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Old 07-26-11, 07:56 PM   #481
TheDarkWraith
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Quote:
Originally Posted by mia389 View Post
Thanks for the info guys. I am starting a new campaign tonight with the following mods. Hope all goes better. My last/first patrol of last campaign I had 3 CTDs while TC. I highlighted one mod in yellow I was not sure where to put in the mod list

Code:
[MODS]
Magnum_Opus_v0_0_1=1
Magnum_Opus_Patch_2=2
NewUIs_TDC_6_6_0_ByTheDarkWraith=3
FX_Update_0_0_16_2_ByTheDarkWraith=4
FX_Update_0_0_16_2_UHS_Fix=5
IRAI_0_0_30_ByTheDarkWraith=6
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_spotting=7
AirTorpedoes=8
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=9
Dynamic Environment SH5 Basemod (realistic version) V2.1=10
Dynamic Environment SH5 BrighterNights V2.1=11
Dynamic Environment SH5 Sounds V2.1=12
Dynamic Environment SH5 Waves (realistic version) V2.1=13
U-boat Historical Specifications 1.7 for TDW Mods=14 
Open Horizons II Light=15
OH II and Light Campaign Radio Messages v3=16
Trevally Tutorials - All v0.2 (for TDW UI)=17
You don't really need the highlighted in yellow as I have my own version of it (based on that mod) in my UIs mod. If you want the changes that mod makes by all means enable it
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Old 07-26-11, 08:03 PM   #482
mia389
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Thanks DarkWraith. I noticed I also installed the pacth for MO wrong. I installed that correctly and removed specs mod.
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Old 07-26-11, 08:33 PM   #483
TheDarkWraith
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Originally Posted by mia389 View Post
Thanks DarkWraith. I noticed I also installed the pacth for MO wrong. I installed that correctly and removed specs mod.
There is a newer version of the FX_Update mod available. I believe it's at v0.0.18
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Old 07-26-11, 08:49 PM   #484
mia389
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Quote:
Originally Posted by TheDarkWraith View Post
There is a newer version of the FX_Update mod available. I believe it's at v0.0.18
Where can I find that one? I got v0.0.16 from your thread here
http://www.subsim.com/radioroom/show...67&postcount=1
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Old 07-26-11, 09:33 PM   #485
TheDarkWraith
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Quote:
Originally Posted by mia389 View Post
Where can I find that one? I got v0.0.16 from your thread here
http://www.subsim.com/radioroom/show...67&postcount=1
I'm behind the ball! I have version 19 completed but never updated thread since v0.0.16.2
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Old 07-26-11, 10:59 PM   #486
Siege
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Trevally: No, it runs into walls in different, seemingly random places, and it definitely does not depend on or result from other traffic. I'd been keeping speeds low, started clicking postpone when I pass a base, TC no higher than 512 (though at anything less than 256 I might as well chart the course by hand).

My current build where everything seems to be working pretty nicely:

Last edited by Siege; 07-28-11 at 07:48 AM. Reason: deleted mods list so save thread space
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Old 07-27-11, 11:53 AM   #487
Trevally.
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Quote:
Trevally: No, it runs into walls in different, seemingly random places, and it definitely does not depend on or result from other traffic. I'd been keeping speeds low, started clicking postpone when I pass a base, TC no higher than 512 (though at anything less than 256 I might as well chart the course by hand).

Ah ok, I think I have found the problem

Ok lets see - boat speed, say 5 to 10 knots x TC 512 = 2500 to 5000 knots

Sorry Siege, but it will never work at those speeds.
keep TC to 64 or under for trouble free sailing
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Trevally Mods for SH5
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Old 07-28-11, 05:47 AM   #488
DomBray
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Here's my list:

Quote:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS]

Accurate German Flags
RemoveLogoIntroTheDarkWraith
NDB,NDH OM#1 - No Dialog Indicator
Capthelms SH5 Audio Mod
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
FX_Update_0_0_16_2_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
OPEN HORIZONS II
20% mines ice dolphines v2
OH II and Light Campaign Radio Messages v2
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
R.E.M_by_Xrundel_TheBeast_1.2
sobers chimney smoke V2
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI)
Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith
Manos Scopes-Core Files
MightyFine Less Annoying Footsteps 1.0
sobers see thru wake fix
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
sobers reduced fog V2 SH5
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
Critical hits 1.1 Torpedos
Critical hits v 1.2
But TDW is there a new FX update? and if so where can we get it? (or have you just forgotten to rename the directory?)
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Old 07-28-11, 07:47 AM   #489
Siege
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Ok, I got out the harbor with the pilot script, and I think I even got it up to 256 at some point (prior to reading your post), but it did work - it's imminently possible I had other stuff in there messing with it.

Most things seem to be working nicely now, though I do still have a few issues, namely that my crew is staying on the deck underwater, CO2 levels weren't rising even when submerged for a few hours, and shift-v teleports me to the hydrophone station instead of crash diving unless I hit it twice (looking at the commands.cfg, I don't find anything else with the string <Cs,"V">). I think there was another thing or two that I forgot to write down before I went to bed.

Anyone out there have any ideas?

Also, thanks so much to all of you for your help, this game wouldn't be playable without you!

