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Old 10-24-14, 12:42 PM   #1
Alfred Keitzer
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Default New Lorient -- permissions needed

Having seen endless videos and photos of the real Keramon bunkers at Lorient, I just couldn’t take the trek to and from Lorient any more. So, using a limited set of tools (Silent 3ditor, SH3MissionEditor, pencil and paper), I … (a) trimmed down the base to just that section that includes the bunkers; (b) raised two bunkers and paved the ground and made them land-based like the real Lorient bunkers Keroman I and II; (c) transposed the U-Boat under construction and all the people from the deleted section of old Lorient to the area in between the land-based bunkers; (d) moved the base to it’s more accurate location near the entrance of Lorient harbor; (e) moved the bunker AA guns, searchlights, a few ships and a green buoy to the new Lorient location; (f) moved the U-Boat departure point to be Pen K20 of Keramon III; and (g) scripted the escort to come up the Lorient main channel as your U-Boat is departing.

So far, I have made three variants of New Lorient, but before I can share them here at Subsim, I need permissions from folks …

New Lorient v1 – SH3 v1.4b Standard Missionsfor the stock version of Silent Hunter III. Note that the stock version of SH3 does not include the escort, ships, channel buoy, or outer harbor lighthouses found in other super-mods.

New Lorient v1 – GWX3 Standard Missionsas the name implies, runs with the default missions of GWX3 and probably only needs permission from the Grey Wolves Development Team.

New Lorient v1 – GWX3+Wilhelmshafen_et_al_V6 this one is a little harder considering it is a mod to a mod to a mod. At a minimum, I have already identified the Grey Wolves Development Team; harbors, schleuses and ship data files created or modified by thfeu58, Trainer42, Mikhayl, Von Dos, Iambecomelife, AOTD_Max and no doubt countless others as part of bigboywooly's “GWX 3 Wilhelmshafen,St Naz,Schluse and xtra ships V6” mod together.

Note: I would have done this for “GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7", but several people (including myself) noticed that in this version many of the bunker walls at Lorient were missing.


Files Utilized in this MOD:

-- data\MissionEditor\Locations\HB_Lorient.tga -- update the 2D base footprint shown on maps in SH3MissionEditor.
-- data\Terrain\Locations\Lorient.tga -- update the 2D base footprint shown on maps in SH3.
-- data\Terrain\Locations\Lorient.dat -- redefine the base in terms of its individual components. Eliminated that portion of base unrelated the Lorient bunkers (about half the base). Elevated land-based bunkers and laid foundation under them. Move U-Boat under construction and people to between land-based bunkers.
-- data\Terrain\Locations.cfg -- change Lorient base, city and industry location.
-- data\cfg\Flotilla.cfg -- change the location start point and heading for base Lorient.
-- data\Campaigns\Campaign\Campaign_LND.mis -- this file includes a marker that determines where the U-Boat actually departs from; moved and heading change.

-- data\Campaigns\Campaign\Campaign_RND.mis -- NOT CHANGED but retained for compatibility with other mission files.
-- data\Campaigns\Campaign\Campaign_SCR.mis -- reposition the AA guns and searchlights that sit on top of the bunkers; moved some static U-Boats and ships; moved some anchored ships out of the way for the new base; and moved one of the Green channel buoys from further east to mark the center of the channel for departures and returns at night; move start point for escorts closer to new base for U-Boat departures.


For those using SH3 MODS other than those listed above (like NYGM or LSH3, etc.), I will be provided a step-by-step document that explains how to create your own version of New Lorient in the near future once this is released. There are no copyrights placed on this MOD for my part and you are free to enhance it in any way you like.


Nothing fancy or frilly here. No bands or waving people to see you off in the bunker – they are all over in the Rail Transport Yard celebrating Oktoberfest – but it sure beats the old Lorient base.



Behind the base looking South. Yup, that's the entrance to Lorient harbor right in front of the base.



Seaward entrance bunker to Keroman I



Land based bunkers Keroman I and II



Keroman Bunkers I, II and III



Moved the town and industrial center of old Lorient to the new; added a few more ships; and it's open for business.


Last edited by Alfred Keitzer; 01-27-15 at 03:56 PM.
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Old 10-24-14, 02:01 PM   #2
WilhelmSchulz.
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That's Cool. I hope you get the permission you need!
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Old 10-25-14, 03:45 PM   #3
Alfred Keitzer
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Well, I sent out PMs to the people I could find here at Subsim and an email to info@thegreywolves.com inviting them to this thread, so now I guess it is a waiting game.

Also, I am more than happy to work with other modders who would like to integrate NEW LORIENT into their stuff and maybe improve on it. What has been done so far is not that hard. I can provide the TGA and DAT files required and changes needed for the CFG files. Campaign_LND.mis is just a single change and I can provide a step-by-step list of changes to the Campaign_SCR.mis file. The only hard part to the whole process (now that I already stripped down the base DAT file) is positioning the U-Boats in the bunkers, which requires visual inspection.

Last edited by Alfred Keitzer; 10-25-14 at 11:55 PM.
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Old 10-26-14, 11:16 AM   #4
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Great work, will be possible to add this nice port in a stock game?

Greetings,
fsaconi
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Old 10-26-14, 04:33 PM   #5
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For those who may ask, there are no copyrights or permissions placed on this software implementation and it is declared as freeware and NOT for sale or commercial use. The documentation currently states ...

