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steevo45
03-19-14, 10:25 AM
So should I uninstall stream SH and just buy it from amazon of ubi?

BigWalleye
03-19-14, 10:42 AM
So should I uninstall stream SH and just buy it from amazon of ubi?

Don't know if it's even necessary to uninstall the Steam version. (Prolly can't hurt.) Otherwise. yes.

steevo45
03-20-14, 12:04 AM
Strange thing is some of the fixes work, like the WO now goes to bridge automatically but others don't like range still given precisely and scope works at flank speed. Also, the compass and depth gauge bottom right have reverted back to Vainilla SH3! When will it ever end?!!

barel80
03-20-14, 03:07 PM
I don't know what why does the problem appear, but my advice is to unistall and DELETE whole SH3 directory, then install SH3 from Steam, install GWX 3.0, and then patch SH3.exe by hardcode fixes and next by Stiebler fix. The last thing is to enable mods by JSGME.
Note : I patched SH3.exe only by hardcode fixes, because Stiebler's fix caused crashes with MEP and Widescreen Magui mods.

Good luck !

BigWalleye
03-20-14, 08:23 PM
Strange thing is some of the fixes work, like the WO now goes to bridge automatically but others don't like range still given precisely and scope works at flank speed. Also, the compass and depth gauge bottom right have reverted back to Vainilla SH3! When will it ever end?!!

Steevo45, have you viewed (and followed) the set of tutorials by desertstriker covering the special procedures needed to mod the Steam version of SH3? Specifically, there is a lengthy one that focuses on h.sie's and Stiebler's patchers: http://www.youtube.com/watch?v=doXyLwJq9-s. If some of the patches are working and some are not, you might check the setup and activation of the patches before you reinstall SH3. Removing and reinstalling the patches would be less work than a complete reinstall of SH3.

barel80, I don't use MEP, but I've run Widescreen MaGUI with h.sie's and Stiebler's patches without problems. I'm not aware of any reason why they shouldn't be compatible if Stiebler's patcher is properly set up and is the last mod activated with JSGME.

Stiebler
03-21-14, 07:04 AM
The hard-code fixes are divided conveniently into two groups, namely Hsie's and mine (Stiebler's). Generally speaking, Hsie's changes have very little effect on other SH3 files apart from SH3.exe itself - minor additions (by cut-and-paste) have to be made to one or two files. However, ALL his files must be in place if the mod is to function. The Stiebler additions require in addition a series of listed detailed changes and/or additions to several files if they are to function.

The central problem is that, once having made these changes to other SH3 files - let us call them file1.cfg, file2.cfg, file3.cfg and file4.cfg, there are several involved - then you must not let other mods write over files1,2,3,4.cfg. For Hsie's patch, this is less of a problem, since at worst some of his additions will be missing from the overwritten files.

But for the Stiebler additions, placing other modders' files 1,2,3,4.cfg over the fixed Stiebler files of the same names will cause some kind of problem for sure. Sometimes even a CTD.

At one time we planned to release a combined package, but decided against this in the end, because of the problem of conflicting files. Hsie's patch is not much affected by conflicts; the Stiebler patch causes many conflicts.

Once you have installed either or both of our patches, you must not install any further mods whose files conflict with the files our patches have installed.

What you can do, however, is to take the conflicting files of the new mods and make the same alterations to them that you have previously made to install our patches onto stock SH3, NYGM or GWX3.0 (or other super-mods).

The names of the conflicting files can be discovered easily just by reading our two installation packages. The critical files (overwriting them can cause a CTD) are these:

commands_en(de).txt
en(de)_menu.txt
menu_1024_768.ini (used by MANY mods that change screen appearance)
envsim.act, SH3Sim.act, SH3Sound.act, CameraBehaviour.act, SH3Collisions.act. (These files are not likely to be overwritten by anyone else's mods, but the new versions must be present.)

M36B occurrences:
Anyone who has IABL's M36B CAM-ship installed should change the UnitType everywhere to type 8 (from 102). This affects particularly GWX users. You will find M36B in Data\sea\M36B\M36B.cfg, Data\campaigns\campaign_RND.mis and Data\Roster\Sea\M36B\M36b.cfg.
I produced a GWX package some time ago that fixes all these problems for GWX users.

The point is this:
Any new mod that you introduce to SH3.exe already patched successfully with the Hsie and Stiebler fixes must not overwrite any of the files I've listed above. (Other files are also involved, but clashes with them don't cause CTDs, just unexpected behaviour.)

If you want to use other people's mods on top of your patched SH3 standard installation, check very carefully (eg, with JSGME) that they do not contain files that clash with my list above.
The biggest single offender is certainly the menu_1024_768.ini file. It is widely used by those who provide alternative GUIs (graphics-user interfaces).

You MUST install the Hsie and Stiebler patches BEFORE you add any other mods (excepting the basic NYGM or GWX+[Stiebler-GWX-patch] super-mods - these can be in place before you install). Check the patched game at this point to make sure that it works properly.

One other point, concerning modified versions of envsim.act (which controls the weather):
Hsie's patch actually calls code in his provided envsim.act file.

If you wish to use the Stiebler/NYGM envsim.act replacement file, you must first use the Options Selector (provided with the Hsie patch) to TURN OFF Hsie's weather code in the Hsie-patched file SH3.exe. Then you can copy my envsim.act file on top of Hsie's.

I need hardly add that it is best to make all these mod additions and removals with JSGME!

Stiebler.

steevo45
03-23-14, 06:39 AM
Thanks a lot for the replies and attempts to help. Still get CTD (plus dark sky during day after installing SH Commander) just when 'not so long ago' appears, and this has been the case over the last few attempts at my continued attempts to get a stable GWX+SHCommander plus additional mods game working during the last few months of install/fail/re-install. maybe it's related to Windows8 too. Anyway, I think it's time to throw in the towel and turn to SH4 Operation Monsoon/SH5. At least these work!
Pity though as I think the above SH3 combo is the crowning achievement of the SH series.
Makes me feel subsim should set up a 'clinic' for us less computer savy fans each year somewhere where they could make some money fixing problems like this.
Just a thought.

Tupolev
03-24-14, 01:40 PM
I'vebeen uusing both Stiebler's and h.sie's fixes for a while, but reading this has me worried on the order of using the Option Selector.

Do I want to select h.sie's options before installing Stiebler's addon? Or wait until Stiebler's addon is installed then select the options I want for both patches from Stiebler's Selector?

Did I make that clear as mud?

T

Stiebler
03-28-14, 07:55 AM
@Tupolev:

Your question is perfectly clear.

You must carry out these hard-code fixes in this order:
1. Create H.sie's patch.
2. Use the SH3.exe from (1) to create the Stiebler patch.
3. Apply the Options Selector to the SH3.exe created in (2). That is, use the first screen of the Options Selector to select the options to use in the H.sie patch, and use the second screen of the Option Selector to select the options from the Stiebler patch. Both of these separate selections can be made at the same time.
4. Use the SH3.exe created in (3) for your game. You must also make the changes to other files, which are not SH3.exe, at this time.
5. Install all the new files in the correct folders, as stated in the documentation, using JSGME.

Stiebler.

Tupolev
04-05-14, 08:54 PM
Thanks Stielber!

I've definitely been activating in the wrong order. I appreciate you clearing this up!

T

Hawk U-375
05-21-14, 07:32 AM
Problem solved after reinstalling SH 3 :rock::wah::D.



How did you do it?:06:

I'm having same problem.....

Fahnenbohn
05-22-14, 07:59 PM
Hi ! Congratulations to h.sie (http://www.subsim.com/radioroom/member.php?u=241035) for his great job !! :yeah: :yeah: :yeah:

I have a silly question : is that new sh3.exe compatible with the latest version of SH3 ?

Another little question : is it necessary to change sh3.exe to don't have seagulls at nights ? It's very annoying ...

Succat
05-26-14, 12:39 PM
Can somebody plz share a fixed sh3.exe by PM with me please, cannot patch this thing why ever.

Would be nice, thank you.

:salute:

johan_d
06-06-14, 03:15 PM
What is suggested when using GWX 3.0 with this : 16km or not ?

Olamagato
06-24-14, 01:24 PM
16 km is absolutely OK.

Doolar
06-26-14, 03:32 PM
Greatings From Baltimore Maryland ( CA45 ). My name is Jerry and I'm getting ready to switch to a new " Home Built Computer ". First of all , I have a " Patched 1.4 , StarForce free " version of SHIII, on DVD and would like to use the " H.sie_V16B1-Patch-Kit ". I must be doing something wrong, because my version of SHIII won't complete the patching with the " H.sie_V16B1-Patch-Kit ", I think I followed the instructions as specified in the " Read-me " but I'm not sure if I missed something or that there could be another problem . Any suggestions or help would be appreciated . Thanx

Doolar
06-27-14, 10:40 AM
I gave it a day off and tried this morning , I'm good , and yes I had goofed the other nite . I was not reading the " Read-me " correctly " . Never mess with this stuff after 5 or 6 beers... LOL Thank u ... Jerry CA45

Oh yea in answer to your question : I received a message in a black message box with some print and the message " Not Complete " . I believe , I didn't write it down because I was going to look at it again . The second time it worked fine ... again thanx

messageboy101
07-04-14, 12:40 PM
is this compatible with the steam version of SH3

desertstriker
07-04-14, 12:59 PM
Yes it is compatable with the steam version.

messageboy101
07-04-14, 04:05 PM
But it must be a clean .exe no 4gb patch

If so here i go to reinstale sh3 a 2nd time today

suitednate
07-06-14, 09:21 AM
Is anyone here using the Conus widescreen mod in addition to these patches? It appears that there might be some conflicts.

BigWalleye
07-06-14, 10:35 AM
Is anyone here using the Conus widescreen mod in addition to these patches? It appears that there might be some conflicts.

I have used CONUS' mod with both sets of patches with no problems.

If you make changes to the menu_1024_768.ini and other files after all other mods (including CONUS' WS mod) have been activated, and if you then activate the patcher mods after all other mods, then it is not possible for the patches to conflict with any other mod. But you must make the changes to the files after all other mods are active.

suitednate
07-06-14, 03:25 PM
I have used CONUS' mod with both sets of patches with no problems.

If you make changes to the menu_1024_768.ini and other files after all other mods (including CONUS' WS mod) have been activated, and if you then activate the patcher mods after all other mods, then it is not possible for the patches to conflict with any other mod. But you must make the changes to the files after all other mods are active.

Well the load screens for the Conus mod won't show up. Just blackness. Game starts though. Also last night when I was taking damage from depth charges I was getting all these blank message from CE. No text on the bottom center message log. Was wondering if any of this was due to conflicts. The conus compass rose add on didn't work either.


I am running GWX with conus widescreen, conus compass rose add on, Hsie and stiebler patch.

BigWalleye
07-06-14, 03:34 PM
Well the load screens for the Conus mod won't show up. Just blackness. Game starts though. Also last night when I was taking damage from depth charges I was getting all these blank message from CE. No text on the bottom center message log. Was wondering if any of this was due to conflicts. The conus compass rose add on didn't work either.


I am running GWX with conus widescreen, conus compass rose add on, Hsie and stiebler patch.

Did you make the modifications to the files for the patchers after activating all other mods?

suitednate
07-06-14, 03:58 PM
Did you make the modifications to the files for the patchers after activating all other mods?

At that point no, what I have tried since then (but have not been able to test yet) is to make the stiebler changes to the files within the other mods themselves when talking about the messages and commands. But there is a conflict within the dials. Also I added the lines for the stiebler fog meter but that doesn't seem to work right with the conus widescreen either.

BigWalleye
07-06-14, 04:20 PM
At that point no, what I have tried since then (but have not been able to test yet) is to make the stiebler changes to the files within the other mods themselves when talking about the messages and commands. But there is a conflict within the dials. Also I added the lines for the stiebler fog meter but that doesn't seem to work right with the conus widescreen either.

I suggest that you follow the excellent instructions provided by both h.sie and Stiebler. Don't make changes to the files within the other mods. Leave them alone so that it will be easier to restore them if necessary.

Make sure you follow Stiebler's instructions, which make an important change to the instructions provided by h.sie. Read both sets of instructions carefully first, and make sure you understand what you are going to do. Then follow the instructions carefully. There is no need to deviate or improvise.

WAEFRTD

suitednate
07-08-14, 03:20 PM
If I'm going to add SH3 commander to GWX and the Hsie and stiebler patches, should I install that after or before the hard coded fixes? And if it is before the fixes, can I just unload the patches through jsgme, then Install Sh3 commander and then reload the patches through Jsgme? Or do I have to run the batch files and edit all the files again after installing Sh3 commander?

