SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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02-14-22, 04:50 PM | #1 | |
Seaman
Join Date: Dec 2016
Location: Finland
Posts: 39
Downloads: 35
Uploads: 0
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I downloaded most of the needed stuff from there successfully, but I needed to right-click the link and select 'Copy link (address?)' and manually paste that copied address into a new tab in my browser to make the download start. For some reason, left-clicking the links did not work for me. I downloaded all those files ~2 days ago so it should still be all OK! |
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02-14-22, 04:57 PM | #2 | |
Ocean Warrior
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Glad to hear it. You can use Hitman's Optics (one of my favorites) OR the WYGM mod. You just CANNOT use both.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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02-14-22, 05:00 PM | #3 |
Ocean Warrior
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I just noticed this in your mods list: Supplement to V16B1 (I am using h.sie & Stiebler's fixes)
If this means you enabled some of Stiebler's patches via the options selector then that is incomplete too. Let me know if you are using some of Stiebler's patches per options selector and I'll list what else you need to do to make them work correctly in the game.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
02-14-22, 07:59 PM | #4 | ||
Seaman
Join Date: Dec 2016
Location: Finland
Posts: 39
Downloads: 35
Uploads: 0
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As for Hitman's Optics, I might be interested in getting that to work still but it seemed like both it and WYGM were giving me trouble with the views. But I will test that some more later on. Sound mods and some visual things might be nice too; an attack disc seems like a must-have for me. |
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02-15-22, 04:29 AM | #5 | |
Ocean Warrior
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Ok as long as you didn't apply any of the patches from Stiebler's section of the option selector you should be alright. However, you really should always use JSGME to apply any mod and I also would recommend using the Wolfpack less contact reports option. It can take a long time to get a pack sorted out even with this option, let alone without it.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
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02-15-22, 09:15 AM | #6 | ||
Seaman
Join Date: Dec 2016
Location: Finland
Posts: 39
Downloads: 35
Uploads: 0
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Quote:
Quote:
I am also probably going to try out "Makman's Final GUI" (not sure if this is the correct name) mainly due to a specific periscope sight and the attack disc that should be contained within it. Do you think most of the mods related to that will be activated in JSGME after the NYGM and IABL mods? Also if you have any general knowledge about the order of activating sound mods or mods that alter e.g. crew clothes, interiors, and other visuals I would be thankful for any notes. |
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02-15-22, 11:00 AM | #7 | |
Ocean Warrior
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- You may disregard the 3_6f reference as all that is mentioned in it was incorporated into a later version(s) of NYGM which you already have. I.e., notice that info. has a 3_6 heading but it is a found in version 3_6f documentation. You can control the flag via shift-f and ctrl-f but a watch officer must be on the bridge to do so. I never use radar but search the commands*.cfg file for what keys control that. Found in path game\data\cfg - I've never used that GUI but *any* mods you add should be added *after* the NYGM and IABL mods. See the GUI's instructions for specifics on how to appy it. Also, in general you will always want to apply H.sie's patch last. - In general you can apply sound, etc. mods in any order you wish. Just look for conflicts with each other/other mods when applying them with JSGME. When there is a conflict between mods when using JSGME you will get a dialog box with a notice of it, asking you if you want to continue.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
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Tags |
bug, graphical problems, help with mod, help!, nygm |
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