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04-05-19, 07:13 AM | #196 |
Growing Old Disgracefully
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Hi t
Disable mod 15 Magnified Hud Dials. Peter
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04-11-19, 08:20 AM | #197 |
Sonar Guy
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Not sure if it's a compatibility issue, but I've had several crashes on the 11th patrol of my first new career in 1.5. I'd seen some camera oddities in patrol 9, but nothing serious until the 11th, when the system began lagging significantly and eventually crashed before refusing to load. I'd hoped it was limited to that patrol, but the latest one did the same last night. Both times I experienced the "hundreds of destroyers off the Ryukyus" glitch.
Here's my jgsme list: [DEPENDANCIES] 1 Game Fixes Only Mod v1.1= 14 3000 Yard Bearing Tool (1920x)= 700 Cheap and Early Torpedoes="" [MODS] 1 Game Fixes Only Mod v1.1=1 10 Eye Patch for Stock=2 13 sobers compass mod_version color=3 14 3000 Yard Bearing Tool (1920x)=4 16 Webster's Eliminate Floating Plankton=5 17 Remove grain effect=6 6 Bigger Better Protractors=7 7 Extra Allied naval bases for Stock SH4 + UBM v3.0=8 700 Cheap and Early Torpedoes=9 MidwayCareer with balao 1941=10 Any help would be appreciated. |
04-11-19, 11:17 AM | #198 |
Growing Old Disgracefully
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Hi M4M
My mega mod is ctd free and has not caused me any problems to date. You have added additional mods which are not compatible and is the most likely reason why you are experiencing problems. Peter
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04-11-19, 01:21 PM | #199 |
Sonar Guy
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Hi Peter, that wasn't a criticism of your mod - just wondering if you might know which of the others it might be or if I simply put something in the wrong order. If nothing can be done, it looks like I'll have to wipe and reinstall SH4 and would like to retain whatever I can.
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04-12-19, 04:43 AM | #200 |
Growing Old Disgracefully
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Hi M4M
My mega mod has numbers for a specific reason so it is important that they are enabled in the correct order. Any additional mods should be added after. Your additional mods need to be disabled. I do not think at this stage you need to do a re-install unless your game is corrupted. I think it is most likely you have a mod which is not compatible. What does this mod do? 700 Cheap and Early Torpedoes="" If you do not have enough Renown this can be manually changed. This mod 10 Eye Patch for Stock=2 is really an option because not all players experience the piercing eyes so you could test without this just by looking at his eyes when the game loads to the command room. i would suspect this mod is your most likely suspect. MidwayCareer with balao 1941=10 The Sargo would be a good choice here. Peter
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04-12-19, 10:01 AM | #201 |
Watch
Join Date: Apr 2019
Posts: 20
Downloads: 5
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please help
Hello Berbster,
I have just started playing SH4 and I would like to do my own mods instead of relying on other people's effort. I know I am reinventing the wheel, but I want to prove I can do it. I need to know what tools to use, I have tried looking at DATs in a hex editor called HxD but I am not getting far. Specifically, 1. I want to edge the speed up on my Gato 2. I would like to design custom torpedoes, variable speed, blasting power, range. I read a post somewhere by somebody who looked into .zon's for this. 3. I wanted to fast track educate my crew to help do 1 and 2, but the crewmembers.upc doesn't appear to be used during Quick Missions. So where does it find the crew then ? I would be really grateful if you can help me. Thanks in advance. Kraken Wakes |
04-12-19, 03:31 PM | #202 |
Growing Old Disgracefully
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Hi TKW
I admire your enthusiasm, but what you are proposing is a big undertaking and very time consuming. I do not have the experience I am afraid to guide you in the right direction but I do wish you luck in your projects. I would suggest that you put your project on a new thread so you will get a better response than on my dedicated one. Peter
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04-16-19, 01:13 PM | #203 |
Sonar Guy
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Hi Peter,
Cheap & Early Torpedoes mod makes all torp marks available and free beginning 1/1/43. I use it solely to get proper torpedoes - the Mark 16 - as renown isn't a concern. Balao, same reasoning, though I'd take a Tench if I could get it instead. At this stage, they add a great deal to the enjoyability of the game. So the game is having issues running at TC above 1500 a few weeks into each patrol, the camera views of other ships become distorted, and the program often crashes on the way home thanks to the TC issues. If this isn't corruption, I will disable all mods, then reenable yours in order and try restarting the latest patrol. If this does sound corrupted to you, I suppose the only thing to do is wipe the program and reinstall. |
04-16-19, 03:09 PM | #204 |
Growing Old Disgracefully
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Hi M4M
I am sure my mod is not the cause of your problems as I have played it extensively including high TC. Peter
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04-16-19, 04:58 PM | #205 |
Sonar Guy
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And I'm as confident as a newbie can be that you are correct. Thanks for your time and the mod.
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04-29-19, 09:13 PM | #206 |
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Join Date: Apr 2019
Posts: 20
Downloads: 5
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specification for an idea from new guy
Hi RR,
just to say thanks for your support recently. I only joined and started playing SH4 about 5 weeks ago. So far, I have modded the boat and started writing my own missions and getting them to work. I do have one dreamy sort of idea to discuss. Wouldn't it be great if there was a macro language we could use and write in the language ourselves that could dynamically throw more enemy units at us and change tactics or strategy depending on what the player unit did ? But I think we can get halfway there by modifying the mission.mis. We would set a trigger/event if he is doing well, to radio message the player to press a button on an applet after he had saved. The applet would go into the .mis, read off the player's position, and write in some really mean extra enemy units on a converging course. It could set traps too. The ME is all very well but all the units have to be in there to begin with, whereas this applet would modify the mis dynamically after you save and before you reload. We wouldn't be able to know what to expect. We could write it in any language that can deal with a text file and produce a screen - VB, C sharp etc. One thing I haven't figured out is how to distinguish landmasses. Can I have some feedback on the idea, guys ? T K W |
04-30-19, 03:48 AM | #207 |
Growing Old Disgracefully
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Hi TKW
This is not the right thread to discuss this. You need to make your own thread so you receive the relevant replies Peter
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02-25-20, 07:13 PM | #208 |
Nub
Join Date: Feb 2011
Location: Oklahoma City, Ok
Posts: 3
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GFO Mod sequence
Silly question, but to we install the mods 1 to 17 or 17 down to 1?
thanks, gpawood |
02-25-20, 09:15 PM | #209 |
Gefallen Engel U-666
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Welcome aboard!
gpawood!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
02-26-20, 06:28 AM | #210 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community >gpawood
Subsim <> Make A Donation <> See The Benefits <> Support The Community SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below 1 to17
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