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-   -   [REL] Merchant Fleet Mod for Silent Hunter 3 (https://www.subsim.com/radioroom/showthread.php?t=170741)

FUBAR295 10-03-22 07:31 AM

Japlance,

Thanks!

If this copy isn't corrupted at Miakhaas site, I was going to upload my copy of the file to Mediafire.

We will see. :yep:

Good hunting,
FUBAR295

AirShark 10-03-22 08:07 AM

Quote:

Originally Posted by JapLance (Post 2830633)
Hope this works for you.

it did, many thanks :Kaleun_Salute:
edit: this one is also clean, https://maikhaas.synology.me:5001/fs.../IAMBECOMELIFE ;)

bischon 11-04-22 06:08 PM

Merchant fleet mod-Where?
 
Is this mod available for download anywhere?

If not, is there and merchant fleet mod avaiable?

I sent a couple of hours searching for one. Some years ago there was a great one which changed merchant skins according to time period in the war. Sadly, I could not find it.
Any help appreciated. Thanks!

Plissken_04 11-04-22 06:13 PM

Quote:

Originally Posted by bischon (Post 2836304)
Is this mod available for download anywhere?

If not, is there and merchant fleet mod avaiable?

I sent a couple of hours searching for one. Some years ago there was a great one which changed merchant skins according to time period in the war. Sadly, I could not find it.
Any help appreciated. Thanks!


https://maikhaas.synology.me/joomla/...melife&lang=de

johnboy1958 12-07-22 10:28 AM

Quote:

Originally Posted by iambecomelife (Post 1413569)
************************************************** **

06/2/2017

MFM Version 3.3 Available below.


http://www.filehosting.org/file/deta...7/MFM-v3.3.rar

************************************************** **

02/20/2017

COMING SOON: MERCHANT FLEET MOD v 3.3

An announcement: after a long hiatus I have started work on the Merchant Fleet Mod v3.3.

Before you get too excited, this mod is intended as an interim solution....it is my attempt to correct the most glaring defects from the Merchant Fleet Mod 3.2:

-Tankers will have engine rooms and fuel bunkers in the correct position
-Hitpoints reduced so that most ships sink with between 1-3 torpedo hits
-Mass for certain ships corrected so they do not lag behind in convoy
-Possibly, heavier armament for some ships after 1942
-Slightly greater variety in armament types
-Armor reduced from ~15cm to 1-3 cm to represent unarmored ship structure (again, this was a reason for difficulty in sinking.
In reality, cargo ship plates are 1" thick, give or take. Older ships will have about 1cm to represent rusted hull plates.
Modern ships will tend to have 2-3cm armor to represent new steel plates.)

What MFM 3.3 IS NOT:

This mod will NOT feature new ship models, new cargo, new crew figures, new weapons, or any bells and whistles. It is intended to improve "craftsmanship".

Basically, the gaol is to improve gameplay for stock SH3 and supermods like GWX/WAC and to "hold you over" until I create my new cargo ship mod for the Silent Hunter series.

Yes, there WILL be a full fledged replacement MFM, to replace all my now obsolete ship models. But this is not it. Again, it is an attempt to clean up defects from when I rushed this mod into production years ago.

As such it will be released pretty soon. Work on improving the tanker compartments is going quite smoothly.

************************************************** ************



MERCHANT FLEET MOD - INITIAL RELEASE INFO

This mod's designed to replace Stock SH3's paltry merchant roster with a huge variety of surface craft, from motor launches to tramp steamers to fleet oilers. It has its roots back in the early days of Silent Hunter 3, when I noticed that the existing merchant ships were sometimes crudely detailed, or were types that would rarely have been encountered during the Battle of the Atlantic.

The mod uses about 60-70 base models and over 3,000 skins to create profuse variety amongst shipping in both convoys and random merchant encounters. Skins from dozens if not hundreds of historical companies are represented. Nations featured in this initial release are as follows:

United Kingdom
United States of America
Denmark
Norway
Sweden
The Netherlands
Belgium
Ireland
Argentina
Brazil
Panama
Canada

Whereas before you encountered a monotonous selection of C-2's and coastal merchants in all nations' rosters, now almost anything is possible. That speck on the horizon could be a brand-new, 10,000 ton tanker or a rusty old tramp making its rounds from coast to coast. It could be a bulk freighter loaded down with minerals, a tiny steam launch, or a fast freighter-transport, carrying troops and war materiel for an Allied invasion.

