.

Set up at 90 degrees to their course and let them each have one Mk14, low speed, contact detonator. Both were hit and exploded. The freighter blew up normally and started sinking. The Aux Transport gave out a truly massive blast so big the normal explosion effects were greyed out by an apparent round ball of gas. After the explosion cleared I could see the remarkable skin that was left. Looks like a drunken circus clown tried to paint it to look like a long Rubic's Cube.

There's no harm done, except it does not look right. Perhaps one of the Skin Guys could look it over and find something to fix, in their copious free time, of course! :salute:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols

KaleunMarco 10-15-20 06:37 PM

Quote:

Originally Posted by torpedobait (Post 2700990)
See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!

i see that effect all the time.
at what kind of damage effect do you have your Mk14's set?:03::D

propbeanie 10-15-20 08:11 PM

Quote:

Originally Posted by Gray Lensman (Post 2700824)
Okay... What I meant by "temporary deletion" of the Users/Name/Documents/SH4/ folder was to Cut and Paste it elsewhere on the hard drive so that Silent Hunter would create a new one in its place. When that was done, I reentered the game and just temporarily started a new career to see if the "sonar" UI bug described previously persisted. It didn't, which indicated that the bug was in a corrupted file in the SH4 folder that I had pasted aside. When I had confirmed that the "new" /SH4 folder was not corrupted, I deleted that new /SH4 folder and copy/pasted the bugged /SH4 folder back in place, restarted the game, loaded up a previously saved game and checked it one more time and the sonar UI bug was back. So "Yes" you can temporarily delete the folder for testing purposes and restore it when done testing. I just didn't "advance" the game beyond retesting the saved games for this "sonar" bug to isolate where the corrupted file might be located. (Basically, since it was affecting ALL the previously saved games, I wanted to know if a file in the Steam installation folder had been corrupted or the /SH4 folder)

This "mouse" UI sonar bug, once introduced affected all the half dozen or so saved games that I had previously made "that had been just fine" until the bug was introduced, so it wasn't the actual saved game files themselves. It had to be in one of the other files in the /SH4 folder itself that had been written to and corrupted such that it universally affected ALL the previously saved games, not just the last one. I've had saved game corruption errors before, but only rarely and it usually only affected the one particular saved game and maybe persisted in those that follow, NOT those made before the corruption took place.

1. SH4 installed in the Steam folder (Not in Program Files AND neither is Steam. I've been running SH4 in Steam for at least 5 years or more with no problems.
2. My OS is Windows 10 64-bit AND I'm running the LAA SH4 executable. Again, no problems for 5 years playing TMO.
3. Each time I encounter these corruption bugs. I totally uninstall/reinstall SH4, Wolves update, and recreate the Mod folder from scratch. I also delete the /Users/Name/Document/SH4 folder.
4. I was attempting to use the 100_FalloftheRisingSun_UltimateEdition_v1.24_EN version.
5. Circumstances described above in previous post.


Not trying to "dis" on FOTRS. It looks and feels fantastic compared to TMO, and the additional content is fabulous, but it gets very aggravating uninstalling/reinstalling after corruption bugs which seem more numerous in FOTRS than TMO. My 2 cents, and I could be wrong, but it appears this MOD may be attempting to actually do too much in regards to data writes to the /SH4 folder, maybe a timing issue when the sub status data gets written/rewritten/overwritten.


edit> Trying to decide if I really want to continue with FOTRS or not. I could mitigate the corruption issues by literally copying the entire /SH4 folder and renaming and date/time stamping elsewhere each time I saved but that might be more trouble than it's worth. I really like the added content and graphics.... Hmmm... decisions, decisions... ah ha, .bat file(s) may be useful.

OK, the sonar bug is different from what is usually found in a broken "Stock" game, and is definitely not part of FotRSU... You have the install in what looks to be a good location, and all other descriptions seem to be correct. All I can suggest to try is to make certain that the LAA did indeed set correctly on SH4.exe. The SH4.exe file cannot be write-protected. If you load it back into LAA once again, and see if it is indeed "True". Beyond that, cross-contamination in the Save folder is about the only way I can think that you are getting this trouble...


Quote:

Originally Posted by Macgregor the Hammer (Post 2700839)
I'm up and running! 2 items may be responsible:

1. I MAY NOT have run the basic SH4 install before I installed the mods. I'm pretty sure I did though.

2. One of the mods was corrupted and may have mucked up the works.

This time, I installed 1.24 tested then the patch and tested, then each mod. Kind of long way around but the only sure way.

Thanks!

