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Old 05-31-13, 03:26 PM   #3586
Kapitän
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Hi Guys,

After trying to install different new mods (mainly Aces Super Turms and FM New Interior), my V16B1-patch doesn't work anymore, also the FM 2.1D doesn't work anymore either, even though both worked before on my GWX3.0 installation.

With the V16B1 patch installed via JSGME, now the game starts as before, on the lower left corner it still reads V16B1 BUT when I want to load a saved game in home base, the game crashes.

I'm kind of stumped, because it all worked before, with the same game installation and career but after fiddling around with the mods, everything kind of went downhill from there

Has anyone experienced something similar and perhaps, have any tips for me?
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Old 05-31-13, 04:28 PM   #3587
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The "Steam version" of SH3 does not give you an executable copy of sh3.exe, the core game file. Steam provides you with a "packed" (read: encrypted) version of the sh3.exe file, which is unpacked (decrypted) and loaded at runtime. The file only exists in your computer's RAM during execution and is removed on exit. So you never have a sh3.exe file to patch with the h.sie/Stiebler patcher. That is how Steam works. You have constructive use of the executable file, to play the game, but you do not actually possess the file. It is theirs. Think of it as leasing a car instead of buying it. You can drive the car, but you can't have the engine modified or paint flames on the side. It's not really your car. The arrangement with Steam is like that. There is nothing wrong with leasing a car - it works better than buying one for some people. But it is not the same as buying a car, and you have to inderstand that there is a difference.
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Old 05-31-13, 10:53 PM   #3588
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Actually you can patch the steam version of SH3 you can patch and it does work. never had a problem with it before on my end. Before you ask yes I have the steam copy as well as a copy w/ and w/o starforce.

@kapitan Did you read the readmes? There is a way to get all of them to work. also you may have to go into the files a bit to make them compatable especially with the V16B1.
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Old 06-01-13, 04:19 AM   #3589
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Quote:
Originally Posted by desertstriker View Post
@kapitan Did you read the readmes? There is a way to get all of them to work. also you may have to go into the files a bit to make them compatable especially with the V16B1.
Yes, I read them very carefully and it all actually worked at one point. I even made a 7-Zip copy of the installation, which I re-installed as a second installation, starting a brand new career. Unfortunetly, with the same result.

I'm beginning to think, if there isn't a Starforce or similar protection installed on the original install after all, even though the Starforce-Removal-Tool "told" me that there was no protection system installed and I can start the game without the CD-ROM/DVD.

Again, the game itself will start and on the first menue page it does say "V16B1" in the lower right corner BUT when I want to load a saved game in base or even a new career, it crashes.

The same with FM2.1D and Aces Superturms: It all worked at some point but now the game crashes during loading when I have those mods installed via JSGME. Other mods I install seem to work fine.

There is one thing though: I upgraded to the latest version of JSGME (2.6.0.157) from the version that originally comes with GWX3.0 (can't remember the number just now). Could that be the problem?
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Old 06-01-13, 06:28 AM   #3590
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Quote:
Originally Posted by desertstriker View Post
Actually you can patch the steam version of SH3 you can patch and it does work. never had a problem with it before on my end. Before you ask yes I have the steam copy as well as a copy w/ and w/o starforce.
I didn't say you can't patch the Steam product. I said that the h.sie and Stiebler patchers (and anything else that alters the stock sh3,exe) won't work.
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Old 06-01-13, 11:07 AM   #3591
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[QUOTE=desertstriker;2065889]Actually you can patch the steam version of SH3 you can patch and it does work. never had a problem with it before on my end. Before you ask yes I have the steam copy as well as a copy w/ and w/o starforce.

Okay, great. How did you do it?
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Old 06-01-13, 03:04 PM   #3592
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Should be in the readme but copy everything from the download into the game directoy IE (C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 3) and you HAVE to have used Hsies patchkit before stiebler's
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Old 06-01-13, 04:19 PM   #3593
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Quote:
Originally Posted by desertstriker View Post
Should be in the readme but copy everything from the download into the game directoy IE (C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 3) and you HAVE to have used Hsies patchkit before stiebler's
I've looked through all the readable files in both V16B1-Patch-Kit.7z and Stiebler4B_V16B1_Revised.7z, and I can not find any instructions similar to yours posted above. Instructions with both downloads say to unzip the contents into a new working file, implement the patches, and then copy the patch folder to the Sh3/Mods folder. For the benefit of those who would like to patch the Steam version, could you please indicate where in h.sie's/Stiebler's documentation these instructions can be found?
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Old 06-01-13, 05:50 PM   #3594
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looking at it right now and it says (for Hsie's) Readme_V16B1.pdf
and for stieblers add on Instructions_Stiebler4B_V16B1_Addon.rtf