Neutral ships will be common, and they may or may not be carrying cargo to the enemy. As commander, it will be up to you to decide based on vessel location, paint scheme, deck cargo, and behavior whether or not a target is legitimate. This mod is intended for serious players - sink anything that moves and you may well end your patrol with a huge renown hit.

Installation is quick and easy, using Jonesoft's Generic Mod Enabler.

PRIMARY FEATURES:

1) Dozens of ship models inspired by photographs of typical ships constructed between 1900 and 1945

http://i33.photobucket.com/albums/d5...Billboard3.jpg
http://i33.photobucket.com/albums/d5...Billboard2.jpg

2) Tremendous paint scheme variations, based on hundreds of historical shipping companies and wartime camoflage patterns

http://i33.photobucket.com/albums/d5...Billboard1.jpg
http://i33.photobucket.com/albums/d5.../General12.jpg
http://i33.photobucket.com/albums/d5...e/General5.jpg
3) Neutral ships, which may or may not be legitimate targets. Hull flags, lettering, and shipping company names printed on the sides of vessels.

http://i33.photobucket.com/albums/d5.../General13.jpg

http://i33.photobucket.com/albums/d5...e/Neutral2.jpg

http://i33.photobucket.com/albums/d5...e/Neutral1.jpg

http://i33.photobucket.com/albums/d5...e/Neutral3.jpg

4) Different amounts of smoke affect ship visibility. Particle effects for coal-burning steamers and modern motorships.

http://i33.photobucket.com/albums/d5...ife/Smoke2.jpg

http://i33.photobucket.com/albums/d5...ife/Smoke4.jpg

4) Changes in armament and coloring as the war goes on. Weapons range from light AA guns to Hurricane fighters. By 1942, expect most ships to be camoflaged and armed.

http://i33.photobucket.com/albums/d5...ife/Smoke1.jpg

5) Varied damage resistance depending on vessel size and age.

http://i33.photobucket.com/albums/d5...fe/Damage1.jpg

http://i33.photobucket.com/albums/d5...fe/Damage3.jpg

http://i33.photobucket.com/albums/d5...fe/Damage2.jpg

6) Easy installation/uninstallation with the click of a mouse (JSGME required).

7) Compatibility with existing Silent Hunter 3 supermods.

************************************

GET IT HERE [UPDATE: REUPLOADED 1/03/2012]:

[LINK REMOVED]

SKIN PACKS (Not required but recommended)
[LINK REMOVED]



Version 3.2 (improved ships removed to prevent crashes with supermods. Changed eqp file to tanker T14B. Recompressed due to error messages following downloads.)

SKIN PACKS as of 6/09/10 (~ 3,000 skins, with hundreds of variations):

[LINKS REMOVED]

LIGHT VERSION (IMPROVED STABILITY FOR GWX INSTALLS & OLDER MACHINES. NO NEUTRAL SHIPS EXCEPT AMERICAN VESSELS.)

[LINK REMOVED]

Version: 3.1 (improved stability to prevent career & museum crashes, especially with GWX. Added tanker T19A.)

[LINK REMOVED]

************************************

Skin Packs:

Is this available ???? ALL LINKS REMOVED :(:(
:doh:

johnboy1958 12-07-22 10:30 AM

Files do not work 404 error msg.

Plissken_04 12-07-22 10:35 AM

https://gofile.me/2YNK2/UjB9ysTT3

3catcircus 04-28-24 11:27 AM

New Install Not Working
 
So I've gotten a new PC (Win 11, 32GB RAM, RTX 3060, huge HD) and started installing a replica copy of my install from my old computer.


4GB patch installed, game works fine with GWX3.0 and multiple other mods.


Installed MFM 3.3 and no dice. Gets to the load screen after hitting the Start button and at about 90% of the red bar being filled, it CTDs.


Tried it with MFM 3.2 instead with the same results.


On my old PC (Win7, 16GB RAM, old AMD 1GB video card) MFM installed and the game ran with no issues.



Any ideas?

