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Old 04-17-12, 01:32 AM   #136
derickblyth
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I copy the mod file from Magnum_Opus_v0_0_1_Patch_2 into Magnum_Opus_v0_0_1 before installing.
This was the direction giving from one of the threads on this forum.
Downloaded all the other files as directed and installed them using GME V2.
They did suggest modifying some of the files using notepad, but havn't done that as i just wanted to play.

This is want i ended up with.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
MODS
German
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting

Am happy with the game but before i play anymore missions should i delete mods and go with your setup or the one mention on the start of this thread. am i upto date with the best configuration minus a few mods or do i need to start again?
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Old 04-17-12, 12:05 PM   #137
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Quote:
Originally Posted by derickblyth View Post

Am happy with the game but before i play anymore missions should i delete mods and go with your setup or the one mention on the start of this thread. am i upto date with the best configuration minus a few mods or do i need to start again?
Its up to you, if you are happy with the setup stick with it for a while till you get more confident with the game then start adding more mods as you play. You can save/load each mod setup in the mod enabler -Tasks - Save mod Profile or load mod profile. That way you can have different mod combinations for different occasions.
Just incase you dont know the Open Horizon mod extends the campaign to 1945 and you can start any campaign by typing in 'silentotto' without the quotes, in the part where you choose the campaign - silentotto to unlock them.
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Old 04-18-12, 03:25 AM   #138
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I think i might need to find out what the mod i have install covers.
I was more concerned about weather i had the necessary mods to be able to get the most out of the game. the other mods such as stripes ect are self explanatory.
Mods like Magnum_Opus & IRAI_0_0_30_ByTheDarkWraith cover so much that i don't want to double up.
I thought these two file were mostly system files and were crucial to the game.
When i notice at the top of the thread that they never covered the Magnum mod nor do you! i was curious to know why i needed it.
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Old 04-18-12, 07:12 PM   #139
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Default how to mod

HELP how do I add all these mods to my game am kinda of lost.
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Old 04-18-12, 09:49 PM   #140
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Originally Posted by cfc3612 View Post
HELP how do I add all these mods to my game am kinda of lost.
http://www.subsim.com/radioroom/showthread.php?t=163447
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Old 04-18-12, 10:37 PM   #141
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Originally Posted by derickblyth View Post
I was more concerned about weather i had the necessary mods to be able to get the most out of the game.
To get the most out of the game IMO no you dont you need more mods

IRAI 0 0 30

OpenHorizon II v1.8 Campaign will last up to 1945

Mighty fine crew mod 1.2.1 stock with beards

NewUI_TDC_6.9.0 by DarkWraith

Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3

German U-boat Crew Language Pack (if game is installed in english and you enable Stormys DBSM mod you need this package so you will get Das Boot type sounds from his mod in german, crash dive, crew talking, etc. Your messages and all that will still be in english.

MCCD 1.4 = this gives more command options when you click on a crew member.
MCCD 1.4 MFCM 1.2.1 compatible

Equipment upgrades Fix v1.4 by the beast
& Patch 1 and Patch 1 hotfix for the beast mod

(fixes your subs upgrades)

Depth keeping problem HB 2_0_0 TheDarkWraith

Rubini Crash Dive fix for MCFM 1.2.1.

Dynamic Environment SH5 Basemod v2.1 (optional)

Skrauters Automated Scripts
STrevally Automated Scripts v0.6
(with Darkwraiths UI mod mention above you can enable very cool scripts - eg when attacking a convoy, Hydrophone listening, Emergency Evasion from depth charge attack and so on.)

I haven't played Magnum_Opus for a long time and can't remember if the above mods are included in the mod. Best to ask DarkWraith if the MO mod is all you need.
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Old 04-19-12, 06:57 AM   #142
derickblyth
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Thanks again Kiwi 2005 for your input have search for mods you have listed and yes it seems that some of the larger mods cover a lot of the little mods.
Makes it very confusion for us beginners.
but starting to make sense the more i ask and your input has been very helpful. Input from people like yourself is what makes this forum. "Thank you! "

What do you mean by scripts ?
(with Darkwraiths UI mod mention above you can enable very cool scripts - eg when attacking a convoy, Hydrophone listening, Emergency Evasion from depth charge attack and so on.)
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Old 04-19-12, 06:59 AM   #143
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Default Promotion !

