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Old 02-17-14, 02:39 PM   #316
cherbert
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Quote:
Originally Posted by lesec74 View Post
thanks for your answer; Have you install after or before megamod?
After.

I also installed the Dark Interiors mod which works too.
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Old 02-17-14, 02:39 PM   #317
cherbert
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I have found that when running on batteries the Speed indicators are always 1 out?
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Old 02-17-14, 02:52 PM   #318
TheDarkWraith
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Quote:
Originally Posted by cherbert View Post
I have found that when running on batteries the Speed indicators are always 1 out?
That is correct. That is because of my Generic Patcher's independent speed ratios for electric engines patch
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Old 02-18-14, 07:40 AM   #319
diablo82
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Default Files responsible for the language in SH5

Which files in SH5 are responsible for the language in the game and how to edit these files?
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Old 02-18-14, 08:27 AM   #320
gap
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Quote:
Originally Posted by diablo82 View Post
Which files in SH5 are responsible for the language in the game and how to edit these files?
These are all the text localization files that I can think of at the moment:

General interface:
data\Menu\menu.txt

Crew dialogs:
data\UPCDataGE\UPCLocalization\dialogs.tsr

U-boat equipment, upgrades interface, crew abilities and decorations, etc:
data\UPCDataGE\UPCLocalization\dialogs.tsr\UPCLoca lization.tsr

Unit class names (in museum and in stock ship recognition manual):
data\Roster\Names.cfg

Unit class names (in New UI's SOAN):
data\Roster\SOANNames.cfg

SOAN's additional ship info:
data\Sea\...\*.ait (one for each ship)

New UI's/OH's radio messages:
data\RadioMessages\English\...\radiomessages.txt (one for each year/month)

Campaign objectives:
data\Campaigns\CampaignProjects\...\Campaign.tsr (one for each campaign)

Mission briefings:
data\Campaigns\CampaignProjects\...\MissionBriefin gText.tsr (one for each campaign)
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Old 02-18-14, 12:11 PM   #321
messageboy101
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This could be a foolish question

i dont understand something, what do you exactly mean with start a new campaign just create a name and exit the game
or genuinely start a new campaign and then exit the game.

Thanks in advance

Greets Laim
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Old 02-19-14, 10:37 AM   #322
diablo82
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How to change the position of the Nomograph.

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Old 02-19-14, 10:48 AM   #323
gap
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Quote:
Originally Posted by diablo82 View Post
How to change the position of the Nomograph.
I am afraid that there is no other way to do it than by using Menu Editor. Try it.
Using it for simple tasks as the one you need to carry out, is easier than you can think at first
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Old 02-19-14, 11:42 AM   #324
TheDarkWraith
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Quote:
Originally Posted by diablo82 View Post
How to change the position of the Nomograph.

Make it draggable IIRC there's an option either in my options file or in the map options for that map (top left corner) to enable nomograph draggable
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Old 02-19-14, 04:19 PM   #325
diablo82
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Quote:
Originally Posted by gap View Post
I am afraid that there is no other way to do it than by using Menu Editor. Try it.
Using it for simple tasks as the one you need to carry out, is easier than you can think at first

Thanks problem solved. Slowly, I am learning to change anything in the game. I've never done this type of change in the games so this is my "first time". Probably to create new mods do not teach but Small Fixes I already knew how to do.


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Old 02-19-14, 04:55 PM   #326
gap
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Quote:
Originally Posted by diablo82 View Post
Thanks problem solved. Slowly, I am learning to change anything in the game. I've never done this type of change in the games so this is my "first time". Probably to create new mods do not teach but Small Fixes I already knew how to do.
Well, hopefully there is an easier solution, as suggested by TDW

Quote:
Originally Posted by TheDarkWraith View Post
Make it draggable IIRC there's an option either in my options file or in the map options for that map (top left corner) to enable nomograph draggable
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Old 02-20-14, 03:38 PM   #327
von faust
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Great mod
....but I think I avre a problem with the vision periscopes.
Should not see each other subdivisions in the center of the viewer?





Thank You (excuse for my English)
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Old 02-21-14, 02:38 PM   #328
diablo82
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Quote:
Originally Posted by von faust View Post
Great mod
....but I think I avre a problem with the vision periscopes.
Should not see each other subdivisions in the center of the viewer?





Thank You (excuse for my English)

The size RAOBF can help you. Using "Pain.NET" edit files:
-RAOBFInner.dds
-RAOBFOuter.dds
data / Menu / Gui / Layout
In "Pain.NET" when you open the file, click on the Layers / Rotate Zoom (Ctrl + Shift + Z) and set the Zoom. x0.94 helped me. Save the files.



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Old 02-21-14, 02:48 PM   #329
vdr1981
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Quote:
Originally Posted by diablo82 View Post
The size RAOBF can help you. Using "Pain.NET" edit files:
-RAOBFInner.dds
-RAOBFOuter.dds
data / Menu / Gui / Layout
In "Pain.NET" when you open the file, click on the Layers / Rotate Zoom (Ctrl + Shift + Z) and set the Zoom. x0.94 helped me. Save the files.



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Why don't you upload those files so we can create an optional patch for "large optics mod""?
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Old 02-21-14, 02:57 PM   #330
diablo82
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Quote:
Originally Posted by vdr1981 View Post
Why don't you upload those files so we can create an optional patch for "large optics mod""?
That's what I'm doing but I have a little problem with the upload.

http://www.mediafire.com/download/8k...ograph_Fix.rar

Additionally, it is reduced nomograph.

How I helped beat bravo



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