PDA

View Full Version : [REL] Super Mod Make-Over for TMO 1.9


Nbjackso
11-26-09, 02:53 AM
Super Mod Make-Over for TMO 1.9

http://i968.photobucket.com/albums/ae168/nbjackso/SH4Img2009-11-08_210713_343-1.jpg


This is an update of a mod I did several months ago for TMO 1.7. As Ducimus was up updating TMO BETA 1.80-1.87 I was massaging/tweaking this mod to work with the final released version of TMO 1.9.

SMMO is a compilation of some things I have done myself, and other mods I use, (either parts of, or entire mods themselves) integrated together to reduce conflicts while enabling different mods that share the same files. Most of these changes do not affect overall game play. My intent is to repackage an already great mod and mix things up a little.


Main Menu Screen



http://i968.photobucket.com/albums/ae168/nbjackso/SH4Img2009-08-23_230127_593-1.jpg




List of changes and credits;

-Intro movie & music from Fall Of The Rising Sun by AOTD_MadMax, (way COOL).
-Ceiling fan removed from German captain’s office by DarkFish/Te Kaha
-Lifeboats and debris w/ bodies from Pacific Environments 4 by Kriller2
-Various sounds files from Webster’s selected new sounds mod
-Aircraft Reflections by vickers03 (one of my favorite mods)
-Captain’s office links by Frederick J. Barnett
-High detail lighthouse mod by flakmonkey
-Max optics by CapnScurvy/WernerSobe
-20mm Gun Sight Mod by Krichna.
-Lite fog by Vikinger

I have also added allot of custom missions by various people.
Note I changed some of the mission names for continuity sake, but did not alter the missions in any way.

-Tambor198’s SH4 Single Missions, (over 30 missions, WOW) and 1.5 Missions (2)
-Tang and Wahoo War Patrols by Cgrimes
-Radar Training Missions by Nisgeis
-Rockin Robbins Convoy From Hell
-UBM Mission Pack by Syxx Killer

Now, here are some of things I have worked on;

-New title screen
-Some minor environmental tweaks, (.dds files only)
-Reworked the Torpedo Images in the torpedo load out screen
-Full Screen Scopes for Fleet boats and U-boats, (my first mod)
-An Autographed photo of Ginger Rogers in the Captains Office
-Slightly modified Foo’s Tench sub skin, (original skin was the same as the Balao skin).
-Modified deck gun sight and TBT, (sight lines and hash marks are blackish in daylight, and green at night).
-Changed “main menu” and “load/save” screens, plus a significant amount of wording/verbiage changes in the menu file.
-New American loading screens, Campaign screens and Museum Screen – a tribute to the “Fighting Sullivan Brothers, (I know they didn’t serve on any submarines, but it’s MY mod and I can do what I want).
-Removed some of the lesser-known sub names from the Gato and Balao roster, (Note: I am not insinuating any of these subs were not significant, In fact I have the greatest respect for all who served on board a vessel that sinks on purpose). If you want all the names back, simply delete the Roster Directory before enabling this mod.

Load/Save Screen
http://i968.photobucket.com/albums/ae168/nbjackso/SH4Img2009-08-23_232132_718-1.jpg

This mod is JSGME compliant. It can be used alone with TMO 1.9, but I use, and recommend using the following mods with it.
-Run Silent Run Deep Campaign by Lurker hlb3
-Real Environment mod by W_clear & Kriller2, (I know Ducimus has added parts of the RE mod in TMO 1.9, but in order to see the aircraft reflections, you need to load the full blown RE mod. I haven’t noticed any difference by using it).
-Longer ship wakes by Vikinger, (included in the optional mod folder).
Just enable this mod last, (except for “No tails” and/or “No prev/next cam” optional mods).

Example

-Trigger Maru Overhauled 1.9
-any TMO 1.9 optional mods
-RSRDC for TMO 1.9 current version (optional)
-Real Environments mod (optional but needed to see aircraft reflections)
-Longer Ship/Sub wakes (optional) included in opt mods folder
-SMMO for TMO 1.9
-No map tails/sensor info (optional) included in opt mods folder
-No prev/next external camera (optional) included in opt mods folder

Download link: http://www.filefront.com/15000055/SMMO%20for%20TMO%201.9.rar

Regards, and Happy Hunting,
Bryan Jackson, (Nbjackso)

Te Kaha
11-26-09, 07:48 AM
-Ceiling fan removed from German captain’s office by DarkFish/Te Kaha


This file is entirely DarkFish's work, I deserve no credit for it in any way.

silent killer
11-26-09, 09:14 AM
HELLO CAPT. down loading your mod now will give it a go, thanks for your hard work:yeah::yeah::yeah:

fred8615
11-26-09, 10:42 AM
-Captain’s office links by Frederick J. Barnett


Cool.