Hope it was clear what I'm asking. :oops:

BigWalleye
07-08-14, 04:09 PM
SH3 Commander is a stand-alone program, not a mod. It doesn't matter when you install it. You launch Commander, select the options you want, set up a new career (if necessary) in Commander, then launch SH3 from within Commander, by clicking the "Launch SH3!" button. Commander does its file-modding, then initializes SH3. When you exit SH3 (as you normally would), Commander restarts, and either removes the file-changes automatically or when you click the "Rollback SH3" button.

suitednate
07-08-14, 05:27 PM
SH3 Commander is a stand-alone program, not a mod. It doesn't matter when you install it. You launch Commander, select the options you want, set up a new career (if necessary) in Commander, then launch SH3 from within Commander, by clicking the "Launch SH3!" button. Commander does its file-modding, then initializes SH3. When you exit SH3 (as you normally would), Commander restarts, and either removes the file-changes automatically or when you click the "Rollback SH3" button.

Thanks for the info

suitednate
07-10-14, 04:45 PM
After loading SH3 commander, I have found that the realistic torpedo reloading limits of the realism patch (ie, no reloading if wind speed is above 7 m/s so you have to dive to reload) seem to have been "invalidated" by sh3 commander. I was reloading at 10 m/s and also able use the deck gun at about 8m/s. Anyone know why this might have happened and what need to change?

suitednate
07-25-14, 04:59 PM
It would seem that after installing the MEP environment mod that the fog meter doesn't work anymore. It just stays yellow and is also upside down. I loaded the Hsie and stiebler patches after the MEP mod in JSGME as well. Can anyone shed some light on what I need to do in order to make it normal again without manually editing the files if the MEP mod? Of will I just have to go ahead and do that?

wizardmatt
08-28-14, 07:54 PM
This is a convoluted question, but this seems to be the most logical place to ask. To me at least :)
Obviously, as I'm asking here, I am gonna be using the Patch Kit. But I also wanna use more of h.sie's various mods. Some of them are good to go in the form in which they are available, with no conflict with the Patch Kit. But a couple in which I am interested - first Sergbuto's Wolfpacks Reloaded, second No Continuous Ship Spotted - seem to conflict with the Patch Kit, or indeed have been rendered obsolete. I'm just not sure.
Firstly, has Sergbuto's Wolfpacks Reloaded been superceded by the wolfpack option in the Patch Kit, or does it retain its original function and can therefore be used alongside it?
Secondly, the suggested values for amending Sensors.cfg in order to help make the Patch Kit's Night Vision Fix work, as given in the readme, are radically different from the values given in the version of Sensors.cfg included in the No Continuous Ship Spotted fix. Bearing in mind that this final version of the Patch Kit is more recent than No Continuous Ship Spotted fix, can I therefore assume that the values given in the Patch Kit readme are more important, which then makes the Ship Spotted fix redundant?
Sorry for the wall of text, and thanks in advance for any help :salute:

Stiebler
08-29-14, 01:36 AM
@suitednate:
The two conflicts that you describe in your last two posts above are due to the fact that you have installed other mods over the Hsie and Stiebler patches.

The problem does not lie with SH3Commander, which is only the method of installing the conflicting mods - a very superior method that allows easy un-installation too. The problems would have arisen if you had copied the same other mods into SH3 by drag-and-drop from Windows Explorer.

Therefore it will be necessary to make editing changes to the files of the later mods you have installed in order to maintain compatibility with the two major hard-code patches.

Unfortunately, there are so many other mods out there that it is impossible to provide specific advice about what needs to be modified. The best approach is to remove all mods that you have installed over the Hsie and Stiebler patches, then re-install them one at a time, testing to see which added mod causes problems. All the readable (text) files installed by the Stiebler patch have every change made clearly marked. Just search for the words 'Stiebler' and/or 'NYGM' in the files which the patch installed.

Stiebler.

Stiebler
08-29-14, 01:48 AM
@WizardMatt:

H.sie's 'good to go' patches were designed for stock SH3 and/or GWX.

1. Sergbuto's Wolfpacks Reloaded is superceded by H.sie's wolf-pack mod in his hard-code patch.

2. No Continuous Ship Spotted is also superceded, in that the Night Vision Fix requires H.sie's revised settings in sensors.cfg.

You didn't say whether you have the Stiebler hard-code patch installed as well as H.sie's, but the Stiebler patch provides two hard-coded solutions to (2):
1. Repeated contact with a ship slows down time compression (tc) to 32, not 8, and the game continues.
2. An option exists to set tc to any *minimum* value you like up to 256 (default 128) for a continuous period (a toggle, ON/OFF). Not recommended near aircraft!

Stiebler.

wizardmatt
08-29-14, 03:43 AM
Stiebler,

thanks very much for the reply, it's made my decision for me o7

cristo
09-11-14, 10:20 PM
I have installed this mod and I believe it is installed correctly - the version updated, my watch officer automatically went to the bridge, my periscope blurred at higher speed, etc. GREAT!!

However, try as I might, I cant seem to get the messages part to work!

I copied the original English and German menu text files into the supplement mod data/menu folder, copied the new text from the modded files and pasted it into the existing files.

The new messages did not appear in the game.

I tried again and moved the new sections into their proper numerical places in the text files. Nothing.

I have disabled and reenabled the supplement mod each time with JSGME to ensure the changes were made but it didn't matter.

Any ideas? I am running GWX 3 from SH3 commander.

I must be doing something stupid here...it is just a text file...:k_confused:

EDIT:

A-HA!

The stupid thing I did was of course not searching through enough of this thread...

SOLUTION (for me): Disable ALL mods in JSGME, then reenable all of them again.

For whatever reason, this worked and was simple enough. Messages appeared when launched with or without SH3 Commander. I did not have a Backup folder in SH3 Commander containing the menu files (this was the problem for some people...)

fitzcarraldo
09-12-14, 07:36 AM
I have installed this mod and I believe it is installed correctly - the version updated, my watch officer automatically went to the bridge, my periscope blurred at higher speed, etc. GREAT!!

However, try as I might, I cant seem to get the messages part to work!

I copied the original English and German menu text files into the supplement mod data/menu folder, copied the new text from the modded files and pasted it into the existing files.

The new messages did not appear in the game.

I tried again and moved the new sections into their proper numerical places in the text files. Nothing.

I have disabled and reenabled the supplement mod each time with JSGME to ensure the changes were made but it didn't matter.

Any ideas? I am running GWX 3 from SH3 commander.

I must be doing something stupid here...it is just a text file...:k_confused:

EDIT:

A-HA!

The stupid thing I did was of course not searching through enough of this thread...

SOLUTION (for me): Disable ALL mods in JSGME, then reenable all of them again.

For whatever reason, this worked and was simple enough. Messages appeared when launched with or without SH3 Commander. I did not have a Backup folder in SH3 Commander containing the menu files (this was the problem for some people...)

If you use SH3 Commander there is a patch for it for the use of Hsie's. Somewhere in this thread...

All the best.

Fitzcarraldo :salute:

ReallyDedPoet
09-16-14, 09:15 PM
If you use SH3 Commander there is a patch for it for the use of Hsie's. Somewhere in this thread...

All the best.

Fitzcarraldo :salute:

Can anyone pinpoint this?

fitzcarraldo
09-17-14, 07:09 AM
Can anyone pinpoint this?

Mod for SH3 Commander compatibility with H.sie´s patch:

http://www.subsim.com/radioroom/showthread.php?t=207436&highlight=h.sie+commander


http://www.mediafire.com/download/5icqskjuo2u0rmx/h.sie%27s+SH3+Cmdr+en_menu+patch.rar

Enable with JSGME in SH3 Commander (You need JSGME in SH3 Comm).


Regards.

Fitzcarraldo :salute:

ReallyDedPoet
09-17-14, 09:06 AM
Mod for SH3 Commander compatibility with H.sie´s patch:

http://www.subsim.com/radioroom/showthread.php?t=207436&highlight=h.sie+commander


http://www.mediafire.com/download/5icqskjuo2u0rmx/h.sie%27s+SH3+Cmdr+en_menu+patch.rar

Enable with JSGME in SH3 Commander (You need JSGME in SH3 Comm).


Regards.

Fitzcarraldo :salute:

Very nice, thanks a bunch :Kaleun_Thumbs_Up:

Lanzfeld
09-25-14, 10:56 AM
Hello,

I tried to download this patchkit from the link on the first page but mediafire says it is in violation.

Where can I get this great mod?

BigWalleye
09-25-14, 11:11 AM
Hello,

I tried to download this patchkit from the link on the first page but mediafire says it is in violation.

Where can I get this great mod?

From Plissken's wonderful SH archive:

http://www.subsim.com/radioroom/showthread.php?p=2221877#post2221877

Post 283 has the latest link and the User ID and Password. In folder H.SIE, download the file named V16B1-Patch-Kit.7z. Everything you need is inside.

CAUTION: There is some hand work involved. This is not a mod that you can drop into JSGME, activate, and be on your way. Really, it's not a mod at all, but a patch kit. You will build the mod during setup. The first time, working slowly and reading the instructions carefully, might take 30-60 minutes to set up. Then test the installation, again following h.sie's detailed instructions. But once it's done, it's done, and you don't have to do it again. There are tutorials around (Google: Desertstriker) to help you if you get stuck.

Lanzfeld
09-25-14, 11:20 AM
downloading now.

thanks you!:salute:

WilhelmSchulz.
10-01-14, 12:00 AM
I seem to have trouble patching the game. I don't have a valid version or so it says. :-?

niwo
10-01-14, 01:26 AM
Do younhave a patched exe? Aka cracked exe. This doesnt work. If yes, Try to extract the original sh3.exe from the cab file of the game disk, and update to latest version, or reinstall. If not cracked, which version do you have? Original dvd? Another hint: don't try things like that at 5 o clock am ;)

WilhelmSchulz.
10-01-14, 03:06 PM
Yes its cracked. Unfoutuntly it has to be to run on 64 bit sys. :nope:

niwo
10-01-14, 11:30 PM
So, use the original exe and your fine. The patcher also removes the copy protection.

niwo
10-02-14, 05:24 PM
The v16b1 this thread is about. Additional notes 4)

WilhelmSchulz.
10-02-14, 05:48 PM
tried using the exe from a new stock install and still now joy. :nope:

ReallyDedPoet
10-02-14, 10:08 PM
Yes its cracked. Unfoutuntly it has to be to run on 64 bit sys. :nope:

Don't you have a 64bit system.

WilhelmSchulz.
10-02-14, 11:22 PM
Don't you have a 64bit system.

Check your PM in box.

niwo
10-04-14, 05:30 PM
;) happens

WilhelmSchulz.
10-06-14, 03:58 PM
Well I was finaly able to patch the game but now im CTD`ing.

"No CS sub torpedo control"

niwo
10-07-14, 11:40 PM
Any error messages after ctd?

fitzcarraldo
10-08-14, 12:07 PM
Well I was finaly able to patch the game but now im CTD`ing.

"No CS sub torpedo control"

What campaign files use you? You need to add the WF boats in campaign (in the Supplement folder). Also the messages in en_menu file.

Are you activated the 4Gb patch optiion?

Regards.

Fitzcarraldo :salute:

suitednate
10-20-14, 12:52 AM
Below messages are copied from another thread which contains the issues I am having. I have nailed down my CTD issue to the Steibler Add On Patch as I was able to successfully start a patrol after December 1940 when I removed the Stiebler Add on. HSIE patch is still active, just the Stiebler add on was disabled.

I can't find anything date specific though in this patch. Can anyone help?



--------------------------------------------------------------


Started a career in fall 1939 and made it to Dec 1940. IMO, have had a very successfuly career so far. Way ahead of all the aces, sank the HMS Rodney, etc. 88% realism. After going through the SH3 Commander options and getting into the game and completing my loadout, I start the patrol and it CTDs late in the loading process. Happened twice in a row. very frustrating.

Before starting this career i had done a complete resintall of the game and all the mods below. Been running this career with no problems at all up until now. I MIGHT have had a CTD when trying to operate near Dunkirk during this career but I can't remember for sure. That might have been a different career. Anyone have any ideas or help?

thanks a bunch



FYI I'm running GWX with sh3 commander.

Other mods include:
Conus widescreen
TDW ship plane fire damage
Randomized searchlights
Lifeboat and debris
Torpedo damage final
DepthChargeShake
MEP environment mod and MEP sensors
Hsie patch
Stiebler patch
4 gig patch as well


System specs:

HP ProBook 4540s
Windows 7 (32-bit operating system)
Intel core I5 @ 2.5 Ghz
4 GB RAM.(it says 2.88 GB usable?)
Intel HD graphics 4000


----------------------------------------------

Tried all of these and nothing seems to work. Previously loaded "in mission" saves work.....at one point i even went back and started the previous patrol from scratch......do the patrol.....then I get back to port and can't start the next patrol and it CTDs again.

