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Old 10-03-13, 03:09 PM   #31
Aktungbby
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UMGAWA BWANA, JOMO: I'll need more goats for that babe! But she do got AFT quarters!
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Old 10-03-13, 03:46 PM   #32
gap
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Originally Posted by Aktungbby View Post
UMGAWA BWANA, JOMO: I'll need more goats for that babe! But she do got AFT quarters!


Unasemaje bwana? sikuelewa neno la mwisho ulilosema!

The above is real Swahili, in case you tried to ape it. But it is not a tribal idiom (at least not anymore), and under several respects it is an even more refined language than current English, especially the one we are speaking here!

@ Rongel

Bad news... I can not manage to select more than one bone per mesh. Or rather, I can select any number of them, and GR2 Editor tells me that bone bindings were successfully updated, but the next time I open the bone bindings window, only the original bone is selected. If I select just one bone, it gets updated correctly though.

I have tried with three of the four GR2 Editor versions I have on my hard drive (the older version has the feature disabled), not to avail. At this point we can only test my theory on a dat object, and hope that at some point TDW will sort things out with his tool... or teach us how to use it properly
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Old 10-03-13, 04:28 PM   #33
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[QUOTE=gap;2123077]

Unasemaje bwana? sikuelewa neno la mwisho ulilosema!

The above is real Swahili, in case you tried to ape it. But it is not a tribal idiom (at least not anymore), and under several respects it is an even more refined language than current English, especially the one we are speaking here!

/QUOTE]
Mimi alisema mbuzi zaidi kwa, ajili ya binti bwana wako. Mimesikia mfupa wa kuchukua na wewe! BY ORDER OF DER GROSSADMIRAL: NO ENIGMA REQUIRED! He thinks it's still German East Africa.
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Old 10-03-13, 04:31 PM   #34
gap
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Originally Posted by Aktungbby View Post
Mimi alisema mbuzi zaidi kwa, ajili ya binti bwana wako. Mimesikia mfupa wa kuchukua na wewe! BY ORDER OF DER GROSSADMIRAL: NO ENIGMA REQUIRED! He thinks it's still German East Africa.
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Old 10-04-13, 04:49 AM   #35
Rongel
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Originally Posted by gap View Post

@ Rongel

Bad news... I can not manage to select more than one bone per mesh. Or rather, I can select any number of them, and GR2 Editor tells me that bone bindings were successfully updated, but the next time I open the bone bindings window, only the original bone is selected. If I select just one bone, it gets updated correctly though.

I have tried with three of the four GR2 Editor versions I have on my hard drive (the older version has the feature disabled), not to avail. At this point we can only test my theory on a dat object, and hope that at some point TDW will sort things out with his tool... or teach us how to use it properly
Ok, yes, it seemed to be impossible to do in current editor version. Thanks for the help anyway! I made a test with dat units, and it seemed like it's working, I could destroy single items with direct deck gun hits! But I'll let this rest for a while, I think we can live with the current situation.
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Old 10-04-13, 05:23 AM   #36
SnipersHunter
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Great work
When should i activate it?
Quote:
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
Speech fixes and additions (german version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
oh2v22_de_test
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 01.01 by AvM - add-on - Coloured Simple Tools
AOB slide ruller for TDW UIs and MO by stoianm (german)
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Allgemeine Deutsche Übersetzung

Last edited by SnipersHunter; 10-04-13 at 05:46 AM.
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Old 10-04-13, 06:59 AM   #37
Rongel
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Quote:
Originally Posted by SnipersHunter View Post
Great work
When should i activate it?
Thanks!

Just put it after everything else (like every mod says ). Main thing is that it is installed after OH II.
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Old 10-04-13, 07:03 AM   #38
SnipersHunter
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Okay thank you rongel for the help and the great mod
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Old 10-04-13, 07:51 AM   #39
gap
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Quote:
Originally Posted by Rongel View Post
Ok, yes, it seemed to be impossible to do in current editor version


Quote:
Originally Posted by Rongel View Post
I made a test with dat units, and it seemed like it's working, I could destroy single items with direct deck gun hits!