Nbjackso
11-28-09, 05:39 PM
-Ceiling fan removed from German captain’s office by DarkFish/Te Kaha

This file is entirely DarkFish's work, I deserve no credit for it in any way.

I've always hated that fan, and liked the mod enough to use it. I found the mod in your post, therefore you get some credit. Anyways, thanks for the clarification.

-Captain’s office links by Frederick J. BarnettCool.

Again, sorry I spelled your name wrong in SMMO for TMO 1.7.

Nbjackso
11-28-09, 05:43 PM
Hey guys,

I just got home from Thanksgiving holiday with the family. So far there has been 95 downloads.

Any feedback?

banjo
11-28-09, 07:55 PM
I started a patrol with it and am close to Manila to photo the harbor. I am enjoying your mod. After I've used it for a while I'll try to be specific in likes/dislikes.

banjo
11-29-09, 11:28 AM
I prefer the torpedo wakes as they are in TMO. In SMMO they are much less visable, at least on my monitor, and that is probably more historic, but I prefer to see them. Personal choice. :)

silent killer
11-29-09, 11:48 AM
Hi Nbjackso have used your mod as posted with TMO,RSRD,I am impressed with the mod. would it be possible too add more ships to the mod and change the deck and AAguns too be able too choose between HE, AP and AA shells thanks again a fine mod:yeah::yeah::yeah:

Nbjackso
11-30-09, 02:32 AM
I prefer the torpedo wakes as they are in TMO. In SMMO they are much less visable, at least on my monitor, and that is probably more historic, but I prefer to see them. Personal choice. :)

No problem. To get the original torpedo wake back, just delete the "Wake_Torp" file in the Data/Misc folder.

Hi Nbjackso have used your mod as posted with TMO,RSRD,I am impressed with the mod. would it be possible too add more ships to the mod and change the deck and AAguns too be able too choose between HE, AP and AA shells thanks again a fine mod:yeah::yeah::yeah:

Whoa there BIG fella. First of all, I consider myself a "Tweaker" rather than a "Modder". SMMO is more or less a combination of Mods by REAL Modders that I like and try to tweak files to get them to all work together with a minimum of conflicts, (with a few original files that I consider basic at best). The stuff you are requesting is way over my head. About the only thing I could suggest is you start a [REQ] thread for what you would like, maybe someone who has that particular ability will try to help with your request.

silent killer
11-30-09, 12:57 PM
No problem. To get the original torpedo wake back, just delete the "Wake_Torp" file in the Data/Misc folder.



Whoa there BIG fella. First of all, I consider myself a "Tweaker" rather than a "Modder". SMMO is more or less a combination of Mods by REAL Modders that I like and try to tweak files to get them to all work together with a minimum of conflicts, (with a few original files that I consider basic at best). The stuff you are requesting is way over my head. About the only thing I could suggest is you start a [REQ] thread for what you would like, maybe someone who has that particular ability will try to help with your request.
thanks Njackso.

banjo
12-06-09, 01:10 PM
When I enter the game I am faced looking at the clock on the aft bulkhead. Is that by design?

JGoldrick
12-06-09, 03:02 PM
I am enjoying your mod. I have a question about the OBS Scope or Night Scope, the green color seems too be a bit too overpowering. I am having a hard time seeing ships with it, is there a way to lower the tone of the green color? Thanks again.

banjo
12-06-09, 03:39 PM
Must be something about your video card or your gamma setup or something. The scopes look perfect at night on my system.

banjo
12-06-09, 03:59 PM
I mispoke-- when I enter the game I am facing the FAN on the aft bulkhead, not a clock.

Nbjackso
12-06-09, 07:26 PM
I am enjoying your mod. I have a question about the OBS Scope or Night Scope, the green color seems too be a bit too overpowering. I am having a hard time seeing ships with it, is there a way to lower the tone of the green color? Thanks again.

From the Full Screen Scope Mod read me file. "The green filter for the night scope is the handy work of ArcLight, from his OPCF mod."
Here is the link for that mod for more info: http://www.subsim.com/radioroom/downloads.php?do=file&id=554
Back in WWII, the green tint is just a filter. With it, visibility was slightly better, not like night vision of today's technology. I agree with banjo, if you want, try to up the gamma a couple of notches.