On another note I just decided to say "screw it" and start a whole new career at the same date where the other one left off (Dec '40) and THAT crashed in the same manner as well. So now I am really

I then went back and tried to start a new career in Sept '39 and it works......

Is this something to do with the date?

ReallyDedPoet
10-20-14, 11:51 AM
The patch ( 4 gig ) does not work with 32 bit operating systems, only 64.

suitednate
10-20-14, 05:50 PM
The patch ( 4 gig ) does not work with 32 bit operating systems, only 64.

I have been using the 4 gig patch without any problems until my current problem. Using the 4 gig patch doesn't seem to be the problem. Again if you read my post above there seems to be something date specific about December 1940 that is affecting my game and it is related to the Stiebler Add on..........Any one out there know why this particular date might be affecting my game in relation to this date??

BigWalleye
10-20-14, 06:11 PM
I have been using the 4 gig patch without any problems until my current problem. Using the 4 gig patch doesn't seem to be the problem. Again if you read my post above there seems to be something date specific about December 1940 that is affecting my game and it is related to the Stiebler Add on..........Any one out there know why this particular date might be affecting my game in relation to this date??

Have you installed the GWX .cfg files for SH3 Commander? Commander makes date-specific changes.

BTW, I don't like the sound of "Other mods include:" It leaves me thinking that you haven't listed all the mods you have activated. Please use the Export active mods list to" function under the Tasks... popup menu in JSGME to produce a complete list of your active mods. Then attach that list to your next post. It will be useful in troubleshooting your rather unique problem. Thanks.

And RDP is right. The 4 GB patch only works with 64-bit systems. And there is already a different 4 GB patch in h.sie's patcher, which I'll bet you also have active, yes? Either patch is a waste of time in a 32-bit system such as yours. Having both active at the same time might produce results which are, shall we say, unpredictable.

rowi58
10-20-14, 11:38 PM
Sorry guys,

the 4-GB-Patch will run with 32 bit OS too (if you have 4 GB RAM)!. You just have to do a little additional work: you must increase your userva via bcdedit order.

For details see this old post by Krabb (http://www.subsim.com/radioroom/showpost.php?p=1122792&postcount=593) who gave us this solution - i'm still using it that way on my old VISTA/32 - 4 GB RAM - Notebook.

Greetings
rowi58

suitednate
10-21-14, 01:18 AM
I actually found the problem. The information for the CAM ship in the Steibler add on patch was making the game crash after the date I mentioned before. I didn't have that selected as an option to add in the options selector anyways. So i just removed all the CAM ship information from the mod itself and it worked. all good for now.........:D

BigWalleye
10-21-14, 07:00 AM
Sorry guys,

the 4-GB-Patch will run with 32 bit OS too (if you have 4 GB RAM)!. You just have to do a little additional work: you must increase your userva via bcdedit order.

For details see this old post by Krabb (http://www.subsim.com/radioroom/showpost.php?p=1122792&postcount=593) who gave us this solution - i'm still using it that way on my old VISTA/32 - 4 GB RAM - Notebook.

Greetings
rowi58

Caveat inaequaliter.

rowi58
10-21-14, 02:42 PM
Exactly! :up:

Everything else proclaimed by always the same delinquents is wrong because that cannot function.



I don't know what you mean with this, BLITZKRIEG. I know Daniel Pisteli's page very well and i know his famous CFF Explorer (the "4-GB-Patch" is just a "Stand-Alone-Version" of a small part of this CFF Explorer). Perhaps some people must read the link obove very well - as Krapp tolds us that the 4-GB-Patch ist working well with 32 bit OS IF you do a manual BCDEDIT command (64 bit OS do this automatically). That's the only difference.

Greetings
rowi58

Jeff-Groves
10-21-14, 03:16 PM
IF you do a manual BCDEDIT command.

Greetings
rowi58

You mean S3F does not do this for you? :03:

rowi58
10-21-14, 03:26 PM
Hi Jeff-Groves,

exactly - if you have a 32 bit OS and 4 GB RAM. You must do it manualy via BCDEDIT Command Line Editor. See the link obove to Krapp's famous solution. It works very fine and I'm still using it with my old faithful VISTA/32 Notebook.

Gretings
rowi58

Sailor Steve
01-01-15, 07:43 PM
Okay, I've finally reached a point where I'm ready to try this, and I'm having a problem with my own confusion. I know I asked this once before in this thread, but it's been a very long time and it's somewhere down in the middle.

My confusion is with the wording "Create an empty working directory somewhere on your hard disk (where you have write permission.)"
I'm not sure what is meant by "directory". Does this just mean make a new folder? That I can do. But what does it mean? :06:

Oh, I'm also confused about the "Unpatched" part. I've already prepared a setup with GWX installed. Do I need to put in this fix before an supermods? If so it's not problem at this point to start over. I just need to understand it all.

desertstriker
01-01-15, 08:18 PM
Yes creating a new directory is just creating a new folder. (I have found you can just put the patchkit in the SH3 directory)

Unpatched just means not previously patched by the patch kit. You can use it with an already megamod install.

Sailor Steve
01-01-15, 09:23 PM
Thank you on both counts. Now I think I'm ready to give it a try. :sunny:

areo16
01-01-15, 10:09 PM
Hi h.sie,

I haven't spent time studying the code of the sh3.exe executable, but how is it that you are able to get AI Uboats to swarm when a contact report is sent to Bdu using the h.sie patcher?

I'm curious of how this works because I may want to expand on it or use it in different ways with SH3 Dynamic Campaign, making it even more dynamic and tying it altogether.

Sailor Steve
01-01-15, 11:08 PM
I seem to have got it right. I tested it with the Navigation training course, and I got the blurry periscope at more than 4 knots and the Watch Officer ran to the bridge when I surfaced. I'm a happy camper. :D

desertstriker
01-02-15, 04:50 AM
I seem to have got it right. I tested it with the Navigation training course, and I got the blurry periscope at more than 4 knots and the Watch Officer ran to the bridge when I surfaced. I'm a happy camper. :D

:Kaleun_Thumbs_Up::Kaleun_Cheers:

Kommandant_Wesser
01-19-15, 11:11 AM
one question

if we started a career and we put this patch on can we still play on that career or do we have to start a new one?

rowi58
01-19-15, 11:25 AM
Yes and No.

Yes if you are in your home base and finished a patrol. No if you have a "save game" and want to change your mod-list. Finish you current patrol and you can ad the h.sie patch. You don't have to start a new career.

Greeetings
rowi58

Kommandant_Wesser
01-19-15, 11:27 AM
Thank you!!! :Kaleun_Salute:

detail
01-30-15, 06:34 PM
IABLShipsforNYGM_New2.7z <----This file seems to be missing on the first page. It says Page Not Found 404. Any suggestions?

Aktungbby
01-30-15, 06:48 PM
detail! :Kaleun_Salute: REMEMBER RULE #1: the devil is in the details:O: http://www.subsim.com/radioroom/picture.php?pictureid=7048&albumid=815&dl=1381536131&thumb=1 (http://www.subsim.com/radioroom/album.php?albumid=815)U-666

detail
01-30-15, 06:56 PM
I dont' get it?

Stiebler
01-31-15, 03:53 AM
@Detail:
IABLShipsforNYGM_New2.7z <----This file seems to be missing on the first page.
Ouch! You are right!

I replaced that file with this some time ago: IABLShipsforNYGM_New_Thomsen.7z
(The 'Thomsen' label denotes that IABL's ships have been modified to have modder Thomsen's manoeuvering abilities.)

Go back to the main NYGM page (click on my logo below), where now you can download these ships.

Sorry about that.
Stiebler.

álvaro
01-31-15, 04:38 AM
@ Stiebler

Thanks as always for your great effort to keep alive SH3 :up:

Jimbuna
01-31-15, 07:32 AM
I dont' get it?

Welcome to SubSim detail....you'll get used to it.

detail
02-01-15, 12:44 AM
Thanks for taking care of that!

detail
02-01-15, 02:01 AM
I take it you can install this with GWX?

Which do I do first? What does GWX do?

sublynx
02-01-15, 03:30 AM
Install GWX first. It has a manual of hundreds if pages listing everything it changes. GWX is the dollar in difficult market situations. Don't leave port without it. Play GWX for a year or two, then start experimenting with the other supermods.

detail
02-01-15, 12:32 PM
Ok, so I shouldn't mix these two?

desertstriker
02-01-15, 01:00 PM
Ok, so I shouldn't mix these two?

Actually you "should"/can.

detail
02-01-15, 03:08 PM
Thanks for your help.

OK, do I need to use a program like Commander after I install GWX?

I tried installing GWX, but it says that there are mods installed and won't let me. I haven't even booted it yet. How can that be? I'm using the Steam Version, Windows 8.1 64-bit.

Edit for mentions system specs.

desertstriker
02-01-15, 03:42 PM
Sound's like a permissions issue check out this youtube video
https://www.youtube.com/watch?v=r-YrGpji764&list=UUja0-xv2_rrKFTBh8LjXAbg&index=8

detail
02-02-15, 01:06 AM
The problem is that you have to start the game once for it to fully install into Steam.

Is there anyway to change the resolution settings?

How do I add this mod in with GWX? GWX is now installed.

desertstriker
02-02-15, 02:14 AM
Nope older game :P only way to get a different resolution is to use a mod.

sublynx
02-02-15, 10:52 AM
I remember reading that the Steam version of SH3 does not like its SH3.exe gettin modified. You might get some problems trying to install h.sie's mod. IIRC, Blitzkriegs front-end for SH3 might be able to handle the Steam version of SH3.

detail
02-03-15, 07:08 PM
I got it installed fine, you just have to run the program once before you mod it.. :)

What mod should I get to get a 1080p resolution?

Thanks, for your help guys.

Darojax
02-19-15, 09:52 AM
Please note that some users may have issues installing this patch on Windows Vista, 7, 8 and 8.1 due to the windows User Account Control security feature.

I tried installing this patch many times but but despite following the manual carefully, disabling antiviruses and firewalls and whatnot, I received the following message every time

"Sorry, no compatible version of sh3.exe found
Patching not possible! Exit."

Should you encounter this issue the solution is to enable the (hidden) built in administrator account, log on to it and from there perform the patch. Please note that in order to activate the built-in Administrator account you need to be logged on to a regular Administrator account in the first place. An account with lower access will not be able to perform the below operation.


Instructions


1. Enable the (hidden) built-in Administrator account:

Press the Windows+R keys, click on the 'Browse...' button.

Navigate to your C:\Windows\System32 folder and find the file named 'cmd.exe'.

Right click this file and in the menu select 'Run as administrator', a black command prompt window should appear. Now close the browsing window you used to find the cmd.exe file via the top right corner cross, or press the 'Cancel' button bottom right.

In the newly opened command prompt window type the following:

net user administrator /active:yes

Press the Enter key.

Type the word:

Exit

followed by another Enter key press.


2. Log on to the (hidden) built-in Administrator account:

Click somewhere with your left mousebutton on the desktop background and then press the two keys Alt+F4 together. Select 'Sign Out' in the drop down menu and then press the OK button. You will be logged out of your account and taken to the account selection screen. Here you should now see an account named 'Administrator', click on this to log in.

Now go ahead and from here follow the instructions as outlined in the V16B1-Readme to patch your SH3.exe file, everything should now be patching properly.


Please note that the (hidden) Administrator account is a bit of an odd kermit, it has certain limitations compared to a regular account. Also having it enabled is an increased security risk. Therefore I recommend once you are done with the patch and have tested that it is working, go back to your regular account and deactivate the built-in administrator following the exact same instructions as outlined under point '1' above, except change the line you write to:

net user administrator /active:no

Done.


Hope this is helpful for someone.

regards

/ D

Darojax
02-19-15, 11:06 AM
This message derives from the H.sie Patch and ONLY comes up when the sh3.exe has been altered, mostly by something profane like the 4GB-patch.

...

That's not accurate. I had a clean install of SH3 and still received the same message. This message also appears if there is no SH3.exe file present at all that the batch file can process. In my case it was not related to SH3.exe or Silent Hunter at all.

Sailor Steve
02-19-15, 11:20 AM
To ressolve this issue, simply do what Sailor Steve has tried and found working: Use S3F (http://www.subsim.com/radioroom/showthread.php?t=212462) !
HEY Leave me out of your demented schemes! I don't want to take over the world! :O:
(Just kidding, in case you didn't know)

S3F (http://www.subsim.com/radioroom/showthread.php?t=212462) can switch the 4GBP on and off (if you really need that).
Yes it can, and very easily.