like I said I ran them on the steam copy.
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Old 06-01-13, 06:57 PM   #3595
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Quote:
Originally Posted by desertstriker View Post
looking at it right now and it says (for Hsie's) Readme_V16B1.pdf
and for stieblers add on Instructions_Stiebler4B_V16B1_Addon.rtf

like I said I ran them on the steam copy.
Yes, I have those files too. But the procedure you cite:

copy everything from the download into the game directoy IE (C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 3)

isn't mentioned anywhere in either document. In fact, Readme_V16B1.pdf includes very specific instructions which conflict sharply with your procedure:



1) Patching sh3.exe
a. Create an empty working directory somewhere on your harddisk (where you have
write permission.)
b. Download the latest V16_Patch-Kit archive and extract all contained files into that
working directory.
c. Copy your original (unpatched) sh3.exe into that working directory. Now, your
sh3.exe and the patcher named Patch_SH3.bat MUST be located in the same folder!
d. Start Patch_SH3.bat. If your sh3.exe is compatible, it will be patched. Otherwise not.
Before patching, the patcher automatically makes a backup of your original file called

sh3.old
. Save sh3.old somewhere for later use, e.g. in case you want to undo the

patches.
e. If step d) was successful, your new sh3.exe contains ALL of the fixes!
f. Start HsieOptionsSelector.exe in order to individually enable/disable the fixes as you


like. This tool also allows to apply the 4GB-Patch.


2) Preparing the Supplement-Mod
Note: The Supplement-Mod is essential, not optional !!!
a. Extract the Supplement to V16 Mod archive
b. Put the patched sh3.exe into that mod (into the same folder where the 4 DLLs are

located).

(I omit Section 3, because it is not germane.)


4) Activate the Supplement Mod
a. Copy your individualized Supplement-Mod into the MODS folder of your sh3-
installation
b. Activate it using JSGME as the last one - after all other Mods. File conflicts regarding

files de_menu.txt, en_menu.txt and Campaign_SCR.mis can be ignored.



So my question is, where in h.sie's and/or Stiebler's documentation is the procedure you describe? I have searched all the documentation (as I said, all readable files) and have been unable to locate it. I am presuming that the procedure is described in more detail in their documentation than in your post. If so, it would certainly be helpful to anyone trying to patch the Steam version.
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Old 06-01-13, 08:18 PM   #3596
desertstriker
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1st i do have write permissions to that folder I just paste all to that foldier because it is easier and I found it works.
Tell you what I will make a special video just for this issue. give me a bit and it will be available
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Old 06-01-13, 08:43 PM   #3597
BigWalleye
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Quote:
Originally Posted by desertstriker View Post
1st i do have write permissions to that folder I just paste all to that foldier because it is easier and I found it works.
Tell you what I will make a special video just for this issue. give me a bit and it will be available
Thanks. That will be helpful.
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Old 06-01-13, 10:16 PM   #3598
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waiting for the darn thing to upload now.

EDIT: I will have to mess with it some other time cant read what I wrote in the notepad.

Last edited by desertstriker; 06-01-13 at 10:54 PM.
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Old 06-01-13, 11:40 PM   #3599
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Read this topic, but not wish d/l this mod total so:

Hardcode-Fixes Overview

This in only a very brief overview about the Hardcode Fixes. Details and installation instructions can be found in the Readme (see above!). Due to Stieblers cool OptionsSelector tool, most of the Fixes can individually switched ON/OFF. Even the 4GB-patch can be applied with his Selector.

1. Realistic Repair Times. (-)
Repair times of all U-boat equipment take 60 times longer than before. The factor of 60 is user-adjustable. {Repair time in game is normal as was in real war times}

2. Inaccurate range-estimations
Inaccurate range estimations for WatchOfficer (->Nearest visual contact) and WeaponsOfficer (-> Solution to target). No gods-eye firing solutions anymore. Before this mod: "Range: 8932m, Herr Kaleun". Now: "Range: 9000m, Herr Kaleun".