...when I enter the game I am facing the FAN on the aft bulkhead.

This is a glitch, and is documented in the SMMO read me file as a known issue. It is caused by using CapnScurvy's Max Optics mod. It wasn't an issue in the SMMO for TMO 1.7 version, but Ducimus changed something and now the camera faces aft at the start of each mission. If it bugs you that much, just delete the camera.dat file from the Data/Library directory before you enable the mod using JSGME. If you do delete the file, you will lose the extra zoom level from the periscopes, TBT and binocular views.

halcyonskys
12-07-09, 09:07 AM
enjoying this mod collection. =) thank you.
does this use lite_fog_V2+Slow_water ?
(kept mine in just in case).

im also using the long wakes. the others for removing more stuff im glad you made as options, becuase i didnt care for those. maybe after i get better who knows.
a couple other extras im using that id like to throw in for possiblitys..
'easy aob' aka TGT Dials to PK fix. small radar contacts stage 1 mod. oaks-hudgauges. more contrast for the design instruments mod.
the tgt dial is a must if you havent tried it out yet. just rocks. =)

i also use CrushDepth, and Torpedo+25%morepowerful, and Websters no crew fatigue, but i guesse those alter the game and arent just visual. (also using scaf, RE, and shipreflect-causticmod5.1).

have a good one =)


:rock:

Armistead
12-07-09, 05:00 PM
anyway to pull the lifeboat with debris out seperate to run with TMO, without all the other.

Nbjackso
12-08-09, 01:30 AM
enjoying this mod collection. =) thank you.
does this use lite_fog_V2+Slow_water ?
(kept mine in just in case).

im also using the long wakes. the others for removing more stuff im glad you made as options, becuase i didnt care for those. maybe after i get better who knows.
a couple other extras im using that id like to throw in for possiblitys..
'easy aob' aka TGT Dials to PK fix. small radar contacts stage 1 mod. oaks-hudgauges. more contrast for the design instruments mod.
the tgt dial is a must if you havent tried it out yet. just rocks. =)

i also use CrushDepth, and Torpedo+25%morepowerful, and Websters no crew fatigue, but i guesse those alter the game and arent just visual. (also using scaf, RE, and shipreflect-causticmod5.1).

I will recite the same warning that every other modder uses when asked if this mod or that mod can be used. DO SO AT YOUR OWN RISK!!!

I'm guessing that if you used these mods with TMO and they all worked to your satisfaction, then they should also work with TMO+SMMO. Just pay attention to witch files are being overwritten and play around with the order if things don't work the way you want them to.

anyway to pull the lifeboat with debris out seperate to run with TMO, without all the other.

No problemo. PM me with your email address and I will send them to you.

Armistead
12-08-09, 01:54 PM
Tried to PM you, but says your not receiving messages

Armistead
12-16-09, 08:53 PM
nb, doe's this mod just have max optics or scaf also. I miss marking ships by the funnels......

Nbjackso
12-17-09, 08:23 PM
nb, doe's this mod just have max optics or scaf also. I miss marking ships by the funnels......

Yes and no.:hmmm: I did use CapnScurvy's Max Optics and Ship Centered Accuracy Fix mod in SMMO for TMO 1.7. I didn't have to alter any files when I updated the mod for TMO 1.9, but I Think when Ducimus pulled SCAF out of 1.9, it had an effect on SMMO for TMO 1.9. Therefore, I only listed Max Optics in the credits and not SCAF.

I'm goin' down
12-18-09, 10:53 PM
When I installed NMMO initially, I did not pull out any of its mod subfiles. I noticed that there is a New Real Environment and a Real Environment. Initially, the mod seemed to work fine, as I had a new opening screen, etc. I liked the new scopes. It did not affect Easy Aob, an indispensible mod in my opinion, which I activated before NMMO and its related downloads. Then I began having computer problems which are unrelated, I believe, to the mod. My computer is now in the shop. Here is my report on some recent problems I began experiencing yesterday.

Easy Aob: The big problem that arose after I had successfully used it for a while is that moving the target ship on the Aob dial on the Attack Dials did not moving the corresponding target ship course dial on TBT. That effectively negates the effectiveness of the Easy Aob mod. This problem started prior to the time I moved the various subfiles from the initial download, such as New Real Environment, and activated it instead of of the Real Environmentsubfile. For example, when I deactived the Real Environment, NMMO and Longer ship wakes, the Easy AoB mod, which I activated ahead of the NMMO and its related mods, operated properly. The same problem with Easy Aob mod when I substituted the New Real Environment in lieu of Real Environment.