That's not accurate. I had a clean install of SH3 and still received the same message. This message also appears if there is no SH3.exe file present at all that the batch file can process. In my case it was not related to SH3.exe or Silent Hunter at all.
Because of my modding predilections I've recently reinstalled SH3 several times and often forget the procedure, so I end up reading the instructions again.

To install the h.sie patch the SH3.exe must be moved from the SH3 folder to the h.sie folder. Then it works perfectly every time (the 4 Gig Patch must be deactivated). Then you can put the h.sie patch back in the SH3 folder and then activate the 4 Gig patch. I've gone through this several times in the last month, and haven't had a problem. Well, I've had problems, but only when I didn't follow the directions properly. :sunny:

Sittingwolf
02-19-15, 11:38 AM
@DoktorRainbow,

Thank you. Your advice can be very useful.

I am lookin' to get a better gear to run super stuff smoother.

And since its gonna run Windows 8 64 Bit...

Cpt.Nautilus
02-20-15, 08:08 AM
I enjoyed this pack a lot, back in 2006. Glad to see it is still active!

Now, coming back to SH3, I have installed LSH3 5.1. The first post of this thread says that this pack "should" work with it but it has not been tested.

Has anybody tested it? Any advice?

Schmonzo
02-21-15, 01:48 PM
works fine with lsh 5.1, but Lsh 6 will be around soonish (TM) so I would not install it, especially since I just learned that neither ccom nor lsh 5.1 have working radar in them (unlike nygm and gwx).

rowi58
02-21-15, 04:23 PM
...
especially since I just learned that neither ccom nor lsh 5.1 have working radar in them (unlike nygm and gwx).

Hi Schmonzo,

i don't know how you get this information, but the information is wrong. GWX, LSH3 and CCoM have the same radar - like Stock-SH3 (don't know if NYGM has changed someting). The only differences are the animation of the rotating radar, the position of the camera (at RO) ahd the rotation of the wheel (at the RO). All other things are identical - including Ubisoft's old bug while focusing radar.

Greetings
rowi58

Schmonzo
02-22-15, 02:41 AM
oh, I am sorry, what I meant to say was: Lsh and Ccom seem to have bugged radar (especially when using it manually), while nygm and gwx do not. At least that is what is being said on this marinesims thread (http://www.marinesims.de/wbb2/thread.php?threadid=15047)

Metalogic
03-03-15, 02:49 AM
If I want to install then the 4GB RAM fix, should I apply this before or after the 1.6 patch? My install already has the 1.4 patch (was patched on the disk) and no Starforce copy protection.

Also, if I want to install the SH3_XPSP2_Res_Fix_for_1.4b, will this work, and at which point should I install it - e.g. 1.6 patch>4Gb patch>SH3_XPSP2_Res_Fix_for_1.4b ? Thanks

rowi58
03-03-15, 02:59 AM
Hi Metalogic,

allways after the completed, unmodded SH3 verson 1.4b. But if you want to play with the h.sie patch V16B1, you don't have to execute the "4-GB-Patch" - this is included in h.sie's patch and the sh3.exe MUST be unpatched. In other words:
- clean installation of SH3 version 1.4b (as you have on your DVD),
- run h.sie patch V16B1 as writen in his manual.

That's all. Good hunting.:yeah:

Greeting
rowi58

Metalogic
03-03-15, 03:00 AM
Hi Metalogic,

allways after the completed, unmodded SH3 verson 1.4b. But if you want to play with the h.sie patch V16B1, you don't have to execute the "4-GB-Patch" - this is included in h.sie's patch and the sh3.exe MUST be unpatched. In other words:
- clean installation of SH3 version 1.4b (as you have on your DVD),
- run h.sie patch V16B1 as writen in his manual.

That's all. Good hunting.:yeah:

Greeting
rowi58

Thanks, can I then apply a hi-res patch on top of this?

rowi58
03-03-15, 04:10 AM
Hi metalogix,

the "HighRes-Fix"? Of course. That works fine - i'm using the "HghRes-Fix" since years in all possible (and unpossible) configurations.

Metalogic
03-03-15, 05:52 AM
Hi metalogix,

the "HighRes-Fix"? Of course. That works fine - i'm using the "HghRes-Fix" since years in all possible (and unpossible) configurations.

Do you use this at 1920x1080 resolution or a 4:3 one?

rowi58
03-03-15, 06:46 AM
ATM, i'm using the ResFix at 1920x1080 pixel. Wonderfull (on a modern highend notebook). No problems, no "oval" instruments.

Greetings
rowi58

Metalogic
03-03-15, 07:00 AM
ATM, i'm using the ResFix at 1920x1080 pixel. Wonderfull (on a modern highend notebook). No problems, no "oval" instruments.


Thanks, just tried this on my notebook, looks good at 1920x1080 in my 15.6" screen :-)

Tricky
03-09-15, 11:08 PM
tl:dr - Does the Amazon download version of SH3 have a sh3.exe that will be accepted by this patch?

Hey everyone! :salute:

I've had a completely modded SH3 (steam version) on my computer for ages. To the point that I've basically forgotten how to start from scratch with a new 1.4b installation. My steam installation will stay as it is, forever. It gets copied from computer to computer as I reinstall throughout the years.

The other copy of SH3 I have is from Direct2Drive, purchased back in 2007 or so. I decided that I would install it, get my base must have mods set up (starting with this one) and pick something new to try out. Today it made me go through some weird activation from D2D before it would install, which I don't remember having to do before. :nope:

Anyhow, long story short - the V16B1 "Patch_SH3.bat" script fails to find a valid sh3.exe (from my d2d install). I'm thinking of re-buying SH3 from Amazon now in an attempt to get the patch to work (my third purchase, yeah!) - Does this "version/copy" have a sh3.exe that works with this patch?

edit: I should add that yes, I have tried some of the solutions posted on previous pages of this thread. ;)

Darojax
03-10-15, 08:51 AM
Anyhow, long story short - the V16B1 "Patch_SH3.bat" script fails to find a valid sh3.exe

Hi Tricky, what version of Windows are you running?

Tricky
03-10-15, 08:59 AM
Hi Tricky,

it appears to me as if many users have exactly this problem!

Could you please provide me with your SH3.exe? I will then take a look and see if I can help you with this matter.

UPLOAD FILES 4 ME HERE (https://www.mediafire.com/filedrop/filedrop_hosted.php?drop=c4377d1a7c50e788aaee10d25 6e4a117e2f4d5cd74637f92490d82cfdf6eed15)

Please rename it to SH3_Tricky.exe so I know. I will then try to help you on.

Thanks, I'll do this tonight when I get home from work.

Hi Tricky, what version of Windows are you running?

Windows 8.1.. Didn't occur to me until your question, but maybe I should try it using my wife's windows 7 laptop to patch it, eh?

Tricky
03-10-15, 09:27 AM
What's confusing me here is I was able to mod away on this using the steam version without issues years ago.

I was even able to mod the direct2drive version back in 2006, as it was my first purchase. Anyway, I'll get that exe over to you this evening. Thanks again!

sublynx
03-10-15, 12:45 PM
Does anybody have an idea about the probabilities concerning the wolfpacks?

1. What is the probability of getting an order to act as a contact holder?
2. What is the probability of the wolfpack actually attacking?

In the test mission I did get the order to report the convoy's progress, so the wolfpacks should be operational, but it seems I just can't get an order to act as a contact holder in the actual campaign.

desertstriker
03-10-15, 01:39 PM
It depends on the time in the war. Early war for example no wolfpacks or very minute chance. by '42 high probability.

sublynx
03-10-15, 03:18 PM
Lo and behold. The moment I complain about not getting any orders to keep shadowing a convoy, I get the order to keep sending hourly reports :arrgh!:

LGN1
03-10-15, 03:47 PM
Hi,

it also depends on your position, not only on the date.

Regards, LGN1

Darojax
03-11-15, 06:51 AM
Windows 8.1.. Didn't occur to me until your question, but maybe I should try it using my wife's windows 7 laptop to patch it, eh?

Yeah, as you can see from one of the earlier posts the Windows 8 User Account Control system (which also exists on Windows 7, although may be an earlier version which will let you patch) may prevent you from succesfully patching the sh.exe file. If you haven't tried it already you may want to attempt using the hidden system administrator account to patch the file, it was what worked for me, also on Win 8.1. Instructions how to do it you can find one or two pages earlier in this thread.

Tricky
03-11-15, 11:01 AM
With Blitz's help, we figured out the immediate problem.

The Direct2Drive version of SH3 has securom DRM in the EXE. The EXE size is 10MB instead of the normal ~1MB from a non DRM installation.

I purchased again from Amazon, and installed. The patcher recognized the EXE without issue on my system.

Lesson here for future purchases - do not buy from D2D!

I now own 3 copies of SH3. Amazon, Steam, and D2D. haha :P

sublynx
03-11-15, 11:02 AM
Hi,

it also depends on your position, not only on the date.

Regards, LGN1

I got a lot of patrol grids off the Iberian peninsula in 1941, the start of 1942. Maybe the area is not good for wolfpacks in h.sie's mod. Historically there were at least some wolfpack attacks at the area.

corporalspiffy
03-12-15, 01:53 PM
Ahnerbe WideGui and patch v16b1 and Supplement to V16B1

the 12 scripted uboots are only supposed to be appended to the campaign_SCR
file in the supplement mod right?

i cant send a contact report using the Ahnerbe wide screen mod and when i check the data/campaigns/Campaign_SCR file of the SH3 installation (not the mod) i find the 12 scripted uboots appended at the end of that file also.

if i delete these from the data/campaigns/Campaign_SCR file of the SH3 installation (not the mod) and i dont use the wide screen mod i can send a contact report indicating heading and speed. (still havent received report to shadow the convoy though)

maybe the Ahnerbe WideGui isnt compatible with the V16B1 patch.


everything else seems to work; the watch officer, the blurry periscope and the diesel engine damage etc

Tricky
03-12-15, 02:07 PM
Its compatible, I'm using it successfully. If someone hasn't chimed in by the time I get home from work, I'll upload my copy of the supplement mod for you to try.

corporalspiffy
03-12-15, 04:03 PM
Its compatible, I'm using it successfully. If someone hasn't chimed in by the time I get home from work, I'll upload my copy of the supplement mod for you to try.

thanks a lot :Kaleun_Thumbs_Up:

LGN1
03-12-15, 04:26 PM
I got a lot of patrol grids off the Iberian peninsula in 1941, the start of 1942. Maybe the area is not good for wolfpacks in h.sie's mod. Historically there were at least some wolfpack attacks at the area.

Hi sublynx,

the probability is highest in the North Atlantic. But, IIRC, there are also some packs in the Middle Atlantic.

Regards, LGN1

Tricky
03-12-15, 05:06 PM
thanks a lot :Kaleun_Thumbs_Up:

Uploaded. Check your PM for the link. :up:

What's your mod list order look like?

Here's mine:
Ahnenerbe WideGui 1920 x 1080 Final
GWX - English Nav Map and Grid Refs
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX Turm Lights fix
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Optional - ShipVanishingHull for MEP v5
Supplement to V16B1 (JSGME)
GWX - Enhanced Damage Effects
O2-Gauges v2

corporalspiffy
03-12-15, 09:11 PM
Uploaded. Check your PM for the link. :up:

What's your mod list order look like?

Here's mine:
Ahnenerbe WideGui 1920 x 1080 Final
GWX - English Nav Map and Grid Refs
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX Turm Lights fix
M.E.P v5
M.E.P v5- VisualSensors for GWX3
Optional - ShipVanishingHull for MEP v5
Supplement to V16B1 (JSGME)
GWX - Enhanced Damage Effects
O2-Gauges v2


GWX - 16KM - OPEN HATCH
Thomens's sound pack
Type VII Spike
Waterstream and Exhaust Combi v2.3 for GWX
Ahnenerbe Wide Gui
Supplement to v16b1

i started making my own angriffschreibbe from hitman's templates.
i installed the M.E.P. version 5 mod

kvbrock82
03-13-15, 09:41 PM
not sure if this has been asked before, but my bdu replies when i send a status report appear to be empty? Does this happen to anyone else?

I just get a From: Fdu to: u-32 and no message :06:

sublynx
03-13-15, 09:59 PM
Probably your en_menu.txt is missing the messages h.sie has added.

kvbrock82
03-14-15, 04:57 PM
any idea how id be able to fix that? :)

Im running a few other mods like gwx, OLC, etc..

sublynx
03-14-15, 06:10 PM
You need to add the stuff in h.sie's en_menu.txt by hand. Edit the file with Notepad.

desertstriker
03-16-15, 09:41 AM
there is also a Sh3 commander mod that will add the messages for you.

kvbrock82
03-16-15, 01:54 PM
there is also a Sh3 commander mod that will add the messages for you.

