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Old 10-16-10, 05:31 PM   #1
TheDarkWraith
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Default [WIP] Mega-Mod for SH5

Magnum Opus v0.0.1 (BETA version for testing/feedback purposes)

This mod is a compilation of the 'great work' of SH5.

To install:
Unzip to desktop and open folder. Open folder 'MODS'. Copy folder 'Magnum_Opus_vx_x_x' to your \Silent Hunter 5\MODS folder. Enable via JSGME.
NOTE: if you want to install a scope mod then open the folder 'Magnum_Opus_Scopes (do not enable - read)' and read the text file 'How_to_enable_a_scope_mod'

Magnum Opus consists of mods from the following authors:
TheDarkWraith, W_Clear, Sober, Conus00, SteelViking, ddrgn, Arclight, Trevally, Krauter, Abd_von_Mumit, Oby, Vickers03, Heretic, Athlonic, stoianm, thfeu58, avee, Cerberus62, Ailantd, KarlKoch, Heretic, ACSoft, Magnum, Vikinger, Makman94, toniloCoyote, Illyustrator

Optional mods:
D3DAntiLag

Realize that I have to edit some of these mods to make them compatible with the others. I also have edited some of them to my liking thus they may appear just slightly different from their stand-alone mod.

For those wanting to increase the difficulty you'll need to enable the add-on mods from my UIs mod (real navigation, no contact colors, no contact tails, etc.). Although it is setup for the complete beginner to use the AI difficulty might be too much for the beginner. You can adjust the AI difficulty by editing the following file \data\Scripts\AI\init.aix.

I find great enjoyment using it as it is now. It's a challenge to play and all the visual enhancements are awesome to look at on screen

What other mods do you all recommend I look into for this?

Current bugs/problems:
- Oil slicks might be standing on end for some users. Not sure why this is happening either (from FX Update part of mod)


v0.0.1 available here: http://www.filefront.com/17766426/Ma...pus-v0-0-1.7z/

NOTE: this is a BETA version for testing and feedback purposes!

Patch 2 (EVERYONE needs this patch even those just downloading the mod for the first time!): http://www.filefront.com/17773690/Ma...-1-Patch-2.7z/

Patch 2 is to be installed IN PORT only! To avoid CTDs: after applying the patch start the game and load career. When in bunker save career. Exit game. Restart game. Continue playing

Patch 2 fixes the following bugs/problems and adds the following:
- fixed problem of missing dialog items in crew dialog boxes
- added Heretic's less annoying footsteps
- fixed bug of not being able to move mission map when requesting new mission after returning from previous mission
- fixed bug of timers not working correctly after requesting new mission after returning from previous mission
- fixed some other errors dealing with campaign
- fixed bug of TAI map, heading bar, and messagebox not starting in expanded modes if set in user options in campaign mode
- fixed bug of messagebox not remembering it's status (expanded or collapsed) when TC level causes it to change state
- added the ability for ships to send out radio messages when they have spotted a sub/periscope
- added the ability for ships to send out radio messages when they are destroyed/sinking
- added a new user option that specifies the maximum distance at which a ship can start looking for you for purposes of firing off a radio message. Default value is 8000m (RangeShipSendingSubSightedMessage)
- updated scope mods with information/files from Trevally and toniloCoyote

TheDarkWraith

v0.0.5 is currently in the works and should be releasing soon.

Note: if you are upgrading from a previous version of the mod or are applying a patch that changes the user options file then don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

Last edited by TheDarkWraith; 02-28-11 at 08:29 PM.
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Old 10-16-10, 05:33 PM   #2
DavyJonesFootlocker
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Still getting CTDs with the envrionment mod.
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Old 10-16-10, 05:34 PM   #3
TheDarkWraith
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Quote:
Originally Posted by DavyJonesFootlocker View Post
Still getting CTDs with the envrionment mod.
are you using ACSoft's tga fix?
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Old 10-16-10, 05:50 PM   #4
d@rk51d3
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Sobers CremeBrulee mod was nice too.


-edit-
Nevermind, it's included in SteelVikings interior mod................. silly me. Getting too excited.
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Old 10-16-10, 06:05 PM   #5
THE_MASK
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I just thought i would get in early as this thread will eventually reach over hundreds of pages . Would the mega mod be split into 2 parts . 1 part for data and 1 part for sounds . That way you dont have to download a huge sound file everytime something is changed in the data file .
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Old 10-16-10, 06:31 PM   #6
TheDarkWraith
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Quote:
Originally Posted by sober View Post
I just thought i would get in early as this thread will eventually reach over hundreds of pages . Would the mega mod be split into 2 parts . 1 part for data and 1 part for sounds . That way you dont have to download a huge sound file everytime something is changed in the data file .
excellent idea

A note to all: please include the authors name of the mod when recommending a mod of theirs. A link to the mod would be handy also.