Also, I may be picking up dds at 5 miles which seems a little close. I have heard that sensors are affected in 1.9 when NMMO is activated. Any truth to this?

This could all be related to problems that started with my computer, which went fubar right when this was happening.

thumper
12-19-09, 10:30 PM
Every mission from pearl or midway sends me to the BASHI CHANNEL, start of war on..How do i get a new area??:nope:

lurker_hlb3
12-20-09, 09:35 AM
Every mission from pearl or midway sends me to the BASHI CHANNEL, start of war on..How do i get a new area??:nope:


What the system is telling you is that it can't determine the correct mission to use. The "BASHI CHANNEL" is the default the system uses when it gets into this problem.

To resolve this problem I need to know the following

Name of Pearl Harbor command ( Pacific Fleet or Pacific Fleet, Div 2 )
Type of Sub
Start Date of campaign


Also

Based on a code review of this mod, it is "not" the cause of your problem

thumper
12-20-09, 01:28 PM
Location-Midway ..SubPac..12/8/1941.. Gar class sub..

lurker_hlb3
12-20-09, 03:32 PM
Location-Midway ..SubPac..12/8/1941.. Gar class sub..

can you tell me the mods you have installed and in what order ?

thumper
12-20-09, 04:49 PM
I found the problem "Midway Career"..Everything works fine after i removed it:)..THANK'S for your help..:D

BillBam
05-01-10, 12:36 PM
Is there a way to remove the bearing plotter? It does not scale to 16:10 aspect.

EDIT: Figured it out, deleted the bearing.dds file.

Chubster
05-23-10, 06:15 PM
HI.....Does this mod change the way the the range dial works on the attack periscope screen. It seems no matter how i try to click it I can only get a range between 143 and 1241 yards ???

In stock TMO this could be turned to select any range you wanted ?

Really like the rest of the mod so far but this is annoying me

Nbjackso
05-23-10, 09:03 PM
HI.....Does this mod change the way the the range dial works on the attack periscope screen. It seems no matter how i try to click it I can only get a range between 143 and 1241 yards ???

In stock TMO this could be turned to select any range you wanted ?

Really like the rest of the mod so far but this is annoying me

I'm not exactly sure what it is you are asking about. Can you be a little more specific? The only things that have changed on the attack periscope screen is the mask, (area surrounding the periscope view) and the zoom levels, (from CapnScurvy's Max Optics Mod). Everything else should work the same. Are you using any other mods?

I'm goin' down
05-23-10, 09:50 PM
I have a laptop with no numbers pad. I can activate the numbers pad but when I do, I have to deactivate it issue regular commands. I have a camera view. I delted the simi-colin per ducimus' instructions to get the cameras back. I did not do the trick. I there a camera mod out there that might do it? Any other suggestins are welcom.

The game is still kicking my ass. Even after a 6 months reprieve due to computer failure.

Chubster
05-24-10, 04:07 AM
I'm not exactly sure what it is you are asking about. Can you be a little more specific? The only things that have changed on the attack periscope screen is the mask, (area surrounding the periscope view) and the zoom levels, (from CapnScurvy's Max Optics Mod). Everything else should work the same. Are you using any other mods?

Ok...I will try, I know what I want to say, just hard to write it down properly :oops:


I believe they call it the Attack Data Tool. The round dial at the top right, when at for instance, the attack periscope station.

Before installing this mod and when looking at range, the plastic triangle was fixed and the inner range settings moved thus I was able to set any range from say 0 to 10000. After installing the plastic triangle is able to move left to right, which in turns seems to automatically move the inner range markings and I cannot seem to set anything higher than 1241 yards ?

BillBam
05-24-10, 08:03 AM
The only way I know to free the distance ring is to install the TGT DIALS TO PK FIX Mod.

I'm goin' down
05-24-10, 10:09 AM
The only way I know to free the distance ring is to install the TGT DIALS TO PK FIX Mod.

The TGT Dials Fix for TMO is one of the mods is part of the Easy Aob. The Easy Aob is linked under Neal Stevens thread in the Mods forum. It was runner up f0or mod the year in 2010.

