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Old 07-04-11, 03:31 PM   #1561
BigBANGtheory
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I haven't played SH5 for months because of this, the rate of change and quality of mods in the past 12months has been really something special and I can't wait to play again.

SIMs are funny things, they have to be right (which is a subject of indiviual opinion) and as the player you have to click with it but when you do the gaming rewards are great.
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Old 07-04-11, 05:44 PM   #1562
Rhubbs
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How do you change the default grey of the marks and lines you can draw on the map, I would like to change it from the grey default to black

thanks in advance
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Old 07-04-11, 06:10 PM   #1563
Targor Avelany
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Look for .exe patches from TDW
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Old 07-05-11, 10:52 AM   #1564
Silent Steel
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Quote:
Originally Posted by Rhubbs View Post
How do you change the default grey of the marks and lines you can draw on the map, I would like to change it from the grey default to black

thanks in advance
There is one exquisite program by TDW called TDW_SH5_Patcher that allows you to change all the colors of the markings on the map.

But right now I can't find where to dowload it.


Maybe someone can help?

/
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Old 07-05-11, 11:55 AM   #1565
TheDarkWraith
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Quote:
Originally Posted by Silent Steel View Post
There is one exquisite program by TDW called TDW_SH5_Patcher that allows you to change all the colors of the markings on the map.

But right now I can't find where to dowload it.


Maybe someone can help?

/
Bottom of post #1 of .exe patches thread I made
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Old 07-05-11, 12:28 PM   #1566
Silent Steel
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Quote:
Originally Posted by TheDarkWraith View Post
Bottom of post #1 of .exe patches thread I made

Thanks TDW!
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Old 07-07-11, 06:11 PM   #1567
Psychocandy
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Hi there,

Does this mod include one of the 'lite campaign' modifications? And if so, how would I know if they're working?

Despite having installed this mod, in the campaign's first mission, I'm still being given objectives like 'sink 50,000 tons off Britain's East coast' and 'sink 100,000 tons of Britain's South coast'. These are ridiculous figures! Are these actually the modified values?

Thanks
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Old 07-07-11, 06:29 PM   #1568
TheDarkWraith
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Quote:
Originally Posted by Psychocandy View Post
Hi there,

Does this mod include one of the 'lite campaign' modifications? And if so, how would I know if they're working?
No it does not.
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Old 07-08-11, 10:25 PM   #1569
Shadriss
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Unless I missed it somewhere, I've not seen an actual list of included mods. With no list, I'm having problems determining which other mods I can even use. IE, I would ASSUME that you have your FX_Update mod in here... but I dont know that for certain. And if it gets updated after the most recent update to MO, could I just d-load the updated standalone and overwrite with JSGME?

On a totally unrelated note, I'm a NUB.... again. *sigh* ANd I thought I was done with those days. I'll be down on the mess decks, cranking... again.
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Old 07-08-11, 10:28 PM   #1570
Targor Avelany
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Quote:
Originally Posted by Shadriss View Post
Unless I missed it somewhere, I've not seen an actual list of included mods. With no list, I'm having problems determining which other mods I can even use. IE, I would ASSUME that you have your FX_Update mod in here... but I dont know that for certain. And if it gets updated after the most recent update to MO, could I just d-load the updated standalone and overwrite with JSGME?

On a totally unrelated note, I'm a NUB.... again. *sigh* ANd I thought I was done with those days. I'll be down on the mess decks, cranking... again.
there is a readme for MO in the folder.