COPYRIGHT AND PERMISSIONS

No copyrights or permissions are declared on this work as it was completely implemented through modification of existing data files either created by Ubisoft; created or modified by the Grey Wolves GWX Development Team; or harbors, schleuses and ship data files created or modified by thfeu58, Trainer42, Mikhayl, bigboywooly, Von Dos, Iambecomelife, AOTD_Max and no doubt countless others, and remain their proprietary data whether modified or in its original form.

This modification is freeware intended for non-commercial use and may NOT be sold.

Furthermore, as stated above, I am willing to share the modifications made with anyone who is interested.

Last edited by Alfred Keitzer; 10-27-14 at 11:01 AM.
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Old 10-26-14, 04:36 PM   #6
Alfred Keitzer
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Quote:
Originally Posted by fsaconi View Post
Great work, will be possible to add this nice port in a stock game?

Greetings,
fsaconi
Hi fsaconi --

Yes, I have a ready version of the stock SH3 v1.4b software and will add that to the list of available New Lorient MODS shortly.

Cheers!
Alfred Keitzer

Last edited by Alfred Keitzer; 10-26-14 at 04:49 PM.
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Old 10-26-14, 10:12 PM   #7
Alfred Keitzer
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Oh Mercy!!! I have been using super-mods for so long, I forgot how stark the original version of SH3 really is. No escorts; no other ships; no AA guns on the bunkers; no navigation buoys; no lighthouses near the outer entrance to Lorient harbor.

However, be that as it may, I now have a “New Lorient – SH3 v1.4b Standard Missions” MOD, which updates and moves the base and town, but less all the goodies above -- "vanilla" Silent Hunter III v1.4b.
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Old 10-23-23, 03:42 AM   #8
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Default New Lorient v.1.5

Hallo, I modified the New Lorient v.1.5 with the Bunker from Wilhelmshaven and placed it new. I did put also some boats round Lorient harbour to places on the sea so that the New Lorient bunker works with LSH 2022. When I leave one of the backyard bunker I can see the "Kaleun Wilhelm" standing on the wooden bridge and waving when the U-boat passes. But the army band is playing on another dock. How can I put the army band on the dock where the "Kaleun Wilhelm" is waving his goodbye.
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Old 10-23-23, 08:50 PM   #9
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Quote:
Originally Posted by Ulrich Kröpke View Post
Hallo, I modified the New Lorient v.1.5 with the Bunker from Wilhelmshaven and placed it new. I did put also some boats round Lorient harbour to places on the sea so that the New Lorient bunker works with LSH 2022. When I leave one of the backyard bunker I can see the "Kaleun Wilhelm" standing on the wooden bridge and waving when the U-boat passes. But the army band is playing on another dock. How can I put the army band on the dock where the "Kaleun Wilhelm" is waving his goodbye.

Hi Ulrich,
Could you post a couple of images showing how you implemented the Wilhelmshaven base at Lorient so I have a better understanding of what you did. Also, an image that shows the bunker where you start from so I can see where "Kaleun Wilhelm" is located and where the band is currently located. This should help me answer your question.
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Old 10-23-23, 09:34 PM   #10
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Also note that this thread was created back when I was trying to get permissions from people whose files I modified to create "New Lorient". Since that time, I created several more versions including one for LSH3 2015. Now whether this LSH3 version will still work with LSH 2022 I don't know and someone will just have to try it.


The current post for "New Lorient" is located here:


https://www.subsim.com/radioroom/sho...d.php?t=218138


Prost! AK
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Old 10-26-23, 03:25 AM   #11
Ulrich Kröpke
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Default New Lorient v.1.5

I tried to work with IrfanView64(iview462_x64 setup and the plugins_x64). But the cut selection is greyed out. So no chance to send you the photos. I give it up. Thanks for trying to help me. By the way, it was the Kaleun Philip Thomsen who was waving.
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Old 10-27-23, 01:53 AM   #12
Alfred Keitzer
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Well, I think I might be able to answer your question …

In the case of New Lorient, the base and its people were defined in “Lorient.dat”, which is located in the “SilentHunterIII\data\Terrain\Locations” directory. I had to modify this file using a 3D editor, which I do not have. Fortunately, I was able to use the freely available “Silent 3ditor {S3D}” tool by “skwas”, which is not terribly sophisticated, but was sufficient to make the modifications I wanted.

So in your case I suspect that what you have to do is modify the location of the crowd as defined in your “Lorient.dat” file (formerly a version of “Wilhelmshaven.dat” file as I understand your implementation) found in the same SilentHunterIII directory. You will have to identify the crowd and move their position with the 3D editor.
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Old 11-01-23, 01:13 PM   #13
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Default New Lorient v.1.05

I opened the Lorient.dat with S3D. But I don`t know to work with "Object positioning". The bunker works and the position of the army band is not important. I leave everything like ist is.
Thanks for helping.
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Old 11-01-23, 08:57 PM   #14
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Quote:
Originally Posted by Ulrich Kröpke View Post
I opened the Lorient.dat with S3D. But I don`t know to work with "Object positioning". The bunker works and the position of the army band is not important. I leave everything like ist is.
Thanks for helping.

Okie Dokie.


Cheers! AK
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Old 11-09-23, 04:00 AM   #15
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Default New Lorient

It´s done. First I placed the left lighthouse of bunker W-hafen to the place where I want to see the army band. So I had the X and Z coordinates. Then I put this lighthouse to a other place and started to move the band and the nurses to this new coordinates. It took me about five hours before every person stood on the right place. When my boat lives the bunker the band is playing and the nurses throw their flowers. A nice changing. What we learn: Don`t give up.
Greetings
Ulli
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