Do you have a link to it please?

corporalspiffy
03-17-15, 01:26 PM
Do you have a link to it please?

check out blitzkrieg's SH3 Front End add-on

desertstriker
03-18-15, 12:06 AM
Do you have a link to it please?

http://www.mediafire.com/download/5icqskjuo2u0rmx/h.sie%27s+SH3+Cmdr+en_menu+patch.rar#39;s_SH3_Cmdr _en_menu_patch.rar

desertstriker
03-18-15, 01:09 PM
We are answering a question/helping fix an issue. In post #3889. If this was a different issue then we would be troubleshooting/fixing a different file.

How in any way would trying to fix a problem mislead someone? You don't look at the end of the forum thread for mod info you go to the beginning.

desertstriker
03-18-15, 05:35 PM
If you are addressing the issue of texts missing
There is no "if" sublynx and I are/were.


I wanted to point out that the link does not provide more than that - just in case someone misreads the context and thinks that the link would provide a complete H.sie-patch by only inserting texts.


I really don't know how to interpret this. I somehow interpret it as an insult to the intelligence of the community here at subsim.
There is also no context to misread as if you go to post 3894 it is clearly asking for the link to the SH3C mod I had mentioned in post 3893. All of this on the same page of the thread, just a couple posts from the link to download the SH3C mod

sublynx
03-19-15, 09:21 AM
I don't see much harm done by clarifying stuff. We come from all around the planet with various languages and varying computer skills and ages. No harm done,IMO.

maillemaker
03-26-15, 09:00 PM
Hi,

Bear with me, I did not read through 200 pages.

I am trying to install this patch. When I run the Patch_SH3.bat, I get the following error:

Sorry, no compatible version of sh3.exe found
Patching not possible! Exit.

My SH3 menu screen says V1.4 at the bottom right hand corner.

My installation directory is C:\Program Files (x86)\Ubisoft\SilentHunterIII\sh3.exe

Any ideas why the installer does not work?

Steve

Sailor Steve
03-26-15, 09:28 PM
You have to move the SH3.exe into the same folder as the Patch. Then it will change it. After that, move the SH3.exe back into the SH3 folder.

I had a lot of trouble with that at first too. :sunny:

sublynx
03-26-15, 11:29 PM
Programfiles folder is not a good folder to use for SH3. Windows is especially overprotective about files in that folder. The system might even interpret a patcher trying to alter SH3.exe as a virus. It would be wise to re-install SH3 into a different folder: for example c:/games/SH3 folder

maillemaker
03-27-15, 12:56 PM
You have to move the SH3.exe into the same folder as the Patch. Then it will change it. After that, move the SH3.exe back into the SH3 folder.

Thanks, I did not know that you had to do that!

Steve

maillemaker
03-27-15, 05:54 PM
Well, I tried copying in the SH3.exe, and that did not work.

So I re-installed my Direct-to-Drive version of SH3 to c:\games\SH3, and copied in that SH3.exe, and that worked.

But now when I run HsieOptionsSelector.exe, it says no SH3.exe in the directory. But it's right there since I just ran the patch.bat on it.

Now I will put the SH3.exe back in the install dir and re-install GWX and all my mods on top of it I guess.

padi
03-27-15, 05:59 PM
Do you have the other files required for the Option Selector in the same directory?

maillemaker
03-27-15, 09:50 PM
OK, it worked this time. I don't know why it did not work the first time. After you run the patcher.bat, you should be able to run the options program.

I figured out how to tell AVG to ignore my sh3.exe file (Tools, Advanced Settings, Resident Shield, Excluded Items).

Got it all set up and it appears to be working. My lazy WO is no longer lazy, and my periscope no longer works at high speed.

And after submerged a while I get the "Oxygen 20%" message.

I installed the new O2 gages Mod. I do not understand how the gages are supposed to work - they do not appear to move while submerged. Even when I got the 20% message the meter was pegged at maximum.

Steve

sublynx
03-27-15, 11:05 PM
If you stay submerged for a really long time, oxygen level drops eventually to 17 % and then the chief engineer will start using reserve oxygen to allow you keep going submerged. The needle is for the reserve oxygen and once it starts moving it won't move back because the reserves come from cartridges that need to be replenished at ports.

RealGrognard
03-28-15, 03:02 AM
not sure if this has been asked before, but my bdu replies when i send a status report appear to be empty? Does this happen to anyone else?

I just get a From: Fdu to: u-32 and no message :06:

Check the full PDF instructions from h.sie, check section 3.1), it explains how to set this up.

It is a manual step required.

maillemaker
03-28-15, 11:46 AM
If you stay submerged for a really long time, oxygen level drops eventually to 17 % and then the chief engineer will start using reserve oxygen to allow you keep going submerged. The needle is for the reserve oxygen and once it starts moving it won't move back because the reserves come from cartridges that need to be replenished at ports.

Yup got to thinking about it in the shower this morning and it makes sense. The gauge is only for the compressed O2 remaining, not the atmospheric O2 remaining.

Is there a gauge that shows me atmospheric O2 remaining? Or do I have to hope I just see/remember the Engineer's reports?

Steve

maillemaker
03-28-15, 11:48 AM
not sure if this has been asked before, but my bdu replies when i send a status report appear to be empty? Does this happen to anyone else?

You have to manually define target heading and speed in order to make a contact report now. This is not done automatically for you. You use the TDC to do it. As noted, it's in the PDF instructions.

Steve

sublynx
03-28-15, 12:01 PM
Yup got to thinking about it in the shower this morning and it makes sense. The gauge is only for the compressed O2 remaining, not the atmospheric O2 remaining.

Is there a gauge that shows me atmospheric O2 remaining? Or do I have to hope I just see/remember the Engineer's reports?

Steve

No gauge for atmospheric oxygen. One needs to pay attention to the chief engineer's reports or note the time submerged.

ReallyDedPoet
04-13-15, 08:14 PM
Such a great addition to the series. The more I play with this enabled the more immersive the game feels x 10 :yep:

No gauge for atmospheric oxygen. One needs to pay attention to the chief engineer's reports or note the time submerged.

Another great example ^^^^ sublynx :up:

GOZO
05-24-15, 09:34 AM
I figured out how to tell AVG to ignore my sh3.exe file (Tools, Advanced Settings, Resident Shield, Excluded Items).

I still have trouble with AVG :/\\!!. It just removes the SH3.exe treating it as a virus after I moved it into my real Sh3 folder and try to run it.

You have to choose between :

"
-Even if this file is moved to a new location

-Even if this file has been changed or updated"

Any ideas?

sENoZ
05-29-15, 08:55 PM
hi all.

Well... I think i just found an interesting mod here.

Downloading your mod, its good i just finished a patrol, so i am at port, so no problem to add this mod.

I will read the readme, i already started, very nice ^^

Thanks for your job man.

sENoZ
05-29-15, 09:30 PM
"
-Even if this file is moved to a new location

-Even if this file has been changed or updated"

Any ideas?[/QUOTE]

Are you on a admin session ?
I mean an account, you know when i start my computer i have to add my password and select wich account i want to use, you need this but with admin right.

Its not maybe the problem, but it can be one..

Darojax
06-04-15, 07:51 AM
I still have trouble with AVG :/\\!!. It just removes the SH3.exe treating it as a virus after I moved it into my real Sh3 folder and try to run it.

You have to choose between :

"
-Even if this file is moved to a new location

-Even if this file has been changed or updated"

Any ideas?

Have you tried adding the whole SH3 folder as an exception? Select "Folder" in the exception type dropdown menu.

bstanko6
06-05-15, 12:13 AM
Finally after all this time, even with Blitzkrieg's help. I got the patch to work! Blitz if you are reading this, thank you for your patience. Even though you helped me out awhile ago, I could not figure this thing out. But after reading your posts with others, rereading the manual, I got it! It is very impressive. The fact that the water covers the scope after 4 knots knocked me over! Then I got the messages to work for the wolfpack. The chief calls out 20% oxygen left! Every test for this patch has passed.

I learned one major thing though... AVG protection is the archenemy of h.sie patch! Don't even bother trying to get around it, or using exceptions... it's a time bomb. I have reinstalled more times than I want to admit. I had to keep several copies of sh3 on my computer just in case. Get rid of AVG and you will have a much easier time using this patch.

This leaves me with only one question regarding testing the wolfpack mod.
The manual says to load up the single mission "wolfpack" and once you send the contact report, it will send you a message back. If the message is to attack the convoy alone, then you are to try again. But if the BDU message tells you something like shadow the convoy, then it is working! I did not have time to continue testing as I am now at work

The first test I did told me to maneuver freely to attack, I assume no wolfpack! I was able to test again, and the message was to "maintain contact and report every hour"...

Is that a positive test that the wolfpack exists?

Looking forward to the comments.

Thank you Blitzkrieg!

sublynx
06-05-15, 06:53 AM
The first test I did told me to maneuver freely to attack, I assume no wolfpack! I was able to test again, and the message was to "maintain contact and report every hour"...

Is that a positive test that the wolfpack exists?

Yes it is. Congrats :woot:

bstanko6
06-05-15, 01:35 PM
Thanks sub Lynx. Appreciate it.

niwo
07-02-15, 11:11 AM
I have a little issue with some functions not working properly.
When I untick some bits in the stiebler mod section like minimum tc and change patrol grid, the patch is still in game. I cannot alter the hotkey for request new grid and minimum tc (I dont konw the name and MnID) also. heres the part for it from the commands_de:


[Cmd455]
Name=Request_New_grid
Ctxt=1
MnID=0x3F290006
Key0=0x4D,cs,"STRG SHIFT M"

Cmd 455 is free and the key combo is unused,too.
But its still Shift+M and that somehow gets activated when I enter the capital M in the savegame textbox.

I have redone the patch install procedure several times with no luck.
I'm playing LSHV15 on Win7 64bit with the sh3.exe patched to large adress allocation of course and with the following mods :

Generic Mod Enabler - v2.6.0.157
[G:\SilentHunterIIILSHV15\MODS]

_LSH3-2015___FULLVERSION
_LSH3-2015__Addon_SH3-ClassicDials
Audio RadioMessage - MorseCodeOnly
Bearded faces
_LSH3-2015__HistoricalMessages
Niwo's Keyboard
Niwo's Map Cfg
Niwo's Map Cursors
Niwo's Map Night Filter Moon
Niwo's Sensors
Niwo's Torpedo Prices
_LSH3-2015_GUI_OLC
_LSH3-2015_GUI_OLC_WIDESCREEN
Audio Default Crew
Accurate Bismark
Longer_Wakes_for_all
Audio Creaks
Niwo's Swastikas
_LSH3-2015_SLS_SpecialEffectsBig
_LSH3-2015__ExtendedChallenge
_LSH3-2015__ExtentedChallengeBlackContacts
Niwo's Sound fix
GridXXXX
O2-Gauges v2
OLC stock Binocular SHIII
Flags_enlighten
Audio Ringing Telegraph
Bowspray_V_1.2
_LSH3-2015_ATM_GreenWater
_LSH3-2015_ATM_GreenWater-SunFix
GWX-No Tail_NoColored WarShip
Niwo's NoShiptype on Map
Audio Silent Sea
Niwo's Deckgun Optic SH3 Original
Niwo's UZO default for OLC
Audio No Cheers
Niwo's No LSH ScreenLogo
Pinup Girls Mod - Babydoll
_LSH3-2015___Patch_HSIE-V16B1
_Stiebler4C_V16B1
_Stiebler4B_Addon_for_V16B1
_SH3 Log v1.0 Stiebler compatible


Due to limitations i cannot post my menu_1024_768.ini or the whole commands.ini here nor on pastebin.


I can disable some patches like The surrender option that causes a ctd when the boat is destroyed.

Something is very weird here.
Maybe someone could get me the missing link :D

Thanks

La vache
07-02-15, 04:56 PM
"Shift+N" is used for "Rise UZO" and "min TC" of the Stiebler patch. "Shift+N" is hard-coding in the Stiebler patch.
They should change commands:

[Cmd118]
Name=Rise_UZO
Ctxt=1
Key0=0x55,Cs,"Shift+U"

[Cmd119]
Name=Lower_whole_UZO
Ctxt=1
Key0=0x55,Cc,"Ctl+U"

"Shift+M" is not occupied in LSHV15.

La vache

niwo
07-02-15, 07:12 PM
Hi, thanks for the answer.

