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Old 08-18-20, 08:45 PM   #1648
propbeanie
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Quote:
Originally Posted by torpedobait View Post
This is a new install just for the revised v1.2. Deleted game from my G: drive; deleted v1.1; deleted SH4 folder; copied pristine version of SH4 v1.5 to my game drive G:; applied new v1.2 and selected extra mods; turned off read only; applied LAA; reset game options, and started a new Fleet Boat Campaign with USS Tambor , Dec. 9, 1941 out of Midway to Area 7 for 10 days:

Before leaving port, I thought I'd move the deck gun from Bow to Stern (I like to be going away from possibly armed ships I've already torpedoed). It was only after going out to sea and reaching the Patrol area that I found I have no crew slots for a rear mounted deck gun! It let me swap the gun from bow to stern alright, but then failed to create the deck gun crew slots.

I have since deleted the game progress, gone back to the office, and allowed the Bow deck gun to remain as originally assigned. Can't go to sea without it, especially early in the war. I will restart the patrol with Bow gun in place.
I used the Tambor as the "template" for all the others, since the Tambor boat was the one that I ~always~ had function correctly after adding back in the fore and aft guns... I do know this though about the whole thing:

1. While in the Captain's Office, you can swap ends with your gun, ~BUT~, always go to the crewing screen to be certain crew positions followed. If they did not, then put the gun back the way it was. Make certain the original positions came back in. You can go on from there, or if you want to try again, exit the area, the Captain's Room, back to the Main Menu and try again with another new career, or exit the game and come back, lather rinse repeat...

2. If you get your gun where you want it, and you have crew positions, you can leave on Patrol. Once on patrol, beyond the home port area, crew up the guns. Then Save the game, exit and return with a reload. Your crew should now show at Battle Stations when called. If you do not Save, exit and Load, they usually do not show at the guns, though they are on the crew page. This only happens when you move the gun.

3. Once you move the gun, it will be weird whenever you dock (the Save data is different), and the "upgrade" to the next gun is a 50-50 crap shoot of retaining the gun positions. Most times when that happened in testing, it did at least put the crew back in the Damage Team, but not always - hence the reminder green circle when coming back in, for the player to Save and move their crew off the guns.

4. With the current set-up, I was able to use the wolfeinsamer method of removing the "AdditionalRepository" text from the crew positions. However, now the gun was ~really~ strange (in the Save data) if trying to move it again, and then the crew positions usually did NOT follow... Use of the Coletrains method, where you completely re-build the section might be better, though definitely more involved in FotRSU than Stock, due to the differences not only in crew size, but the crewing itself.

5. Silent Hunter 4 is one strange beast when it comes to modding... that actually goes without saying... but all of this is back to the way it happens in Stock now, and the Coletrains & Others method do work...


Quote:
Originally Posted by QuincyBad View Post
Hey S7rikeback!

Your question's, How many Sh4 downloads do I have? I have one download and that is from steam. And your other question for how I downloaded Fotrsu, I downloaded it from Subsim then after it downloaded I got the folder in Winzap and extracted it into my mods folder an enabled it with JSGME.

Hope that helps!

P.S. Before you think im not enabling mods correctly, I have TMO enabled and it works also whenever I have FOTRSU enabled the main first loading screen pops up with fall of the rising sun then after it fully loads it says the horrific message that my program has stopped working then I have no other option to close the program and if I click cancel before that it just closes me out.
From what you are saying QuincyBad, you have multiple mods installed, one on top of the other, and neither TMO nor FotRSU are designed to work with each other. You can copy your Steam game folder to another location (so long as you are not in a Program Files folder) and use MultiSH4 on it to create a new Save folder. You could keep TMO in your original folder, and FotRSU in the new install copy, if desired. Use the Steam Library and "Add a new game" so that it shows on your Steam menu, if you want. On Windows 10, I have to do that to get Steam to do the license checks. On this Win 7 machine, it does the checks without being on the menu. Either that, or de-activate all mods in Silent Hunter 4, and then enable FotRSU only, other than the "authorized" mods in the "Extras / AddInModsPak" folder, or vickers03 FotRSU interiors, or DanielCoffey's sil files (included in the mod), and maybe DrJester's Upscaling Textures mod, but it has not been completely tested yet. No other mods have been tested by the team, though some do function as intended, like the bigger, better protractor mod - but later - get the base mod going first... Another thing, FotRSU has its own "free camera" mod in it...

The really big thing though is, that you ~have~ to have a clean Save folder, either with the use of MultiSH4, or by deleting the "C:\Users \UserName \Documents \SH4" folder )which will be recreated when you start the game again), or by moving the contents of that folder for when you restore the game to the state previous to FotRSU. You also have to have LAA properly applied to the SH4.exe file, so that Windows can "see" that it is capable of, and Large Address Aware. Read either the first post in the thread here Fall of the Rising Sun Ultimate - Full Release, or the post on the download page, or any one of a number of pdf files in the Support folder, and all of those have "activation instructions" in various forms.
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