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Old 04-23-11, 03:10 PM   #1381
wokelly
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EDIT: Just reinstalled the mod and tried it without deleting ANY files, I still get this same problem. Is this a general bug? 93 pages are too much to read through so I don't know if anyone has mentioned this problem.

I have a texture issue and I am not sure what is going on. All the ships at certain ranges lose their color textures and just become grey hulks. Now I have removed certain files from this mod, but they were all related to SteelVikings interiors which is too much for my PC to handle with everything else. I only deleted those files directly related to his SteelViking's mod, no others which should not affect ship textures as his mod had nothing to do with those. Yet I get this:



Anyone have any suggestions, its quite annoying really.

Last edited by wokelly; 04-23-11 at 03:43 PM.
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Old 04-23-11, 03:44 PM   #1382
TheDarkWraith
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Looks like LOD change is you ask me
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Old 04-23-11, 05:26 PM   #1383
jwilliams
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Quote:
Originally Posted by TheDarkWraith View Post
Looks like LOD change is you ask me
I have a similar issue. Some ships (Not all) lose all colour and become black at far distances. Stock game issue, I think.
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Old 04-23-11, 05:42 PM   #1384
wokelly
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EDIT: Can someone explain hydrophones to me in this mod? I found a previous post:

Quote:
Hello,

1st the hydrophone being only of use at greater depths is right, the boats dived to appx. 30-35 meters if they wanted to find contacts. Above that depth the surface noise of the waves would mostly screw up listening.

So this is correct, in SH5.
Is that why my hydrophone operator is deaf half the time, its a realism thing and periscope depth is not deep enough to work them? Will they work at 30-35 meters, because right now I can have a destroyer 500 meters from me and the hydrophone operator wont hear the sucker. Its really annoying and I have been assuming its a bug or something.

Last edited by wokelly; 04-23-11 at 10:38 PM.
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Old 04-23-11, 10:14 PM   #1385
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Default no external camera

I just installed TDW UI 6.5, started a new campaign. I want to playi realistic but with the external camera. The problem is when I start the game it goes to 100% and won't let me use the camera. How do I fix this
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Old 04-23-11, 10:35 PM   #1386
wokelly
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Quote:
Originally Posted by Homebrewer View Post
I just installed TDW UI 6.5, started a new campaign. I want to playi realistic but with the external camera. The problem is when I start the game it goes to 100% and won't let me use the camera. How do I fix this
You should just be able to change it in the options menu (ESC ---> options) when in port.
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Old 04-24-11, 02:01 AM   #1387
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what I found is that if you start in a lower level you can a just up but you can't adjust down. Strange, I don't understand, but that's the way it works. So I started a campaign at a lower level, then change to a higher level and it worked.
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Old 04-24-11, 04:33 AM   #1388
Ruby2000
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Hi,

the DeutschMod Version 0.5 for Magnum Opus 0.0.1 and Multiple UIs 6.5.0 is available. Older DeutschMod versions are not compatible with the UI-Mod!


DeutschMod Version 0.5
  • Antilag
  • deutsche Menüführung
  • deutsche Funktelegramme (Danke an LSHIII-Team und Empier)
  • deutsche Schiffsbezeichnungen
  • deutsche Kriegsschiffe
  • deutsche Sprachausgabe
  • deutsche Dialoge aus dem Dialog-Mod MCCD 1.04 von Athlonic
  • Anpassung der TheDarkWraithUserOptions.py für deutsche Ausgabe
  • keine HK´s
  • Automationen und Tutorials in deutsch
  • SOAN Erkennungshandbuch in deutsch (mit englsichen Zusatztinfromationen zu bestimmten Schiffen)
  • deutsche Dialoge aus dem Dialog-Mod (MCCD 1.04 von Athlonic)
  • deutscher Radiosounds aus UI6.4.0 (Mod von TDW)
  • Hafenautomation Kiel aktualisiert (Mod von Trevally)
  • KarlKochs fix for Bearing Sound (German) (Mod von KarlKoch)

http://forums-de.ubi.com/eve/forums/...309#5131074309

Viel Spaß

Gruß Ruby
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Old 04-24-11, 04:45 AM   #1389
Silent Steel
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Quote:
Originally Posted by Ruby2000 View Post
Hi,

the DeutschMod Version 0.5 for Magnum Opus 0.0.1 and Multiple UIs 6.5.0 is available. Older DeutschMod versions are not compatible with the UI-Mod!
DeutschMod Version 0.5
Viel Spaß

Gruß Ruby

Klasse!

//
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Old 04-24-11, 05:02 AM   #1390
Silent Steel
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Quote:
Originally Posted by stoianm View Post
here is the corect order:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith
Hi
Since you activate the 'NewUIs_TDC_6_5_0_ByTheDarkWraith' last and after the
'Magnum_Opus_v0_0_1 (patch1+2)' this means the NewUIs... overwrites the Magnum_Opus... and thus there is no need to make any settings in the C:\SH-5\Mods\The Dark Wraith\Magnum_Opus_v0_0_1\data\Scripts\Menu\TheDar kWraithUserOptions? Or?

BTW - isn't it enought just to patch the MO with patch #2?

