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Old 03-31-07, 08:39 PM   #46
Redwine
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Another little contribution... same i made for SH3, and SH2 periscopes.

A bearing chart, with minimun divisions of one degree, marked one by one degree.

http://rapidshare.com/files/23746989...age_1.zip.html

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Old 03-31-07, 11:07 PM   #47
clayp
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Most of the mods I have looked at don't have any installation instructions,how are you supposed to know where to put them?.....
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Old 03-31-07, 11:57 PM   #48
U-Bones
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Quote:
Originally Posted by clayp
Most of the mods I have looked at don't have any installation instructions,how are you supposed to know where to put them?.....
In the Silent Hunter 4 directory we all have
Data\* (this is the modable portion of the game)
MODS\* (we all created this one - JSGME will create if it does not exist)
JSGME.EXE (we all downloaded this and put it here)
JSGME.EXE is the program that manages and installs mods

Everything is relative.
Data\everythingthegameusesgoessomewhereunderdata\*
MODS\weputallourmodpacksundermods\*

If a MOD changes Data\Cfg\Commands.cfg then it is packaged as

MyUooberMod1.1\Data\Cfg\Commands.cfg

and placed in MODS so you have
MODS\MyUooberMod1.1\Data\Cfg\Commands.cfg
MODS\SomeOtherMOD\Data\otherfiles*

When you use JSGME to Install "MyUooberMod1.1",
MODS\MyUooberMod1.1\Data\Cfg\Commands.cfg
is copied to Data\Cfg\Commands.cfg
(after the original is backed up).
So, the mod is now active the next time you play.

Using JSGME, you can then later uninstall the mod.

Download JSGME (Generic Mod Enabler) here
http://www.users.on.net/~jscones/software/products.html

Hope this helps.

Last edited by U-Bones; 04-02-07 at 09:34 AM.
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Old 04-01-07, 02:55 AM   #50
Krupp
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I was wandering, maybe you could add this to the list too?

JP Ship Dimension Fix 1.0:

http://www.speedyshare.com/485726177.html

It's been out for 24 hours now, and no complains so far.

K
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Old 04-01-07, 11:38 AM   #51
clayp
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Quote:
Originally Posted by U-Bones
Quote:
Originally Posted by clayp
Most of the mods I have looked at don't have any installation instructions,how are you supposed to know where to put them?.....
In the Silent Hunter 4 directory we all have
Data\* (this is the modable portion of the game)
MODS\* (we all created this one)
JSGME.EXE (we all downloaded this and pu it here)

Everything is relative.
Data\everythingthegameusesgoessomewhereunderdata\*
MODS\weputallourmodpacksundermods\*
JSGME.EXE is the program that manages and installs mods

If a MOD changes Data\Cfg\Commands.cfg then it is packaged as

MyUooberMod1.1\Data\Cfg\Commands

and placed in MODS so you have
MODS\MyUooberMod1.1\Data\Cfg\Commands
MODS\SomeOtherMOD\Data\otherfiles*

When you use JSGME to Install "MyUooberMod1.1",
MODS\MyUooberMod1.1\Data\Cfg\Commands.cfg
is copied to Data\Cfg\Commands.cfg
(after the original is backed up).
So, the mod is now active the next time you play.

Using JSGME, you can then later uninstall the mod.

Download JSGME (Generic Mod Enabler) here
http://www.users.on.net/~jscones/software/products.html

Hope this helps.
So they all go into JSGME?
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Old 04-01-07, 12:38 PM   #52
U-Bones
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Quote:
Originally Posted by clayp
Quote:
Originally Posted by U-Bones
Quote:
Originally Posted by clayp
Most of the mods I have looked at don't have any installation instructions,how are you supposed to know where to put them?.....
In the Silent Hunter 4 directory we all have
Data\* (this is the modable portion of the game)
MODS\* (we all created this one)
JSGME.EXE (we all downloaded this and pu it here)

Everything is relative.
Data\everythingthegameusesgoessomewhereunderdata\*
MODS\weputallourmodpacksundermods\*
JSGME.EXE is the program that manages and installs mods

If a MOD changes Data\Cfg\Commands.cfg then it is packaged as

MyUooberMod1.1\Data\Cfg\Commands

and placed in MODS so you have
MODS\MyUooberMod1.1\Data\Cfg\Commands
MODS\SomeOtherMOD\Data\otherfiles*

When you use JSGME to Install "MyUooberMod1.1",
MODS\MyUooberMod1.1\Data\Cfg\Commands.cfg
is copied to Data\Cfg\Commands.cfg
(after the original is backed up).
So, the mod is now active the next time you play.