I did change the UZO keys exactly that way, but they do not respond.

Shift+n should only apply when in navigation map, but it does it everywhere.
As i wrote, i can uncheck the tickbox in the optionselector, but this does have no effect.

Its like some sections of the commands.cfg are not recognized.

The biggest problem is that the request new grid calls even when i have paused the game.
I changed it to C+S+M but its still S+M

This is the section of the menu_1024*
[G3F I140]
Name=Request_New_grid
Type=1032;Button
ItemID=0x3F290006
ParentID=0x3F290000
Pos=52,0,26,26
Materials=4
Display=2
Mat 0=data/menu/gui/layout/orders2.tga
Crop 0=0.476563,0.5,0.234375,0.1171875
Mat 1=data/menu/gui/layout/orders2.tga
Crop 1=0.476563,0.5,0.234375,0.1171875
Mat 2=data/menu/gui/layout/orders2.tga
Crop 2=0.476563,0.5,0.234375,0.1171875
Mat 3=data/menu/gui/layout/orders2.tga
Crop 3=0.476563,0.5,0.234375,0.1171875
MatFlags=0x1
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF,0xFF,0xFFFFFFFF,0xFFFFFFFF
ToolTipText=2919

Im stuck :(

Anvart
07-06-15, 12:34 PM
...

I did change the UZO keys exactly that way, but they do not respond.
...
Look where need change:
http://www.subsim.com/radioroom/showpost.php?p=2324633&postcount=80
[Cmd250]

niwo
07-09-15, 01:53 PM
Look where need change:
http://www.subsim.com/radioroom/showpost.php?p=2324633&postcount=80
[Cmd250]

Doesn't work either, sorry. In fact, commenting things out had messed things up. Keys got scrambled around.
Something really weird is happening. :hmm2:
I recovered an old verion of my commands_de.cfg and will go on without stiebler patches. Pity but the only way at this time.
:(

EDIT:
Ok, I have managed to set the proper keys -=> CTRL/Shift+U to rise and lower the uzo.

But i still cannot disable the minimum tc and request new grid patches. Some other options like the rate of the min tc are working.

Hmm. I hardly believe I must do something wrong, but what is it :D

Anvart
07-11-15, 11:48 AM
Hi, niwo. :D
I use the original LSH3_2015 of the basic version without additional mods.
I don't use Stiebler's hardcode... and I turned off h.sie's radar-Fix. I did a full Commands_en.cfg from german's variant. I changed the command logic of UZO raising\lowering and have removed the repetition "Yes Sir!". I changed work of KDB hydrophone (now it works synchronously with the sensor/controller as in my old mod), remade raising\lowering of the radar antenna (as in my old mod)... and so on.
The parts of LSH3_2015, changed by me, are working without problems.

Regards, Alex.

niwo
07-15-15, 02:37 PM
I have another Issue :D

Stiebler writes in his post Continuation of H.sie's patches by Stiebler. (http://www.subsim.com/radioroom/showthread.php?t=181352&page=1)
No longer! Now you 'pseudo-dock' at the U-tanker. When you are close enough, you press ESCAPE, then 'Exit Patrol', just as if you were planning to dock.
However... when you are asked 'Continue mission' or 'Dock at U-463' (for example), you click on 'Continue Mission'. *Now* you carry on your patrol with the same torpedo load-out that you had when you reached the U-tanker, you retain the patrol grid details, you receive some repairs to your hull-integrity (but not to equipment) and you receive a fuel upgrade, of up to 30% of the full capacity. (So if you had 50% fuel when you docked, you will now have 80% fuel.)

Unlike conventional docking at a base, pseudo-docking is only possible if there is no 'heavy fog' and windspeed must be 10 m/s or less. Also, you can only pseudo-dock at U-tankers, not at surface tankers (eg Brake, or Charlotte Schliemann), nor at land bases.

Pseudo Dock didn't work for me. I tried at U461 in PQ BD76 around 30th september 42 for several day due to winds of and above 10m/s. I had one g7e in the external aft storage but however; I met all the things mentioned above. No fuel change, no new torps. :cry:

Any thoughts?

felix2000
09-15-15, 07:01 PM
Hello! I have an issue:

When I send a contact or a patrol report, the BdU sends me a message with nothing wrote in it. Why is this happening?

Magic1111
09-16-15, 02:27 AM
When I send a contact or a patrol report, the BdU sends me a message with nothing wrote in it. Why is this happening?

Do you have made the needed entries from the h.sie Patch in your de_Menu.txt or en_Menu.txt?

felix2000
09-16-15, 08:33 AM
Do you have made the needed entries from the h.sie Patch in your de_Menu.txt or en_Menu.txt?

I skipped that step. Thank you!

Magic1111
09-16-15, 09:01 AM
I skipped that step. Thank you!

You´re welcome! :salute:

woland595
09-16-15, 10:25 AM
Good afternoon, everyone.
First of all, thanks for this great patch. It makes game unbelievable cool.
And now my question:)
It's already discussed four years ago, but i guess some changes could be made.
So, i leave setting of oxygen consumption in Stieblers Options-Selector in default values. I have type VIIB, and almost full crew. TC is 1024, silent running is ON. The renewable hours is only 6 in this conditions. But in 2011 you talking about 14-16 hours, so i guess my hours looks a little bit low. Is it bug or feature?
If it is bug, there are any way to fix it? If it is feature, could i change coefs in option selector and continue my current save games?
Thanks in advance.

Aktungbby
09-16-15, 10:36 AM
woland595! & felix2000!:Kaleun_Salute:

Magic1111
09-16-15, 12:29 PM
...
If it is bug, there are any way to fix it? If it is feature, could i change coefs in option selector and continue my current save games?
Thanks in advance.

My settings are:

Oxygen in boat: 2.0
Compressed oxygen: 2.5

And it works fine! :up:

Lanzfeld
09-16-15, 02:40 PM
Is H.sie done hacking the .exe or will he continue work in the future?
Would love to kill that "squatting and spinning" crew that signals you are being hunted.

Lanzfeld
09-17-15, 03:33 AM
H.sie has explained to me that he is done with his modding&patching-efforts, the main reason being his health-issues. So, no. :wah:

Sad to hear that. He has made this game epic. I am wishing him very good health.:salute:

Tycho
09-17-15, 05:16 AM
Would love to kill that "squatting and spinning" crew that signals you are being hunted.
I think, this is possible through StateMachineClass controller. In Library folder have .dat files with that controller for different crew members. For example, CH.dat, SO.dat, POSW.dat, UZO.dat.... Search for information, learn how this thing works, and probably you will achieve what you want. :)

Laffertytig
10-01-15, 11:26 AM
Was a version of this ever done for sh4?

Fader_Berg
10-07-15, 07:44 AM
I may look into how difficult it will be to do a remake of H.sie's patches for the cause of making it extendable in the future.
Back in the days when H.sie started out, I was working on the patSH3r-project on the same time; which had pretty much the same goal. I tried to join effort with him (and later on, stiebler too) - wanting to start a open source project of it to avoid a situation like this. But they both refused. They rather had their codes and findings kept closed and secret. My project soon grew incompatible with theirs, and I later decided to kill it.

h.sie
10-24-15, 02:44 PM
My hardcode patches are now open source. Everyone can use them, proper credits provided. The assembler sources can be found on my mediafire account. The decision to do this was not easy, because there is a danger of abuse. But there is also a chance for further improvement. Good luck! Unfortunately, I have no time at all to give any support.

@Lanzfeld: Thx for the good wishes. I am fine now.

Fader_Berg
10-24-15, 04:18 PM
Good move.

h.sie
10-25-15, 03:49 AM
One last warning: Since the patches are open source now, people with criminal minds could create own SH3-patches in the future, which look good at first sight but do criminal things in the background. So be careful and only trust well known and proven forum members, and, if you are unfamiliar to computers, let experienced people analyse the patches first.

But to be honest: The SH3-community is IMHO too small for being a target group for criminals. Porn is much better suited.

BigWalleye
10-25-15, 07:47 AM
h.sie, wonderful to see you are back around. Thank you, thank you, thank you for your great addition to SH3!

Kudos!:salute:

Bunches of kudos!:D

h.sie
10-25-15, 09:19 AM
Thanks my friend. Best wishes for you.

makman94
10-25-15, 10:01 AM
My hardcode patches are now open source...
...Everyone can use them, proper credits provided...
...But there is also a chance for further improvement. Good luck!




:Kaleun_Salute:
Bravo H.sie !

urfisch
11-17-15, 03:53 PM
h.sie - nice to see u back here! :salute:

GT182
11-17-15, 09:27 PM
I just added this to my SH3\GWX3.0 install. No porn so far. LOL


Good to se ya back H.sie. I hope all is well with you.

THEBERBSTER
11-18-15, 06:16 AM
Thank you for all your hard work h.sie:yeah:

Incidentally my system will not allow me to make any access to the patch without first turning off the anti virus.

Peter

Walruss
12-19-15, 01:00 AM
Just downloaded this to start a new career.

I've turned off my anti virus, backed up the sh3 exe, moved the sh3.exe and the full patch kit into a working dir on my desktop, go to run the batch file and... "cannot find compatible version of sh3.exe"

-the game IS 1.4b
-AVG is OFF and all avg processes disabled
-I have full admin rights to the folder
-I have tried running batch file "as administrator" as well as without.

Win 7 64bit os.

EDIT: Can this patch be applied to a gwx-installed game? I noticedd I also had a "sh3.exe.BACKUP" in the game directory. Moving that one to the patch working directory and removing the .BACKUP allowed for a successful patch.

Walruss
12-19-15, 01:44 AM
Fixed it before getting to Front End. As it turned out it was because I'd applied the 4gb patch (the backup was made by the 4gb patcher) and that version is not compatible with h.sie's patcher.

At least I'm fairly sure that's what the problem was.

Niume
12-20-15, 05:46 AM
Hello i cant find to download hardcore fixes anywhere please send me a link

ivanov.ruslan
12-20-15, 05:50 AM
http://www.subsim.com/radioroom/showthread.php?t=171019&page=23

So Long

Maik

ACR
12-25-15, 04:18 PM
hello gents !

i just fully uninstalled my sh3 +GWX 3.0 installation and followed the reinstallation from scratch to play NYGM 3.6 . i had h.sie harcore patch in my previous install but now after installing sh3+1.4b+no dvd ( i exactly followed the installation guide here ) this patch says me " no compatible version" so i cannot install this great tool . on my previous gwx version this patch worked. can you guide me what to do ?

the game by itself - currently only stock 1.4b - works fine.

Anvar1061
12-25-15, 09:41 PM
hello gents !

i just fully uninstalled my sh3 +GWX 3.0 installation and followed the reinstallation from scratch to play NYGM 3.6 . i had h.sie harcore patch in my previous install but now after installing sh3+1.4b+no dvd ( i exactly followed the installation guide here ) this patch says me " no compatible version" so i cannot install this great tool . on my previous gwx version this patch worked. can you guide me what to do ?

the game by itself - currently only stock 1.4b - works fine.

Copy sh3.exe your GWX

ACR
12-26-15, 05:57 AM
I uninstalled my gwx... if i would know it i would have saved my sh3.exe... what can i do ?

Tycho
12-26-15, 09:51 AM
but now after installing sh3+1.4b+no dvd
I uninstalled my gwx... if i would know it i would have saved my sh3.exe... what can i do ?
Try without "no dvd"!

ACR
12-27-15, 06:41 AM
I tried it initially the maual way with h.sie hardcore fixes -- i was not aware s3f can do it. Now with s3f i tried again and it works ! i must say i made a break of sh iii so my knowledge due to mods available is freezed and now i learn about the latest solutions developed !

GT182
12-27-15, 07:28 PM
Where is this patch placed to run? SH3 MOD folder for each super mod install, or executed from the desktop?

Doolar
05-18-16, 09:39 PM
Gotta quick question for you guys. In the description of the [ U-Tanker Mod ] it was stated that if I liked, I could make this mod work for surface tankers too, by renaming "Brake" to "U-Brake" in the campaign files. I can not find this "Brake" in campaign files anywhere. Could someone be so kind as to point me in the right direction, to where this is. thanx Jerry (Doolar) CA45 ( Baltimore Md. )

Aquelarrefox
05-18-16, 10:00 PM
Gotta quick question for you guys. In the description of the [ U-Tanker Mod ] it was stated that if I liked, I could make this mod work for surface tankers too, by renaming "Brake" to "U-Brake" in the campaign files. I can not find this "Brake" in campaign files anywhere. Could someone be so kind as to point me in the right direction, to where this is. thanx Jerry (Doolar) CA45 ( Baltimore Md. )

yes i have same question about it on gwx or wac, becose i never undesrtand what to do?