Quote:
Originally Posted by Rongel View Post
But I'll let this rest for a while, I think we can live with the current situation.
As you wish
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Old 10-25-13, 06:08 PM   #40
Bathrone
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Hi, Im not sure if this mod is effecting ship boyounacy or not. I dont know where in the game and mods the settings are. Im finding with the below mod list that some of the surface ships are semi submerged while apparently undamaged.



My mod list:

Code:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
sobers game loading tips V8 SH5
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fix SteelViking-HotSoup-WaterDrips
silentmichal's interior mod 1.2.4
sobers multi color mod V5
Nauticalwolf's_Poster_Mod_v1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Water Reflections Intensity Varied by Available Sunlight by TDW v1.0.2.0 (Main Mod comp.)
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog  V22 SH5
sobers better terrain v3 SH5
sobers waves mod V13 22102013 SH5
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
AilClouds 3.0
AilMoon 1.5
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
TDW Mines Subnets Detectable in hydro (OH II)
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_Trevally
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Realistic_Hydrophone_1_0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Window_Lights_Redone_V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5 External Cargo 1.0
SkyBaron's Bold SFX for SH5 1.0
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
All sounds included
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
EQuaTool 01.01 by AvM - add-on - Coloured Simple Tools
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers map colors SH5 V1
Das Boot Gramophone music
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Old 10-27-13, 02:39 AM   #41
Rongel
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Quote:
Originally Posted by Bathrone View Post
Hi, Im not sure if this mod is effecting ship boyounacy or not. I dont know where in the game and mods the settings are. Im finding with the below mod list that some of the surface ships are semi submerged while apparently undamaged.
Hi! This mod shouldn't affect ships buoyancy. As far as I know, the cargo is weightless/ships don't calculate it's weight. That would be a nice feature, but i'm 99% sure the game doesn't have that. Also I haven't seen that kind of behaviour what you described.

One exception is some ships in ports, sometimes I can see half sunk ships there, but I believe that has plaqued SH 5 from the start.
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Old 10-27-13, 02:48 AM   #42
gap
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Quote:
Originally Posted by Rongel View Post
Hi! This mod shouldn't affect ships buoyancy. As far as I know, the cargo is weightless/ships don't calculate it's weight. That would be a nice feature, but i'm 99% sure the game doesn't have that. Also I haven't seen that kind of behaviour what you described.

One exception is some ships in ports, sometimes I can see half sunk ships there, but I believe that has plaqued SH 5 from the start.
I am pretty sure that internal cargo (set in ME) affects ships buoyancy, but I agree with Rongel that external cargo shouldn't.
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Old 01-12-14, 01:22 AM   #43
Raven_2012
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Wow this is pretty cool. Is there much in performance slow downs with this, that anyone has notice?

Also it wants to overwrite two things in Reworked Morale, is that ok?

So I assume, it goes after OHII 2.2 and Reworked Morale?
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Old 01-14-14, 04:37 PM   #44
Raven_2012
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Any ideas, guys?

Quote:
Originally Posted by Raven_2012 View Post
Wow this is pretty cool. Is there much in performance slow downs with this, that anyone has notice?

Also it wants to overwrite two things in Reworked Morale, is that ok?

So I assume, it goes after OHII 2.2 and Reworked Morale?
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Old 01-14-14, 04:53 PM   #45
Rongel
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Quote:
Originally Posted by Raven_2012 View Post
Wow this is pretty cool. Is there much in performance slow downs with this, that anyone has notice?

Also it wants to overwrite two things in Reworked Morale, is that ok?

So I assume, it goes after OHII 2.2 and Reworked Morale?
Sorry for the late reply! I haven't seen any performance issues with this mod, even in large convoys, the external cargo seems to be quite easy on the pc.

If I remember right, those two mods shouldn't have any shared files, what two things are you seeing in JSGME? Anyway, install it after OH II, and it shouldn't matter if it's before or after Reworked Morale and Abilities-mod.
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