3. Snorkel-Fix
Speed restriction when snorkelling - wind speed dependent!

4. Periscope-Fix (-)
Periscopes nearly useless for higher speeds, since blur effect simulates periscopes vibrations. At higher speeds, periscopes are moved down automatically. {in real life speed germane sybmarines, except type XXI and type XVII, not limited use periscope in flank submarine speed. During trial "V-80" maximal speed for use periscopr was 12 knots. Subs types II, VII and IX have undewater speed less than 12 knots}

5. Hydrophone-Fix
Hydrophones useless when diesels are working. When snorkelling, you must stop diesels in order to use hydrophones. Otherwise you'll hear nothing. No sound contact reports when diesels are working.

6. External torpedo reload fix (-)
  • No reload of external torpedoes possible during bad weather.
  • Speed restriction to "slow" during external reload. {in real life submarines not have limited in speed during reload external torpedoes}
  • No diving possible during reload of external torpedoes.
7. Internal torpedo reload fix (-)
No reload of internal torpedoes during storm and when surfaced. During storm one has to dive below 16m in order to reload internal torpedoes. {in real life internal torpedoes relaoding and during storm and in surface. Mainly attack german submarines defore 1943 year was from surface. And torpedoes relaod in surface normal}

8. "Crash dive blues"-Bugfix (by h.sie and Stiebler)
From now on, you don't lose control over the sub anymore if you interrupt a crash dive before the sub has reached its designated crash dive depth.

9. Watch Officer automatically moves to bridge when surfacing

The lazy watch officer now automatically moves to the bridge when surfacing.

10. Fog warning
During high time compression (TC) it can happen that suddenly heavy fog occurs (or disappears), but the player doesn't even notice it and so he won't be able to act according to that new situation. This fix reduces TC>16 to TC=16 whenever fog occurs or disappears in order to warn the player. Additionally, the watch officer reports "fog sighted" resp. "fog disappearing".

11. Oxygen-Supply - by LGN1 (idea) and h.sie (programming) (-)
So far, SH3 models a 100% renewable oxygen (O2) supply. That means: After a long period of diving, say 40 hours, it was sufficient to surface and after that the Uboat was able to dive for 40 hours again and again. With this fix, O2 is divided into two parts: A renewable part and a non-renewable part. The renewable part is the O2 in the air of the Uboat. This part is sufficient for a diving period of about 5-7 hours. During this time the LI informs you about the O2 content of the air, starting at the normal value 21% and slowly decreasing to the critical value of 17%. At 17%, the LI automatically starts to add O2 from the oxygen-supply (contained in pressure bottles). This botteled O2 supply is sufficient for a long diving period of about 30 - 100 hours (depending on Uboat type), but that O2-supply is non-renewable! That means: It is not filled up when surfacing. Only the O2 in the air is restored to the normal value of 21% when surfacing. From now on the Player has to act economically regarding O2 supply, what adds a new strategical component to the game. {in few boats have oxygen machine what restore oxygen in bottles. And in all subs was chemical regeneretion O2 in boats. This chemical components easy reloading in sea from other boats in real life.}

12. U-Tanker Mod - by Stiebler and h.sie
Everyone complains that, when you dock at a U-tanker in mid-ocean, you lose all your current renown/tonnage for medal purposes, you get a full refuelling, full repairs, full torpedo load-out and you lose the patrol grid which BdU ordered. No longer! With this Fix, you get only 1-4 air torpedoes, you retain the patrol grid details, you receive some repairs to your hull-integrity (but not to equipment) and you receive a fuel upgrade, of up to 30% of the full capacity.

13. BDU-Messages Mod

Instead of the monotonic 2-3 standard BDU responses to status reports, there are now 28 different messages the BDU will send, depending on your tonnage sunk, fuel supply, hull damage, remaining torpedoes.

14. Radar Fix

Radar automatically switches back to ON state, when it has been switched OFF in high waves. Additionally, now the default state is OFF when a game is loaded.

15. WarNews - by Stiebler and h.sie
TC doesn't drop down to 1 when a radio message is received.

16. Wolfpack Mod (!!!) - by h.sie (programming) and LGN1 (idea)
When you find a convoy and send a contact report, it can now happen that BDU orders to shadow the convoy and send contact reports every hour, until a wolfpack consisting of AI-Uboats has arrived and collectively attack the convoy.