John Pancoast 04-28-24 11:38 AM

Quote:

Originally Posted by 3catcircus (Post 2910802)
So I've gotten a new PC (Win 11, 32GB RAM, RTX 3060, huge HD) and started installing a replica copy of my install from my old computer.


4GB patch installed, game works fine with GWX3.0 and multiple other mods.


Installed MFM 3.3 and no dice. Gets to the load screen after hitting the Start button and at about 90% of the red bar being filled, it CTDs.


Tried it with MFM 3.2 instead with the same results.


On my old PC (Win7, 16GB RAM, old AMD 1GB video card) MFM installed and the game ran with no issues.



Any ideas?

Hard to say, especially since there are "multiple other mods" involved. Post your mod list.

3catcircus 04-29-24 07:53 AM

Quote:

Originally Posted by John Pancoast (Post 2910803)
Hard to say, especially since there are "multiple other mods" involved. Post your mod list.

Mod list shown below. As soon as I remove the MFM from the list of installed mods, I get no CTDs. As mentioned, the below mod list is from a working install on my old computer that I would think should work fine when installed on my new computer but doesn't.


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
S3H-H.sie-Patch-V16B1
ARB WideGui 1920x1080 v0.4
ARB Adaptation for English & Deutsch
MFM-Improved
MFM v3.3 Silhouettes by Izgud
Ship Names for MFM

John Pancoast 04-29-24 09:44 AM

Quote:

Originally Posted by 3catcircus (Post 2910871)
Mod list shown below. As soon as I remove the MFM from the list of installed mods, I get no CTDs. As mentioned, the below mod list is from a working install on my old computer that I would think should work fine when installed on my new computer but doesn't.


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
S3H-H.sie-Patch-V16B1
ARB WideGui 1920x1080 v0.4
ARB Adaptation for English & Deutsch
MFM-Improved
MFM v3.3 Silhouettes by Izgud
Ship Names for MFM

To be blunt, that list is a mess asking for trouble. Chances are the mfm mod isn't itself causing problems as much as conflicting with something in the list.

Only way to be sure is to use a base install with the mfm and add each mod one at a time, starting each time, and see if the mfm works.

When it doesn't, you'll have the answer. Or on the chance it is the mfm itself, same testing principle to use. Maybe instead look into the OneAlex GWX mod too, it already has a lot of these mods installed and ready to go. Save yourself a headache.

3catcircus 04-29-24 04:19 PM

Quote:

Originally Posted by John Pancoast (Post 2910878)
To be blunt, that list is a mess asking for trouble. Chances are the mfm mod isn't itself causing problems as much as conflicting with something in the list.

Only way to be sure is to use a base install with the mfm and add each mod one at a time, starting each time, and see if the mfm works.

When it doesn't, you'll have the answer. Or on the chance it is the mfm itself, same testing principle to use. Maybe instead look into the OneAlex GWX mod too, it already has a lot of these mods installed and ready to go. Save yourself a headache.

I know it's MFM itself.

The exact same install in the exact same order works on my older slower machine with 8GB of RAM.

I've done both a "copy it over to my new machine" and a "do a fresh install in the exact order" on my new machine. In both cases, after starting a patrol I get to 90% of the loading bar *or* I actually get the the patrol to start but then it CTDs. Deactivating MFM solves the issue.

I've got the 4GB patch, the h.sie fixes, the Tycho patch - all properly done.

Frustrating that a faster machine with more memory can't handle MFM and I'm going to chalk it up to Win11 vs Win7.

John Pancoast 04-29-24 05:16 PM

Quote:

Originally Posted by 3catcircus (Post 2910935)
I know it's MFM itself.

The exact same install in the exact same order works on my older slower machine with 8GB of RAM.

I've done both a "copy it over to my new machine" and a "do a fresh install in the exact order" on my new machine. In both cases, after starting a patrol I get to 90% of the loading bar *or* I actually get the the patrol to start but then it CTDs. Deactivating MFM solves the issue.

I've got the 4GB patch, the h.sie fixes, the Tycho patch - all properly done.

Frustrating that a faster machine with more memory can't handle MFM and I'm going to chalk it up to Win11 vs Win7.

<shrug> But you haven't done testing it per my suggestion, correct? But it's your choice. Plenty of people running the game with the mfm and more on Win10/11.
As mentioned, try the OneAlex mod, it has the mfm iirc. If it works, that's a clue.


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