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View Poll Results: How would you prefer?
All in a single mod (only 1 Big Mod) 42 52.50%
Just the way it is (in parts) 38 47.50%
Voters: 80. You may not vote on this poll

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Old 03-06-12, 01:07 PM   #436
pedrobas
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Quote:
Originally Posted by Anita1986 View Post
Wow, silent hunter just became 10 times more fun to play!

One question, does all the mods cause performance drop?
Only if you use MMM p5.2, because of all the enhancements in the harbour, but i think is worthy. At sea is ok again.
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Old 03-06-12, 01:15 PM   #437
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aahh, I see. Well worth it as you say.

Thanks so much for the effort making this mega mod! Added everything and no issues so far! Only thing is some strange artfacs on the water if you look at the sun reflection.
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Old 03-06-12, 01:20 PM   #438
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Quote:
Originally Posted by Anita1986 View Post
aahh, I see. Well worth it as you say.

Thanks so much for the effort making this mega mod! Added everything and no issues so far! Only thing is some strange artfacs on the water if you look at the sun reflection.
Perhaps itŽs because the "Super shadow mod" , you can try adding a diferent one after part 2 and before part 3. In MMM p2 there is a folder called EXTRAS, inside that you have "Shadows", choose the LR (low resolution) and try to see if it solves the problem.
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Old 03-06-12, 01:38 PM   #439
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Well, I have a alienware M18x with 8 core i7 processor (2960XM) with 16gb ram and 2x256 SSD in raid-0 with 2x 580m in SLi (ok, the game dont suppoert SLi, to bad) so it should not be hardware problem.

Anyway, had my first crash now. Game froze and I needed to quit the game. When I try to load a same from that campain, the game just crashed again.
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Old 03-06-12, 01:53 PM   #440
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Hi Pedrobas! Any step forward with p.5 -full version?
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Old 03-06-12, 02:40 PM   #441
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Quote:
Originally Posted by Anita1986 View Post
Well, I have a alienware M18x with 8 core i7 processor (2960XM) with 16gb ram and 2x256 SSD in raid-0 with 2x 580m in SLi (ok, the game dont suppoert SLi, to bad) so it should not be hardware problem.
no i donŽt think so.

Quote:
Originally Posted by Anita1986 View Post
Anyway, had my first crash now. Game froze and I needed to quit the game. When I try to load a same from that campain, the game just crashed again.
Yes thatŽs a bug with v0.3, you have to load the "autosave_enter_base" first and once in bunker load your "save game". I version v0.4 this will be fix (hopefully).
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Old 03-06-12, 02:43 PM   #442
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Originally Posted by vlad29 View Post
Hi Pedrobas! Any step forward with p.5 -full version?
Yes, iŽm working in that from time to time, but first i want to release v0.4 lite and medium, with some important changes, nearly finish, then iŽll continue with full, but at least i cracked the nut about the compatiblity problems.
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Old 03-06-12, 02:58 PM   #443
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I play with part 1 and 2.
Can I use part 5 (OH) without part 3(new ui)?
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Old 03-06-12, 03:04 PM   #444
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Originally Posted by SH5 Fan View Post
I play with part 1 and 2.
Can I use part 5 (OH) without part 3(new ui)?
yes you can
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Old 03-06-12, 10:56 PM   #445
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07/03/2012 : v0.4 RELEASED




This is a major rework, in the sense that i have reorganized all the mods inside the parts. So donŽt mix with previous versions of MMM.

They are 7 parts now:

MMM p1 - Dynamic Environment v0.4
MMM p2 - Graphics-FX-IRAI v0.4
MMM p3 - TDW UI v0.4
MMM p4 - Sounds - Tweaked SDBSM v0.4
MMM p5 - Upgrades & Weapons & Skins v0.4
MMM p6.1 - OHII+Lifeboats (OHII 1.7) v0.4 => LITE version
or
MMM p6.2 - HE+OHII+Lifeboats (OHII 1.7) v0.4 => MEDIUM version
MMM p7 - My Sub VIIC41 for OHII v1.7 v0.4



Changes in v0.4:

-I left part 1 just for Dynamic Environment and his additional mods. I removed "small trees" and "no water drops" and put them in part 2 like graphics enhancements they are. This way if you want to use other enviromental mod you can do it instead of MMM p1.

-I left part 2 for graphics enhancements and IRAI (including here the new Cerberus62 Corrected Depth Charge Projector 1.0 considering that it improves some units AI)

-I left part 3 exclusivly for TDW UI and his related Mods. I did this in order to have a "possible" compatible package with other UIs, like reaper7 or CSP Magui, using these ones instead of MMM p3.