I have to verify the mod in question doesn't conflict with anything. If it does then I have to figure out how to make it compatible with everything else.
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Old 10-16-10, 07:45 PM   #7
7thSeal
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Quote:
Originally Posted by sober View Post
That way you dont have to download a huge sound file everytime something is changed in the data file .
I agree, and it would also give the user the option to use they're own combination of sounds which they're happy with, while still enjoying the rest of the mega mod.
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Old 10-16-10, 06:05 PM   #8
ustahl
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Your Project is Great News indeed!
Pls consider integrating these these:

Venatore: Elite German Black & Copper Torpedo
Venatore: German U-Boat Hydrophone SFX
Venatore: German U-Boat Internal Routine SFX
Venatore: U-Boat Propulsion SFX
Pascal-SH5-Uniforms-Version7
Frank "Seeadler" Kaune: SD_MapCourseLines_v1 (SD_MapCourseLine_tiny-arrows 1.1)
Frank "Seeadler" Kaune: SD_MapLocationNameFix_v1_2
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Old 10-16-10, 06:18 PM   #9
THE_MASK
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Cerberus62 Historical Ship Equipment 1.1 http://www.subsim.com/radioroom/show...ght=Cerberus62
Vikinger Lite_Campaign_LC_1.2 http://www.subsim.com/radioroom/showthread.php?t=164601
KarlKoch Speech_fixes_and_additions_(english_version)_V1.0 http://www.subsim.com/radioroom/show...=speech+fixers

Last edited by THE_MASK; 10-16-10 at 06:41 PM.
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Old 01-08-11, 03:26 PM   #10
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Quote:
Originally Posted by sober View Post
Cerberus62 Historical Ship Equipment 1.1 http://www.subsim.com/radioroom/show...ght=Cerberus62
Vikinger Lite_Campaign_LC_1.2 http://www.subsim.com/radioroom/showthread.php?t=164601
KarlKoch Speech_fixes_and_additions_(english_version)_V1.0 http://www.subsim.com/radioroom/show...=speech+fixers
KarlKoch Speech_fixes_and_additions_(german_version)_V1.0

Ok, got it (DL Magnum Opus)... Let`s dance lol.
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Last edited by col_Kurtz; 01-08-11 at 03:27 PM. Reason: Downloaded right now!
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Old 10-26-10, 10:51 AM   #11
TheDarkWraith
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Quote:
Originally Posted by ustahl View Post
Your Project is Great News indeed!
Pls consider integrating these these:

Pascal-SH5-Uniforms-Version7
Frank "Seeadler" Kaune: SD_MapCourseLines_v1 (SD_MapCourseLine_tiny-arrows 1.1)
Frank "Seeadler" Kaune: SD_MapLocationNameFix_v1_2
Can you give me links to these? I'm having a hard time finding them
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Old 10-26-10, 11:58 AM   #12
ustahl
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Quote:
Originally Posted by TheDarkWraith View Post
Can you give me links to these? I'm having a hard time finding them
http://www.subsim.com/radioroom/showthread.php?t=163402
That's is the thread to Pascal's uniform mod (17 MB) from last March, but unfortunately it seems the links don't work any longer. Why not pm Pascal for re-activating it and permission to include in megamod...

Will dig & revert shortly re the other two.
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Old 10-26-10, 01:41 PM   #13
ustahl
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Quote:
Originally Posted by TheDarkWraith View Post
Can you give me links to these? I'm having a hard time finding them:
Frank "Seeadler" Kaune: SD_MapCourseLines_v1 (SD_MapCourseLine_tiny-arrows 1.1)
Frank "Seeadler" Kaune: SD_MapLocationNameFix_v1_2
Strange - although I searched "all" the forums (also German and UBI) I couldn't find any link or reference, very odd.
I noticed the author "Seeadler" active on Subsim today. I guess he might give info if pm:med.
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Old 04-22-11, 01:05 PM   #14
milky
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You da man
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Old 04-22-11, 07:41 PM   #15
wokelly
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I fixed my previous problems thanks to TheDarkWraith, however I am having a new problem. Frankly my computer can't handle the DHR interiors, I downloaded SteelVikings mod alone and found that out two days ago. I tried to remove all of SteelVikings files from the mod, but I am encountering the odd graphic bug and I am not sure if this is the result of my editing or just a game bug. Most notable is the fact some ships do not have textures at long range, but I think that may be my fault with my editing.

I have on suggestion for the mod, I think it would benifit the mod if Church's keyboard setup was added into the Mod. It gives you keyboard commands to request visual contact and sound contacts rather than having to deal with the menu. Problem is at the moment some keys overlap with the mod (C for example is church's key for crash diving but it brings up that bloody navigation wheel). Church's keyboard adds a lot to the game IMO.
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