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Salvadoreno
05-26-10, 05:46 PM
So many mods are coming out its overwhelming. I just bought Sh5 and would like to know the mods that make the game realistic, more difficult, easier to figure out how to do control sub, etc.. Basically realistic. Somebody wanna help?

I know this has been askled before but cannot find post.

kylania
05-26-10, 05:51 PM
ddrgn's mods go a long way towards that goal. Feared Hunters and U-Boat Historical Specifications.

"More realistic" and "easier to control" however are mostly mutually exclusive. heh There's some great UI mods out though, that help with both those things.

cherbert
05-26-10, 05:56 PM
Not that I am a modder or anything but I really do think the modding community need to somehow collaborate on a Community Patch and/or Community Expansion Pack. The patch being a culmination of all the really good mods that fix stuff and improve its realism. And perhaps the Community Expansion Pack can add all the really cool stuff that just ads to the immersion.

There are a lot of mods now and it would be good to start bringing them all together.

SteelViking
05-26-10, 07:31 PM
Not that I am a modder or anything but I really do think the modding community need to somehow collaborate on a Community Patch and/or Community Expansion Pack. The patch being a culmination of all the really good mods that fix stuff and improve its realism. And perhaps the Community Expansion Pack can add all the really cool stuff that just ads to the immersion.

There are a lot of mods now and it would be good to start bringing them all together.

What! You mean you don't like mod soup! I am just kidding, you are right collaboration would really help things out. Anyway, here is the list of mods that I can't live without. I am about to add ddrgn's latest version of Historical Specifications also.

AilBubbles 1.0 Micro
AilImpurity 1.2
Azs_Caustic_Mod
BRF 1.3 lite
Conus' Graphic Mod R7Comp
Dooms Decks for VIIABC41 1.4
Enhanced FunelSmoke_by HanSolo78
Environment MOD_2.1exp
Nauticalwolf's Interior Mod V1.0
Old Style Explosions V1.1
sobers base wave mechanics for SH5 v3
sobers hatch mod
sobers multi color mod
SteelVikingsAtlanticWaterv2
Sub_Exhaust_1_0_2_byTheDarkWraith
Terrain_harbour_flags_Mod_v1_1
U-Boat Killer
Wamphyri's Plane Mod
Window_Lights_Redone_V1
NewUIs_TDC_2_5_0_Twisty_periscope_thingies
Reaper7's Sky Mod
Capthelms Audio
Reaper7's HiRes mod

Salvadoreno
05-26-10, 08:38 PM
What! You mean you don't like mod soup! I am just kidding, you are right collaboration would really help things out. Anyway, here is the list of mods that I can't live without. I am about to add ddrgn's latest version of Historical Specifications also.

AilBubbles 1.0 Micro
AilImpurity 1.2
Azs_Caustic_Mod
BRF 1.3 lite
Conus' Graphic Mod R7Comp
Dooms Decks for VIIABC41 1.4
Enhanced FunelSmoke_by HanSolo78
Environment MOD_2.1exp
Nauticalwolf's Interior Mod V1.0
Old Style Explosions V1.1
sobers base wave mechanics for SH5 v3
sobers hatch mod
sobers multi color mod
SteelVikingsAtlanticWaterv2
Sub_Exhaust_1_0_2_byTheDarkWraith
Terrain_harbour_flags_Mod_v1_1
U-Boat Killer
Wamphyri's Plane Mod
Window_Lights_Redone_V1
NewUIs_TDC_2_5_0_Twisty_periscope_thingies
Reaper7's Sky Mod
Capthelms Audio
Reaper7's HiRes mod

hmm ok that sounds good. Im having trouble installing NEWUIs mod, i dont wanna mess with anything and screw up so bad that i have to reinstall. Those sound like some good mods tho. I have this installed so far and im having trouble just figuring out the new outlay of SH5.

Elite Campaign 1.1
Uboat Historical Mod 1.4
Torpedo Speed Ability Fix for Sh5
Stormys DBSM
Accurate German Flags
Environment 2.1 Mod
Pascals Uniforms (dont think it works)
sobers base wave mechanics

so far thats my mod collection, but i really want to get UI working so i can find out my watchs nearest ship sighting etc.. etc...