-I left part 4 for Sounds

-I left part 5 for Equipments Upgrades, Repaired Equipment, Tweaked weapons,
and Nozaurios Skins for type VII and Fistfull of Emblems

-I left part 6 Lite for OHII+Lifeboats and Medium for Harbour Enhancements+OHII+Lifeboats. Still working in full to include "mnts".

-I left part 7 for Sub VIIC41 compatible for OHII v1.7. DidnŽt changed anything here, just renamed to match the new part7 and v0.4

-A lot of optimization to make it even more stable

-Fixed all bugs reported till now


With this reorganization now:

- You can enable all parts together one after another and put optional mods at last (after all packages). This way it will be easiyer to test new mods or remove optional ones without having to unenable the Base mods. I made a "No Magic Skills MMM v0.4 compatible" so you can enable it last

- I will be able to release all in 1 BIG MOD, for the people who prefer it this way.



================================================== ======
So the packs now include the following mods:
================================================== ======

PART 1: "MMM p1 - Dynamic Environment v0.4"
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p1 - Base Mod v0.4 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p1 - Base Mod v0.4" is comprised of:
01 - Dynamic Environment SH5 Basemod (realistic version) V2.1
02 - Dynamic Environment SH5 Waves (realistic version) V2.1
03 - Dynamic Environment SH5 Atlantic Floor V2.1
04 - Dynamic Environment SH5 Undersea (temperate and polar) V2.1
05 - Dynamic Environmental SH5 Realistic Colors V2.1

In the "EXTRAS" folder youŽll find:
- sobers see thru wake fix

************************************************** ************************************
PART 2: "MMM p2 - Graphics-FX-IRAI v0.4"
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p2 - Base Mod v0.4 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p2 - Base Mod v0.4" is comprised of currently:
- IRAI for non Merchants: all min 95

01 - MMM v0.3 No Logo & Menu
02 - SteelViking's Interior Mod v1.2 => http://www.subsim.com/radioroom/showthread.php?t=171415
03 - SteelViking's Interior Mod patch v1.2.2
04 - Fuel Gauge WoGaDi_SteelViking's Interior by BIGREG
05 - Fix clock rear torpedo room VIIA by BIGREG
06 - KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
07 - SD_MapCourseLine_tiny_arrows
08 - SD_MapLocationNameFix_v1_2
09 - Accurate German Flags
10 - Window_Lights_Redone_V1
11 - Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
12 - Alternative adult content
13 - Pascal-sh5-Crew-Uniforms. 12.2011
14 - MightyFine Crew Mod 1.2.1 Alt w beards
15 - MCCD_1.04_MFCM_1.2.1_compatible
16 - FX Update 0.0.19_ByTDW
16.1 - I want sound on a ship!
16.2 - I want the starshell gun on a ship!
17 - TDW FX Fix for Sobers chimney smoke V2 by pedrobas
18 - IRAI_0_0_30_ByTheDarkWraith
19 - IRAI_upgrade_to_v_0_0_31
20 - TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
21 - Enhanced FunelSmoke1.2_by HanSolo78
22 - SubFlags_0_0_8_by TheDarkWraith
23 - Super Shadow Improvement Mod by tonschk (from EXTRA\Shadows) Thread => http://www.subsim.com/radioroom/show...5&postcount=14
24 - SubExhaust_1_0_5_byTheDarkWraith
25 - Cerberus62 Corrected Depth Charge Projector 1.0
26 - sobers NO water drops V1
27 - Small_trees_SH5_V1
28 - SteelVikings Bunker Fixes V1.0
29 - Compatible Conus00's Graphic Mod+SV's work
30 - Shoot at periscope by Rongel (scripts\AI\ship weapons)
31 - Chart Colour Scheme 3 (from EXTRA\Maps)

In the "EXTRAS" folder youŽll find:
- Anti-Lag
- Maps
- Shadows

************************************************** ************************************
PART 3: "MMM p3 - TDW UI v0.4"
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p3 - Base Mod v0.4 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p3 - Base Mod v0.4" is comprised of:
- aplied SHValidator_v2_0_5_0
- OptionsFileEditorViewer_v_1_0_25_0
- Options for TDW UI to my taste (Make a backup of yours, just in case you donŽt like this one). DonŽt blame on me if you donŽt do it.