Quote:
- TheDarkWraith: RemoveLogoIntro
- SteelViking: SV&Com Underwater Mod
- W_Clear: Environment 5.0
- Sober: sobers base wave mechanics for SH5 V11
- Conus00 and SteelViking: Compatible Conus00's Graphic Mod+SV's work
- SteelViking: SteelViking's Interior Mod v1.2
- SteelViking: Shadow Improvement Mod (High res version)
- ddrgn: U-boat Historical Specifications 1.4
- TheDarkWraith: FX Update_0_0_11_ByTheDarkWraith
- TheDarkWraith & Arclight: FX_Update_0_0_11_BARF_1_3_Full_Fix (Better and Realistic Flotation)
- TheDarkWraith: FX_Update_0_0_11_UHS_Fix
- TheDarkWraith: NewUIs_TDC_6_3_2_ByTheDarkWraith
- Trevally: Trevally Harbour & Kiel Canal Pilot v2.4
- Krauter: Krauters Automated Scripts
- Abd_von_Mumit: Patrol Routine Scripts v 01_02 by AvM
- TheDarkWraith: IRAI_0_0_29_ByTheDarkWraith
- TheDarkWraith: IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
- Oby: AirTorpedoes
- Vickers03: SUB_hyd_fix_SH5
- TheDarkWraith: SubFlags_0_0_6_byTheDarkWraith
- TheDarkWraith: Sub_Exhaust_1_0_5_byTheDarkWraith
- Heretic: MightyFine Crew Mod 1.2.1 Stock w beards
- Athlonic: MCCD_1.04
- Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
- Nisgeis: High Contrast Nav Map with Inverse Shallow Colour - Chart color scheme 3
- thfeu58: Terrain_harbour_flags_Mod_v1_2_1
- doomlordis: Dooms Decks for VIIABC41 1_4
- TheBeast: SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
- Athlonic: Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
- avee: No magic skills v1.5 MCCD compatible
- Venatore: Elite German Black & Copper Torpedo
- Pascal: Pascal uniforms
- Cerberus62: Historical Ship Equipment 1_3
- Ailantd: AilBubbles 1.0
- Ailantd: AilClouds 3_0
- Ailantd: AilSmoke 1_7
- KarlKoch: Speech fixes and additions (english version)
- Cerberus62: Additional Merchant Ships 1.1
- Heretic: Less annoying footsteps
- ACSoft: fix for Environment 5.0
- Trevally: Trevally's tutorials
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Old 07-10-11, 03:11 PM   #1571
gunnycook
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First off, well done to TDW and all others involved in this mega mod. it has really made the sim more immersive.
there are just a couple of things i would like to ask, ( probably somewhere within this thread but i dont have the time to read the hundred or so pages )

can i use any of the fixes for the sonar? i just cant seem to detect anything even at 1 knot. i have even been within 10 kms of a reported target in the fog and still not heard it

is there a fix for time compression collisions ? sometimes i find myself having to travel for days to get to a target only to collide or be attacked and sent to the locker during TC.
thanks
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Old 07-10-11, 06:25 PM   #1572
Targor Avelany
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Quote:
Originally Posted by gunnycook View Post
First off, well done to TDW and all others involved in this mega mod. it has really made the sim more immersive.
there are just a couple of things i would like to ask, ( probably somewhere within this thread but i dont have the time to read the hundred or so pages )

can i use any of the fixes for the sonar? i just cant seem to detect anything even at 1 knot. i have even been within 10 kms of a reported target in the fog and still not heard it

is there a fix for time compression collisions ? sometimes i find myself having to travel for days to get to a target only to collide or be attacked and sent to the locker during TC.
thanks
have you used the .exe patcher? http://www.subsim.com/radioroom/show...39&postcount=1
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Old 07-10-11, 10:17 PM   #1573
Shadriss
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Quote:
Originally Posted by Targor Avelany View Post
there is a readme for MO in the folder.
THanks for that - but only half my question got answered. THe second half had to do with updating and overwriting in JSGME those mods which have since been updated. As an example, the MO has TDW's FXupdate V11... and IIRC it's up to v16 now. COuld I safely overwrite the MO files that FX16 would affect and still have everything work?
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Old 07-12-11, 05:18 PM   #1574
gunnycook
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Quote:
Originally Posted by Targor Avelany View Post
dont think so, i will try it out
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Old 07-12-11, 06:46 PM   #1575
Targor Avelany
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Quote:
Originally Posted by Shadriss View Post
THanks for that - but only half my question got answered. THe second half had to do with updating and overwriting in JSGME those mods which have since been updated. As an example, the MO has TDW's FXupdate V11... and IIRC it's up to v16 now. COuld I safely overwrite the MO files that FX16 would affect and still have everything work?
I would say that generally - if it is TDW's mod: yes. He is very good with back-compatability. The problems sometimes arise if you will have other mods overwriting files, especially if they don't specify the compatability. That is, howEver, trial and error way only. So far I have about 20 mods installed and have very few problems. But I also haven't dogged in the files myself that much yet.
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