Quote:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Lite Campaign LC 1.2
Magnum_Opus_v0_0_1
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
Grossdeutscher Rundfunk
Old Style Explosions V1.1
SH5Lifeboats_2.0
Nauticalwolf's_Torpedo_Textures_v1.2
SUB_hyd_fix_SH5
Enhanced FunelSmoke1.2_by HanSolo78
Imported Ship Pack V1.1
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_6_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_6_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_6_0_jimimadrids_map_tools
NewUIs_TDC_6_6_0_New_radio_messages_German
No Damn Bubbles, No Damn Halo Mod
Trevally Harbour & Kiel Canal Pilot v2.6
stoianm BrighterNights modv1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Window_Lights_Redone_V1
nVidia missing lights
Equip_Upgd_LowerRodAntena
Equip_Upgrades_AFFOE
Equipment_Upgrades_Fix_1_2_byTheBeast
R.E.M_by_Xrundel_TheBeast_1.2
stoianm upgrade available mod stock file
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast
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Old 07-28-11, 07:59 AM   #490
TheDarkWraith
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Quote:
Originally Posted by Siege View Post
and shift-v teleports me to the hydrophone station instead of crash diving unless I hit it twice (looking at the commands.cfg, I don't find anything else with the string <Cs,"V">)
check the options file. You'll find the answer to above in there The teleporting is expected. After you teleport give it time - it will eventualy crash dive.....
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Old 07-28-11, 09:02 AM   #491
spardha
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Join Date: May 2007
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My current mod list, works well no CTD's

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 16x9
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
Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Tutorials - All v0.2 (for TDW UI)
Critical hits 1.1 Torpedos
Trevally Automated Scripts v0.6
Critical hits v 1.2
stoianm EnvNights and blue Atlantic water for MO

I was hoping to add BARF mod but not sure were it goes.
http://www.subsim.com/radioroom/showthread.php?t=164953
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Old 07-28-11, 09:09 AM   #492
0rpheus
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Quote:
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix

Keep seeing these two together, and I know the UHS fix comes with it, but I was under the impression (from reading the documentation) that this was for Uboat Historical Specs only - and some of you using this fix aren't using UHS.

I'm not using UHS as far as I'm aware (just MO & MO Patch 2), do I need this as well, or should I be leaving it out?
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Old 07-28-11, 11:30 AM   #493
mia389
中国水兵
 
Join Date: Aug 2009
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Quote:
Originally Posted by spardha View Post
My current mod list, works well no CTD's

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 16x9
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
Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Tutorials - All v0.2 (for TDW UI)
Critical hits 1.1 Torpedos
Trevally Automated Scripts v0.6
Critical hits v 1.2
stoianm EnvNights and blue Atlantic water for MO

I was hoping to add BARF mod but not sure were it goes.
http://www.subsim.com/radioroom/showthread.php?t=164953
Hi Spardha,

I read this from TheDarkWraiths FX mod post 1.
Quote:
WARNING: NO VERSION OF BARF CAN BE USED WITH THIS MOD! DOING SO WILL RESULT IN RENDERING THIS MOD INEFFECTIVE AND POSSIBLE CTDS
I wouldnt try BARF with FX. I dont think BARF is really needed as MO I think already tweaks them files. My mod list is very close to yours, All most identical and I really think you wil not need BARF
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Old 07-28-11, 11:37 AM   #494
mia389
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Quote:
Originally Posted by 0rpheus View Post
Keep seeing these two together, and I know the UHS fix comes with it, but I was under the impression (from reading the documentation) that this was for Uboat Historical Specs only - and some of you using this fix aren't using UHS.

I'm not using UHS as far as I'm aware (just MO & MO Patch 2), do I need this as well, or should I be leaving it out?
See this post below
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Old 07-28-11, 12:56 PM   #495
0rpheus
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Quote:
Originally Posted by mia389 View Post
See this post below
Uhh.. so MO does contain UHS? Aaaargh! I give up, I really do. So I need to unpack my modlist yet again and add the UHS fix after the FX update.. which will be overwritten again if/when TDW releases v19 (as mentioned in another post)?!

How do you guys get any game time?! Every time I unpack/repack my mod list I have to restart the campaign and it's driving me completely bonkers now!

As a new(ish) person to the site I know my opinion doesn't hold a lot of water but compared to other games, modding SH5 is an utter nightmare - not just because of the sheer number of mods, but more due to the competing versions and frankly awful documentation. TDW's work is excellent, but isn't it about time the latest UIs were included in MO? And the FX update? Just having a list on the first post for the MO thread showing *all* the mods that are included would be a start as issues like this keep cropping up.

And yes, I read the documentation included with it (all god knows many hundreds of files for the different mods) but it's not all that clear, especially when there are several different variations on the same mod, or mods you need to run other mods, or updates that you need that you don't know you need, and so on. The blasted radio antenna on the 7b I've just been given won't go away even after uninstalling Beast's equipment mod/antenna fix (see thread for hilarious glitchy screenshot) and reinstalling the game from stock, and I'm convinced that it wasn't there before I modded it.

What I wouldn't give for a TMO for SH5. I thought MO was the start of something like that, but after this I'm wondering if I shouldn't just strip the whole thing out and get the individual mods instead. As it is I think I'll just stick with what I have as I can't face another full reinstall and campaign restart, or I'll never get to play the sodding game!
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