01 - NewUIs_TDC_6_9_0_TheDarkWraith
02 - NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
03 - NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
04 - NewUIs_TDC_6_9_0_jimimadrids_map_tools
05 - NewUIs_TDC_6_9_0_New_radio_messages_German
06 - Church's Compass Dials Mod v2.2 - Option Two
07 - 1 degree bearing RibAr
08 - TDC Graphics by Naights v1.0
09 - EQuaTool 01.01 by AvM - Large Style
10 - Krauters_Scripts_Updated_by_TDW
11 - Trevally Tutorial - All v0.2(for OHIIv1.3)
12 - Trevally Harbour & Kiel Canal Pilot v2.8
13 - Trevally Automated Scripts v0.6
14 - Speech fixes and additions (german version)

In the "EXTRAS" folder youŽll find:
- NewUIs_TDC_6_9_0_Scopes (do not enable - read)
- NewUIs_TDC_6_9_0_Real_Navigation
- NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke
- TDW_Add_On_Mods_v1_1_0

************************************************** ************************************
PART 4: "MMM p4 - Sounds - Tweaked SDBSM v0.4"
Unrar and you will see 2 folders
- Documentation
- MMM p4 - Base Mod v0.4 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MyMegaMod p4 - Enhance SOUNDS" is comprised of:
01 - Stormys DBSM SH5 v1.3 Basemod
02 - Stormys DBSM SH5 v1.3 additional crew sounds beta6
03 - Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
04 - Stormys DBSM SH5 v1.3 optional louder engine sounds
05 - Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM

************************************************** ************************************
PART 5: "MMM p5 - Upgr&Weap&Skins&Emblm V0.4"
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p5 - Base Mod v0.4 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p5 - Base Mod v0.4" is comprised of:
01 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast =>http://www.subsim.com/radioroom/showthread.php?t=182194
02 - NOZAURIO'S SKIN (included in Equipment_Upgrades_Fix_v1_4)
03 - R.E.M_by_Xrundel_TheBeast_1.2 (including "pedrobas Hydrophone Fix") => http://www.subsim.com/radioroom/showthread.php?t=184224
04 - A Fistful of Emblems v1.51
05 - Crictical Hits Torpedos v 1.1
06 - AMMO_v1.0_SH5_by_Raven_2012

In the "EXTRAS" folder youŽll find:
including UPGRADES
You have possibility to choose what kind of Equipment Upgrade do you want:

1- With Date & Renown Cost
2- With Date & No Renown Cost
3- No Date & Renown Cost
4- No Date & No Renown Cost

************************************************** ************************************
PART 6:

- LITE version: "MMM p6.1 - OHII+Lifeboats (OHII 1.7) v0.4" (No "Harbour Enahancments" and No "mnts")
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p6.1 - Base Mod v0.4 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p6.1 - Base Mod v0.4" is comprised of:
01 - OPEN HORIZONS II_full v1.7
02 - SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1

In the "EXTRAS" folder youŽll find:
OPTIONAL - OH II Minefield map
OPTIONAL - TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
.................................................. .....

- MEDIUM version: "MMM p6.2 - HE+OHII+Lifeboats (OHII 1.7) v0.4" (With "Harbour Enahancments" and No "mnts")
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p6.2 - Base Mod v0.4 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p6.2 - Base Mod v0.4" is comprised of:
01 - Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
02 - OPEN HORIZONS II_full v1.7
03 - SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1

In the "EXTRAS" folder youŽll find:
OPTIONAL - OH II Minefield map
OPTIONAL - TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)

Both Lite and Medium are working extremly stable on my system.

Still working on The Full version: "MMM p6.3 - HE-mnts-OHII+Lifeboats (OHII 1.7) v0.4" . Going slowly, but going.

************************************************** ************************************
PART 7: "MMM p7 - My Sub VIIC41 for OHII v1.7 v0.4"
Unrar and you will see 2 folders
- Documentation
- MMM p7 - Base Mod v0.4 *==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p7 - Base Mod v0.4" is comprised of:
01 - VIIC41 - Start with in beginning of campaign for OHII v1.7

================================================== =====================

OPTIONAL MODS that "you" can enable last
- "Manos Scope patch" for your screen resolution
- "No Magic Skills MMM v0.4 compatible"
- sobers see thru wake fix
- NewUIs_TDC_6_9_0_Real_Navigation
- Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith <== http://www.subsim.com/radioroom/show...1&postcount=66
- smaller flags for Warships 1_0b by Uekel
- Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
- "yours" Automated Scripts (if any)
- MyKey (your special keys here, if any) ==> For Keyboard conflicts please read http://www.subsim.com/radioroom/show...&postcount=118
Best tool to change commands.cfg : http://174.123.69.202/~subsimc/radio...d.php?t=168297


IF YOU ENABLE THE 7 PARTS IS LIKE IF YOU WOULD HAVE ENABLED MORE THAN 65 OF THE BEST MODS AVAILABLE AT THE MOMENT
================================================== ===========================================