Hey i have been promoted!
I am now a NUB!
Very excited!
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Old 04-19-12, 04:06 PM   #144
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Originally Posted by derickblyth View Post
What do you mean by scripts ?
(with Darkwraiths UI mod mention above you can enable very cool scripts - eg when attacking a convoy, Hydrophone listening, Emergency Evasion from depth charge attack and so on.)
Scripts are automated once you enable one in TheDarkWraith's NewUIs_TDC_6_9_0 by clicking on the icon on the right side of the UI.

For instance if I were in my patrol zone and wanted to do a hydrophone listen every couple of hours then I would enable the script and the sub would do this by itself - just sit back and watch - it will dive to 80 feet stop all engines listen for contacts maneuver 360 turn go to persicope depth raise perscope for a 360 check then surface and move a couple of hundred miles and repeat. Or if I had just attacked a convoy submerged and wanted to get away I can use the evasive action script, the sub will do a 180 turn dive deep at low speed & maneuver to avoid depth charge while doing turns.
You can take control anytime by just turning off the script. Its quite cool to watch your sub act it out and enabling the script is not hard its all set out so all you do is just choose the one you want and run it.

Here's a better explanation from Trevally's readme

EVASION

Pesky Aeroplanes! - This will issue a crash dive, hydro sweep, re-set depth 50m, slow speed, stay under for 30mins, check scope for all clear, surface . If scope detects contacts, script will end. If not then boat will surface, radar on and manned flak guns ready for next encounter.

Sneak Away 180 - This is for use after you have fired your torps. It will help you escape before torps hit and escorts start looking. With min noise this will turn 180 deg from current heading and dive to 80m. By the time escorts start looking you will be on silent running at 1 knot. (you can then go deeper if your boat is undamaged)

Sneak Away - This is the same as the above but without the 180 deg turn.

Dont panic 1 (port) - Use this when DDs are raining death on you. This will drop noise maker, knuckle right 45 deg, rise 30m all at flank. Drop another noise maker and finally knuckle left ending with you -90 Deg from you original course and back to a silent 1knot with enough coasting speed for you to slip back down to original depth.

Dont panic 2 (starboard) - Use this when DDs are raining death on you. This will drop noise maker, knuckle left 45 deg, rise 30m all at flank. Drop another noise maker and finally knuckle left ending with you 90 Deg from you original course and back to a silent 1knot with enough coasting speed for you to slip back down to original depth.

SEARCH ON PATROL

PreSurface Check - This is for use after an attack and you feel you are far enough away to surface and do an end around. It will update sound contact and then sweep scope and surface. If scope spots a contact the script will end and allow you to take over where you can surface or stay under. Note 40m to 50m depth prior to this script will give better results.

Suspect Distant Contact - This one is for those of us who cheat and watch for a slow clock at high TC. It will dive to 30m and send you to hydrophone station for a detailed sound check (if contact found script will abort and set boat heading to contact). Otherwise surface boat.

Search on Patrol (looped) - This is for High TC patrolling where you will dive, listen, look, surface and check radar if installed. After 1hour another rader and uzo check (game will pause and inform for contacts) then another 1hour will pass before a loop will kick in and start the process again (x12). Game will pause after 12 loops (24hrs)

No Station Hydrophone (looped) - This is again for high TC. A very basic down, listen and surface. This will loop every 2hrs x 12. This one will not react other than drop to you options.py setting TC level, you must intervene with contacts detected.

Hydrophone Four Bearings Method - This will dive and listen (instation for first reading) allowing a contact line to be plotted (clock will appear so click start to keep an eye on your timings). This is followed by 2 more sound contact reports at 10min intervals giving 3 of the four bearings required. Boat will turn to contact and set off surfaced at a 45deg angle for 10 more mins. A final dive and listen will give you your fourth bearing for range and speed of target. (after each 10min gap you must ensure you are marking the same target).


