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Old 03-10-10, 09:35 AM   #16
Bilge_Rat
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c'est merveilleux Pascal.
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Old 03-10-10, 11:08 AM   #17
oscar19681
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Quote:
Originally Posted by Pascal View Post
New model; not bad by the way... Someone clever will tell me what's the good shoulder straps rank for this man :
http://www.germanmilitaria.com/Krieg...KM3Boards.html



Uniforms-2.zip on my Filefront page
Does this mod remove the eyepatch ? If not which mod does this? Sorry no pirates abourd my boat.

well does it?
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Last edited by oscar19681; 03-11-10 at 06:35 AM.
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Old 03-10-10, 12:04 PM   #18
Pascal
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Default Update new Model

...well, last model of the day; time to take some rest and go eat lobsters !
Get the new package uniforms-3.zip on the Filefront page.


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Old 03-10-10, 01:31 PM   #19
XLRDALLAS
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I PUT INTO FOLDER BUT DOES NOT WORK sorry about caps , do ya have to use that mod tool for this i just copyed and pasted into folder
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Old 03-10-10, 02:35 PM   #20
MadDog09
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Looks nice.
Can you PLEASE use the correct shoulderstraps for your Mod!? Can you make collar patches for the crew?

Last edited by MadDog09; 03-10-10 at 11:25 PM.
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Old 03-10-10, 04:47 PM   #21
Pascal
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Originally Posted by XLRDALLAS View Post
I PUT INTO FOLDER BUT DOES NOT WORK sorry about caps , do ya have to use that mod tool for this i just copyed and pasted into folder
You must use JGMSE,
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Old 03-10-10, 05:42 PM   #22
sn00p2501
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Quote:
Originally Posted by MadDog09 View Post
Looks nice.
Can you PLEASE use the correct shoulderstraps for your Mod!? In your last pic the strap is not complete. Can you make collar patches for the crew?
In the last pic, the crewmember doesn't have ANY strap!!!
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Old 03-10-10, 05:50 PM   #23
ingsoc84
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NO matter how many times I try to use this mod, cant seem to get it to work, Im not 100 sure "which" folder to exactlyplace in the mod folder and then will be activated by JSgme..any help? thanks, Scott

do I place the whole "data" folder in the mod folder, or the "texture" or the "Tnormal" or "tex" into the mod folder, and then enable with jsgme? It just seems the dds files are not loading into the proper UBI soft folder to mod the uniforms...help please!

Last edited by ingsoc84; 03-10-10 at 07:03 PM.
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Old 03-10-10, 09:53 PM   #24
abbysinthe
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Quote:
Originally Posted by ingsoc84 View Post
NO matter how many times I try to use this mod, cant seem to get it to work, Im not 100 sure "which" folder to exactlyplace in the mod folder and then will be activated by JSgme..any help? thanks, Scott

do I place the whole "data" folder in the mod folder, or the "texture" or the "Tnormal" or "tex" into the mod folder, and then enable with jsgme? It just seems the dds files are not loading into the proper UBI soft folder to mod the uniforms...help please!
put the whole data folder inside another folder the mod folder.

so like uniforms->data->

the file structure inside the data folder has to match the file structure of the game to work properly.
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Old 03-10-10, 10:29 PM   #25
BaronVonDuncs
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Quote:
Originally Posted by abbysinthe View Post
put the whole data folder inside another folder the mod folder.

so like uniforms->data->

the file structure inside the data folder has to match the file structure of the game to work properly.
Yeah I have had problems with this one as well. It just wont seem to work even though the file structure is the same in the JSGME Mods folder. I have uniforms/data/textures/TNormal/Tex but when I try to enable the mod it doesn't seem to work at all. I even tried starting a new campaign to see if that would get it but still the same uniforms. Don't know why it wont work.
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Old 03-10-10, 11:19 PM   #26
ingsoc84
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Quote:
Originally Posted by abbysinthe View Post
put the whole data folder inside another folder the mod folder.

so like uniforms->data->

the file structure inside the data folder has to match the file structure of the game to work properly.

That worked! thanks, I made a new file on my desktop, "uniforms" put the "data" folder in it, then put the "uniforms" file into my ubisofr/silenthunter5/mods folder, and enabled with jsgme, thanks!
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Old 03-10-10, 11:34 PM   #27
MadDog09
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Quote:
Originally Posted by sn00p2501 View Post
In the last pic, the crewmember doesn't have ANY strap!!!
Mach de Glubschn uff!

It was a 'Oberleutnant zur See' but without äh... "leaf lines" or " sheet strings", i don´t know what "Blattschnüre" is in english.

Last edited by MadDog09; 03-11-10 at 03:43 AM.
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Old 03-11-10, 04:42 AM   #28
sn00p2501
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Quote:
Originally Posted by MadDog09 View Post
Mach de Glubschn uff!

It was a 'Oberleutnant zur See' but without äh... "leaf lines" or " sheet strings", i don´t know what "Blattschnüre" is in english.
Sry, was hard to see, after a barrel of rum with my crew and sending the smut over the ramp for cooking 'Tote Oma'!
Thought it was just a epaulet from an leather-jacket!
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Old 03-11-10, 04:44 AM   #29
MadDog09
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Jaja, 'Flaschengeist' !?
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Old 03-11-10, 06:26 AM   #30
BaronVonDuncs
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Quote:
Originally Posted by ingsoc84 View Post
That worked! thanks, I made a new file on my desktop, "uniforms" put the "data" folder in it, then put the "uniforms" file into my ubisofr/silenthunter5/mods folder, and enabled with jsgme, thanks!
I tried this and the files are getting put into the game folder but they just don't seem to have any impact on the game itself. What is the difference between an N version and the D version of a file so eg D_Torso01_D vs D_Torso01_N? The Mod seems to insert a D version so what is it supposed to do? Does it only take effect in bad weather?
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