I have trouble with the "camera" mod on my Win10 laptop, but not on the desktop - which I do not understand...


Quote:

Originally Posted by torpedobait (Post 2700990)
See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!

Patrol History: USS Gato (SS-212) left Brisbane on 05/24/1943 to patrol the Bismarck Sea for 5 days. Arrived in Patrol Area and on 06/04/1943 at approximately 0700 encountered 2 enemy vessels, a Medium Modern Composite Freighter and an Aux Transport, travelling side by side in stead of in trail as I would have expected. No escort. Location was 149-00E; 01-34S.

Set up at 90 degrees to their course and let them each have one Mk14, low speed, contact detonator. Both were hit and exploded. The freighter blew up normally and started sinking. The Aux Transport gave out a truly massive blast so big the normal explosion effects were greyed out by an apparent round ball of gas. After the explosion cleared I could see the remarkable skin that was left. Looks like a drunken circus clown tried to paint it to look like a long Rubic's Cube.

There's no harm done, except it does not look right. Perhaps one of the Skin Guys could look it over and find something to fix, in their copious free time, of course! :salute:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols

That is an old damage model on your Auxiliary Transport... Here is what I get when I run a mission with it:

https://i.imgur.com/lPX3C8U.jpg
3rd Torp hits amidships on Auxiliary Transport, one dud on bow, one exploded on rudder



https://i.imgur.com/daokx2t.jpg
Damage on hull below the water line on Auxiliary Transport.



https://i.imgur.com/hV0MEEc.jpg
Traveling companion Medium Modern last gasp after 3rd hit, 2 of which exploded



https://i.imgur.com/CDUkYaD.jpg
Looking back at Auxiliary Transport as it plummets beneath the waves



https://i.imgur.com/hvg4rYk.jpg
After all is said and gone



I am not 100% certain, but when you get finished with your campaign, I would do a full fresh SH4, v1.24 & 1.26p, and the mods you'll use, empty the Save folder, and then do a new career. The only way I have been able to corrupt my game, and thus far it is with little visual "glitches", is by doing Discord with s7rikeback while testing (lots of shelling-out to Windows), and by adding mods, such as 301_MoreDifficultAI01 or 399c_NoScrollNavMap - Same Sized Dials, while on patrol and not in the office...

My one piece of advice is to only apply mods while in the Captain's Office, and I'm not even certain about that anymore... We've been experimenting with a flag mod, changing mod configurations while underway, and changing something as simple as the flag while on patrol can apparently cause issues under certain situations... :salute:

WH4K 10-15-20 08:45 PM

Testing 1.26p on 1.24
 
Not surprisingly, none of my last dozen or so savegames (made under 1.24) will load with the 1.2 -> 1.26p patch applied.


With the long loading time of the game, I'm not going to test absolutely every old save.


I don't know of any way to be reliably offered a Balao upgrade, without starting over and playing the war again from the beginning. Guess I'll try that. Perhaps after a fresh install of SH4, then 1.24, then 1.2 -> 1.26p.

propbeanie 10-15-20 10:24 PM

That is one of several situations where I have done all sorts of testing. I do not have long loading times though. Maybe two minutes tops, with a bit over a minute for the game to load, and then another 45 seconds for the Save to Load... I have tested v1.2 to v1.21, to v1.23, to v1.24, to v1.26p, and several in-between steps, and tested and Saved between each, generally without issue. I did have some of the "poof explosions" way out on the horizon to either side of the field-of-view one time, and I have had the throttle re-set back to All Stop more than a few times, but other than those little anomalies, I have not had bad Saves or a failed boat upgrade, and the only way I have gotten the graphics issues is when I change the mod load-out of the game when in mid-patrol after a Save and exit. If I instead set things up and then test without changing the mod load-out, I do not have troubels (yet - knock on wood)... I just finished with another session, and I'm going to call it a night, and will be back on the Midway patrol early tomorrow morning before getting to work around the house.

s7rikeback and I were then trying to share my screen on Discord so I could show him the storm I was in, and all I could get to him was a pixelated mess, or a crash at my end while doing that (rotten bandwidth). But those crashes were all from improper use of Discord and the game. I am currently off Tateyama late December 1941 in the Gudgeon, one Medium Modern to my credit, and a close call with a DD on patrol prior to that, with a couple of zeroes having tried to chip away some of my paint a few days east of Sagami Nada. The usual stuff, but no issues. I'll keep shootin' and Savin' on the five different test careers I have going (different OSes, different computers, different boats, different locations), one of which includes a "seeded" career, where I get a really high score just for showing up (Midway), and I should go from a Tambor to a Gato to a Balao all within a year, so we'll see what happens with all of that. :salute:

torpedobait 10-16-20 08:39 AM

Quote:

