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Old 07-13-10, 07:05 PM   #586
stoppro
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S.V.-I ran envo 3.0 with your interior mod- freeze went back to 2.5 and your mod worked fine all night. I will wait for your new version then put 3.0 back in. just letting you know. thanks for all work you and W_clear are doing
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Old 07-14-10, 12:12 PM   #587
reaper7
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Working ok here. Installed Enviroment 3 first, then the Interiors Mod.
No crash or freeze yet to report .

[Activated Mods in order]
R7 HiRes Mod Core Files
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
Conus' Graphic Mod 1.1
Environment 3.0 MOD
SteelViking's Interior Mod V1.0
SteelViking's Sky Banding Mod
MightyFine Crew Mod 1.2 Stock w beards
No magic skills v1.4
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Old 07-14-10, 12:43 PM   #588
stoppro
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I think I read somewhere that damage assement might have something to do with it ,I will take it out and try that. thanks
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Old 07-14-10, 01:10 PM   #589
SteelViking
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Quote:
Originally Posted by reaper7 View Post
Working ok here. Installed Enviroment 3 first, then the Interiors Mod.
No crash or freeze yet to report .

[Activated Mods in order]
R7 HiRes Mod Core Files
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
Conus' Graphic Mod 1.1
Environment 3.0 MOD
SteelViking's Interior Mod V1.0
SteelViking's Sky Banding Mod
MightyFine Crew Mod 1.2 Stock w beards
No magic skills v1.4
Good to know that setup is working. However, you should not be playing, you should be working on that officers' clipboard just kidding.
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Old 07-14-10, 01:54 PM   #590
reaper7
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Quote:
Originally Posted by SteelViking View Post
Good to know that setup is working. However, you should not be playing, you should be working on that officers' clipboard just kidding.



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Old 07-14-10, 07:31 PM   #591
Arclight
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Originally Posted by stoppro View Post
I think I read somewhere that damage assement might have something to do with it ,I will take it out and try that. thanks
Any link?

Don't see how, DA just adds a block to an AI file.
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Old 07-14-10, 09:18 PM   #592
stoppro
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I don't see how either but I was just trying different things,but I did take it out and ran enviro3.0-sv's intieror -svand reapers sky mod -inproved shadows and it ran perfect and it's still going. I also kept critical hits mod in also.It might have been the order they were enabled.I'm just happy it looks good and works.
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Old 07-14-10, 10:17 PM   #593
SteelViking
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Quote:
Originally Posted by stoppro View Post
I don't see how either but I was just trying different things,but I did take it out and ran enviro3.0-sv's intieror -svand reapers sky mod -inproved shadows and it ran perfect and it's still going. I also kept critical hits mod in also.It might have been the order they were enabled.I'm just happy it looks good and works.
Hey, that is one nice list of mods
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Old 07-15-10, 06:37 AM   #594
stoppro
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well I do have TDW 'UI 270 in there but it has been there so long I forget it's a mod. Just part of the game now.
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Old 07-17-10, 08:17 AM   #595
TheBeast
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I do not know where to ask this but here seemed a very good spot since it is kind of related to Environment.
I noticed the Conning Tower Wake is very small. Much smaller then it should be. In the picture below I just plowed through a wave higher then my Conning Tower and barely made a splash. That splash should have been huge and dwarfed the Tower.
Is there any way to adjust this?


Sorry if I am totally out of place with this.

Thanks!
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Last edited by TheBeast; 07-19-10 at 08:04 AM.
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Old 07-17-10, 09:34 AM   #596
TheDarkWraith
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Quote:
Originally Posted by TheBeast View Post
I do not know where to ask this but here seemed a very good spot since it is kind of related to Environment.
I noticed the Conning Tower Wake is very small. Much smaller then it should be. In the picture below I just plowed through a wave higher then my Conning Tower and barely made a splash. That splash should have been huge and dwarfed the Tower.
Is there any way to adjust this?
I noticed when doing the sub flags that only one version of each sub's conn has effects added to it (bow wave splash, etc.). This is why they are non-existent on some conns.
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Old 07-17-10, 04:30 PM   #597
TheBeast
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Quote:
Originally Posted by TheDarkWraith View Post
I noticed when doing the sub flags that only one version of each sub's conn has effects added to it (bow wave splash, etc.). This is why they are non-existent on some conns.
I was going to add that this wave splash looked as if it were from the cannon. I didn't want to sound like I was Ubi bashing but now that you pointed that out, even the cannon splash is way to small. Going to add this to the Ubi Dev's Bug list.
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Old 07-17-10, 04:40 PM   #598
SteelViking
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Quote:
Originally Posted by TheDarkWraith View Post
I noticed when doing the sub flags that only one version of each sub's conn has effects added to it (bow wave splash, etc.). This is why they are non-existent on some conns.
Hey TDW, I don't want to sound needy, but could you possibly hex edit the conning wave into the ones which are missing it? If it is controlled by an .fx file it seems like it should be possible, or am I totally mistaken on this one?
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Old 07-17-10, 04:47 PM   #599
TheDarkWraith
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Quote:
Originally Posted by SteelViking View Post
Hey TDW, I don't want to sound needy, but could you possibly hex edit the conning wave into the ones which are missing it? If it is controlled by an .fx file it seems like it should be possible, or am I totally mistaken on this one?
Once I figure out what this controller does (ObjectCtrlsRef) I'll be better able to answer your request.
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Old 07-17-10, 04:57 PM   #600
Madox58
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Quote:
Originally Posted by TheDarkWraith View Post
Once I figure out what this controller does (ObjectCtrlsRef) I'll be better able to answer your request.
It's nothing more then a controller link from an object or node as defined in the FX.GR2 or base.GR2 file to an effect.
It mostly points to the BAZA_FX.dat in the Library.
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