//
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Old 04-24-11, 08:00 AM   #1391
stoianm
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Quote:
Originally Posted by vlad29 View Post
Some interesting things for those guys who have game-freeze occasions after inabling MO:
1. I"ve installed MO with few other mods in propper accordance with STOIANM's tutorials
2. After starting new campaing saved the game in port and qiut to Win.
After loading the game I tried to fire at the nearest ship in the harbour with 3 torps. Game-crash occurs only after critical hit (when the ship considered to be destroyed).
3. I fully deinstall the game (including all maps and directories, files in "My documents also, JSGME), cleaned off the register with "CD-cleaner" prog.
4. After reapiting installation procedure (incl. MO) I deleted "captainslog" file as it was mentioned above.
5. After that I successfully sent to botom the nerest ship in my harbour, but CTD occured when I tried to push the captainslog-icon (in the right corner of the interface).
6. Then repeat all the installation ops I just replaced the captlog-file after installing MO with the the same from the vanilla version of the game (before inabling MO via JSGME). The result was as in p.5 (crash and reset)
7. I restarted the savegame, went off the harbour and sank 1 british and 1 neytral merchants.
AND THERE WAS NO ANY GAME FREEZE, even after pushing the captlog icon (right corner up to "crew management icon"). All new tonnage (incl. neutral) was addit to my account.

SO I figureout that destroing FRIENDLY vessels is simply NOT CONSIDERED in the game by authors and mod-makers.
You just can see that in the captlog window interface there are no any separate divisions such as "allie ships destroyed tonnage" and "enemy ship destroyed tonnage". When you, f.e., have 20000 tonns of brits., and then terminate the 6000 tonn german (friendly) vessel, what should be the total account? 26000? - no way.
So when the AI faces this problem while making operations on calculating new account immideatly after new vessel destroyed in order to make changes in your Captlog, system failour occurs.

So everything is OK with the Magnum Opus. I dont think that replacing "captainslog"-file with the same vanilla-game file plays the key role in the process of avoiding crashes.

All outcomes above are just my own opinion, and there is a great space for further experiments remaining.

Sorry for the long post, hoping it should help AGIMA and others to fix the problem with CTD lol
I never puted torpedos in an german ship... so i wanted to see if i will have CTDs... i puted a torp in a ship near me... a german ship... i did not had CTDs... but the ship was pulverized in the air... she was flying in the sky from water untill to land... and turned like a crazy cat... se here:... IF YOU LOOK AT 0:33 ON THE TOP RIGHT SIDE OF THE SCREEN YOU WILL SEE ALSO ANOTHER FLYING SHEP

I think my mod soup is very special... LOL

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Old 04-24-11, 09:52 AM   #1392
pascal4541
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Old 04-25-11, 01:37 AM   #1393
Silent Steel
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Nuclear charged torpedoes or...
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Old 04-25-11, 01:58 AM   #1394
Husksubsky
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Quote:
Originally Posted by jwilliams View Post
See red and yellow above.

http://www.subsim.com/radioroom/show...&postcount=293



Mods are being updated and alot of confusion about install order and mods needed is arising.
hmmmmm hmmmmmmmm
I start to get a picture here.anyways one soup can taste just as good as another soup but horrible if they are put together so..the original advice for me is this:

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1Patch1
Magnum_Opus_v0_0_1Patch2
Speech fixes and additions (german version) (ONLY IF YOU USE GERMAN VOICES)
Enhanced FunelSmoke_by HanSolo78
SUB_hyd_fix_SH5
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German (ONLY IF YOU USE GERMAN VOICES)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Wasserbomben1_1
U-boat Historical Specifications 1.7 for TDW Mod
NewUIs_TDC_6_4_0_Real_Navigation

grr colors play with me. anyways..then together with the great idea of putting Manos scope I get this:
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix Not needed if using UHS 1.7
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting Not needed if using UHS 1.7
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith


If I just choose to stick with the first soup but replace
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German
NewUIs_TDC_6_4_0_Real_Navigation

with the newer one and put manos scope just beneath NewUIs_TDC_6_5_0_ByTheDarkWraith
would that be ok?
edit: I allready see DKW mage an update for krauters scrips
Heres what DKW wrote in OM readme along with the list of mods(in the patch actually) that make me somewhat hesitant to put in standalone mods even if theyre newer than the OM ones:
"Editing and tweaking of the above mods was done by myself to make them compatible with each other. You may notice that the stand-alone version of a particular mod looks different than the one included in this compilation."
But you guys are modders yourself so I assume you know what youre doing

Last edited by Husksubsky; 04-25-11 at 03:31 AM.
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Old 04-25-11, 03:39 AM   #1395
jwilliams
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Quote:
Originally Posted by Husksubsky View Post
hmmmmm hmmmmmmmm

/snip
Yes it's very confusing ATM. With all the new mods/updates to mods.

It's a case of....

1. Read as much as you can from the mods makers mod page.
2. A general idea of how JSGME works (e.g the last mod installed will overwrite the file that conflicts).
3. And trial and error.

You can see my mods install order here ---> Link

I can say that my order is very stable. And everything seams to work as it should.

At the moment the modders are making alot of ground with SH5 and there has been, and will continue be many new mods. So until a Mega Mod is updated with all the latest mods, then mods installed and the order of install will continue to be confusing.

Good luck.

Just ask if you need help. Many people here will do their best to help.

Good Hunting.
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