Originally Posted by KaleunMarco (Post 2701001)
i see that effect all the time.
at what kind of damage effect do you have your Mk14's set?:03::D

Whatever the game and /or mod has it set to. I've never changed that or used one of the "nuclear" mods.

torpedobait 10-16-20 08:54 AM

Quote:

Originally Posted by propbeanie (Post 2701004)
I am not 100% certain, but when you get finished with your campaign, I would do a full fresh SH4, v1.24 & 1.26p, and the mods you'll use, empty the Save folder, and then do a new career. The only way I have been able to corrupt my game, and thus far it is with little visual "glitches", is by doing Discord with s7rikeback while testing (lots of shelling-out to Windows), and by adding mods, such as 301_MoreDifficultAI01 or 399c_NoScrollNavMap - Same Sized Dials, while on patrol and not in the office...

My one piece of advice is to only apply mods while in the Captain's Office, and I'm not even certain about that anymore... We've been experimenting with a flag mod, changing mod configurations while underway, and changing something as simple as the flag while on patrol can apparently cause issues under certain situations... :salute:

For the record, I am running from full reinstall after deleting the previous version and the entire SH4 folder from Documents. I do not shell out to Windows except from the Office or Main Menu. I have not added Mods mid-career.

Also, I have encountered perhaps a dozen or so Auxiliary Transports since going to the latest version of FOTRS-U; all sank, usually after two hits but sometimes just one was needed. None of them produced the color scheme like the one I posted. I have no idea how an anomaly could have been introduced.

One more thing: after declining two upgrades to a new boat from my old Gato, I kept going into 1945 hoping for AA upgrades. I never got beyond the twin 20mm gun. Everything else seemed to progress normally. No conning tower refit; no 40mm. The 20mm proved to be ineffective against a Betty, whose guns punched so many holes in my boat that we sank with a loss of all hands.

That pissed me off, so I deleted my saved games back to the patrol prior to the first new boat offer, reran the patrol amassing 79,000 tons of shipping and warships (hit some big ones). On our return to Brisbane was offered a new boat, which this time I accepted (the Balao). All was good until I looked at the deck gun. I had none, and no crew slots, something you have discussed before. So I closed the game and will restart it this morning to see if anything changes.
Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols

propbeanie 10-16-20 12:43 PM

Very similar mod list to what I have, other than I do not have the lite fog... but there is no way that would interfere... I do not have that much tonnage in any of my attempts yet, but doing this "hot-wired" test career, I should be able to amass a high-tonnage total, and get that Balao later today... Were you at Midway again, and what was the date of the Balao "upgrade" this time? :salute:

Edit: I take that back... it does have a new Scene.dat file from 2009 in all versions... we'll talk this over, and see what we come up with - or has your version already been run through for FotRSU combatibility?...

WH4K 10-16-20 04:18 PM

Two minutes sitting at the title screen before I can do anything sounds about right. That's a long loading time.


I tried again and found a pre-upgrade save that would load. Went back to Midway, received upgrade to Balao...no deck gun.


Now I'll try 1.26p with a fresh install of 1.24.

Orffen 10-16-20 07:45 PM

I'm getting a message that seas are too heavy to man the deck gun, but then the crew mans it and fires it anyway. I can't recall if this is a vanilla issue - been a long time since I played without any mods.

Also, thank you for this mod! It's a nice change of pace from TMO.

Mad Mardigan 10-16-20 10:53 PM

Re: MODS folder question...
 
Ahoy.. :Kaleun_Cheers:

Am considering redoing SH4 with the main mod (v1.24) with the v1.2 to v1.26p, and just want to make sure I am correct in My assessment of setting the MODS folder to desktop & being able to drop the mods from that folder back into the fresh MODS folder, created when I run JSGME anew in the new folder.

I know about what to do to start a new set up, just not 100% sure on reusing the mods in the MODS folder old set up, if that can be done or if I need to recopy the mods where I have them stored away on a different drive.

I have a 2 disk set up C: the main drive, D; which is My dvd rom drive & the 2nd hd being tagged as E: which is where I download mods into. I have a very meticulous file system set up there.. :yep:

Just need to know if it is safe to reuse the mods or not that is in the current set up MODS folder for FotRSU now, or do I need to get rid of them as well before setting up the fresh SH4 install & do a fresh copy of them (the mods)?


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