Using JSGME, you can then later uninstall the mod.

Download JSGME (Generic Mod Enabler) here
http://www.users.on.net/~jscones/software/products.html

Hope this helps.
So they all go into JSGME?
No, JSGME is a program. It copies Mods out of the MODS folder into the Data folder.

Please, if you don't understand - just play the stock game. Use all MODS at your own risk.
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Old 04-01-07, 06:28 PM   #53
Redwine
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Quote:
Originally Posted by RocketDog
Quote:
Originally Posted by Gizzmoe
Please let me know if I forgot a mod or if a link doesn´t work.
Link to "Increased underwater visibility" goes to the wrong thread.

RD.
Link is correct...

Just look at the end of the page ino one of my posts, or just look into the page 2 of this present topic.

http://www.subsim.com/radioroom/show...=108964&page=2

Or just take it from here.

Increased Underwater Visibility :
http://rapidshare.com/files/23236501...age_1.zip.html
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Old 04-03-07, 11:10 AM   #54
U-Bones
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Default Campaign 1.1 Fix

Adds excitement to Sep 42 - Aug 43

See this thread
http://www.subsim.com/radioroom/showthread.php?t=110401

Download here
http://members.bellatlantic.net/~vze...gn_1.1_Fix.zip
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Old 04-03-07, 10:18 PM   #55
castorp345
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Default Thermalizer

see here ==> http://www.subsim.com/radioroom/showthread.php?t=110559

Quote:
Here's a little application for SH4 that will randomize the thermal attenuation effect values based on time of year. Since SH4 seems to have the layer set at both a fixed depth and level of attenuation, this app attempts to provide a more varied experience by adjusting the attenuation value by season (simulating the varying depth of the thermocline over the course of the year), as well as introducing a degree of randomness to the effect (thereby accounting in some measure for the broad spectrum of possible conditions that affect detection probabilities for contacts across the layer).
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Old 04-05-07, 02:28 PM   #56
CaptainCox
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Silent Service Graphic Mod 1.0
http://www.subsim.com/radioroom/showthread.php?t=110756
Pretty please
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Old 04-06-07, 02:41 AM   #57
Gizzmoe
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List update:

Real Diesel Sound
Torpedo damage 2x
Retextured Orders bar gauges
Torpedo Cheats - Super-powerful torpedos

Campaign 1.1 Fix
Thermalizer - Randomizes the thermal attenuation effect values based on time of year
Silent Service Graphic Mod 1.0
Stealthy Sub Project Version 1.01 - More realistic submarine audio

Increased Deck Gun & AA Ammo Mod v1.1a

Last edited by Gizzmoe; 04-06-07 at 03:25 AM.
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Old 04-06-07, 09:41 AM   #58
CaptainCox
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New Improved version of "Green "Position Keeper" and "Good Lock" Buttons Mod for SH 4" Made by "jimimadrid"
http://www.subsim.com/radioroom/showthread.php?t=110087
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Old 04-06-07, 12:39 PM   #59
DivingDuck
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Moin Gizzmoe,

here´s my first SHIV mod. Ported the sailing fishing boat (NF_boat_3 / 3L) to SHIV.
http://www.subsim.com/radioroom/showthread.php?t=110879

Regards,
DD
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Old 04-06-07, 04:09 PM   #60
Redwine
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Here another little contribution, just similar i made for SH III...

Improved Night Visibility Mod Stage 1....

http://www.subsim.com/radioroom/showthread.php?t=110913
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