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Old 07-08-18, 03:31 PM   #1
MechanicalNecro
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Default Cursors not aligned with marks

Hey all,

As you can see in these screen shots, I've got a little problem.







Mods, in order, as they appear in Generic Mod Enabler:

• sobers hud sounds V1 SH5
• SH5_7A_Conning_Fix
• Sobers CrewAI mod SH5
• Nauticalwolf’s_Torpedo_Textures_v1.2
• MadMaxs_SH5_Subdiesel (mono) v2
• FX_Update_0_0_22_ByTheDarkWraith
•AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On _FX_Update_By_TheDarkWraith
• FX_Update_0_0_22_Stock_Torpedoes (modified for torpedoes failure patches)
• FXU_0_0_22 Ship zon Files
• DynEnv v2.9 – 1.Main Mod
• DynEnv v2.9 – 3.a Enhanced Visibility (medium)
• DynEnv v2.9 – 4.a. Camera Filters – Realistic Colors
• DynEnv v2.9 – 8.a. Wave Mechanics - Breeze
• DynEnv v2.9 – 10.II Seafloor (medium resolution)
• DynEnv v2.9 – 11.a.I Sea Plants – Atlantic Kelp Forests (high resolution)
• NewUIs_TDC_7_5_0_ByTheDarkWraith
• IRAI_0_0_41 ByTheDarkWraith
• Shadow Improvements ModLRes NoImpact
• EUFv2_0_UBoat_FX_v0_0_6f_TheBeast
• gap – Alternative Cursors & KM Map Tools vs – 1. Base Mod
• sobers NO water drops V1
• Equipement_Upgrades_Fix_v1_4_byTheBeast
• Equipement_Upgrades_Fix_v1_4_Patch_1
• Equipement_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
• SteelViking’s Interior Mod V1.2
• SteelViking’s Interior Mod V1.2.2 Patch
• MQK Gradient_IO
• MQK Gradient_LocationMaps_IO
• MQK Gradient_ShapeTextures_NO
• MightyFineCrew Mod 1.2.1 Stock w beards
• Water reflections intensity varied by available sunlight by TheDarkWraith
• WHF-FUC_We Have Flooding-Flooding Under Control_Fix
• Sobers collision sounds SH5

I added these mods in the middle of a campaign, which I'm not too far into, so should I need to reinstall the game and mods that's fine, but hoping maybe there's a conflict I'm missing before trying that.

Any help would be greatly appreciated.
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Old 07-08-18, 04:24 PM   #2
Aktungbby
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Old 07-08-18, 07:16 PM   #3
XenonSurf
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Humm...Sorry to spread my ignorance, but I don't see the problem by looking at your pictures...Could you elaborate further?
The red circle type in the 1st picture is not your position but it's simply a drawing distance circle that you can place at any point in the map. You can place thousands of them if you like...


I'm generally not advicing mods if not asked, but why don't you play TWoS instead of this setup? It would come very close to your mods here because most of them, if not all, are included - and it is certainly bug-proofed.


Modding the game and then using the same saves should be ok normally, but if you add tons of mods it could spell trouble I imagine. Try to start a new career and see if your 'problem' (?) goes away.

Last edited by XenonSurf; 07-08-18 at 07:25 PM.
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Old 07-08-18, 08:08 PM   #4
MechanicalNecro
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Quote:
Originally Posted by XenonSurf View Post
Humm...Sorry to spread my ignorance, but I don't see the problem by looking at your pictures...Could you elaborate further?
The red circle type in the 1st picture is not your position but it's simply a drawing distance circle that you can place at any point in the map. You can place thousands of them if you like...


I'm generally not advicing mods if not asked, but why don't you play TWoS instead of this setup? It would come very close to your mods here because most of them, if not all, are included - and it is certainly bug-proofed.


Modding the game and then using the same saves should be ok normally, but if you add tons of mods it could spell trouble I imagine. Try to start a new career and see if your 'problem' (?) goes away.



Sorry, I guess I could have provided more context. These pictures were taken while I was using the map tools.



That thing in the first picture that's near center screen, to the upper left of the red circle, is my mouse cursor. The red circle should be where its at.



Same with the second picture, that compass is my cursor and I'm measuring distance, but the line isn't where the cursor is. If I wanted to draw a line to plot out courses for enemy vessels you can see where it might be difficult with the way things are behaving.


I tried TWOS but I'm new to the SH series, and I got lost real quick.

Found a Youtuber that uses a similar setup and saw that it almost seemed like a happy middle ground for me.
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Old 07-08-18, 11:09 PM   #5
XenonSurf
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One long and nasty method is: take out mod after mod, load the game and see if the problem goes away. Once it's away your last mod taken out is the culprit which means it clashes with another one present.


In JSGME, when loading a mod you get a warning when the same files are used, so you are able to forsee possible problems. You cannot just install everything only because you like the mod description..., read the mod notes (or threads) to see what is compatible.


I hope you get a response from people better knowing all these mods so they can fasten up your search.


Good luck,
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Old 07-09-18, 08:15 AM   #6
THEBERBSTER
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A Warm Welcome To The Subsim Community > Mechanical Necro
Subsim <> Make A Donation <> See The Benefits <> Support The Community
SH3 – 4 - 5 Tutorials And Other Information Links In My Signature Below

Post #9 JSGME How To Export Your Mod List To A Subsim Post > Pictorial

When you use this mod • FX_Update_0_0_22_ByTheDarkWraith you must also patch it depending whether you are using stock or mods.
Post #111 FX_Update_0_0_22_ByTheDarkWraith How To Enable Correctly > Pictorial
Instructions in tutorial.
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Old 07-09-18, 03:20 PM   #7
MechanicalNecro
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Generic Mod Enabler - v2.6.0.157
[D:\Steam\steamapps\common\Silent Hunter 5\MODS]

sobers hud sounds V1 SH5
SH5_7A_Conning_Fix
sobers CrewAI mod SH5
Nauticalwolf's_Torpedo_Textures_v1.2
MadMaxs_SH5_Subdiesel (mono) v2
FX_Update_0_0_22_ByTheDarkWraith
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files -Inst b4 NewUI mod
FXU_0_0_22_Ship zon Files v2
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
DynEnv v2.9 - 10.II Seafloor (medium resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
NewUIs_TDC_7_5_0_ByTheDarkWraith
IRAI_0_0_41_ByTheDarkWraith
Shadow Improvement ModLRes NoImpact
EUFv2_0_UBoat_FX_v0_0_6f_ byTheBeast
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
**gap - Alternative Cursors & KM Map Tools v2 - 5.f EQuaTool 1.1 Patch - Medium Set + Large Ruler
sobers NO water drops V1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
MightyFine Crew Mod 1.2.1 Stock w beards
Water reflections intensity varied by available sunlight by TheDarkWraith
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
sobers collision sound SH5



** I reloaded all mods and added this one. This seems to have helped fix all offset issues except with the ruler+tool helper toggled and when plotting course waypoints.



I also have the correct FX_Update_0_0_22_Torpedoes active.
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