17. Torpedo Failure Fix - by h.sie (programming) and LGN1 (failure model) (-)
Models higher dud rates during the torpedo crisis until 1942, and also models duds resulting from too shallow torpedo depth settings. {in real life dud torpedoes not depending from depth setting in torpedoes}

18. Night Vision Fix - by Makman94, Rubini and h.sie (programming)
Reduced visible range at night.

19. Diesel Damages Fix
Risk of random diesel damages when agonizing diesels with flank speed.

20. Bad Weather Fix (-)
Shortened time periods with heavy fog. {not real for geame made handmade shortened times with heavi fog. It is not real in real life}

21. Collision Damage Fix
Enlarged damage to the Uboats pressure hull when rammed by surface ship (e.g. escort).

22. Battery Discharge Fix
No movement anymore when submerged and battery empty.

23. SalvoSelectorSwitch Bugfix
Little bugfix for Salvo selector
************************************************** *****
Sorry, but in red is my IMHO about this mod.
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Old 06-02-13, 12:04 AM   #3600
desertstriker
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I think you are mistaken on all your critisms and i will explain why...
Quote:
1. Realistic Repair Times. (-)
Repair times of all U-boat equipment take 60 times longer than before. The factor of 60 is user-adjustable. {Repair time in game is normal as was in real war times}
how is a 5 minute fix realistic especially for severe damage?
Quote:
Periscopes nearly useless for higher speeds, since blur effect simulates periscopes vibrations. At higher speeds, periscopes are moved down automatically. {in real life speed germane sybmarines, except type XXI and type XVII, not limited use periscope in flank submarine speed. During trial "V-80" maximal speed for use periscopr was 12 knots. Subs types II, VII and IX have undewater speed less than 12 knots}
2 you would expeirience the bluring effect and considering how well some subs where maintained (sarcasm) the 12knots was ideal but more realisticly after several patrols it would have decreased
Quote:
  • Speed restriction to "slow" during external reload. {in real life submarines not have limited in speed during reload external torpedoes}
I think you misunderstand that is for external reload where 17 knots was a pretty heafty speed an on top of having a 1 ton "bullet" the seas and the pitching of the boat made it safer at slower speeds
Quote:
Internal torpedo reload fix (-)
No reload of internal torpedoes during storm and when surfaced. During storm one has to dive below 16m in order to reload internal torpedoes. {in real life internal torpedoes relaoding and during storm and in surface. Mainly attack german submarines defore 1943 year was from surface. And torpedoes relaod in surface normal}
again you have a 1 ton bullet filled with explosives and in rough seas it was very dangerous to reload think about getting crushed by it swinging back and fourth. again i think you misunderstood this only applies to heavyseas and not calm seas
Edit: you have to go to 25 meters IIRC to reload as at that depth the seas are calmer as for the surface i think that is a typo nas i can reload on the surface i am preatty sure it was meant to be read as cannot reload while on the surface in a storm
Quote:
{in few boats have oxygen machine what restore oxygen in bottles. And in all subs was chemical regeneretion O2 in boats. This chemical components easy reloading in sea from other boats in real life.}
today we have the oxygen materials back then they could but more often than not it was safer to store extra oxygen in tanks
Quote:
16. Wolfpack Mod (!!!) - by h.sie (programming) and LGN1 (idea)
When you find a convoy and send a contact report, it can now happen that BDU orders to shadow the convoy and send contact reports every hour, until a wolfpack consisting of AI-Uboats has arrived and collectively attack the convoy.
what is your issue here
Quote:
17. Torpedo Failure Fix - by h.sie (programming) and LGN1 (failure model) (-)
Models higher dud rates during the torpedo crisis until 1942, and also models duds resulting from too shallow torpedo depth settings. {in real life dud torpedoes not depending from depth setting in torpedoes}
duds had alot of factors and 1 was heavy seas as the turbulance could fool the impact pistol
Quote:
20. Bad Weather Fix (-)
Shortened time periods with heavy fog. {not real for geame made handmade shortened times with heavi fog. It is not real in real life}
what was being fixed was an entire patrol being spent in bad weather sometimes 1 month long.

Last edited by desertstriker; 06-02-13 at 12:16 AM.
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