Here is an example of one of the possible combinations ( DEPENDS OF YOUR "OPTIONAL" MODS), in RED are the BASE packs
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

MyMegaMod p0 - Menu music-Radios-Gramophone =>for the moment make your own.
MMM p1 - Base Mod v0.4
MMM p2 - Base Mod v0.4
MMM p3 - Base Mod v0.4
MMM p4 - Base Mod v0.4
MMM p5 - Base Mod v0.4
MMM p6.1 - Base Mod v0.4
MMM p7 - Base Mod v0.4

Dark_Interior_V1
NewUIs_TDC_6_9_0_Real_Navigation
sobers see thru wake fix
No magic skills MMM v0.4 compatible
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
MyKey =========> (your special keys here, if any)



================================================== ==========
Parts 1 to 7 ready for TESTING/FEEDBACK Here: UPLOADING

================================================== ==========



Please report problems, comments, suggestions, etc.. :
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Old 03-07-12, 04:38 AM   #446
Swat
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pedrobas!!! I'd like to thank you very much here. For two days I was trying to bring SH5 to life. I simply want to play this game since I've completed SH4 campaign and I'm still somewhere in december 1941 in SH3. But then I wanted to start my career in SH5 hoping for the same excitement like during SH3 combined with GWX. Got lots of mods downloaded even from the previous times, tried several cambinations, followed the manual here on Subsim (thank you guys) etc. With all the confidence I wouldn't say I am a biginner, got SH3 and SH4 modded and working, but with this SH5 there was always something broken or something not exactly according to my likings.

Then I've downloaded your MMM pack and it is outstanding. Simply the ballance of mods involved is just right, everything what would SH enthusiast expect is there, no unnecessary stuff, explanation of load order is perfect. It must have taken hours of digging, ballancing and testing and I thank you for your efforts, because after two days of trying to modify this unfinished game I was finally able to leave Kiel and I'm on my way to hit them hard (just passed Helgoland). So thank you very much for all this and fingers crossed for your future work. And big thanks to all the modders out there who's work will never get appreciated enough. It is extraordinary work what you perform here on Subsim.

And finally special thanks to TheDarkWraith for his hydrophone fix via exe file. This is simply big. The game is completely broken without hydrophone and this fix actually saved me from giving up playing SH5. Thank you very much.
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Old 03-07-12, 06:37 AM   #447
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Great work pedro Looking forward to testing this latest version out when you've completed upload.

Just a quick question.....is it possible to continue a campaign that was started whilst testing v0:3 using v0:4 or do we need to start a new campaign from the start of the war?
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Old 03-07-12, 10:45 AM   #448
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Hello pedrobas has risen to its download page the latest version? I see only 0.3
Thanks
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Old 03-07-12, 12:01 PM   #449
pedrobas
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Quote:
Originally Posted by Swat View Post
pedrobas!!! I'd like to thank you very much here. For two days I was trying to bring SH5 to life. I simply want to play this game since I've completed SH4 campaign and I'm still somewhere in december 1941 in SH3. But then I wanted to start my career in SH5 hoping for the same excitement like during SH3 combined with GWX. Got lots of mods downloaded even from the previous times, tried several cambinations, followed the manual here on Subsim (thank you guys) etc. With all the confidence I wouldn't say I am a biginner, got SH3 and SH4 modded and working, but with this SH5 there was always something broken or something not exactly according to my likings.

Then I've downloaded your MMM pack and it is outstanding. Simply the ballance of mods involved is just right, everything what would SH enthusiast expect is there, no unnecessary stuff, explanation of load order is perfect. It must have taken hours of digging, ballancing and testing and I thank you for your efforts, because after two days of trying to modify this unfinished game I was finally able to leave Kiel and I'm on my way to hit them hard (just passed Helgoland). So thank you very much for all this and fingers crossed for your future work. And big thanks to all the modders out there who's work will never get appreciated enough. It is extraordinary work what you perform here on Subsim.

And finally special thanks to TheDarkWraith for his hydrophone fix via exe file. This is simply big. The game is completely broken without hydrophone and this fix actually saved me from giving up playing SH5. Thank you very much.
Thank you for your words, i appreciate them a lot and encourage me to continue working. I hope you ejoy SH5 the way it should be with MMM.
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Old 03-07-12, 12:04 PM   #450
pedrobas
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Quote:
Originally Posted by bart View Post
Great work pedro Looking forward to testing this latest version out when you've completed upload.

Just a quick question.....is it possible to continue a campaign that was started whilst testing v0:3 using v0:4 or do we need to start a new campaign from the start of the war?
I really donŽt know bart because of a corrupted savegame i had to delete the folder and couldnŽt try with any.
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