Another thing is that i never here my hydrophone man call out contacts nor do i see the action come up in txt.. I dont hear it for watch either. The TC just goes down to 32... How do i slow down TC to 1 when i get a contact, recieve a contact, or get a convoy report

TheDarkWraith
05-26-10, 08:45 PM
Another thing is that i never here my hydrophone man call out contacts nor do i see the action come up in txt.. I dont hear it for watch either. The TC just goes down to 32... How do i slow down TC to 1 when i get a contact, recieve a contact, or get a convoy report

TDWs UIs mod......

Salvadoreno
05-26-10, 08:48 PM
ya that fixes that. duh :doh: lol...

Where is the mod that allows me to pick a certain "mission" instead of starting from beginning?

kylania
05-26-10, 08:53 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=1817

Salvadoreno
05-26-10, 08:58 PM
thanks for quick replies guys.. Really... All we need now is a supermod, there are a lotta mods for fixing escort/destroyer AI and sensors i dunno which one to install over the other..

Okay last mod finding question. BARF mod? where did it go?

kylania
05-26-10, 09:53 PM
Okay last mod finding question. BARF mod? where did it go?

Middle of the third page (http://www.subsim.com/radioroom/showthread.php?t=164953) of this forum.

THE_MASK
05-26-10, 10:32 PM
RemoveLogoIntroTheDarkWraith
sobers no footstep sound mod
Lite Campaign LC 1.2
MightyFine Crew Mod 1.2.1 Alt w beards
No Surface Hydrophone v2
sobers hatch mod
sobers multi color mod
sobers silent hud
SH5
NewUIs_TDC_2_7_0_ByTheDarkWraith
Accurate German Flags
Environment MOD_2.0_sobers edition
No magic skills v1.5
U-boat Historical Specifications 1.4
That env mod is a mix of environment mods .

SteelViking
05-26-10, 10:37 PM
Please make sure that you make the proper repairs to the Env2.1 mod. If you read the last page in the thread for the environmental mod (it is the last one right now), you will know everything that you need to. There are 2 files that need replaced.

On a side note, the mod: SteelVikingsAtlanticWaterv2 is my own mod I made to turn water green. It is designed specifically for Env2.1. The existing underwater mod: Atlantic Water 1.1 does not look good with Env2.1 in my opinion. If anyone is interested in having my mod, let me know and I will release it.

jwilliams
05-26-10, 11:12 PM
I too aim for full realism. :yep:

The mods below, i believe make the game as close to realistic as is possible ATM.

Generic Mod Enabler - v2.4.0.145
[D:\Simulations\SilentHunter5\MODS]

Accurate German Flags
BRF 1.3 full
GWX Compass Rose Grid for SH5
MightyFine Crew Mod 1.2.1 Alt w beards
MapNameFix
Enhanced FunelSmoke_by HanSolo78
Reboot's Hot Soup 1.0
Grossdeutscher Rundfunk
Icebergs in Campaign v1.2 (dont think this is compatable with SH5 1.2, but requires a restart if i remove.Will remove when i restart).
Nauticalwolf's_Poster_Mod_v1.0
sobers cremebrulee mod
Damage assessment
KillerAI MOD v.1.02
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
U-boat Historical Specifications 1.4
A Fistful of Emblems v1.51 (Weathered)
Sub_Exhaust_1_0_2_byTheDarkWraith
AilRain 1.0
AilMoon 1.5
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilImpurity 1.2 light
NewUIs_TDC_2_7_1_ByTheDarkWraith
NewUIs_TDC_2_7_1_MinimalDials_TDC
NewUIs_TDC_2_7_1_alt_officer_wounded_by_naights
NewUIs_TDC_2_7_1_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_2_7_1_ColoredShippingChart_by_reaper7
NewUIs_TDC_2_7_1_emtguf_rework_scopes
NewUIs_TDC_2_7_1_Twisty_periscope_thingies
NewUIs_TDC_2_7_1_WWIIInterface_by_naights
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120If anyone knows of anymore, please let me know. :salute:

Salvadoreno
05-27-10, 12:48 PM
Does the LC 1.2 and Elite Campaign 1.1 and FEARED HUNTERS 2.1 mix together? I have all those installed currently but they never overwrote each other when i thought they would. I also have BRF 1.3 and Uboat Specifications Mod that i thought wouldnt be compatible.. but according to JSGME they are.. Anybody know bout this?

kylania
05-27-10, 01:27 PM
Does the LC 1.2 and Elite Campaign 1.1 and FEARED HUNTERS 2.1 mix together? I have all those installed currently but they never overwrote each other when i thought they would. I also have BRF 1.3 and Uboat Specifications Mod that i thought wouldnt be compatible.. but according to JSGME they are.. Anybody know bout this?

They each change something different. Objectives vs Ship Skill. Ship details vs u-boat details.

Elite Campaign, Feared Hunters and U-Boat specs are all from ddrgn and designed to work with each other.

ddrgn
05-27-10, 03:52 PM
You can use BARF with the U-Boat specifications and Feared Hunters, that is no problem at all.

BARF changes the Zones.cfg and the flotation and flooding times of the AI ships, UHS only changes Submarine files. So no problems what so ever.

Salvadoreno
05-27-10, 05:10 PM
Ah ok thanks guys.. So far on patrol havent encountered any problems (or ships).. but there is one lil annoyance... When i look at both scopes the icon for the officer is RIGHT smack dab in the middle of my crosshairs on the scopes... doh!

kylania
05-27-10, 05:18 PM
TDW's NewUI+TDC (http://www.subsim.com/radioroom/showthread.php?t=166093) mod lets you hide or move that window, and most other windows. It also adds eleventy billion new features to the game, many of which are brand new and others that were in but forgotten. It'll also make you waffles in the morning.

Arclight
05-27-10, 07:46 PM
Unless you set it to blueberry pancakes in the options file. :DL

Salvadoreno
05-28-10, 05:02 AM
Mine must not be installed right because i cannot move that window.. :/. And does anybody else notice that when u hear "smoke on the horizon" you look and cannot see any ships? I never see any ships... My hydrophone operator picks up contacts well but if i am at 256 TC it will drop down to 32.. hmm.. I think something is not right.

jwilliams
05-28-10, 06:04 AM
Mine must not be installed right because i cannot move that window.. :/. And does anybody else notice that when u hear "smoke on the horizon" you look and cannot see any ships? I never see any ships... My hydrophone operator picks up contacts well but if i am at 256 TC it will drop down to 32.. hmm.. I think something is not right.


Press the [L] key to move the icon for the officer out of the way. And press it again to move him back.

I use [REL] Enhanced Funnel Smoke SH5. this makes smoke visible. :yep:
-------> LINK (http://www.subsim.com/radioroom/showthread.php?t=166121)

The time compession is correct. You can change it by editing this file :-

C:\Documents and Settings\Username\My Documents\SH5\data\cfg\Main

[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=8,8192
CriticalDamage=1,1024
CrewEfficiency=128
AirEnemyDetected=1,8
SoundEffects=2
CharacterAnim=32
FriendDetected=1,8192
EnemyDetected=1,64
RadioReport=32,8192
Particles=32
PrayState=8,32
HunterState=8,32
3DRender=32
Maximum=8192


I've set mine (highlighted RED) to drop to TC x1 when it detects an enemy.
Yours must look like this :-

EnemyDetected=32,64

Hope this helps

Good Hunting
:salute:

Salvadoreno
05-28-10, 01:28 PM
Ah exactlly what i wanted. thanks so much!:yeah:
Hey Williams i actually installed enhanced funnel smoke but ive yet to really find a merchant with it yet! My first patrol has been incredibly boring, 1 contact i couldnt find, and the rest is all open sea. lol

::edit:: Is it normal to not hear your hydrophone operator when there is a contact?

::EDIT:: NM all fine....