SURFACE ATTACK

Deck Gun with Zigzag - This is for use when you need to finish off that wounded target. It will fire deck guns whilst carring out a zigzag maneuver to avoid return fire. (for best results you should be heading at contact)
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Old 04-20-12, 01:30 AM   #145
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Scripts sound really cool and cant wait to try one out. Still downloading all updates and mods again as per Sobers list.
http://www.subsim.com/radioroom/showthread.php?t=192374
I decided to go this way as he has also put the links down for each mod.
This makes it easier as i was going by the one you listed and was having trouble finding all the mods, especially the stormy weather ones.
still working my way round.

Dum question "What does UI stand for and where is it located"
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Old 04-20-12, 11:10 AM   #146
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Quote:
Originally Posted by derickblyth View Post
Scripts sound really cool and cant wait to try one out. Still downloading all updates and mods again as per Sobers list.
http://www.subsim.com/radioroom/showthread.php?t=192374
I decided to go this way as he has also put the links down for each mod.
This makes it easier as i was going by the one you listed and was having trouble finding all the mods, especially the stormy weather ones.
still working my way round.

Dum question "What does UI stand for and where is it located"
The UI mod is included in Sobers list-NewUIs_TDC_6_9_0_ByTheDarkWraith.

The link to Dark Wraiths mod
http://www.subsim.com/radioroom/showthread.php?t=166093

^ if you go to post 5 you will see how the Dark Wraith UI looks, it has 3 styles - SH3style, SH4style and Sh5 enhanced. Default is SH5 enhanced. In his first post he explains how to change the UI to the other styles if you wish. UI stands for Uboat Interface (I think) could be wrong maybe it stands for Uber Interface.


Anyway you chose a good list.


Edit: silly me I just remembered of the MyMegaMod he has all the mods for download in 5 parts, the AIO download option.

http://www.subsim.com/radioroom/showthread.php?t=192236

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Old 04-22-12, 01:41 AM   #147
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Have change my mod list to the one that Sober has posted up.
Thought i start with a clean slate and reinstall the game.
Made sure i when and deleted all files after uninstalling.
Re installed. Played the tutorial and then saved when in bunker. I then added GME to the Silent hunter folder, downloaded all the mods and installed though GME and none of my mods are showing up when i load the game.

Went back to my old list and still no luck

Old List

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
MODS
German
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting

New List

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
sobers better terrain v3 SH5
sobers best ever fog V10 SH5
sobers best ever waves V2 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SAS special abilities simplified V4 (MCCD) SH5
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_Real_Navigation
Manos Scopes-patch for 16x9
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
OPEN HORIZONS II_full v1.8
OHIIv1.8 Full patch2 - Copy
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
sobers green crew training V3 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Fuel Gauge WoGaDi_SteelViking's Interior
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
MadMaxs_SH5_Subdiesel
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
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Old 04-22-12, 02:16 AM   #148
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You downloaded and extracted the mod enabler with 7zip and placed it in your SH5 main game folder . Ok , so jsgme (mod enabler) then created a folder in your main SH5 game folder which is called MODS when you double clicked on the yellow icon . In this folder called MODS you placed all the mods that you want to enable . These mods that you place in there have to follow a certain folder structure . IE: sobers waves mod / data / Env etc .

Read this , there is a thread on mod enabler if you scroll down a bit .
http://www.subsim.com/radioroom/showthread.php?t=180044
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Old 04-22-12, 02:41 AM   #149
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Sober, thanks for your response.
I have done that and the funny thing is i have had it working before.
The only thing i can think of that i have done differnet is i install the 4Gig_patch 1st.

When you install GME this must modify the exe file and direct it to load the mods.

Have uninstalled again and know i am reinstalling.
Was impressed with your mod list but had some trouble finding some of them but will contact you latter about that.

You will see the files that are missing from the list i posted previously.
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Old 04-22-12, 05:07 AM   #150
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Not sure why but seems to be working this time round.
have been modding all day and still not finished!
Looking forward to playing this game soon.
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