SquareSteelBar
05-19-16, 02:14 AM
For GWX [without mods] it's in Campaign_SCR.mis -> Unit 816.

Aquelarrefox
05-19-16, 03:12 AM
thanks, i use GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 but should be the same, anyone can confirm?

Doolar
05-19-16, 11:10 AM
I checked "Unit 816" and still couldn't find BRAKE, but I'm heavily modded. I'll look again, but I will probably have to live without it ... thanx

Aquelarrefox
05-19-16, 04:26 PM
Anyone would use the last steibler patch (antenna radar fix), always out crash in initial load.
Precious works. Any idea?

Doolar
05-21-16, 08:56 AM
This is what I have for unit 816. I don't see anything called "Brake" too adjust or rename. See post #'s 3969 and 3971 above. thanx


[Unit 816]
Name=Buoy_G1_SL#18
Class=Buoy_G1_FL
Type=105
Origin=Environmental
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-547517.000000
Lat=5801043.000000
Height=0.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

Pablo
05-22-16, 10:42 AM
Gotta quick question for you guys. In the description of the [ U-Tanker Mod ] it was stated that if I liked, I could make this mod work for surface tankers too, by renaming "Brake" to "U-Brake" in the campaign files. I can not find this "Brake" in campaign files anywhere. Could someone be so kind as to point me in the right direction, to where this is. thanx Jerry (Doolar) CA45 ( Baltimore Md. )
Hi!

GWX adds a merchant ship unit and a naval base unit to give the effect of a U-tanker or covert resupply ship. For example:

[Unit = 1635] is a KSQ-type surface ship that represents MV Max Albrecht
[Unit = 1636] is a naval base named "Max Albrecht"

The port is "under water" (depth = -17 meters), with the merchant ship model in the same location on the surface above it; in the case of ships at sea, the ship model follows a circuit course about the location of the port. The presence or absence of the ship model does not affect the port, so even if you torpedo the ship model the port is still there. Silent Hunter III allows you to "dock" when you're many kilometers away from the physical location of the port, so you don't even need to find the ship or tanker itself - just get within 20-25 km (IIRC) of the port location and you can elect to leave the game by docking.

In the case of MV Brake the surface ship model [Unit 816] is present, but it appears the corresponding naval base is not. I think this may be an error in GWX, although it may be that we took it out because it so closely overlapped with Charlotte Schliemann geographically and temporally.

As I understand it, the [U-tanker mod] looks for a "Navalbase" unit whose name starts with "U-", so renaming the surface ship model won't affect anything because the "Brake Navalbase" you need to modify is not in the file.

Hope this helps!

Aquelarrefox
05-22-16, 05:32 PM
if you are right wich id correspond with units name we must change?
thanks for info

Pablo
05-22-16, 08:38 PM
if you are right wich id correspond with units name we must change?
thanks for info
Hi!

I suggest adding the following to the GWX baseline. Note the Unit IDs are the next in sequence for baseline GWX, so they will be different if you're starting with a different SCR file, but there may be a re-sequencing tool that can allow you insert the units next to the current "Brake". I am not aware of any resequencing programs for SCR files, I have not tested it, but it should be at least close to working. I suggest getting it working as a tanker before adding the "U-" prefix.

The effect on play should be minimal since Charlotte Schliemann is in the same part of the ocean at the same time during the war.

Unit 816 is the current MV Brake that goes to meet its destruction at the hands of the Royal Navy [Unit 817] & [Unit 818]. I have suggested an adjusted (bolded) entry time so that it does not overlap Unit 5633 (below)
Unit 5633 is the ship model that moves in a four-waypoint pattern about the location of the "Brake" navalbase unit.
Unit 5634 is the "Brake" navalbase unit.

Hope this helps!

[Unit 816]
GameEntryTime=0100

[Unit 5633]
Name=MV Brake
Class=OTMST2
Type=101
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19430509
GameEntryTime=0
GameExitDate=19440311
GameExitTime=0
EvolveFromEntryDate=false
Long=7435000.000000
Lat=-4344500.000000
Height=0.000000
Heading=0.039727
Speed=2.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 5633.Waypoint 1]
Speed=7.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=7435100.000000
Lat=-4332700.000000
Height=0.000000

[Unit 5633.Waypoint 2]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=7447400.000000
Lat=-4343800.000000
Height=0.000000

[Unit 5633.Waypoint 3]
Speed=6.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=7435000.000000
Lat=-4356000.000000
Height=0.000000

[Unit 5633.Waypoint 4]
Speed=3.000000
Radius=0.000000
Loop=0
LoopProbability=100
Long=7424200.000000
Lat=-4343800.000000
Height=0.000000

[Unit 5634]
Name=Brake
Class=NavalBase
Type=407
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430509
GameEntryTime=0
GameExitDate=19440311
GameExitTime=0
EvolveFromEntryDate=false
Long=7435000.000000
Lat=-4344500.000000
Height=-200.000000
Heading=180.000000
Speed=0.000000
CrewRating=2
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

Aquelarrefox
05-23-16, 03:29 AM
ok, there are 6 supply ships or im wrong? so the 6 naval bases should be changed to "u-", for example i will used corrientes (the ship in canarias) their naval base should be named woth "u-"?

Pablo
05-23-16, 06:34 AM
ok, there are 6 supply ships or im wrong? so the 6 naval bases should be changed to "u-", for example i will used corrientes (the ship in canarias) their naval base should be named woth "u-"?
Hi!

There are six supply ships per page 79 of the GWX Manual & Documentation. I haven't installed Stiebler's mod, but my reading of the instructions is that you would rename the "Corrientes" naval base to "U-Corrientes" to limit the base's capabilities.

Hope this helps!

Pablo

Stiebler
05-23-16, 07:18 AM
Aquelarrefox:
ok, there are 6 supply ships or im wrong? so the 6 naval bases should be changed to "u-", for example i will used corrientes (the ship in canarias) their naval base should be named woth "u-"?

You must rename them as "U-", not as "u-" (upper case, not lower case).
For example, U-Corrientes.

Stiebler.

Aquelarrefox
05-23-16, 11:29 AM
Aquelarrefox:

You must rename them as "U-", not as "u-" (upper case, not lower case).
For example, U-Corrientes.

Stiebler.

thanks, your words always are usefull. I will update files today.

EDIT WORKS SOOOOO GOOD! COOL.

Aquelarrefox
05-31-16, 06:48 AM
HI, i have something related with some old part of tread, were the sensors files were edited by olamagato (worked better for me in gwx).

In several post says "ai files from NYGM" (wich are supost to be one of the most worked version of ai as i read, no matter if you like or not how works)

Wich files are supost to be ai, sensor only or there other that defines the dd tactic for hunting uboats? Same to the planes no?

about the fixes, i wanna know about the aa and deck gun with the inacurate distance fix from h.sie and patsh3r (wich is worst). In any of this cases the distance for hitting objet is so inacurrate? Becose in really when you are firring you get a better aprox distance, or in deed you will be more acurrate by traying. (http://www.subsim.com/radioroom/showthread.php?t=222180)

Aquelarrefox
06-03-16, 09:01 AM
hey, pseudocking worked in "U-Corrientes". Incredible fix.

i was thinking, the frenly ports as helgoland, if i add an naval base in scripted files of the campaing. In theory it should letme make pseudo-docking too, or am i wrong?

Could be usefull for some places as norway harbours, lybia, grecce and japan ocupation for monsun operation. Mainly for oil-resuply.

Stiebler
06-03-16, 10:51 AM
@Aquelarrefox:
i was thinking, the frenly ports as helgoland, if i add an naval base in scripted files of the campaing. In theory it should letme make pseudo-docking too, or am i wrong?
Could be usefull for some places as norway harbours, lybia, grecce and japan ocupation for monsun operation. Mainly for oil-resuply. Your suggestion will work - probably. I have not tested it.

The real reason to go to a base is for repairs to your U-boat, not simply for resupply of oil.

If you wish to have a patrol area given to you after docking at any base which is not your home port, then use my mod SH3Patrol when you are in port.

Stiebler.

Aquelarrefox
06-03-16, 11:20 AM
i was thinking more about emergency stop for reparation but not a long time becose you dont have drydock everywhere.

*Now* you get 1-4 air torpedoes (loaded only into the first 4 slots of the fore internalreserve - so make sure there is space enough!), you retain the patrol grid details, youreceive some repairs to your hull-integrity (but not to equipment) and you receive a fuelupgrade, of up to 30% of the full capacity

the torpedo loading could be no much realistic, but the little repairs to hull and fuel is a good choise.
i will take care of this to make a list of coordenades of posibles places.
It also could be a good choise to make more real the "escape to argentina" becose the u-bouts went to Chubut coast inspite of buenos aires. This could be employed in place to make base in an empty naval base (lonly without buildings or dock) to finish the trip. Chubut is longer trip than BsAs.

Hamppupalaa
06-25-16, 03:37 AM
c. Append the new messages to the en_menu.txt / de_menu.txt files of your Supplement Mod.

I'm confused :/\\!! After what line am i supposed to paste these?

Hamppupalaa
06-25-16, 10:51 AM
I figured it out, i just quite didn't understand where to paste the text. Probably has something do with english not being my main language :)

Hamppupalaa
06-26-16, 05:43 AM
Anyone else successfully using Ahnenerbe WideGUI and German U-Boat collection 2 with this? My game CTDs whenever i start the game.

Dusty11
11-11-16, 04:56 AM
Hi guys i tried today the h.sie hardcore fixes which is a glorious mod but soo far i can't enable properly the wolfpack i tried around 10 times in 2 restarts of the single mission all the time i am order to attack alone. i read in the instructions that people somehow merged the campaign with Sh3 editor i tried to modify it with text editor but are soo many things there that i am lost. So i want to try option 2 editing with the editor but i don't know exactly what to edit. Thank you very much Long Live Subsim.

Stiebler
11-11-16, 06:06 AM
@Dusty11:

1. Locate your file campaign_scr.mis (folder sh3\data\campaigns\campaign) and make a safe back-up copy somewhere.
2. Open campaign_scr.mis in Notepad, and use the Find option to locate [OrdnanceUnit 1].
3. Scroll up a little, and you will encounter the last waypoint of your last unit. It will be something like [Unit 1032.WayPoint8], depending on your set-up, followed by Speed=, Radius=, and so on on.
4. Make a single blank line between the very last entry of Unit 1032 (or whatever your number is), which will be probably Height=xyz, and entry [OrdnanceUnit 1].
5. Cut and paste all of H.sie's Wolf-pack entries into the blank line you have made (delete any empty lines that you created with the cut-and-paste operation). There should be 12 entries, each named Wolf1, Wolf2, ... , Wolf12.
6. Change the Unit numbers of each of the Wolf-pack entries to follow those from your last waypoint entry. In the example above, where we have Unit 1032, your 1st Wolf-pack unit would have [Unit 1033], the next Unit 1034, and so on up to the last (Unit 1044).
7. Save your revised campaign_scr.mis file. This is the file that you will use. (Best to add it to your set-up with JSGME if you have it.)

Stiebler.

Dusty11
11-12-16, 01:48 PM
@Dusty11:

1. Locate your file campaign_scr.mis (folder sh3\data\campaigns\campaign) and make a safe back-up copy somewhere.
2. Open campaign_scr.mis in Notepad, and use the Find option to locate [OrdnanceUnit 1].
3. Scroll up a little, and you will encounter the last waypoint of your last unit. It will be something like [Unit 1032.WayPoint8], depending on your set-up, followed by Speed=, Radius=, and so on on.
4. Make a single blank line between the very last entry of Unit 1032 (or whatever your number is), which will be probably Height=xyz, and entry [OrdnanceUnit 1].
5. Cut and paste all of H.sie's Wolf-pack entries into the blank line you have made (delete any empty lines that you created with the cut-and-paste operation). There should be 12 entries, each named Wolf1, Wolf2, ... , Wolf12.
6. Change the Unit numbers of each of the Wolf-pack entries to follow those from your last waypoint entry. In the example above, where we have Unit 1032, your 1st Wolf-pack unit would have [Unit 1033], the next Unit 1034, and so on up to the last (Unit 1044).
7. Save your revised campaign_scr.mis file. This is the file that you will use. (Best to add it to your set-up with JSGME if you have it.)

Stiebler.

thank you very much, dankeschön now i can enjoy this great mod fully!!

shadow_wxh
04-08-17, 02:21 AM
I think the visual ability of enemy destroyer is a bit exaggerated,e.g. in a pitch back night my crew spotted a destroyers 3km away and almost instantly he spotted me as well and to late for me to dive.And other time I am following a convoy I have to keep at least 5km range but the convoy destroyer can always spot me so it is impossible to shadow the convoy.