Chubster
05-24-10, 10:44 AM
The only way I know to free the distance ring is to install the TGT DIALS TO PK FIX Mod.

So the moving plastic pointer thingy (excuse the technical navy term) is stock behaviour? I have always been able to move the range dial all the way around when running TMO so assumed that was the norm.

And what is the point of NOT being able to select any range from the dial ?

Chubster
05-24-10, 11:25 AM
The TGT Dials Fix for TMO is one of the mods is part of the Easy Aob. The Easy Aob is linked under Neal Stevens thread in the Mods forum. It was runner up f0or mod the year in 2010.

Ok...just had a quick look at this mod....Im confused....Is this already incorporated in TMO 1.9 because if I am reading it right it seems I can do all this anyway ?

Or am I missing something

Wilcke
05-24-10, 11:50 AM
In TMO 1.9, with manual targeting you can set the range on the range dial to any range you like by simply using your mouse to set the range, you can always confirm the range selected by pushing the red triangle and then confirming the range in the TDC range window on the left hand side of this screen.

Happy Hunting!

Nbjackso
05-25-10, 12:19 AM
OK Chubster, I think I solved your problem. Before you enable SMMO for TMO 1.9, Delete the "dials.cfg" file in the Data\Menu\Cfg directory. When you re-enable the mod, the range dial should act the same as in the original TMO mod. If you have any other problems/issues with this mod, post them and I'll see what I can do to help.

I'm goin' down
05-27-10, 06:57 PM
SMMO incorporates Max Optcis per the readme and/or your notes. I do not think it includes the version called Max Optics 3, which incidentally, when incorporated into TMO1.9, is noted on the on the opening screen that the version of TMO1.9 includes Max Optics 3. Plus, and this is the important part, the view from the periscope with Max Optics 3 in TMO1.9, appears larger (the periscope lens cover more of the screen) than corresponding periscope view SMMO. (Maybe I am wrong?) I tried activating the Max Optics 3 mod after SMMO, but it converted the opening SMMO movie back to TMO1.9, and the special mission choices, although containing the special missions of the SMMO mod, were in TMO1.9, not the SMMO, format. I am not sure what else it changed. Here is the question.

Can you update the SMMO mod so that it incorporates or is compatible with Max Optics3 if you have not done so already. Thanks.

I congratulate you on an excellent addition to TMO1.9. It is a perfect compliment to Ducimus' great work.

BillBam
03-30-11, 04:29 PM
Has this mod been updated for TMO 2.1?

Sailor Steve
03-30-11, 07:26 PM
Since the last post on this thread was almost a year ago, my guess would be "no".

HMCS
03-31-11, 01:18 AM
Not to poop on what you're doing (cuz I couldn't mod my way out of a wet paper bag), but isn't this just a sexed-up TMO?

I would be all over this like a cheap suit, however, if you had included natural sinking mechanics to it.

Nbjackso
04-02-11, 03:10 AM
Has this mod been updated for TMO 2.1?

It has been awhile since I worked on this mod, but I was using it with TMO 2.0 without any problems that I can recall. I am currently updating my Nav Map Mod, however, I do plan on updating this mod someday.

Not to poop on what you're doing (cuz I couldn't mod my way out of a wet paper bag), but isn't this just a sexed-up TMO?

I would be all over this like a cheap suit, however, if you had included natural sinking mechanics to it.

As I stated in the first post . . . "SMMO is a compilation of some things I have done myself, and other mods I use, (either parts of, or entire mods themselves) integrated together to reduce conflicts while enabling different mods that share the same files. Most of these changes do not affect overall game play. My intent is to repackage an already great mod and mix things up a little."

As for adding natural sinking mechanics, that's a little over my head I'm afraid.

I'm goin' down
04-02-11, 03:50 AM
I am currently updating my Nav Map Mod, however, I do plan on updating this mod someday.

I like and am very satisfied with the Nav Map with additional airbases and additional sub bases. I use it in TMO 2.1 and in GFO.

I activated GFO because of Capn Scurvy's Optical Targeting Correction mod, which is not compativble with TMO/Easy Aob. It is a heck of a mod.

So, I have three caareers ongoing: TMO2.1, GFO and OM/OMGU/Kiub (Kreigsmarine Interface for Uboats). I have all the bases covered

TMO has the toughest dds, GFO has the best targeting tool (OTC), but I do not think it is compatible with the Easy Aob, and OM/OMEGU has the Kiub interface which I am still learning and the allied targets change course all the time.