Olamagato
04-08-17, 03:13 PM
Vanilla SH3 (stock), GWX or other supermod?
The anyone enter other visual conditions in game. This is not good thread for your problem.

shadow_wxh
04-09-17, 07:17 AM
I am having SH3 1.4b + GWX3.0 + V16B1 +MaGUI

This is a good mod, The thing is I am tring to find a balanced point which is add to some difficulty but realistic.Right now the issue happens at night or foggy situation.Almost every time I will bump into one of those destroyers without any prewarning.So if the sub crew finds a hard time to spot enemy then it should be even harder for the enenmy to spot back right:06:

Ernst Sonntag
04-23-17, 06:50 PM
Hey guys,

I successfully downloaded and activated the patch and now my crew shows no fatigue on patrol. I checked and double checked everything on the patch to see if it interferes with any of my mods and as far as I can tell everything is compatible. I would like my crew to show fatigue as I believe it makes the game more realistic. Does anyone have any suggestions or ideas?

Benzin1973
04-24-17, 12:24 AM
I am having SH3 1.4b + GWX3.0 + V16B1 +MaGUI

This is a good mod, The thing is I am tring to find a balanced point which is add to some difficulty but realistic.Right now the issue happens at night or foggy situation.Almost every time I will bump into one of those destroyers without any prewarning.So if the sub crew finds a hard time to spot enemy then it should be even harder for the enenmy to spot back right:06:This is the one thing ibe never agreed with / liked about GWX. According to GWXs sensors file, an enemy ship can see you 30,000 meters away, while your crew can only see them at 16,000 :06:

You can fix this in two ways:
1- use the silent3editor app to edit the ai_sensors.dat file and lower the enemy max visual range.
A value that produces more realistic results is to set enemy max visual range to 12,000. Or 75% of your own visual range (defined in sensors.dat).

or

2.- install the M.E.P. V6 enviroment mod and its included "visual sensors for gwx3", wich solves this problem.
If you go the MEP route, you might need to edit the file data/cfg/sim.cfg with notepad, and change light sensitivity to 2.0 instead of its value of 0.85. Otherwise night surface attacks are no longer possible.

cheers!

hauangua
04-24-17, 12:53 AM
Hey guys,

I successfully downloaded and activated the patch and now my crew shows no fatigue on patrol. I checked and double checked everything on the patch to see if it interferes with any of my mods and as far as I can tell everything is compatible. I would like my crew to show fatigue as I believe it makes the game more realistic. Does anyone have any suggestions or ideas?

Hi mate
maybe you using Sh3commander?
This patch Has nothing to do with "fatigue crew"

Jimbuna
04-24-17, 06:08 AM
Once again with the ATTITUDE, DUDE!

Not so much a biggie....but then a report was incoming.

Calm and mutual respect if I may be so bold.

Ernst Sonntag
04-24-17, 09:27 PM
Hi mate
maybe you using Sh3commander?
This patch Has nothing to do with "fatigue crew"


Hey Hauangua,
That's what has me so confused, the crew fatigue was working until I downloaded and enabled the patch. I see that it shouldn't affect my crew fatigue at all but right after I installed the patch, crew fatigue stopped working. :wah:

BigWalleye
04-25-17, 06:54 AM
I'd guess that there was some problem in creating the patched sh3.exe file. If the patches were not exactly correct, then anything in the entire program could be affected, not just the intended target of the patch. In that regard, it is different from a mod.

I suggest you remove the h.sie patched sh3.exe, reinstall the patches in a pristine sh3.exe (You DID save the original sh3.exe, as the instructions recommend, didn't you?), activate the patches according the h.sie's instructions, and try again. BlitzKreig was correct that h.sie's instructions are thorough and carefully written. But they must be followed exactly. Any small discrepancy can get you an unplayable game. So go back to your saved sh3.exe and try again.

If that doesn't work, your copy of the h.sie patcher may be corrupted. Try re-downloading the entire h.sie patcher.

If none of this works, I' recommend a complete uninstall. Remove all mods, uninstall SH3 using the Ubisoft uninstaller, delete any residual files, and run a registry cleaner. Then re-install SH3 and start over. Hopefully, that won't be necessary.

One thing I can assure you. The h.sie patch package does work and is used by many people successfully. The problem you encountered is somewhere in your system and is not a bug in h.sie's software. It will work for you.

Ernst Sonntag
04-26-17, 09:08 PM
Yes I saved the file and I'll give all that a try.
Thanks Walleye

BigWalleye
04-27-17, 06:09 AM
Good luck! Please do post your progress. We will get this working.

Hampus
05-30-17, 03:15 AM
So im trying to get this patch working so i can get nygm working but as of now i cant make it work

Its bought from the steam shop so that might be a problem idk?

I got a fresh copy of sh3 and i copy the patchy thinge into it as i cannot find the .exe file and when id double click it in the map whit all the other files it will say it cannot find a patcheble sh3.exe


Any good help on how to patch the steam version and/or if i should try somethinge else? help is aprichiated!!

hauangua
05-30-17, 03:52 AM
So im trying to get this patch working so i can get nygm working but as of now i cant make it work

Its bought from the steam shop so that might be a problem idk?

I got a fresh copy of sh3 and i copy the patchy thinge into it as i cannot find the .exe file and when id double click it in the map whit all the other files it will say it cannot find a patcheble sh3.exe


Any good help on how to patch the steam version and/or if i should try somethinge else? help is aprichiated!!

Maybe here

c:\Program Files\Steam\steamapps\common\silent hunter 3

Hampus
05-30-17, 06:58 AM
well it said it couldint find it its probobly becuse its off of steam idk but does the fact that i have modded the game before have any change of the situation? or am i jsut doing somethinge wrong or is the steam version just not patcheble and is Nygm playeble whit out HSIE?

Hampus
05-30-17, 07:03 AM
So i checked my files found the exe and i read a text file and realised that the game might still be patched whit another patch even thou i deleted the sh3 directory and reinstalled it through steam is there anyway for me to fix this or do i have to use another mod?


(note i think its ubisofts "patch"?? 1.4?? but is anyone able to help me install HSIE on sh3 steam edition pelase any help is always aprichaited

Hampus
05-30-17, 07:20 AM
So i didint read the manual correctly and missed where it said coppy ALL files into it so i did it now and now its patched sorry for the inconvenience thanks for trying to help!!


And good hunting and fair waters to you all:Kaleun_Salute:

alpha_1
05-30-17, 09:30 AM
Enjoy Hampus!:up:

Hampus
05-31-17, 01:17 AM
Thank you i sure will !!

hauangua
05-31-17, 02:56 AM
Thank you i sure will !!

Hi Hampus... you solved?

ferg
07-22-17, 04:59 AM
Howdy. Is there a way to make the warning about damage to the diesels at flank drop time compression? Or perhaps provide more time between the warning and the damage? The warning has never been useful to me because it always comes when I'm at sufficient time compression to make the interval between the warning and the damage nearly zero.

I apologize if this is addressed somewhere in this 268 page thread. I did a search but couldn't find an answer to this question.

This mod is awesome. I'm grateful for all the work that went into it.

schlechter pfennig
01-13-18, 08:26 PM
I have all the options selected, and all of them seem to be working as described except for one: the realistic repair time. Any damage/flooding I take is repaired just as quickly as in the stock game.

Any ideas?

hauangua
01-14-18, 12:30 AM
I have all the options selected, and all of them seem to be working as described except for one: the realistic repair time. Any damage/flooding I take is repaired just as quickly as in the stock game.

Any ideas?

Hi pfennig
What your Mod?
If NYGM this Mod no need hsie repair time cheked

Olamagato
01-14-18, 06:40 PM
I have all the options selected, and all of them seem to be working as described except for one: the realistic repair time. Any damage/flooding I take is repaired just as quickly as in the stock game.

Any ideas?

In hsie.ini set max value for repair time:
;-----------------------------------------------------------------------
; Realistic Repair Times.
;------------------------
; Factor to enlarge repair times. Range: [10.0 - 300.0]. Default: 60.0
Val1=300.0
; GWX3 Fixpack 1.0: Long repair times 5-15h for any damaged device and 1-20 min for flooding
;-----------------------------------------------------------------------

Antossimys
03-08-18, 06:32 AM
Отличная модификация, большое спасибо! :yeah:

Jimbuna
03-08-18, 07:13 AM
Добро пожаловать в SubSim Antossimys :salute:

Welcome to SubSim Antossimys :salute:

Antossimys
03-08-18, 08:00 AM
Добро пожаловать в SubSim Antossimys :salute:

Welcome to SubSim Antossimys :salute:

Спасибо! Очень хороший форум, в ru - сегменте ничего подобного нет.
SUBSIM.com - лучший ресурс посвященный стимуляторам подводных лодок.

Прошу прощения, что пишу не на английском. Плохо знаю английский :oops:

Jimbuna
03-08-18, 08:30 AM
Спасибо! Очень хороший форум, в ru - сегменте ничего подобного нет.
SUBSIM.com - лучший ресурс посвященный стимуляторам подводных лодок.

Прошу прощения, что пишу не на английском. Плохо знаю английский :oops:

Попробуйте этот сайт

Try this site: https://translate.google.co.uk/#auto/ru/Try%20this%20site

Antossimys
03-08-18, 09:44 AM
Thanks Jimbuna;)

Returning to the discussion of the modification ...
I liked the ability to customize the modification. Everything works fine and stable. The only thing that I did not have in the settings for this mod was the settings for changing the compression time when reporting a fog. It would be desirable, that it was established in position "real time" (х1), instead of 16х. This is certainly not critical, but I would love to :)
Can you later add the ability to customize this point in "hsie.ini"?

I hope the translator did not mess up all that much :)

Avarus Lux
04-28-18, 06:37 PM
the LSH 2015 mod comes with a prepacked JSGME folder that contains the HSIE_V16B1 mod, i find this mod very enjouable and i have every single option turned on (and both oxygen at 2.0), the GWX3 mod however, does not have this mod included, now my questions are;

is it a problem to use this mod with GWX3 at all? will it improve the Overall experience if i were to add it (aka make things more realistic like it does in LSH) or will it cause bugs and issues with GWX3?

secondly, can i simply copy this folder from the LSH mod folder into the GWX mod folder and activate it the same way via JSGME, or is that specific HSIE_V16B1 folder customized to LSH? i am not seeing many differences especially when it comes to the settings.

regardless i can always give it a try... but i'd rather not get nasty surprises mid game after hours of valuable game time.


ps, apologies for raising this thread from ze dead... but imho it is best to ask on the thread of the mod i want to use itself then making a new seperate one...

THEBERBSTER
04-29-18, 06:06 PM
A Warm Welcome To The Subsim Community > Avarus Lux
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3-4-5 Tutorials And Other Information Links In My Signature Below

is it a problem to use this mod with GWX3 at all? Yes, it is not compatible, you can one or the other but not both.
https://s14.postimg.cc/41987pwgx/lsh3_support_download_banner.gif

Avarus Lux
04-30-18, 03:28 AM
A Warm Welcome To The Subsim Community > Avarus Lux
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3-4-5 Tutorials And Other Information Links In My Signature Below

Yes, it is not compatible, you can one or the other but not both.
https://s14.postimg.cc/41987pwgx/lsh3_support_download_banner.gif


thank you for the welcome, and thank you for the simple answer.:up:

Olamagato
05-01-18, 09:51 PM
thank you for the welcome, and thank you for the simple answer.:up:
For GWX3 you can use small mod "GWX Hardcode Fixes V16B1 for dummies" http://www.mediafire.com/file/babdcso3pylrlcw/GWX_Hardcode_Fixes_V16B1_for_dummies_1.01.7z

CTU_Clay
05-09-18, 10:57 AM
Greetings H.sie.
I am not computer savvy when it comes to making changes to stuff, so that is the reason for my contact with you. Therefore, I have a few questions about how to install the your hard fix stuff. (4GB Fix)
1. Do I install the 4GM fix into the stock sh3 before I add the GWX3.0 files?
or
2. Do I install the 4GM fix to SH3GWX? (meaning I installed GWX3.0 to my stock SH3)

Thank you and I apologize for intruding your privacy.

Clay Reynolds

ivanov.ruslan
05-09-18, 11:36 AM
Hi, CTU Clay
4 GB patch has included in H.s.i.e patch,
i.e first install clean sh3,than GWX and finaly H.s.i.e patch,which contains 4 GB fix, in the menu options selector
http://www.subsim.com/radioroom/showpost.php?p=2408007&postcount=15

Regards :up: