View Full Version : [WIP] Mega-Mod for SH5
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Capt Sinbad
01-11-11, 07:07 AM
Sinbad, are you going to where the contact is when you recived the report of their location or are you going to where the reported contact should be after the traveling time is factored in? It might seem like an odd question but I know befor I figured out how to run the numbers and get the intercept point I had a hell of a time finding targets.
Hi Dissaray
I see the icon on the map and then i race across to where i will dissect it known path. When i arrive i set about listening for hours on end for any targets and nothing appears...didnt have this trouble finding targets before.
Poacher886
01-11-11, 12:11 PM
First of all it should be:
Silenthunter5 / MODS
Every time you make a change to a mod you should unload and reload it.
Sorry, my mistake, it is Silenthunter/MODS....but does'nt work. So are you saying i need to de-activate Patch1, then de-activate the Core Mega-mod, then make the changes as i did, then re-activate both?
@Those, promoting the Anti-lag patch....what do you sacrifice to get higher fps then?? otherwise how does it work?
Poacher886
01-11-11, 12:18 PM
Interesting that some people are experiencing such low rates. I am running everything at maximum settings and only on occasion see my frames drop into the 20s Usually they are between 30 and 45 depending on where I am looking.
System specs
E8400 @3.732Ghz
8Gb RAM
2x GTX 260c216 in SLI clocked at 712/1512/1188 (core,shader,ram)
Creative x-fi xtremegamer with 5.1 surround sound.
Acer 23.6" monitor running @2048x1152
I have seen people with better configurations posting lower frames at lower resolution than I run. I wonder what is going on with them. One note is I do not run high AA (or usually AA at all) because at this higher resolution the gain is sometimes nominal (almost unnoticeable).
Firstly, how is your Acer 23.6 monitor running @2048x1152...this surely is not its native res more like a 30" monitor! and changing res on a TFT screws the picture!
Secondly, AA has a massive effect on FPS, i have no doubt i would be getting 60+FPS in harbour id i took the AA down from max.
Infact, i might knock it down a notch as the game is using all my 1280mb of video memory, and the switch back and forth to system memory is, i think causing that stutering effect sometimes when viewing from external camera!!
In all fairness, after treating myself to a 24" IPS monitor and GTX570 just for this game and Totalwar, im a bit gutted that in both games i run out of video memory if above 4xAA....i cant work the AA control out in SH5, there is five stages???? whats the fifth stage for? 10xAA ??
oscar19681
01-11-11, 12:47 PM
I dont understand how to install the patch. can someone help me out please?
Do i need to put the stuff in the patch in the mod enablers as wel? I,m puzzeled.
Trevally.
01-11-11, 01:03 PM
Hi Oscar
What you need to do is:-
uninstall main mod using JSGME
Copy mod folder from the patch file
Paste it in your sh5 mod folder.
It will ask about merging folders - say yes
It will ask about replacing files - say yes
Re-install main mod (it is now patched)
:up:
titidinca
01-11-11, 01:13 PM
BIG Problem :
when I'm under water can not mark target! Lock-break does not work ( though it is enabled to appear ) and target can not mark with the key space! :damn:
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_2
nVidia missing lights
Shadow Improvement ModLR
sobers base fog mechanics for SH5 V1
Enhanced FunelSmoke_by HanSolo78
Open_Horizons
NewUIs_TDC_6_3_0_jimimadrids_map_tools
NewUIs_TDC_6_3_0_WWIIInterface_by_naights
NewUIs_TDC_6_3_0_No_contact_shapes_or_colors_no_co ntact_line
MRP_4_3_ratio
MRP 8x5 ratio
German U-Boat Hydrophone SFX
U-Boat Propulsion SFX
Unterseeboot II SFX
MightyFine Crew Mod 1.2.1 Alt faces
Speech fixes and additions (german version)
DBSM_Speech_1_0_4
NewUIs_TDC_6_3_0_Real_Navigation
NewUIs_TDC_6_3_4_Real_Navigation
oscar19681
01-11-11, 01:21 PM
To bad i installed the mod + patch and when starting new career i get a ctd before even getting into the bunker.
oscar19681
01-11-11, 01:34 PM
when starting a mission or career, I still ended up on the desktop with no error meltung
same here.
Poacher886
01-11-11, 01:49 PM
Hi Oscar
What you need to do is:-
uninstall main mod using JSGME
Copy mod folder from the patch file
Paste it in your sh5 mod folder.
It will ask about merging folders - say yes
It will ask about replacing files - say yes
Re-install main mod (it is now patched)
:up:
This has puzzled me aswell. When installing the first patch, i simply opened up Patch 1 folder, then opened up the MODS folder (in Patch 1) and copied Magnum_Opus Patch 1 into my SH5 MODS folder then enabled it .....it seemed to work despite not disabling the Main Magnum_OPus Mod first.!
However, with Patch 2, im puzzled because it contains a MOD folder like the other, but also has other files like "Nvidia missing lights" seperate to the MODS folder?
So do i install the contents of Patch2 MODS folder, and the "Nvidia missing lights" folder, or is it all contained in the Patch 2 MODS folder anyway?
My other query, is changing some of the user option. Do i need to de-activate all the mods (Magnum_Opus + Patches) then change options, then re-install, or do i need to remove the mods entirely out of JSGME altogether before changing and re-installing?
Capt.Warner
01-11-11, 01:57 PM
Sorry for being a bit random, but where is the length of the ship I select in the recognition manual, can't seem to find the darned length anywhere on the ship page. I need this length of the ship or else I won't be able to calculate speed accurately. :salute:
Poacher886
01-11-11, 02:23 PM
The only part of the Magnum_Opus mod im not likeing is "Dooms Decks", which i belive gives the wooden style deck to my boat.
How do i go about removing this? i cant seem to find the file, and what is the procedure.
Thanks
The only part of the Magnum_Opus mod im not likeing is "Dooms Decks", which i belive gives the wooden style deck to my boat.
How do i go about removing this? i cant seem to find the file, and what is the procedure.
Thanks
I too wanted to remove "Dooms Decks" and did it like this:
Before activating Magnus Opus delete the following files from folder data\Textures\TNormal\tex:
Uboat7A_deck.dds 1366 KB
Uboat7B_deck.dds 1366 KB
Uboat7C_deck.dds 1366 KB
Uboat7C41_deck.dds 1366 KB
Worked form me. :salute:
Danevang
01-11-11, 03:09 PM
is there a certain spot that it keeps CTDing at?
No, it seems rather ramdom. First time it was after hitting a Polish merchant, but second time I was just sailing alog near the mission objective mark. So I couldn't say what's causing it. :(
Did anyone else notice that the Uboat does not settle at the ordered depth? For example, when I order periscope depth (12 m) it stops at 10 meters, when I order 25 meters it stops at just 22, and when I order 50 meters it only dives at 45.
Is it a general behavior, or just a bad install of the mods (Magnum Opus + Patch 2 + a few sound mods)?
Trevally.
01-11-11, 03:15 PM
However, with Patch 2, im puzzled because it contains a MOD folder like the other, but also has other files like "Nvidia missing lights" seperate to the MODS folder?
So do i install the contents of Patch2 MODS folder, and the "Nvidia missing lights" folder, or is it all contained in the Patch 2 MODS folder anyway?
Just copy and paste it to your mods folder and enable with JSGME
or you can copy the folder called "data" from the lights folder and past into main mod folder - allow merging and overwritting.
You can always tell if a mod is ready to install by JSGME if it has a "data" folder when you open it.
My other query, is changing some of the user option. Do i need to de-activate all the mods (Magnum_Opus + Patches) then change options, then re-install, or do i need to remove the mods entirely out of JSGME altogether before changing and re-installing?
No you don't need too. copy options.py to desktop and make changes.
Then open from the mod folder \data\Applications and run the OptionsMigrater. this can be used time and again when updated change you option.py file
Poacher886
01-11-11, 03:53 PM
I too wanted to remove "Dooms Decks" and did it like this:
Before activating Magnus Opus delete the following files from folder data\Textures\TNormal\tex:
Uboat7A_deck.dds 1366 KB
Uboat7B_deck.dds 1366 KB
Uboat7C_deck.dds 1366 KB
Uboat7C41_deck.dds 1366 KB
Worked form me. :salute:
Just copy and paste it to your mods folder and enable with JSGME
or you can copy the folder called "data" from the lights folder and past into main mod folder - allow merging and overwritting.
You can always tell if a mod is ready to install by JSGME if it has a "data" folder when you open it.
No you don't need too. copy options.py to desktop and make changes.
Then open from the mod folder \data\Applications and run the OptionsMigrater. this can be used time and again when updated change you option.py file
Thanks guys, i'll have a play with this
Edit. Im needing some help with the OPtions migrater!...i've copied the options.py to desktop, adjusted as required, opened the OptionsMigrater, but im lost from there!, its an empty screen with the only option: File / "open old options". What do i do next?
Edit, I decided to remove all my save games and current campaign, and un-install all mods. Before installing again, i went into SH5/MODS/ Magnum_Opus 0.1/Menu/Options and changed the Uboat number + Captins name - saved.Then i removed the Dooms Decks files. I then re-installed all mods including Patch 2 and started a fresh campaign. I noticed three things:
1. Dooms Decks has gone ;)
2. I now have a strange lighting issue when moving up and down the conning tower (when you look up it goes dark, then light again when you look straight!) did'nt happen before Patch 2
3. The log book still say's U021 + TDW !!!!
Edit: My god, i finally sussed it....You go into Ubisoft/SH5/DATA not Ubisoft/SH5/MODS/ !!! at last ;)
col_Kurtz
01-11-11, 05:19 PM
Hi Oscar
What you need to do is:-
uninstall main mod using JSGME
Copy mod folder from the patch file
Paste it in your sh5 mod folder.
It will ask about merging folders - say yes
It will ask about replacing files - say yes
Re-install main mod (it is now patched)
:up:
Actually, I have a problem with adding the patch. Well Patch includes the Mods folder in the middle patch of the same name as the main Mod. In the Windows, there can`t be two folders with the same name in one of the selected folders C: \ Windows \ Root and Root, right? So I change the name of the folder, and then put them into a folder JSGME \ MODS. Turn on and if there is a warning about overwriting then I know that this is actually done.
Have look at this screen below...
http://naforum.zapodaj.net/thumbs/b91d814914af.jpg (http://naforum.zapodaj.net/b91d814914af.jpg.html)
And pop-up after click on the Enable Magnum_Opus_v0_0_1_Patch_2.0 renamed
Folder "data\Automation" has already been added by the "Magnum_Opus_v0_0_1" mod.
"ClimateZones.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"ClimateZones.tga" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"EnvColors_Polar.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"EnvColors_Polar_A.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"EnvColors_Temperate.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"EnvColors_Tropical.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"EnvColors_Tropical_A.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"Weather_Polar_A.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"Weather_Tropical.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"Weather_Tropical_A.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"menu.txt" has already been altered by the "Magnum_Opus_v0_0_1" mod.
Folder "data\Menu\Gui\Tutorial Images" has already been added by the "Magnum_Opus_v0_0_1" mod.
Folder "data\RadioMessages" has already been added by the "Magnum_Opus_v0_0_1" mod.
"Page Default Hud.py" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"Page layout.py" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"TheDarkWraithUserOptions.py" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"NOM_Ranger.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"NPL_C3Middleton.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"NPL_ConteVerde.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"NPP_QueenMary.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"Nrtw.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
"NVV.cfg" has already been altered by the "Magnum_Opus_v0_0_1" mod.
Folder "data\Tutorials" has already been added by the "Magnum_Opus_v0_0_1" mod.
"dialogs.tsr" has already been altered by the "Magnum_Opus_v0_0_1" mod.
Do not know if I make myself like I wanted. I use google translate.
col_Kurtz
01-11-11, 05:21 PM
There is already a mod for the sounds replaced by your mega mod...
Your megamod just uses the english version. see my mod list below (i have highlighted the mod that puts the german voices back).
Generic Mod Enabler - v2.6.0.157
[D:\Games\Simulator\SH5\MODS]
D3D_Anti Lag_101 <--- this really does work.
Unfortunately, not for me:-?
Trevally.
01-11-11, 05:50 PM
Edit. Im needing some help with the OPtions migrater!...i've copied the options.py to desktop, adjusted as required, opened the OptionsMigrater, but im lost from there!, its an empty screen with the only option: File / "open old options". What do i do next?
Next you select open old options, this will open a choice of where it is located.
Then select open new options, provide location.
Finally select migrate. This will copy all your settings from the old options to the new.
Try it - it is very easy to use:up:
col_Kurtz
01-11-11, 07:02 PM
Thanks guys, i'll have a play with this
Edit. Im needing some help with the OPtions migrater!...i've copied the options.py to desktop, adjusted as required, opened the OptionsMigrater, but im lost from there!, its an empty screen with the only option: File / "open old options". What do i do next?
Edit, I decided to remove all my save games and current campaign, and un-install all mods. Before installing again, i went into SH5/MODS/ Magnum_Opus 0.1/Menu/Options and changed the Uboat number + Captins name - saved.Then i removed the Dooms Decks files. I then re-installed all mods including Patch 2 and started a fresh campaign. I noticed three things:
1. Dooms Decks has gone ;)
2. I now have a strange lighting issue when moving up and down the conning tower (when you look up it goes dark, then light again when you look straight!) did'nt happen before Patch 2
3. The log book still say's U021 + TDW !!!!
Edit: My god, i finally sussed it....You go into Ubisoft/SH5/DATA not Ubisoft/SH5/MODS/ !!! at last ;)
D:\Games\Silent Hunter 5\MODS\Magnum_Opus_v0_0_1\data\Scripts\Menu\TheDar kWraithUserOptions.py
##################################### Ships Journal ##################################################
# ship's hull number
UboatHullNumber = "U-30"
# ship's captain name
UboatCaptainName = "Woflgang Luth"
Save as a .txt coded Unicode! Close and enable Mod:)
Do you need screen?;) For me working ok. My Kaleun, my Uboot.
OldFrenchy
01-11-11, 07:11 PM
Do I need to uninstall all my mods before I install the Magnum Opus mod?
Lewis Wingerter
01-11-11, 08:01 PM
I am using Magnum_opus . I am having trouble with the speed of my target. When I locked on I get the pointer and all my dials start moving but the ship speed go to zero. I noticed the problem before when I was using TDW UI 6.30. I deleted all mod and install Magnum- opus. Has anyone else had this trouble.
oscar19681
01-11-11, 08:06 PM
Can someone tell me why i get a ctd when starting a new career? It load after i click new career then i hear the sound of the bunker en then bam ctd. Mod was installed by the book plus patch. I double double checked but no luck.
9thinfSword
01-11-11, 10:17 PM
Did anyone else notice that the Uboat does not settle at the ordered depth? For example, when I order periscope depth (12 m) it stops at 10 meters, when I order 25 meters it stops at just 22, and when I order 50 meters it only dives at 45.
Is it a general behavior, or just a bad install of the mods (Magnum Opus + Patch 2 + a few sound mods)?
Yes, I also noticed that periscopes depth and snorkel depth where quite shallow also. When the boat is stationary depth is somewhat accurate but with some speed The boat raises (planes) a meter or two. the radar antenna sticks above the surface at PD and at snorkel the sail breaches the surface at speed. Not very stealthy.(Please fix DW:D) I don't have a CTD problem but since patch 2 The game locks up and freezes not sure why but I'm doing a clean install of SH5 to clear anything my mod soup left behind and my GPU driver a 250GTS is up to date also:06:. Might have screwed up the patch install not sure. I'll start fresh tomorrow.
Overall the mod is the best ever thanks to all who put effort into it and for Dark Wraith putting the pieces together seamlessly. It only gets better from here boys, good hunting:arrgh!:
NOTE: Magnum Opus now needs a bad A$$ logo or intro screen time to dust off photo shop
I don't have a CTD problem but since patch 2 The game locks up and freezes not sure why but I'm doing a clean install of SH5 to clear anything my mod soup left behind and my GPU driver a 250GTS is up to date also:06:.
What do you mean by locks up? If it's the infamous "display driver stopped responding and recovered" error, I found the best cure to it (I have a GTX 260) is to turn Triplebuffering on and switch the power scheme from Adaptive to Performance. Hope this helps:)
Can someone tell me why i get a ctd when starting a new career? It load after i click new career then i hear the sound of the bunker en then bam ctd. Mod was installed by the book plus patch. I double double checked but no luck.
This may help:
http://www.subsim.com/radioroom/showpost.php?p=1570810&postcount=458
Catfish
01-12-11, 03:08 AM
Hi,
i think he does not mean a ctd, the sim just stops in mid-game as if you hit the pause button - but you cannot wake it up again. Happened to me 3 times in 4 sessions. Sometimes right at the beginning, sometimes after roughly 30 minutes. It may be too graphically too demanding with the enhancemennts, especially when you are in harbour regions - will tone the graphic settings down and see ..
I It did not happen with the vanliia, and other mods - only after the OpusMagnum one - i hope we find why this happens, the mod is phantastic -
Greetings,
Catfish
Farinhir
01-12-11, 03:49 AM
What do you mean by locks up? If it's the infamous "display driver stopped responding and recovered" error, I found the best cure to it (I have a GTX 260) is to turn Triplebuffering on and switch the power scheme from Adaptive to Performance. Hope this helps:)
This is referred to as a TDR Error (Timeout Detection and Recovery) and is a windows issue most of the time. I have it also on some programs (even running stock clocks). If it happens I just shut down all 3d apps, turn off SLI (to reset clocks) and reactivate it again.
Now I stated that it is a windows issue most of the time, but that does not mean it is not able to be fixed through some troubleshooting. See THIS THREAD (http://forums.nvidia.com/index.php?showtopic=65161) for more information. (applies to both ATI and nVidia users)
Now they mention that if it is the GPU overheating you can use EVGA's precision tool. While I do not mind that tool for overclocking, it lacks in its ability to dynamically change the fan speed based on the temp of the GPU. For that reason I recommend RivaTuner (http://downloads.guru3d.com/RivaTuner-v2.24c-download-163.html) and THIS GUIDE (http://www.evga.com/forums/tm.aspx?m=3197&mpage=1&print=true) to set it up.
Now I would add one more piece of advice to that guide. I had an issue with my fan profiles not always loading at startup (not sure why) so I created schedule rules also. I setup that it would start each GPU fan's profile at start. Then I also set it up to start the fan profile on "hardware monitoring threshold event" and chose that the profile should launch in case my temp crosses 62C in an upward direction (getting hotter). By using this, rather than a constant fan speed, I am able to keep my fans at a nice an tame level while also keeping my temps below 65C (for the most part).
Just some tips to eradicate that TDR (somewhat).
titidinca
01-12-11, 06:44 AM
BIG Problem :
when I'm under water can not mark target! Lock-break does not work ( though it is enabled to appear ) and target can not mark with the key space! :damn:
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_2
nVidia missing lights
Shadow Improvement ModLR
sobers base fog mechanics for SH5 V1
Enhanced FunelSmoke_by HanSolo78
Open_Horizons
NewUIs_TDC_6_3_0_jimimadrids_map_tools
NewUIs_TDC_6_3_0_WWIIInterface_by_naights
NewUIs_TDC_6_3_0_No_contact_shapes_or_colors_no_co ntact_line
MRP_4_3_ratio
MRP 8x5 ratio
German U-Boat Hydrophone SFX
U-Boat Propulsion SFX
Unterseeboot II SFX
MightyFine Crew Mod 1.2.1 Alt faces
Speech fixes and additions (german version)
DBSM_Speech_1_0_4
NewUIs_TDC_6_3_0_Real_Navigation
NewUIs_TDC_6_3_4_Real_Navigation
nobody has had this problem? how the hell I mark the target? :(
I received this error: " UpdateDigitalClock exception ! "
oscar19681
01-12-11, 10:02 AM
This may help:
http://www.subsim.com/radioroom/showpost.php?p=1570810&postcount=458
Yes but this require,s you to enter the bunker en THEN save the career and restart the game. Since i get the ctd BEFORE i can get into the bunker its of no use to me. I also tried loading the newly created career , still ctd. Thanks anyway ill keep searching.
oscar19681
01-12-11, 10:04 AM
Hi,
i think he does not mean a ctd, the sim just stops in mid-game as if you hit the pause button - but you cannot wake it up again. Happened to me 3 times in 4 sessions. Sometimes right at the beginning, sometimes after roughly 30 minutes. It may be too graphically too demanding with the enhancemennts, especially when you are in harbour regions - will tone the graphic settings down and see ..
I It did not happen with the vanliia, and other mods - only after the OpusMagnum one - i hope we find why this happens, the mod is phantastic -
Greetings,
Catfish
Actually i do mean a CTD . I get it when starting a career before i can enter the bunker.
oscar19681
01-12-11, 10:06 AM
What do you mean by locks up? If it's the infamous "display driver stopped responding and recovered" error, I found the best cure to it (I have a GTX 260) is to turn Triplebuffering on and switch the power scheme from Adaptive to Performance. Hope this helps:)
Nope i just get kicked back to my desktop when starting a career before i enter the bunker. Doesnt seem to have anything to do with my graficscard. I dont get an error message , just a ctd.
I don't want to be too pushy, but really, did nobody encounter the problem I brought up in one of my previous posts?
In brief, the Uboat does not settle at the ordered depth. When I order PD (12 m) it stops at 10 meters, when I order 25 meters it stops at 22 a.s.o.
Do you have any idea how to fix this issue?
Oh, and at least one more skipper reported the same problem in this thread.
I don't want to be too pushy, but really, did nobody encounter the problem I brought up in one of my previous posts?
In brief, the Uboat does not settle at the ordered depth. When I order PD (12 m) it stops at 10 meters, when I order 25 meters it stops at 22 a.s.o.
Do you have any idea how to fix this issue?
Oh, and at least one more skipper reported the same problem in this thread. Hi! I have encountered that too but it hasn't been bugging :DL me that much (there are lots of other things that make me mad!). I don't know if it true or correct but in my mind it's because the machinery and the motors aren't that precise. So that you have to adjust the depth manually. It might be a real bug, but for me it's not that critical. At least not yet.
Right now I'm going crazy because manning/unmanning the guns by shortcut keys makes the boat surface again even though the keys aren't mapped to surfacing in any way :damn:. Ofcourse nothing happens, but to hear the lenghty sound clip for no reason isn't just right! (If somebody knows a fix please show me where to find it, couldn't find myself...).
I had a similar situation yesterday: Installed MO 0.0.1 plus patch 2 together with a couple of additional favourite eye & ear candy mods. Made certain adjustements to options.py (from my earlier options.py). I had CTDs upon starting (or continuing) a (new) campaign even before getting into the bunker. Thought maybe the reason was a sloppily adjusted options.py.:hmmm:
Took a fresh (virgin) version of MO patch 2's options.py and, instead of applying earlier settings with the OptionsMigrator, I took a previously well working options.py with my favourite settings, and opened it together with the virgin options.py (from patch 2) in Winmerge. In Winmerge it was ever so easy to compare both file versions, to pinpoint the differences and thus to transfer my favourite settings. This way I made sure that the new adjusted options.py was clean from sloppy errors like possibly in the earlier CTD version. Indeed, with this 'new' options.py adjusted with Winmerge, there were no more CTDs, and all has worked well. :yep:
Silent Steel
01-12-11, 12:23 PM
I don't want to be too pushy, but really, did nobody encounter the problem I brought up in one of my previous posts?
In brief, the Uboat does not settle at the ordered depth. When I order PD (12 m) it stops at 10 meters, when I order 25 meters it stops at 22 a.s.o.
Do you have any idea how to fix this issue?
Oh, and at least one more skipper reported the same problem in this thread.
Of course are you not alone!
This has randomly happened to me several times - not frequently.
Sometimes the sub seems to have a will of it's own. It simply decides to slightly change the ordered depth.
When ordering PD sometimes I get the 10 meters like you. Sometimes when i expect to reach PD and I go to the obs scope it sometimes barely reaches over the surface...
BUT if I then go directly from the obs to the attack scope it works normally.
This happens even at standard speed .
Something to keep in mind is that if your speed is very low (1-2 kn) the diveplanes cannot change the depth. They need at least about 4 knots to work effectively. :hmmm:
///
Poacher886
01-12-11, 12:30 PM
I would like to able to dim all the UI to a point were its just visable. Silent hunter games have always been plagued with not being able to see Sh** at night due to, to much light around the screen and scope.
Given most attacks are at night, its absolutely vital to be able to see as clearly as possible, and having a brightly lit UI is just not needed ever. The Moded speed / range etc rings around the scope are so intrusive to my picture, its put me of attacking at night at all!
Ps. im using a spanking new HP ZR24W IPS monitor.
If theres not a mod, is there anyway i can adjust the UI brightness?
Thanks
Bungmiester
01-12-11, 12:34 PM
Bugs
1, The supermark key C on the nav map is also used to toggle the compass and rudder angle Gauges.
2, Keep getting annoying radio messages every hour about a periscope being sited or enemy sub at logitude BLah de BLah latitude Blah de Blah. Can I disable this some how?
3, When I torped a merchant ship and it blew up and caught fire, i now have a strange red colour floating above the ship and on the ships water line, it disappeared when the ship sank, using standard shadows, as steel vikings shadows are a real framrate killer for me. Is this something to do with enviroment mod or TDW FX MoD.
But very impressive stuff here, thanks for all the hard work:yeah:
sys spec,
win xp
4gig of Ram
nividia GTX 460
Poacher886
01-12-11, 12:37 PM
D:\Games\Silent Hunter 5\MODS\Magnum_Opus_v0_0_1\data\Scripts\Menu\TheDar kWraithUserOptions.py
##################################### Ships Journal ##################################################
# ship's hull number
UboatHullNumber = "U-30"
# ship's captain name
UboatCaptainName = "Woflgang Luth"
Save as a .txt coded Unicode! Close and enable Mod:)
Do you need screen?;) For me working ok. My Kaleun, my Uboot.
"Save as a .txt coded Unicode! Close and enable Mod:)"
Oh, I've opened the user options in notepad, and just saved! i don't even know how to save as '.txt coded Unicode' ??
Also i edited the user options in SH5/data not MODS....seemed to work though!
oscar19681
01-12-11, 01:43 PM
Still no solution for the ctd upon starting a fresh career huh? Well it still a beta afterall. But what puzzels me is that so many people dont encounter the problem at all. Well at least not when starting a fresh career that is.
Right now I'm going crazy because manning/unmanning the guns by shortcut keys makes the boat surface again even though the keys aren't mapped to surfacing in any way :damn:. Ofcourse nothing happens, but to hear the lenghty sound clip for no reason isn't just right! (If somebody knows a fix please show me where to find it, couldn't find myself...).
Rongel, you probably have a Scandinavian keyboard like myself. I earlier have had various kinds of problems and oddities when trying various ready made keyboard mods to accomodate key command shortcuts and functions to my liking. In the end I decided to make my own keyboard mod, ie. Commands.cfg and F1 help files, that requires a few key settings in TDW's options.py to work correctly. All sounds are perfectly in line with all commands, using Winkelmander's DBSM 1.05 and Karl Koch's Speech Fixes and Additions (German version). With my keyboard mod there are no problems like yours. In case of interest we could PM each other... :know:
Catfish
01-12-11, 01:56 PM
Hello,
i have read some of the posts, however some of the mods do not seem to activate.
I have activated the OpusMagnum mod with patch 2, along with "Grossdeutscher Rundfunk! and finally Trevally's "tell me the range and AOB" mod all in harbour even before starting a campaign.
And there are some strange occurrences:
At one time the officers galore did not appear, at another time the button array at the upper right side was missing (Early campaign and Gibraltar mission).
At another time the round compass did not show up when clicking on the "slide compass" at the lower left, but it did after reloading the saved game ..
The depth ordered will not be reached (read this above, also happens to me - minor problem, but ..)
The RAOBF wheel and all this stuff does not show up - i thought it was included in the MagnumOpus mod (?)
Also i never found out the Trevally's "Tell me range and AOB" mod in the game.
Maybe this because placing the OpusMagnum mod in the mod directory installed by JSGME, but there are tons of subdirectories each with mod/data directories below it again :o
So i will have to shift those one directory up, and then enable them each with JSGME ? But in which order, or doesn't it matter ? I am really confused, there are so much readme files in one mod alone with pages of information - i am losing the overview lol ;)
Thanks and greetings,
Catfish
Poacher886
01-12-11, 02:03 PM
Still no solution for the ctd upon starting a fresh career huh? Well it still a beta afterall. But what puzzels me is that so many people dont encounter the problem at all. Well at least not when starting a fresh career that is.
Yea i got the CTD when starting my first carreer with the game + MOd, what you do, is click on the Ubisoft icon in your tray and it takes you straight back to where you were!!! no problems since then!
On a side note...what is "Super marks"
Poacher886
01-12-11, 02:14 PM
While wizing through the user options im sure i came across an option that said..
"Crush depth = 150"
To the best of my knowledge, one thing i really liked about past SH games was when you started a new career, your boat was given an individial crush depth, based of course on approx real depths...this was great because you never really knew at what depth each of your boats could dive to.
Am i to understand, this depth is fixed, and at 150m??
Church SUBSIM
01-12-11, 06:02 PM
TDW,
Really impressed with your work (along with a number of others that have been modding SHV, great job!)
I have noticed a lot of people still use my Church's 1.1 SHV Command Keys files ... if you so desire, please feel free to incorporate it into you mega mod. The honor would be mine.
On a side note ... can't thank you enough for the heads up on the following book (Python Programming for the Absolute Beginner, Second Edition by Michael Dawson (http://www.amazon.com/Python-Programming-Absolute-Beginner-Second/dp/1598631128))... it's a great read. Thanks!
Best regards,
Church
What do you mean by locks up? If it's the infamous "display driver stopped responding and recovered" error, I found the best cure to it (I have a GTX 260) is to turn Triplebuffering on and switch the power scheme from Adaptive to Performance. Hope this helps:)
Holy crap, I was having the same problem when starting a new career, the screen flashing back and forth until CTD and the Tripple Buffering did the trick!
Nvidia 9800 GTS
TDW, issue resolved for me....Thanks DCB
Edit: well maybe not, when I transition from bridge to tower to command room it starts all over again.
das numnutz
01-12-11, 07:16 PM
How does one know that this mod has successfully been installed? I used JSGME to enable it and started a brand new campaign but did not notice any changes to the UI or noticable game changes, albeit I only played a few minutes.
What should I look for after installing this mod? Any tell-tale signs its installed and working?
Also when installing the patch I get the following message from JSGME:
"Folder "MODS\Magnum_Opus_Scopes (do not enable - read)" has already been added by the "Magnum_Opus_0_0_1" mod.
"How_to_enable_a_scope_mod.txt" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data\Library" has already been added by the "Magnum_Opus_0_0_1" mod.
"cameras.cam" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data\Menu" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data\Menu\Gui" has already been added by the "Magnum_Opus_0_0_1" mod.
"Binocular.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data\Menu\Gui\Lay out" has already been added by the "Magnum_Opus_0_0_1" mod.
"RAOBFMiddle_attack.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
"RAOBFMiddle_obs.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
"RAOBFMiddle_UZO.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
"TBT_1024.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data\Menu\Skins" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data\Menu\Skins\G erman" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data\Menu\Skins\G erman\Gui" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\Arclight_MRP\MRP_4_3_ratio\data\Menu\Skins\G erman\Gui\Layout" has already been added by the "Magnum_Opus_0_0_1" mod.
"Periscope_Mask_1024_SH5.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
"Periscope_Mask_1024_SH5_OBS.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\emtguf_rework_scopes" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data\Library" has already been added by the "Magnum_Opus_0_0_1" mod.
"cameras.cam" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data\Menu" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data\Menu\Gui" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data\Menu\Gui\Layout" has already been added by the "Magnum_Opus_0_0_1" mod.
"RAOBFMiddle_attack.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
"RAOBFMiddle_obs.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
"RAOBFMiddle_UZO.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data\Menu\Skins" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data\Menu\Skins\Germa n" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data\Menu\Skins\Germa n\Gui" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_Scopes (do not enable - read)\stock\Stock_periscopes\data\Menu\Skins\Germa n\Gui\Layout" has already been added by the "Magnum_Opus_0_0_1" mod.
"Periscope_Mask_1024_SH5.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
"Periscope_Mask_1024_SH5_OBS.dds" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Automation" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Env" has already been added by the "Magnum_Opus_0_0_1" mod.
"ClimateZones.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
"ClimateZones.tga" has already been altered by the "Magnum_Opus_0_0_1" mod.
"EnvColors_Polar.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
"EnvColors_Polar_A.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
"EnvColors_Temperate.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
"EnvColors_Tropical.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
"EnvColors_Tropical_A.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
"Weather_Polar_A.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
"Weather_Tropical.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
"Weather_Tropical_A.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Menu" has already been added by the "Magnum_Opus_0_0_1" mod.
"menu.txt" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Menu\Gui" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Menu\Gui\Tutorial Images" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\RadioMessages" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Scripts" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Scripts\Menu" has already been added by the "Magnum_Opus_0_0_1" mod.
"Page Default Hud.py" has already been altered by the "Magnum_Opus_0_0_1" mod.
"Page layout.py" has already been altered by the "Magnum_Opus_0_0_1" mod.
"TheDarkWraithUserOptions.py" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NOM_Ranger" has already been added by the "Magnum_Opus_0_0_1" mod.
"NOM_Ranger.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NPC_Thetis" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NPH_Mauretania" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NPL_C3Middleton" has already been added by the "Magnum_Opus_0_0_1" mod.
"NPL_C3Middleton.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NPL_ConteVerde" has already been added by the "Magnum_Opus_0_0_1" mod.
"NPL_ConteVerde.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NPP_QueenMary" has already been added by the "Magnum_Opus_0_0_1" mod.
"NPP_QueenMary.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\Nrtw" has already been added by the "Magnum_Opus_0_0_1" mod.
"Nrtw.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NSC_SC497" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NTR_Rawalpindi" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sea\NVV" has already been added by the "Magnum_Opus_0_0_1" mod.
"NVV.cfg" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\SingleMissions" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Sound" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\Tutorials" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\UPCDataGE" has already been added by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\data\UPCDataGE\UPCLocaliza tion" has already been added by the "Magnum_Opus_0_0_1" mod.
"dialogs.tsr" has already been altered by the "Magnum_Opus_0_0_1" mod.
Folder "MODS\Magnum_Opus_v0_0_1\Documentation" has already been added by the "Magnum_Opus_0_0_1" mod.
"Magnum_Opus_v0_0_1.txt" has already been altered by the "Magnum_Opus_0_0_1" mod."
This is on a completely fresh, new install of a Steam version of SH5.
rascal101
01-12-11, 08:00 PM
OK I seem to have loaded this new Mega Mod successfully, I not all the changes in map colours and ports, etc
However there seems to be a problem - I set sail and get a little out of Wilhelmshaven, as soon as my boat hits deeper waters just outside the port I get a CTD - this is duplicated each time so there is a real problem.
It could be a problem with the Enviro mod as I remeber problems with Mr W Clear's mod before, some wrong or illegal colours - can any one confirm and is there a fix for this in the megamod
Regards
Rascal
Edit: well maybe not, when I transition from bridge to tower to command room it starts all over again.
I think it has more to do with the power scheme used by the card. It kind of "cuts" the power ingame. Switch it to "performance" in the NV control panel, which always maxes the amount of power used by the card, and you'll never hear of that error again.
Silent Steel
01-13-11, 01:24 AM
"Save as a .txt coded Unicode! Close and enable Mod:)"
Oh, I've opened the user options in notepad, and just saved! i don't even know how to save as '.txt coded Unicode' ??
Also i edited the user options in SH5/data not MODS....seemed to work though!
When you are done editing the .txt file and wants to save it -
1. Select "Save as" in the Archive menu
2. Another window opens up
3. At the bottom to the right you see a button named "Save"
4. To the left of the "Save" button is another button named "Code"
5. Select the coding of your choice (Unicode)
6. Press "Save"
That's it :salute:
But what do you mean by "user options in SH5/data not MODS"?
As far as I know there should not be an options file.
Do you really have a "TheDarkWraithUserOptions.py" file there?
//
Rongel, you probably have a Scandinavian keyboard like myself. I earlier have had various kinds of problems and oddities when trying various ready made keyboard mods to accomodate key command shortcuts and functions to my liking. In the end I decided to make my own keyboard mod, ie. Commands.cfg and F1 help files, that requires a few key settings in TDW's options.py to work correctly. All sounds are perfectly in line with all commands, using Winkelmander's DBSM 1.05 and Karl Koch's Speech Fixes and Additions (German version). With my keyboard mod there are no problems like yours.Sent you a PM! Of course some other poor Scandinavian with strange keyboard behaviour could use your help too! :)
Hi Loving this mod wel done,:yeah: one thing. can't get Trevally: Trevally Harbour & Kiel Canal Pilot v2.4 to work :nope:
help plesae
dem:arrgh!:
Trevally.
01-13-11, 04:26 AM
Hi Loving this mod wel done,:yeah: one thing. can't get Trevally: Trevally Harbour & Kiel Canal Pilot v2.4 to work :nope:
help plesae
dem:arrgh!:
Hi Dem
Can you give me more info:-
Have you used it before.
Does it show up in the automation screen.
Etc
Thanks:up:
oscar19681
01-13-11, 05:38 AM
Yea i got the CTD when starting my first carreer with the game + MOd, what you do, is click on the Ubisoft icon in your tray and it takes you straight back to where you were!!! no problems since then!
On a side note...what is "Super marks"
Not sure what you mean by clicking on the ubisoft icon in your tray. I cant remember seeing any ubisoft logo whatsoever after i crash to desktop.
What do you mean with " super marks"
James Cook
01-13-11, 10:11 AM
hi guys.
my game freezes randomly when im in dialog with crewmembers. installed the mod, then applied patch 2 in port.
mods: opsMag(patched->2);remove shadows; acs5.0; aildeckwave1.0; dbsm music1.5; free cam tweak1.1, open horizon; reduced mission ton; keyboard german 0.6.. any thoughts?
is there a simple way to get back to stock special abilities. :88)
regards.
Cpt. Komarsky
01-13-11, 10:20 AM
I have no idea how to instal patch 2! :o OK I copied main mod Magnum opus in my MODS folder. Now i want to instal patch so there are folders: Anti-Lag, Maps, MODS, NVidia missing lights, Shadows, Text. If i open MODS there is again folder Magnum Opus but i can not copy it in my MODS folder because patch folder have the same name as main s.mod and i dont want to overwrite it. Do i need to copy every single file from patch in main s.mod or...?
I have no idea how to instal patch 2! :o OK I copied main mod Magnum opus in my MODS folder. Now i want to instal patch so there are folders: Anti-Lag, Maps, MODS, NVidia missing lights, Shadows, Text. If i open MODS there is again folder Magnum Opus but i can not copy it in my MODS folder because patch folder have the same name as main s.mod and i dont want to overwrite it. Do i need to copy every single file from patch in main s.mod or...?
Just rename the patch folder (put P2 on the end) and copy to mods folder, then apply with JSGME.
Cpt. Komarsky
01-13-11, 10:59 AM
Just rename the patch folder (put P2 on the end) and copy to mods folder, then apply with JSGME.
:yeah: of course! the name of the folder is not important! :oops: thank you!
henriksultan
01-13-11, 11:31 AM
Yeay finally a mega mod :D downloading now and thanks for all the hard work!
hi guys.
my game freezes randomly when im in dialog with crewmembers. installed the mod, then applied patch 2 in port.
mods: opsMag(patched->2);remove shadows; acs5.0; aildeckwave1.0; dbsm music1.5; free cam tweak1.1, open horizon; reduced mission ton; keyboard german 0.6.. any thoughts?
is there a simple way to get back to stock special abilities. :88)
regards.
Hi,
- aildeckwave1.0 unnecessary imho, as Magnus Opus with patch 2 has the best seawaves already (several related mods incorporated)
- free cam tweak1.1 not necessary imho, better free view already incorporated by TDW, 2nd icon from left in camera bar center top of screen
- keyboard german 0.6 probably not compatible with MO/TDW's UI mod, which uses stock Commands.cfg.:nope: Must make sure not to conflict with TheDarkWraithUserOptions.py. I have fixed that in my very own German keyboard mod with F1 help displays with German key texts. Even Function key commands work.:up:
Ruby2000
01-13-11, 01:08 PM
Hi ustahl,
are you the same member in the SH5-Forum?
Have you already cheched my german keyboard mod?
I think, I have a little problem with the german key-mod and MO/TDW.
@TDW
This is really a Mega-Mod :yeah: Thanks!
regards.
Poacher886
01-13-11, 01:20 PM
Not sure what you mean by clicking on the ubisoft icon in your tray. I cant remember seeing any ubisoft logo whatsoever after i crash to desktop.
What do you mean with " super marks"
Hi.
Im not saying this is the answer to your problem, but, after loading patch 2 and firing up SH5, it took me to the title screen, where i started a new campaign, no sooner had i appeared in the Sub-pen, it CTD...i looked in my tray at the bottom of my screen (where you find the 'Start' / Shutdown etc) and the Ubisoft logo of the internet connection starter was there. clicking on it, sent me straight back to the Pen, where everything has worked since then!
As for 'Super marks', its a map tool whivh im not aware off its use...i.e. not related to your posts.
Poacher886
01-13-11, 01:27 PM
When you are done editing the .txt file and wants to save it -
1. Select "Save as" in the Archive menu
2. Another window opens up
3. At the bottom to the right you see a button named "Save"
4. To the left of the "Save" button is another button named "Code"
5. Select the coding of your choice (Unicode)
6. Press "Save"
That's it :salute:
But what do you mean by "user options in SH5/data not MODS"?
As far as I know there should not be an options file.
Do you really have a "TheDarkWraithUserOptions.py" file there?
//
Thanks for the heads up.
Before we start im using W7 x64 incase that makes a difference, but yea, i altered the userOptions file in C/Ubisoft/SH5/MODS/MAgnum_Opus/scripts/useroptions, opened as notepad and saved the same, which made no difference, then i tried doing the same with Patch 1 userOptions file and then patch 2, all of which did nothing!!
As a last bid i looked in C/Ubisoft/SH5/data/scrips/menu/optionsfile and altered there...bingo, all changes are in-game!
The only problem is when i install the next patch if there is one, i might have to go through all the changes (of which there are now many) again.
James Cook
01-13-11, 01:30 PM
Hi,
- aildeckwave1.0 unnecessary imho, as Magnus Opus with patch 2 has the best seawaves already (several related mods incorporated)
- free cam tweak1.1 not necessary imho, better free view already incorporated by TDW, 2nd icon from left in camera bar center top of screen
- keyboard german 0.6 probably not compatible with MO/TDW's UI mod, which uses stock Commands.cfg.:nope: Must make sure not to conflict with TheDarkWraithUserOptions.py. I have fixed that in my very own German keyboard mod with F1 help displays with German key texts. Even Function key commands work.:up:
ok. but any suggestions about the freezes? do u think it has something to do with the mod-order? need help!:damn:
Hi,
For editing TheDarkWraithUserOptions.py and other configuration files I propose to use the free ConTEXT editor (http://www.contexteditor.org/), which you can easily set to specially edit Pyhton (.py) files. It is much clearer to use and no ANSI/Unicode hassle like with Notepad.
After trying it one time I never went back to edit .py flies with Notepad. :yep::know:
ok. but any suggestions about the freezes? do u think it has something to do with the mod-order? need help!:damn:
It might be helpful if you'd post the exact & complete activated mod list from JSGME. Tasks... export activated mod list... to clipboard and past here. Also any additional info if/what changed inside any mod from its original mode.
Edit.:
Re stock abilities: I don't remember them to have worked properly, and I didn't like the stock layout anyway (eg. WASD etc.), so I made my own key mod, which works with TDW/MO as I want it to, including F-keys.
Hi ustahl,
are you the same member in the SH5-Forum?
Have you already cheched my german keyboard mod?
I think, I have a little problem with the german key-mod and MO/TDW.
regards.
Hi Ruby,
Yes, that's me allright - we've met on the other side (im Jenseits :har:)!
And yes, I've tried your German key-mod last autumn, but due to discrepancies with TDW's UI mod, I used that as a basis for making my own key-mod "Tastatur_SIA_1.1_De", which I also infused to the SIA megamod on the other side, maybe you remember?
I've made it v.1.2 since, and I'm using it with TDW/MO without any problem.:up:
Machen wir hier weiter, oder im Jenseits?:D
Capt Sinbad
01-13-11, 04:53 PM
where is the link to patch 1?
Link to Patch 1 must be deleted by TDW when he post the Patch 2 in the first post.
col_Kurtz
01-13-11, 06:11 PM
Hi,
For editing TheDarkWraithUserOptions.py and other configuration files I propose to use the free ConTEXT editor (http://www.contexteditor.org/), which you can easily set to specially edit Pyhton (.py) files. It is much clearer to use and no ANSI/Unicode hassle like with Notepad.
After trying it one time I never went back to edit .py flies with Notepad. :yep::know:
Yeah. It`s great. Highlited words - values. Very usefull. Thank you:salute:
+5 more torps:yeah:
col_Kurtz
01-13-11, 06:17 PM
Thanks for the heads up.
Before we start im using W7 x64 incase that makes a difference, but yea, i altered the userOptions file in C/Ubisoft/SH5/MODS/MAgnum_Opus/scripts/useroptions, opened as notepad and saved the same, which made no difference, then i tried doing the same with Patch 1 userOptions file and then patch 2, all of which did nothing!!
As a last bid i looked in C/Ubisoft/SH5/data/scrips/menu/optionsfile and altered there...bingo, all changes are in-game!
The only problem is when i install the next patch if there is one, i might have to go through all the changes (of which there are now many) again.
For this is OptionsMigrater, small program from TDW. You should DL with MODs from TDW.
How to use this, I`m not sure because I`m using my hands. I know and I remember what I want to change in .py:salute:
Localization for OptionsMigrater:
D:\Games\Silent Hunter 5\MODS\Magnum_Opus_v0_0_1\data\Applications
http://www.subsim.com/radioroom/showpost.php?p=1572128&postcount=515
Anyway... This is the WIP (Work In Progress) so this is only way we can try if these changes give us something or not. One man is not able to check everything himself.
I hope this little help you - OptionsMigrater I mean:)
Capt Sinbad
01-13-11, 07:04 PM
Link to Patch 1 must be deleted by TDW when he post the Patch 2 in the first post.
don't you require patch 1 if you patch with 2?
don't you require patch 1 if you patch with 2?
No. Enough patch 2.
Capt Sinbad
01-13-11, 07:40 PM
No. Enough patch 2.
cheers
I started a new carrier with this mod(only this mod installed), and I ordered periscope depth in the Atlantic(by clicking the button on the left) to my suprise the periscope depth was only 8 meters and the Bridge stayed over water :o
I also have too much "micro-stutters" while playing with this mod. The motion of the boat is not smooth, it's constantly lagging a bit. Anyone knows a solution?
Other than that, great job starting a mega mod :)
Outstanding work, DarkWraith! Already downloaded this and now I'm installing SHV again. Don't have to spend two days installing the mods now :yeah:.
TDW,
Really impressed with your work (along with a number of others that have been modding SHV, great job!)
I have noticed a lot of people still use my Church's 1.1 SHV Command Keys files ... if you so desire, please feel free to incorporate it into you mega mod. The honor would be mine.
On a side note ... can't thank you enough for the heads up on the following book (Python Programming for the Absolute Beginner, Second Edition by Michael Dawson (http://www.amazon.com/Python-Programming-Absolute-Beginner-Second/dp/1598631128))... it's a great read. Thanks!
Best regards,
Church
Agreed, I still use church's mod.....its great.
Hi Dem
Can you give me more info:-
Have you used it before.
Does it show up in the automation screen.
Etc
Thanks:up:
Yes it does show up it is all there,
i highlight it pass play and my sub just sits in the subpen
James Cook
01-14-11, 11:41 AM
omf++g! meanwhile i only installed magops+patch 2 over a clean version of sh51.2.
first: random freezes when in dialog with crewmembers
sec: random ctds
third: now i have some multi-lingual issues. english mixed with krautish.. tryed different mod combinations etc. im lost!:damn::wah::/\\chop
col_Kurtz
01-14-11, 11:47 AM
Leave the Kiel. Auto pilot off. Set my course. Moving the point course (dragging) and CTD at TCx64 - no good:/
Silent Steel
01-14-11, 12:48 PM
I started a new carrier with this mod(only this mod installed), and I ordered periscope depth in the Atlantic(by clicking the button on the left) to my suprise the periscope depth was only 8 meters and the Bridge stayed over water :o
I also have too much "micro-stutters" while playing with this mod. The motion of the boat is not smooth, it's constantly lagging a bit. Anyone knows a solution?
Other than that, great job starting a mega mod :)
Hi Erdem
To solve the lagging try this one: http://www.filefront.com/user/BadgerFinn (http://www.filefront.com/user/BadgerFinn)
Just follow the instructions, there are just two files to copy into:
C:\Ubisoft\Silent Hunter 5
The .cfg file is quite simple and the one where you set the values.
I suggest you try these settings:
RenderAheadLimit=2
FPSlimit=35
You can always try other settings if you like.
I think you'll be happy with it. :up:
marleymen
01-14-11, 03:39 PM
When I sink a ship the Messagebox normally said WEPS .. ship shunk.. bla bla bla.
Now it doesnīt writes anything in the messagebox or ship journal when I sink a ship. wich could be the problem?
Generic Mod Enabler - v2.5.0.150
[D:\Juegos\SH5\MODS]
Grossdeutscher Rundfunk
Ferocious Fire SFX
German U-Boat Hydrophone SFX
German U-Boat Watch Crew Routine SFX
German U-Boat Internal Routine SFX
Ambient Underwater SFX
U-Boat Ballast Tanks SFX
U-Boat Propulsion SFX
U-Boat Radio Room Telemetry SFX
German U-Boat Crew Language Pack
Unterseeboot II SFX
Magnum_Opus_v0_0_1
Church's SHV 1.01 Keyboard Commands v1.1
Original map colors
SD_MapCourseLine_big_arrows
MRP 85x48 ratio
Hi Erdem
To solve the lagging try this one: http://www.filefront.com/user/BadgerFinn (http://www.filefront.com/user/BadgerFinn)
Just follow the instructions, there are just two files to copy into:
C:\Ubisoft\Silent Hunter 5
The .cfg file is quite simple and the one where you set the values.
I suggest you try these settings:
RenderAheadLimit=2
FPSlimit=35
You can always try other settings if you like.
I think you'll be happy with it. :up:
Thanks, I'll try it :salute:
Is it possible to reduce the number of cables wich are reporting the spotting of a periscope.
With an timecompression over 512X i'm getting a cable every 2 seconds and they arrive faster than i can delete them.
Greetings
Empier
Montesky
01-14-11, 08:14 PM
Various errors when apply the "SH3Style" !!
I get some errors at starting the game, applyed the Magnum_Opus_v0_0_1 after edit the "TheDarkWraithUserOptions.py" enabling the SH3Style
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH3Style
i donīt use another enabled MOD...
Any idea ?
EDIT: uploading error photos
http://farm6.static.flickr.com/5087/5355442349_5a4b20b61a.jpg
http://farm6.static.flickr.com/5006/5356058468_c040780371.jpg
http://farm6.static.flickr.com/5088/5356058550_5631968bf5.jpg
http://farm6.static.flickr.com/5090/5355442583_09fa15d6cc.jpg
http://farm6.static.flickr.com/5287/5356058780_661895584e.jpg
TheDarkWraith
01-14-11, 08:37 PM
the first error is why you get the rest of them. Search for that error in the options file and you'll fix the problems. Did you edit the options file?
TheDarkWraith
01-14-11, 08:38 PM
Is it possible to reduce the number of cables wich are reporting the spotting of a periscope.
With an timecompression over 512X i'm getting a cable every 2 seconds and they arrive faster than i can delete them.
Greetings
Empier
I'm updating the radio message feature with checkboxes that allow you to select which messages you want to receive. You are the captain after all and you decide what's important or not :yep:
PJMaybe
01-14-11, 08:48 PM
Apart from the oil slicks sticking up, the Magnum Opus seems to be working really well for me, thanks :salute:
A couple of questions: is there any way to select the depth you want to dive to on the default UI, I can only see the guage telling what depth you are at but no way to select a specific depth.
Also, is the file in there that can be edited to create hot keys for teleportation etc? And if so, which one is it pls?
Thanks for all your work on this, it's made the whole experience much more enjoyable!
Montesky
01-14-11, 08:58 PM
the first error is why you get the rest of them. Search for that error in the options file and you'll fix the problems. Did you edit the options file?
Not ! i only enable the SH3Style how instrunctions say, editing the TheDarkWraithUserOptions.py file
i use "Texpad" for edit this... maybe a fault ŋ? will be use standar notepad ?
PJMaybe
01-14-11, 09:07 PM
is there any way to select the depth you want to dive to on the default UI, I can only see the guage telling what depth you are at but no way to select a specific depth.
Forget that one... I've just found the tutorials :03:
Montesky
01-14-11, 09:21 PM
Various errors when apply the "SH3Style" !!
I get some errors at starting the game, applyed the Magnum_Opus_v0_0_1 after edit the "TheDarkWraithUserOptions.py" enabling the SH3Style
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH3Style
i donīt use another enabled MOD...
Any idea ?
FIXED !!!
surely any bad traslation when the edited file was saved with Texpad... reintalling the MOD, and edited them with standar "notepad" and game run without problem...
Thank TheDarkWraith !!!
now i can continue testing this great mod
PJMaybe
01-14-11, 09:28 PM
FIXED !!!
surely any bad traslation when the edited file was saved with Texpad... reintalling the MOD, and edited them with standar "notepad" and game run without problem...
Thank TheDarkWraith !!!
now i can continue testing this great mod
Can you tell me location for this file with the code for selecting UI is please?
Montesky
01-14-11, 10:31 PM
Can you tell me location for this file with the code for selecting UI is please?
C:.... /MODS/Magnum_Opus_v0_0_1/data/Scripts/Menu/here search the TheDarkWraithUserOptions.py file, open this with notepad...
#+++++++++++++ UI Style ++++++++++++++
# Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH3Style
Changue the bold text for the UI style you want
Silent Steel
01-15-11, 12:46 AM
As a last bid i looked in C/Ubisoft/SH5/data/scrips/menu/optionsfile and altered there...bingo, all changes are in-game!
The only problem is when i install the next patch if there is one, i might have to go through all the changes (of which there are now many) again.
Hi again Poacher
When you upgrade from one version of the Magnum Opus or NewUIs_TDC_x_x_x_ByTheDarkWraith to a later one (or from one patch to a later version) you should use the Migration Tool which you find in the Magnum Opus\data\Applications folder.
A quite straightforward and simple tool!
The reason to why you "lose" your previous settings is that even the patch has a new TheDarkWraithUserOptions.py and when you acivate the patch in JSGME the patch's new one overwrites the old one (i.e. with the settings you already have done) if you don't use the Migration Tool.
( Another useful software I've found handy is WinMerge. With this you can edit two files simultaneously, e.g. two versions of the UserOptionsfile. It even highlights differences between the two files. You can download it here: http://sourceforge.net/projects/winmerge/ (http://sourceforge.net/projects/winmerge/) )
I don't get what you are saying about your C/Ubisoft/SH5/data/scripts/menu/optionsfile. I have no such file... :hmmm:
AFAIK the file (where you make your settings for the Mod) is the TheDarkWraithUserOptions.py which is to be found in C:\Ubisoft\SH5\MODS\Magnum_Opus_v0.0.1\data\Scrips \Menu folder.
Could you please tell:
1. How you activate your mods?
2. What's the structure of the mods you use?
The structure of all mods must be:
"Mod's name"\data\
// Cheers
Silent Steel
01-15-11, 12:56 AM
where is the link to patch 1?
You don't need patch 1, just patch 2
//
Hi TDW
Just a few ideas, resulting from the test and TDC training missions I've played so far.
- Maybe you could implement some sort of delay or even randomness in the way ships spot the Uboat, because now, as soon as I raise the scope above water, every ship instantly reports 'periscope sighted.' This is uber, I think.
- As you're updating the radio message feature with checkboxes that allow selecting the messages to be received, maybe you could implement a random factor for you to receive the report. Say, a ship issues the 'Uboat sighted' report, but the radioman only has a - let's say - 15% chance to intercept it, based on his skill, if feasible.
- Most ships I torpedo blow up into a fireball instantly, at the first torpedo hit, and sink within 1 minute. Based on what I've read, this behavior was rather an exception than a norm. I don't know what should be done to make it more realistic, but perhaps toning down torpedoes would do the trick, allowing a certain random factor, or it's related to the ship cargo...
I repeat, this is just what I noticed after playing the test missions, so I wouldn't know if things go differently in campaign.
PJMaybe
01-15-11, 04:08 AM
Most ships I torpedo blow up into a fireball instantly, at the first torpedo hit, and sink within 1 minute. Based on what I've read, this behavior was rather an exception than a norm. I don't know what should be done to make it more realistic, but perhaps toning down torpedoes would do the trick, allowing a certain random factor, or it's related to the ship cargo...
I think the critical hits mod addressed this in some way, made the hits made by torpedoes and deck guns slightly more random in the amount of damage they did. Maybe it could be implemented into Magnum Opus? Or just activate it alongside the mega mod.
I don't know if it's possible, it's just an idea, but how would it be to receive The cables from the BDU with an ENIGMA-encrytion so you can decryt it with an ENIGMA-emulator like this one:
http://users.telenet.be/d.rijmenants/en/enigmasim.htm
Also you can implement a Codebook in the kinde of rec-book with the correct key for the enigma for ervery week or month of the mission.
I know it would be a lot of math-work but i think it's quite a cool thought.
Greetings Empier
Edit:
Here is a link for the codebook maker:
http://users.telenet.be/d.rijmenants/en/codebook.htm
Maybe you can run the Enigma emulator on an Notebook next to you. That would be real Kaleun-feeling.^^
I'm updating the radio message feature with checkboxes that allow you to select which messages you want to receive. You are the captain after all and you decide what's important or not :yep:
Looking eagerly forward to this much needed update - those seemingly irrelevant sub sighting messages from all over the seven seas are driving my U-Boot's complete crew nuts. :88) :doh:
No offence, though, apart from that I love it!:salute:
Hans Schultz
01-15-11, 02:17 PM
Looks like a fantastic mod! keep up the good work.
warlimont
01-15-11, 03:55 PM
my apologies beforehand if this has already been asked, but with some 600 replies and my level of laziness....
the tree for patch #2 is as follows:
magnum_opus_patch_2/anti-lag, maps, MODS, nvidia missing lights, shadows, text
should the above folder magnum_opus_patch_2 with all subordinated levels listed be added as is into jsgme?
or should the above MODS folder be opened first and only the following folder: magnum_opus_v0_0_1 be activated?
hope my above is clear.
thanks
Japimon
01-15-11, 04:27 PM
Hi!
This is really nice mod you have done! I like!
But: I have only playdel a little wtih this mod, and got a CTD by clicking the torpedoman in aft room.
And another thing is voices. I mean talking. Whenever I put the rudder to center, or chance the detonator mode of torpedoes, voice is repeated twice, and even in log it comes out twice. This could be fixed to the next patch if possible?
Then, does anyone know, if the Lite Campaing v2 is suitable to be played with megamod?
Thanks
Poacher886
01-15-11, 04:27 PM
Im having real trouble with this.
I cannot lock the periscope to the target??, i even switched on the "Lock/Break lock" function, which stated that it was locked, nope i could freely move the scope and the target just went straight through it!. On the Keyboard menu, it states "Spacebar" is lock, but this just invites an American on board to annoy me!.
Also, after Making an ID on a target, there was noware in the manual to select it as a target, thus how does the stadimeter know what the mast height of the target is??
And while im on it..switching to the RAOFA something (outer rings) gives me complete loss of scope control, thus no sooner have i tried to read anything, the targets out of view!!
Seriously, i need some guidence here, as im finding it pointless looking for targets.
Thanks
Edit: One more thing, what happened to the sonar man and Watch crew....the Sonar man reports in silence to your message box, so i have to keep looking at it to see if there is a contact found, though he's so poor at his job, i cant trust him anyway, as for the watch crew, i surfaced 4000m away from a target, they said absoulutely nothing, but when i asked for nearest visual contact, he was more than happy to tell me about it!??
THE_MASK
01-15-11, 04:58 PM
Im having real trouble with this.
I cannot lock the periscope to the target??, i even switched on the "Lock/Break lock" function, which stated that it was locked, nope i could freely move the scope and the target just went straight through it!. On the Keyboard menu, it states "Spacebar" is lock, but this just invites an American on board to annoy me!.
Also, after Making an ID on a target, there was noware in the manual to select it as a target, thus how does the stadimeter know what the mast height of the target is??
And while im on it..switching to the RAOFA something (outer rings) gives me complete loss of scope control, thus no sooner have i tried to read anything, the targets out of view!!
Seriously, i need some guidence here, as im finding it pointless looking for targets.
Thanks
Edit: One more thing, what happened to the sonar man and Watch crew....the Sonar man reports in silence to your message box, so i have to keep looking at it to see if there is a contact found, though he's so poor at his job, i cant trust him anyway, as for the watch crew, i surfaced 4000m away from a target, they said absoulutely nothing, but when i asked for nearest visual contact, he was more than happy to tell me about it!??are you using TDW mega mod or TDW UI mod ? There is a lock target hud button with these mods . Dont trust the crew :nope:
Trevally.
01-15-11, 05:53 PM
Im having real trouble with this.
I cannot lock the periscope to the target??, i even switched on the "Lock/Break lock" function, which stated that it was locked, nope i could freely move the scope and the target just went straight through it!. On the Keyboard menu, it states "Spacebar" is lock, but this just invites an American on board to annoy me!.
Try tutorial - Manual_TDC_02_90deg_Salvo or How_to_use_speed_finder_feature
Also, after Making an ID on a target, there was noware in the manual to select it as a target, thus how does the stadimeter know what the mast height of the target is??
Try tutorial - Range_AOB_Practice or How_to_use_speed_finder_feature
And while im on it..switching to the RAOFA something (outer rings) gives me complete loss of scope control, thus no sooner have i tried to read anything, the targets out of view!!
Use follow target.
Seriously, i need some guidence here, as im finding it pointless looking for targets
You need to be patched to Magnum_Opus_Patch_2
PJMaybe
01-15-11, 06:03 PM
I've changed a few of the hot keys in the useroptions.py file and now I'm getting CTD when I start playing. At the menu I get this screen but I don't get an error message. I've checked the few edits I made and haven't used any keys I shouldn't have and have not duplicated any keys that were already in use (as shown on F1).
http://farm6.static.flickr.com/5287/5356058780_661895584e.jpg
TDW,
Pls have a look at the underwater view screenshot on http://forums-de.ubi.com/eve/forums?a=tpc&s=59010161&f=1151033738&m=1141044309&r=2981066409#2981066409, discussed over in the German UBI Forum. :o
That seems far too bright for a situation when light conditions above water are far darker, sun going down and sky filled with darkish clouds. I don't think it can be so much brighter below water than above. :hmmm:
Maybe it's the integrated SteelViking: SV&Com Underwater Mod, possibly in combination with W_clear's Environment 5.0.
I'm sure this can be fixed.:yep:
Akula4745
01-15-11, 07:11 PM
Question to anyone who can help - or TDW: Is travel mode disabled? Or have I not set something properly in the options file?
I have so many radio messages coming in that high TC to traverse any great distance is impossible... every few seconds you get snapped back to 1x - and this is WITH "travel mode" enabled.
How to fix? Please help...
Thanks in advance!
And many, many thanks to TDW for this fantastic compilation and the work it took to combine it!!! Thank you, The Dark Wraith.
Michal788
01-15-11, 08:07 PM
He thanks for this super MOD.:yeah:
I was waiting for years for this.
Where is the Donation button? ;)
Setting the Shadow Slider in the Graphics Options to half resolved my issue with the CTD and flashing load problems.
Going to do a full test run now..
Poacher886
01-15-11, 09:23 PM
are you using TDW mega mod or TDW UI mod ? There is a lock target hud button with these mods . Dont trust the crew :nope:
Im using Stock game with Mega-Mod + Patch2. And i see no 'Lock target' button unless im looking in the wrong place! i've got rid of the bloody XO and all his nonsence... apart from cluttering the screen, i'd rather figure out the solution myself!
@Trevally,thanks for your feedback, but is there a way i can read the answers to my issues without have to go through a tutorial!, or are the tutorials text based?
Basically the game + Mod is almost fantastic, but the following are really spoiling it for me......
1. As stated, the issues i have with locking target, not understanding how you input the Ship mast height from the ship manual to the TDC, and allowing movement one the "outer reticle rings" are present. (where do i find "Follow target"?
2. The weather reports allways say its either 0 wind or 14 wind! nothing in between. p.s dows rain exist in the game?
3. NO reports from the sonar man or Watchcrew!!!! this ones a biggy. The sonar man detects nothing and says nothing despite half a dozen targets being audiable. Yet if you ask him for nearest contact...he happily discovers it and writes it in your text box. The watch crew say nothing, except 3 minutes after i was strafed from two fighter aircraft with crew wounded, they kindly informed me that aircraft were sighted!.
4. "DIVE", "DIVE", DIVE".......now stop diving, no seriously stop diving....bang! Does the ruder amidship not level the boat, is there any way to level the boat without fumbling for the depth gauge?
4. Speed / depth control....i've read about this one before. Annoying but not a game killer.
5. "Battlestations"....not, where's the key for it?
6. "Nearest visual contact Watchman", yes Captin, its 27š and 132,000 KM away, really, i cant see it through my x7 UZO for S**t.!...oh and why did'nt you tell me you could see a ship then!
8. "Sonarman, give me estimate range to target",.. "i have no target",...Oh dont bother then.
Each to there own and all that, but for me these are problems with core elements of the sim, perhaps there is a solution for these and my lack of game time means im missing it, (I hope so)
either way, any guidence / help with the above would be vastly apreciated as there tarnishing an otherwise winner...and it does look good eh!
Michal788
01-16-11, 08:15 AM
Don't forget the hot soup mod. :arrgh!:
Poacher886
01-16-11, 10:58 AM
Hi again Poacher
When you upgrade from one version of the Magnum Opus or NewUIs_TDC_x_x_x_ByTheDarkWraith to a later one (or from one patch to a later version) you should use the Migration Tool which you find in the Magnum Opus\data\Applications folder.
A quite straightforward and simple tool!
The reason to why you "lose" your previous settings is that even the patch has a new TheDarkWraithUserOptions.py and when you acivate the patch in JSGME the patch's new one overwrites the old one (i.e. with the settings you already have done) if you don't use the Migration Tool.
( Another useful software I've found handy is WinMerge. With this you can edit two files simultaneously, e.g. two versions of the UserOptionsfile. It even highlights differences between the two files. You can download it here: http://sourceforge.net/projects/winmerge/ (http://sourceforge.net/projects/winmerge/) )
I don't get what you are saying about your C/Ubisoft/SH5/data/scripts/menu/optionsfile. I have no such file... :hmmm:
AFAIK the file (where you make your settings for the Mod) is the TheDarkWraithUserOptions.py which is to be found in C:\Ubisoft\SH5\MODS\Magnum_Opus_v0.0.1\data\Scrips \Menu folder.
Could you please tell:
1. How you activate your mods?
2. What's the structure of the mods you use?
The structure of all mods must be:
"Mod's name"\data\
// Cheers
Thanks Silent steel, i'll try to explain.
Activating Mods for me is as follows: I download the mod to desktop ( i like everything i download from the net to go to desktop where i can see it and delete it if necessary without having to hunt the Hard drive for it!), then using 7z i extract the files....to desktop!.
This is where i start to get confused normally, do i just copy/paste or drag the whole extracted folder into my mods folder or open it and move just the data files??? either way, i normaly suss it out and drag the selected files into.... C / Ubisoft / Silenthunter 5 / MODS.
From here, i open JSGME (which is on my desktop) and activate the mod. With the exception of the "Grossdeutscher Rundfunk" mod which i just added and cant get working (i've started a separate thread for this), the Mega-mod and patches have all worked fine.
Now for the user options changes that caused a pain in the rear. Going into the said folder C / Ubisoft / Silenthunter 5 / MODS, then into Magnum_Opus_v0_0_1 / data / scripts / menu / TheDarkWraithUserOptions, and opening it as notepad (which changed all files to notepad) i made my adjustments, this had no effect, i went into the same file in Patch 1 and Patch 2 with no effect.
So as a last ditch i skimmed through Ubisoft / Silenthunter 5 / data , and found the file "Scripts", in this is another file "Menu" and in that are all the same notepad style files from Magnum_Opus, it looks exactly the same as MODS / Magnum_Opus.! so i went to the TheDarkWraithUserOptions opened and made my changes, which do have the desired effect!! this is now where i make changes to my preferance.
Hope this helps
warlimont
01-16-11, 11:00 AM
am i right in presuming that the only way to acquire a target solution is manually in the mega-mod?
Silent Steel
01-16-11, 12:09 PM
Thanks Silent steel, i'll try to explain.
Activating Mods for me is as follows: I download the mod to desktop ( i like everything i download from the net to go to desktop where i can see it and delete it if necessary without having to hunt the Hard drive for it!), then using 7z i extract the files....to desktop!.
This is where i start to get confused normally, do i just copy/paste or drag the whole extracted folder into my mods folder or open it and move just the data files??? either way, i normaly suss it out and drag the selected files into.... C / Ubisoft / Silenthunter 5 / MODS.
From here, i open JSGME (which is on my desktop) and activate the mod. With the exception of the "Grossdeutscher Rundfunk" mod which i just added and cant get working (i've started a separate thread for this), the Mega-mod and patches have all worked fine.
Now for the user options changes that caused a pain in the rear. Going into the said folder C / Ubisoft / Silenthunter 5 / MODS, then into Magnum_Opus_v0_0_1 / data / scripts / menu / TheDarkWraithUserOptions, and opening it as notepad (which changed all files to notepad) i made my adjustments, this had no effect, i went into the same file in Patch 1 and Patch 2 with no effect.
So as a last ditch i skimmed through Ubisoft / Silenthunter 5 / data , and found the file "Scripts", in this is another file "Menu" and in that are all the same notepad style files from Magnum_Opus, it looks exactly the same as MODS / Magnum_Opus.! so i went to the TheDarkWraithUserOptions opened and made my changes, which do have the desired effect!! this is now where i make changes to my preferance.
Hope this helps
Hi
Sorry but I'm a bit short of time today. I'll get back to you tomorrow.
// Cheers :)
am i right in presuming that the only way to acquire a target solution is manually in the mega-mod?
Good question....
Also has anyone else noticed that once you open the dialog box with the XO in the attack periscope station, you can't close it again!!?
TheDarkWraith
01-16-11, 12:22 PM
Question to anyone who can help - or TDW: Is travel mode disabled? Or have I not set something properly in the options file?
I have so many radio messages coming in that high TC to traverse any great distance is impossible... every few seconds you get snapped back to 1x - and this is WITH "travel mode" enabled.
How to fix? Please help...
Thanks in advance!
And many, many thanks to TDW for this fantastic compilation and the work it took to combine it!!! Thank you, The Dark Wraith.
You give me a great idea about using travel mode for the squelching of the sub sighted radio messages :hmmm:
TheDarkWraith
01-16-11, 12:24 PM
am i right in presuming that the only way to acquire a target solution is manually in the mega-mod?
no. You can still do the align the dots if you want.
titidinca
01-16-11, 12:39 PM
when I'm under water can not mark target! Lock-break does not work ( though it is enabled to appear ) and target can not mark with the key spacebar! :damn: this just in campaign not in historical mission.......
I received this error: " UpdateDigitalClock exception ! "
TheDarkWraith
01-16-11, 12:45 PM
Good question....
Also has anyone else noticed that once you open the dialog box with the XO in the attack periscope station, you can't close it again!!?
yes you can. Click the 'never mind' entry
TheDarkWraith
01-16-11, 12:54 PM
when I'm under water can not mark target! Lock-break does not work ( though it is enabled to appear ) and target can not mark with the key spacebar! :damn: this just in campaign not in historical mission.......
I received this error: " UpdateDigitalClock exception ! "
download this: http://www.filefront.com/17803496/testing-error-message.7z/
extract it to your MODS folder and enable it after MO (it has to be the LAST mod you enable). You'll need to capture the dialog boxes that appear onscreen and either post them here or send them to me so I can figure out what's going on.
titidinca
01-16-11, 04:19 PM
download this: http://www.filefront.com/17803496/testing-error-message.7z/
extract it to your MODS folder and enable it after MO (it has to be the LAST mod you enable). You'll need to capture the dialog boxes that appear onscreen and either post them here or send them to me so I can figure out what's going on.
http://i592.photobucket.com/albums/tt1/titidinca/untitled.jpg :o
(http://i592.photobucket.com/albums/tt1/titidinca/untitled.jpg)
EgoApocalypse
01-16-11, 06:14 PM
Hey TDW, I was looking through the mod list. Sorry to put this out there with all the feed back your gettin form the Beta release.
Has there ever been mentioned or thought about putting life boats in the Mega-mod?
I might of missed the suggestion already. But just wanted to ask.
I havent DL the mod yet as I have to wait till I get back to my country. But from what I see and What Ive read I cant wait.
Great job to all Involved. I salute:salute:
rascal101
01-16-11, 06:31 PM
Hi TDW
Great Mod - have been using for a while now and have noticed a few issues some of which have been touched upon by others, just wondering if ytou can give an idea re any sollutions or possible update
OK CTD's - am getting seemingly random CTD's - I have correctly installed the mod and started a new career - is Sept 1939, I'm off the East Coast of the UK - have sunk four ships but been messed up by aircraft. With 56% damage I've decided to go home - so I put the game on 250 Time compression and head east.
After travelling about 200km's the CTD occurs - does not matter which direction I take - there is no indication or warning, jut bang and I'm at my desk top. Could be the old problem with WClear's Enviro Mod or some thing else - maybe even the fans or temperature on my machine - Any Ideas - see my activated mod list below.
Also - Since installing mega Mod I now have an odd mix of German and English - I prefer German - its a bit weird when I ask my sound man to listen for contacts and he replies in English - 'I have only ears for this Guy!' there are lots of other instances of this - another where someone says 'Running on both diesels' in English, doubly odd when your submerged!
Also with the Radio messages - Seems BDU is desperate to hear from U021 - the same request for a patrol update just keeps being repeated for months of game time - just gets repeated over and over in amongst all theother messages
Also I reinstalled OLD STYLE Explosions as the explosions and damage seems to have gone back to stock in the Mega Mod - so I put the Old Stylke Explosions back in and that seems to have cleared the problem
Any indication of an update or patch for this other wise brilliant mod?
Here is my list of activated mods, can you advise re any duplications or unnecassary mods:
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Open_Horizons
Wordeees' Actual Footage Menu V2
Milk
Loading Screens Mod 2.0
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
Old Style Explosions V1.1
German U-Boat Hydrophone SFX
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-Boat Watch Crew Routine SFX
Regards to all Subsimmers
Rascal
Akula4745
01-16-11, 08:14 PM
You give me a great idea about using travel mode for the squelching of the sub sighted radio messages :hmmm:
Excellent! I hope that great idea is productive, sir. Thanks again for all the hard work to produce something of this size and caliber. We owe you.
Also - Since installing mega Mod I now have an odd mix of German and English - I prefer German - its a bit weird when I ask my sound man to listen for contacts and he replies in English - 'I have only ears for this Guy!' there are lots of other instances of this - another where someone says 'Running on both diesels' in English, doubly odd when your submerged!
Here is my list of activated mods, can you advise re any duplications or unnecassary mods:
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Open_Horizons
Wordeees' Actual Footage Menu V2
Milk
Loading Screens Mod 2.0
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
Old Style Explosions V1.1
German U-Boat Hydrophone SFX
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-Boat Watch Crew Routine SFX
Rascal,
I use Capthelms SH5 Audio Mod + Touch up for Capthelm's Audio... and the spoken German is pure. No English at all.
I think this version includes the "Touch-up" : http://www.subsim.com/radioroom/downloads.php?do=file&id=1570
Also I reinstalled OLD STYLE Explosions as the explosions and damage seems to have gone back to stock in the Mega Mod - so I put the Old Stylke Explosions back in and that seems to have cleared the problem
I will try this... I had noticed a change in the explosions myself. Thanks Rascal.
Clay Fever
01-16-11, 09:04 PM
I am trying to enable the SHIII style GUI, and am a bit lost could someone help a dummy out? I cant find the correct file to edit.
And what is the correct way to apply the patch?
rascal101
01-16-11, 09:34 PM
Any One heard from TDW re the CTD's mod is great but cant seem to play for very long without the game just dies
Regards
Rascal
Excellent! I hope that great idea is productive, sir. Thanks again for all the hard work to produce something of this size and caliber. We owe you.
Rascal,
I use Capthelms SH5 Audio Mod + Touch up for Capthelm's Audio... and the spoken German is pure. No English at all.
I think this version includes the "Touch-up" : http://www.subsim.com/radioroom/downloads.php?do=file&id=1570
I will try this... I had noticed a change in the explosions myself. Thanks Rascal.
Montesky
01-16-11, 11:27 PM
....
Milk
Loading Screens Mod 2.0
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
Old Style Explosions V1.1
German U-Boat Hydrophone SFX
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-Boat Watch Crew Routine SFX
Regards to all Subsimmers
Rascal
The "Milk" mod is the enabling mod for Naval Bases ????
Please put here link for this :DL
TheDarkWraith
01-17-11, 01:00 AM
working on patch 3. Here's what patch 3 entails so far:
v0.0.4 - fixed bug of when essential controls scroll is enabled (True) and UIStyle is SH3Style or SH4Style the dials would remain visible until mousing into them when changing to another station, external cam, or another page
- fixed save/load bug of the ingame ship's journal
- updated Ship's Journal Editor application with changes from above
- added error handling code to attack,obs, and UZO scopes to catch possible error when calculating estimated torpedo impact time
- (SH5Enhanced style) fixed bug of tooltip missing in heading bar until user cycled heading bar from closed to expanded
- added a new user option that controls whether ship's radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformShipsRadioMessages)
- added a new user option that controls whether sub sighted radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformSubSightedMessages)
- added a new user option that controls whether BDU messages to your sub are displayed in the radio message box or not. Default value is enabled (True). (InformBDUMessages)
- added a new user option that controls whether unit destroyed radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformDestroyedMessages)
- added a new options box to the radio messages so that users can choose what type of radio messages they want to receive during their game
- radio messages of priority 0 that are to the player's sub are now colored medium red in their background when added to the radio message box
- added a new user option that defines the % chance that the radio operator will intercept radio messages. Default value is 50 (50%) (RadioMessagesInterceptChance)
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3552
Ruby2000
01-17-11, 02:47 AM
HI TDW,
working on patch 3. Here's what patch 3 entails so far:
GREAT :yeah:
Have you seen my PM?
We have create a german rec-manual as pdf-document.
If you like I can give the *_sil.dds files from all ships.
http://www.osibisi.de/developer/AndySites/sh5/Bismarck1.png
regards
Ruby2000
Silent Steel
01-17-11, 03:33 AM
I've changed a few of the hot keys in the useroptions.py file and now I'm getting CTD when I start playing. At the menu I get this screen but I don't get an error message. I've checked the few edits I made and haven't used any keys I shouldn't have and have not duplicated any keys that were already in use (as shown on F1).
http://farm6.static.flickr.com/5287/5356058780_661895584e.jpg
Hi PJ
I've had this a few times myself.
Eventually I understood that I made faulty entries in the options.py file when editing.
These entries can be of various kinds i.e. one too many space characters or one too few. Pay special attention to how you make your changes inte options.py file, not leaving anything out or adding something that shouldn't be there.
Especially I've made foolish things when choosing a HotKey (You know the ones with the square brackets).
Since it can be very tricky to find all the changes you've done in the options.py the best way to solve this is to start over with a new copy of the mod so I have simply:
1. Deleted the mod I've been trying to tweak (so you won't mix them up)
2. Extracted a new copy of the mod
3. Used the OptionsMigrater (this copies your previous settings in your old options.py to the new options.py file).
4. Make any changes you want to the new added options in the new options.py (In the new mod. Your old settings should by now be there) and press "SAVE AS" (This is the step where I've been clumsy!)
N.B. if you use Notepad for editing, the Notepad by default selects to save the options.py in .txt format!!
BEFORE SAVING
- Check at the bottom of the window where you find the "Format" field make sure you choose "All files".
- To the left of the "Save" button in the "Coding" field make sure it's "ANSI"
5. Press "SAVE"
6.Copy the mod and paste it into the C:\Ubisoft\Silent Hunter 5\MODS
The best way to avoid this is to use the OptionsMigrater tool!
You find it in every new version of the mod: C:\Ubisoft\Silent Hunter 5
\MODS\NewUIs_TDC_6_x_x_ByTheDarkWraith\data\Applic ations
Try it!
// :up:
Silent Steel
01-17-11, 03:40 AM
Can you confirm you've by mail got my menu.txt file? (Swedish translation)
I've sent it a few times and I haven't received any messages like the address being wrong so I figure it should have reached you.
//
working on patch 3. Here's what patch 3 entails so far:
v0.0.4 - fixed bug of when essential controls scroll is enabled (True) and UIStyle is SH3Style or SH4Style the dials would remain visible until mousing into them when changing to another station, external cam, or another page
- fixed save/load bug of the ingame ship's journal
- updated Ship's Journal Editor application with changes from above
- added error handling code to attack,obs, and UZO scopes to catch possible error when calculating estimated torpedo impact time
- (SH5Enhanced style) fixed bug of tooltip missing in heading bar until user cycled heading bar from closed to expanded
- added a new user option that controls whether ship's radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformShipsRadioMessages)
- added a new user option that controls whether sub sighted radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformSubSightedMessages)
- added a new user option that controls whether BDU messages to your sub are displayed in the radio message box or not. Default value is enabled (True). (InformBDUMessages)
- added a new user option that controls whether unit destroyed radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformDestroyedMessages)
- added a new options box to the radio messages so that users can choose what type of radio messages they want to receive during their game
- radio messages of priority 0 that are to the player's sub are now colored medium red in their background when added to the radio message box
- added a new user option that defines the % chance that the radio operator will intercept radio messages. Default value is 50 (50%) (RadioMessagesInterceptChance)
working on patch 3 - How about skipping patch 3 and 4 and calling this patch 5 - then both the Mega Mod and the UI mods are on the same number, might be less confusing for some people. Just a thought... Either way Keep up the good work TDW.
Capt Sinbad
01-17-11, 08:01 AM
Can you confirm you've by mail got my menu.txt file? (Swedish translation)
I've sent it a few times and I haven't received any messages like the address being wrong so I figure it should have reached you.
//
Silent Steel
I work with PJ and i will tell him you have tried to help him.
TheDarkWraith
01-17-11, 09:16 AM
Can you confirm you've by mail got my menu.txt file? (Swedish translation)
I've sent it a few times and I haven't received any messages like the address being wrong so I figure it should have reached you.
//
Patch 2 of MO and Patch 4 of NewUIs included the Swedish text. I have the new file you sent included in the newest patches that I'm going to release :up:
TheDarkWraith
01-17-11, 09:18 AM
HI TDW,
GREAT :yeah:
Have you seen my PM?
We have create a german rec-manual as pdf-document.
If you like I can give the *_sil.dds files from all ships.
http://www.osibisi.de/developer/AndySites/sh5/Bismarck1.png
regards
Ruby2000
You have an ingame rec manual that is viewable at any time. Are you not aware of it? It's called SOAN. You enable it by clicking the charts icon in the right side lower bar. You'll see a tab stick out from the left middle to left upper of your screen when you do. Drag that tab out and you have SOAN :yep:
Silent Steel
01-17-11, 09:32 AM
Patch 2 of MO and Patch 4 of NewUIs included the Swedish text. I have the new file you sent included in the newest patches that I'm going to release :up:
Roger that!
Though, I wanted to ask since I don't see it in my New UIs Patch #4 :06:
//
TheDarkWraith
01-17-11, 09:41 AM
Roger that!
Though, I wanted to ask since I don't see it in my New UIs Patch #4 :06:
//
you are correct :o I just looked in my archives and both MO patch 2 and NewUIs patch 4 didn't include the Swedish text :nope: It will be included in the next patches :yep:
Illyustrator
01-17-11, 09:42 AM
HI TDW,
GREAT :yeah:
Have you seen my PM?
We have create a german rec-manual as pdf-document.
If you like I can give the *_sil.dds files from all ships.
http://www.osibisi.de/developer/AndySites/sh5/Bismarck1.png
regards
Ruby2000
Ruby2000,You can transfer me these Files or this information on all ships!?;)
Ruby2000
01-17-11, 09:46 AM
Hi TDW,
You have an ingame rec manual that is viewable at any time. Are you not aware of it? It's called SOAN. You enable it by clicking the charts icon in the right side lower bar. You'll see a tab stick out from the left middle to left upper of your screen when you do. Drag that tab out and you have SOAN Yes, I have seen it, but I canīt open the rec-manual. :06:
TheDarkWraith
01-17-11, 09:48 AM
Hi TDW,
Yes, I have seen it, but I canīt open the rec-manual. :06:
Why can't you open it? What happens when you click the cover of it? Are you able to get it to show when you click the charts icon in the right side lower bar? :06: Did you disable SOAN in the options file?
Silent Steel
01-17-11, 09:55 AM
you are correct :o I just looked in my archives and both MO patch 2 and NewUIs patch 4 didn't include the Swedish text :nope: It will be included in the next patches :yep:
Tell the users to PM me all questions on this menu.txt to me
// :up:
PJMaybe
01-17-11, 09:59 AM
Thanks for the help there, Silent Steel. I figured I'd made an error editing because I migrated the original .py file back into the mod and it was working again. But I hadn't thought about if I had put an extra space in somewhere or how the file had been saved after I edited it so I'll try again and watch out for that.
Another question: I noticed that some of the keys have functions that are not shown on the F1 help screen. E.g. 'z' seems to toggle silent running but F1 shows it is not in use. Is this a bug or are there hotkeys in the mod different from the stock game?
Ruby2000
01-17-11, 10:00 AM
Why can't you open it? What happens when you click the cover of it? Are you able to get it to show when you click the charts icon in the right side lower bar? :06: Did you disable SOAN in the options file?
Yes I see the book on the left side, i can move the book in the middle, but i canīt open the book with click.
Did you disable SOAN in the options file? No, but i can check this. Where can i find the setting?
Pls. can you check my PM to you. I have a question to you.
TheDarkWraith
01-17-11, 10:04 AM
Yes I see the book on the left side, i can move the book in the middle, but i canīt open the book with click.
No, but i can check this. Where can i find the setting?
Pls. can you check my PM to you. I have a question to you.
So you click the cover and nothing happens :06:
The setting is in the options file.
The mod's text has already been converted to German. There is a folder contained in patch 2 that says Text. In it you'll find the menu.txt files for all the languages supported. Is that what you meant by converting the mod to German?
Ruby2000
01-17-11, 10:05 AM
Ruby2000,You can transfer me these Files or this information on all ships!?;)
Hi Illyustrator,
link for the rec-manual as pdf-file.
http://www.mediafire.com/?hng2zh5kndk7uu9
Ruby2000
01-17-11, 10:23 AM
Hi TDW,
So you click the cover and nothing happens :06:
Yes!
The setting is in the options file.
I check this in the evening
The mod's text has already been converted to German. There is a folder contained in patch 2 that says Text.The german upclocalization.tsr and dialogs.tsr is missing and the audio-files are not in german.
TheDarkWraith
01-17-11, 10:29 AM
SOAN not being able to open is a sign of a more serious problem then. Have you tried enabling script debugging and modding so that dialog boxes can show errors that occur :06:
Illyustrator
01-17-11, 10:31 AM
Hi Illyustrator,
link for the rec-manual as pdf-file.
http://www.mediafire.com/?hng2zh5kndk7uu9
I thank,Ruby2000! I see, that it is your work. :up:
And why do not adhere to originals!? :hmmm:
If to adhere to History probably it should look so (Approximately). Personally I want it. Time will come, I hope, and someone will make it. It can there will be you!? :DL
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3554
Ruby2000
01-17-11, 10:47 AM
@TDW
Have you tried enabling script debugging and modding so that dialog boxes can show errors that occurNo, how :06:
Here is the link to the german Mganum Opus :D
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309
Oh, what is with the radio-messages? Can I create a data\RadioMessages\german\1939\... with german messages.
Where do I set the path up?
@Illyustrator
And why do not adhere to originals!? That is a good question? OK we decided, we made the manuel with the ingame-picture and values.
Illyustrator
01-17-11, 11:09 AM
@Illyustrator
That is a good question? OK we decided, we made the manuel with the ingame-picture and values.
In your archive there are such copies of images on all ships?:)
Ruby2000
01-17-11, 11:32 AM
In your archive there are such copies of images on all ships?Yes!
http://www.osibisi.de/developer/AndySites/sh5/images/NCA_Northampton_sil.png
TheDarkWraith
01-17-11, 01:00 PM
@TDW
No, how :06:
Here is the link to the german Mganum Opus :D
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309
Oh, what is with the radio-messages? Can I create a data\RadioMessages\german\1939\... with german messages.
Where do I set the path up?
you edit your \documents\SH5\data\cfg\main.cfg file to enable script debugging and modding
Yes you can create a german folder for the radio messages. You'll have to translate all the radio messages to German though (> 11,000 radio messages :o) or make your own :yep: If you make your own they have to follow the format I have laid out in the files.
To enable the german version of the radio messages you'll need to edit the options file and set the option to the name of the folder you create for the language. i.e. you make a German folder then the option needs to be set to "German"
Ruby2000
01-17-11, 01:26 PM
Hi tdw,
the rec-manual is running on my notebook . I will check my Game-Computer the next days (Iīm not at home the next days).
Yes you can create a german folder for the radio messages. You'll have to translate all the radio messages to German though (> 11,000 radio messages :o) or make your own :yep: If you make your own they have to follow the format I have laid out in the files.
I have own messages and i wants to translate some messages from you. The structure should not be a problem.
Thanks a lot for your information
regards Ruby
Silent Steel
01-18-11, 02:17 AM
Thanks for the help there, Silent Steel. I figured I'd made an error editing because I migrated the original .py file back into the mod and it was working again. But I hadn't thought about if I had put an extra space in somewhere or how the file had been saved after I edited it so I'll try again and watch out for that.
Another question: I noticed that some of the keys have functions that are not shown on the F1 help screen. E.g. 'z' seems to toggle silent running but F1 shows it is not in use. Is this a bug or are there hotkeys in the mod different from the stock game?
Good morning mate
I'm glad if I can make your life as a gamer at least a little bit better. :D
Those errors we sometimes do when editing the .py files can easily be found and monitored with Winmerge. Give it a try and download it here http://sourceforge.net/projects/winmerge/ (http://sourceforge.net/projects/winmerge/)
Use it for detection only and make your corrections in the .py file!
What you're telling about the stock F1 "help" is too correct... It's not a bug but a sad thing :nope:
To answer your other question on Hotkeys -
No - in the stock game I haven't found any hotkeys
Yes - in TDW's Multiple Us and MO mods you can (in the TheDarkWraithUserOptions.py) find possibilities to tweak some hotkeys as well.
These are from start not active but you can decide yourself to plus even pick the key you want to use for each one :yeah:
I got fed up with the, in my opinion, illogical stock keyboard layout missing command keys so i downloaded the "Church's SHV 1.1 Keyboard Commands" mod.
It offers a far better layout with more of the available commands visible. I don't know why the standard F1 layout "hides"some commands but with this you find them.
Download it here http://www.filefront.com/15757613/Church%27s%20SHV%201.01%20Keyboard%20Commands%20v1 .1.7z (http://www.filefront.com/15757613/Church%27s%20SHV%201.01%20Keyboard%20Commands%20v1 .1.7z)
Feel free to get back with further questions if you like.
Go hunt them down! :rock:
//
Silent Steel
01-18-11, 02:37 AM
SOAN not being able to open is a sign of a more serious problem then. Have you tried enabling script debugging and modding so that dialog boxes can show errors that occur :06:
Hi TDW
Some time ago you asked me to enable the debugging feature and so I did.
I'm sorry to say I forgot to tell you :oops: but what's good is that this resulted in no error messages.
The other day I did some changes to my .py file and was stunned after re-activating my mods and found that all dials were gone... :doh:
So I started my quest to find the evil one and came up with the "Enhanced Ship Recon Manual V1.02".
It simply stole all my dials and even made my settings for the XO to go south. He showed up despite I don't want to see him until I lock on a target plus he wasn't draggable...
I didn't get any error messages when activating it in JSGME.
So I got rid of it and all is back to normal :D
//
oscar19681
01-18-11, 11:54 AM
working on patch 3. Here's what patch 3 entails so far:
v0.0.4 - fixed bug of when essential controls scroll is enabled (True) and UIStyle is SH3Style or SH4Style the dials would remain visible until mousing into them when changing to another station, external cam, or another page
- fixed save/load bug of the ingame ship's journal
- updated Ship's Journal Editor application with changes from above
- added error handling code to attack,obs, and UZO scopes to catch possible error when calculating estimated torpedo impact time
- (SH5Enhanced style) fixed bug of tooltip missing in heading bar until user cycled heading bar from closed to expanded
- added a new user option that controls whether ship's radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformShipsRadioMessages)
- added a new user option that controls whether sub sighted radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformSubSightedMessages)
- added a new user option that controls whether BDU messages to your sub are displayed in the radio message box or not. Default value is enabled (True). (InformBDUMessages)
- added a new user option that controls whether unit destroyed radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformDestroyedMessages)
- added a new options box to the radio messages so that users can choose what type of radio messages they want to receive during their game
- radio messages of priority 0 that are to the player's sub are now colored medium red in their background when added to the radio message box
- added a new user option that defines the % chance that the radio operator will intercept radio messages. Default value is 50 (50%) (RadioMessagesInterceptChance)
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3552
I dont think this is nor nearly enough. (at least not for me)
* I get ctd when starting new career skipping the turorial before entering the bunker(so i cant save and restart the game)
* i tried doing the turorial to see if i cant get in the game that way. I could do the turorial but never got as far as heading to base because of ctd,s and tons of bugs
* in the tutorial i got the loading screen background turn white , obs scope , uzo and crew,s bino,s dissapear and appear , screen turns black sometimes and returns to normal a couple of times , the surface of the underwater view is disstorted and had a big " hole " in the ocean whan looking up from underwater , english voices mixed with german voices (i play with german voices) , ctd when setting up solution with crew dialog . all in all classic examples of mod soup and is even more unstable then when i had custom mods.
I installed correcly while in port. I do appreaciate this mod and for some it might work but for me personally this is far from working for me. I know its still a beta but there is much to be done before it is stable. I guess ill just have to wait for the next patch.
marleymen
01-18-11, 01:26 PM
Maybe itīs not stable for you, but for me it works flaulessly.
There are some bugs that the game itself ( itīs hardcode) has.
That canīt be repaired by TDW (or yes, nothing is impossible for him). A lot of Hexeditor and assembler maybe will.
But donīt come here to blame the mod. If you know it has problems go PM TDW and give your feedback. No need to put stones in the path.
(my opinion)
Michal788
01-18-11, 01:48 PM
In Magnum_Opus_Patch_2 there is a folder MOBS with Magnum_Opus_Scopes (do not enable - read) and Magnum_Opus_v0_0_1.
What must i do with the folder MOBS in Magnum_Opus_Patch_2?
Michal788
01-18-11, 03:52 PM
I have 2 questions more.
1. Is the chalkboard also in Magnum_Opus_0_0_1 ?
2. Are the normal gameplay setting working with this MOD?
And how effect it the TAI setting in the map?
TheDarkWraith
01-18-11, 10:54 PM
I have 2 questions more.
1. Is the chalkboard also in Magnum_Opus_0_0_1 ?
2. Are the normal gameplay setting working with this MOD?
And how effect it the TAI setting in the map?
1. Anything that is in my UIs mod is also in MO due to my UIs mod being the core of MO.
2. Don't understand what you're asking
I released patch 5 for my UIs mod. This can unofficially be used with MO. If you decide to use it then the patch for the UIs mod has to be enabled LAST. I won't release patch 3 for MO until patch 5 for my UIs mod is verified working correctly. You can find this patch at post #1 of my UIs mod thread.
rascal101
01-19-11, 04:14 AM
Still having CTD's with Mega Mod - has any one got a sollution, TDW seems a bit sillent on this
Anyone?
Rascal
panosrxo
01-19-11, 05:16 AM
In a future release, could you give more options to the user? For example I dont want the environmental part, but want all the other mods.
Akula4745
01-19-11, 07:29 AM
TDW - I wanted to let you know I absolutely LOVE getting radio traffic while in the patrol zone!!! It breaks the monotony and enhances the realism... only in the transit is where it kills me by snapping me back to 1x. I do hope whatever updates or changes you implement will allow us to continue receiving those messages, and just offer an option to suppress or turn them off during long distance high TC (512 and up) travel. Other than this I have encountered no problems with MO. Fantastic work, sir.
I see so many individual complaints and ungrateful requests... I hope you know there are quite a few of us who are both excited about the future of MO and very very thankful for your hard work and the time you devote to making our game play experience more enjoyable! Thank you!
oscar19681
01-19-11, 07:33 AM
Still having CTD's with Mega Mod - has any one got a sollution, TDW seems a bit sillent on this
Anyone?
Rascal
I think he,s working on it. But yes i still get lots of bugs and ctd,s
Silent Steel
01-19-11, 08:47 AM
Fantastic work, sir.
I see so many individual complaints and ungrateful requests... I hope you know there are quite a few of us who are both excited about the future of MO and very very thankful for your hard work and the time you devote to making our game play experience more enjoyable! Thank you!
Well spoken!!
:salute:
oscar19681
01-19-11, 09:24 AM
Well spoken!!
:salute:
Not entirely so. I dont complain i give feedback , sure some feedback tends to turn more toward complains but still this is a beta and without any feedback it can never be a posished mod that this will be sooner or later.
I quote from page 1.
"NOTE: this is a BETA version for testing and feedback purposes!"
TheDarkWraith
01-19-11, 02:43 PM
Not entirely so. I dont complain i give feedback , sure some feedback tends to turn more toward complains but still this is a beta and without any feedback it can never be a posished mod that this will be sooner or later.
I quote from page 1.
"NOTE: this is a BETA version for testing and feedback purposes!"
Any and all comments/complaints/suggestions are welcomed :yep: Keep em coming :up:
Silent Steel
01-19-11, 02:59 PM
Not entirely so. I dont complain i give feedback , sure some feedback tends to turn more toward complains but still this is a beta and without any feedback it can never be a posished mod that this will be sooner or later.
I quote from page 1.
"NOTE: this is a BETA version for testing and feedback purposes!"
Hi Oscar
I didn't mean to offend anyone just (like Akula) express my support for TDW's outstanding work.
Of course there must be feedback and advice to support the ongoing work. It's an indispensable part of the support for the further development of SH5.
I wasn't at all referring to your previous feedback.
If I was clumsy - I apologize.
pascal4541
01-19-11, 03:01 PM
All comments are made by passionate people and all mods are created by people passionate and fierce...So no problems...:03:
Catfish
01-19-11, 03:56 PM
Hello,
i really like the mod, having so much single ones included.
BUT it crashes, constantly. It does not without Mega mod, or none, or other mods installed. It just does it with the Mega Mod -
I read i am not the only one, is there any chance to determine what causes this issue ?
I have a dual core e8400 3GHz (not overclocked), 4 Gb (2x2 dual channel) Ram, a 1 Gb Nvidia 9800 GT graphic card on an Asus P5K board. OS is Win 7 ultimate 32 bit, temperatures of processor and card are quite low, as well i have installed the latest Nvidia 2.66 drivers - the latter has had no effect at all.
I can put the sliders to max with all options checked, or without - no change. I also have online saving disabled.
So i think (?) it must be the mod, i just wonder which part of it. Any ideas, or proposals what to change. or do ?
Thanks and greetings,
Catfish
marleymen
01-19-11, 04:26 PM
I think he,s working on it. But yes i still get lots of bugs and ctd,s
All those CTD and bugs you tell you have in the other post, I donīt have. Format your PC, reinstall SH5, and then we talk.
Another :up: +1 for MO. Works flawlessly for me. Even adding new features of the UI.
All those CTD and bugs you tell you have in the other post, I donīt have. Format your PC, reinstall SH5, and then we talk.
Another :up: +1 for MO. Works flawlessly for me. Even adding new features of the UI.
The world of IT support would be a disaster with these kind of rules. I'm sure we will work it out.
marleymen
01-19-11, 11:06 PM
I donīt think so. Disaster is to have a corrupt install of the game and come here to say the mods are doing not too much. Itīs like to say all this year TDW and all others have been doing nothing to improve the game. For me itīs a lack of tact.
Make sure you have everything right, format and reinstall is not the end of the world.
No need to argue. Just trying to defend what deserves.
(sorry for my bad english)
Ruby2000
01-20-11, 10:59 AM
Hi,
the first ScreenShots from the radio messages in German!
http://www.subsim.com/radioroom/showpost.php?p=1578450&postcount=7
regards
Ruby
The General
01-20-11, 11:16 AM
@Ruby2000
This looks very good :o:DL
Silent Steel
01-20-11, 01:09 PM
Toll!
Gruss aus Schweden :salute:
Magic1111
01-20-11, 03:33 PM
Hi,
the first ScreenShots from the radio messages in German!
http://www.subsim.com/radioroom/showpost.php?p=1578450&postcount=7
regards
Ruby
Wonderful ! :up:
rascal101
01-20-11, 07:31 PM
How do you access the chalkboard - not found it so far
Rascal
I have 2 questions more.
1. Is the chalkboard also in Magnum_Opus_0_0_1 ?
2. Are the normal gameplay setting working with this MOD?
And how effect it the TAI setting in the map?
WillyVic
01-20-11, 07:58 PM
From "TheDarkWraithUserOptions.py" file:
# so if you wanted to show the chalkboard and hot key to be shift + B:
# ShowChalkBoardHotKey = [ True, MenuKeyManagerWrapper.Keys.B, True ]
#
# if you didn't want to assign a hotkey for ottos chalkboard:
# ShowChalkBoardHotKey = [ False, MenuKeyManagerWrapper.Keys.B, False ]
#
ShowChalkBoardHotKey = [ True, MenuKeyManagerWrapper.Keys.B, True ]
Looks like it is Shift + B
Hope this helps.
WV
Silent Steel
01-21-11, 04:47 AM
How do you access the chalkboard - not found it so far
Rascal
SHIFT+B
:up:
Shockwave74
01-21-11, 09:58 AM
What is the status of development of this mod?
I mean, what's the current version (or how many and which patches to install over the stock mega mod)?
What is the status of development of this mod?
I mean, what's the current version (or how many and which patches to install over the stock mega mod)?
See post #1.
Shockwave74
01-22-11, 01:34 AM
Well yes but the 1st post tells of a patch 2 but there seems to be no patch 1... :har:
Silent Steel
01-22-11, 02:10 AM
Well yes but the 1st post tells of a patch 2 but there seems to be no patch 1... :har:
The MO mod is v0.0.1 - a Beta so far and the patch is the one you find in post #1. Isn't patch no 2 the one you want? ;)
//
Shockwave74
01-22-11, 03:04 AM
Yes I know but there was no trace of the first patch. DW just mentioned the second one and I wanted to be sure I wasn't missing anything. I'll install this in a couple of hours... I've waited SO LONG for this! :woot:
Silent Steel
01-22-11, 03:57 AM
Yes I know but there was no trace of the first patch. DW just mentioned the second one and I wanted to be sure I wasn't missing anything. I'll install this in a couple of hours... I've waited SO LONG for this! :woot:
As far as I know the patch #2 is an updated version and thus replacing #1
//
the patches from TDW are cumulative. So patch #2 replaces patch #1 and includes changes made patch #1 if necessary. (had the same problem with patches for UI mod and this was his answer then. Don't think it's any different here).
Shockwave74
01-22-11, 07:12 AM
So just drop the two folders into the MODS folder and enable via JSGme, right?
When I enable the mod its folder gets duplicated in jsgme. Do I have to just enable the 001 mod or ... after the duplicate appears I must enable that too?
cherbert
01-22-11, 09:06 AM
So just drop the two folders into the MODS folder and enable via JSGme, right?
When I enable the mod its folder gets duplicated in jsgme. Do I have to just enable the 001 mod or ... after the duplicate appears I must enable that too?
I'd appreciate someone clearing this up myself. Patch 2 is very confusing. It appears to contain some optional mods and another Mods folder.
Can anyone clarify the exact procedure for applying patch 2?
Playing MO + 2nd patch in the 1st mission of the war (September 5). As I was waiting for Brit shipping to appear on the Eastern Approaches (watching the sub on the map), a plane symbol appeared on the map, coming straight at my boat. But, although the plane was shown on the map (meaning that the watch crew had seen it), nobody of those morons up there cared to report it until it was strafing the boat. So, some 10 - 15 seconds passed from the moment when the plane was detected until the 'Plane sighted" report of the watch crew. The sky was partly cloudy, in broad daylight (around 11 AM) and stormy sea (wind at 15 m/s).
Is there any way to improve this game behavior and have the watch crew report contacts as soon as they spot them?
mobucks
01-22-11, 12:04 PM
To apply patch 2: the way i did it.
BEFORE adding anything to your games JSGME modfolder:
Starting with the Base Megamod Download:
Navigate to Magnum_Opus_v0_0_1/MODS/
Here are 2 folders, one is labled *do not enable*, the other is
Magnum_Opus_v0_0_1
Drag and drop that folder (Magnum_Opus_v0_0_1) to desktop or somewhere convenient.
Now open Magnum_Opus_v0_0_1_Patch_2.rar
Navigate Magnum_Opus_Patch_2\MODS\
Inside this folder, *MODS*, is a folder named *Magnum_Opus_v0_0_1*
Drag and drop that *Magnum_Opus_v0_0_1* into the same area you dropped the first one, but NOT INSIDE it. You should be asked if you want to merge/overwrite, say yes. (if you drag/drop and it never asks you to merge/overwrite, you did something wrong)
Your Magnum Opus is patched. Drop this newly merged folder
(Magnum_Opus_v0_0_1)
into your SH5 JSGME mods folder and enable.
Giganto
01-22-11, 02:16 PM
At first i want to thank you for this great mod-compilation TDW.
It still has some issues to solve like any other mod in the beta stage and I am looking forward to the finished mega-mod of yours. (Can't wait till its done:DL)
I've browsed this whole topic a few times and I've stumbled over CTD's all over the place - and oddly enough others hardly ever experience them and can enjoy the mod to an extend.
I for myself can not play - or really test this mod to help and locate some errors - , since I either get a CTD during the first tutorial mission or when trying to bypass it (with the saving and reloading hint in bunker of course).
The only regularity of my CTD's is that they always happen near or inside Kiel harbour. Missions and the mods tutorial missions seem to work fine for me.
A real pity that we (or I) can't disable each mod one by one to figure out which part of it causes the CTD. (If you would ask me to place a bet, I would point at the environment mods)
My rig runs a complete CLEAN installation of:
SH5 and its newest patch - both being correctly installed
Magnum_Opus_0_0_1
Magnum_Opus_0_0_1-Patch2 - correctly applied
Tested to use the mega mod without Steelvikings shadows, with and without the nVidia missing lights and all the map varieties. I still get the CTD's near Kiel.
I do hope this helps you a bit to get the CTD issues circumscribed and solved. Once that is done your mod has the possibility to sky-rocket like GWX did in SH3. It simply rocks!
mobucks
01-22-11, 04:35 PM
sorry to hear some people are CTDing. I also have had no issues, other than the radio messages box not closing when i click the small X in its top right corner.
Also helps to state your rig setup/Operating System in case this can be narrowed to something like that.
Michal788
01-22-11, 05:00 PM
I'd appreciate someone clearing this up myself. Patch 2 is very confusing. It appears to contain some optional mods and another Mods folder.
Can anyone clarify the exact procedure for applying patch 2?
Indeed in patch 2 you find an directory MOD again.
mobucks
01-22-11, 06:33 PM
not 3 posts ago i explained to the best of my ability how to apply patch 2 to the mod.
I know this can all be confusing, so all i can say beyond my explanation 3 posts below, is to read up on how JSGME works, at the end of the day, all JSGME does is apply files to your game folder through a modfolder which will use the exact same folder structure as the base game.
If you can grasp that concept, everything becomes clear.
http://www.matrixgames.com/forums/tm.asp?m=1773663
I recommend reading the above post, specificly PART 4, everything should be much much clearer afterwards. Good luck.
Our friend Webster also wrote in another thread:
the most common problem new players have is double folder issue
this is because mods are made jsgme ready to use but you need something to tell you about the mod and what it does so most modders put the mod into another folder along with a text file describing the mod and what it does called the "read me" file
so you unzip a mod called "yellow submarine" and see a folder named "yellow submarine" and inside of it you see a "read me" file and another "yellow submarine" folder.
this second folder is the actual mod folder and the one you put into jsgme
to avoid mistakes NEVER unzip mods into jsgme, unzip them to your documents folder then open them and see what file needs to be put in jsgme.
jsgme only works if the mod folder you place there contains a "data" folder next so it should read "yellow submarine/data" when you open it and not "yellow submarine/read me, yellow submarine/data""
Shockwave74
01-23-11, 03:18 AM
I installed the MO following the instructions of mobucks and it's ok.
It looks pretty obvious that an amateur will not go for the mods and for the sake of giving everyone the game he wants, we spend more time working on files and configuring that playing at all.
Trying to make everyone happy instead of just building the mod with the 100% possible realism, building hundreds of options in different files and hundreds of submods is just not a good idea in my opinion.
After all you still can't make everyone happy.
But I am fed up of wasting time on options, editing, testing, enabling, disabling, downloading and, of course, CURSING AND SWEARING.
This was the worst purchase of 2010 for me... if only I could find my SH3 DVD... :yawn:
If you want, this or that scope... do this.
If you want this or that RM...do this.
If you want the AI to be this or that ... do this.
This is absolutely RUBBISH.
What was the scope of the VII sub? What was the RM? What's the max AI skill?
Ruby2000
01-23-11, 04:53 AM
SOAN not being able to open is a sign of a more serious problem then. Have you tried enabling script debugging and modding so that dialog boxes can show errors that occur :06:
HI TDW,
the problem was/is, the foldername for SH must be "Silent Hunter 5". If you made a copy from SH5 (for tests) with the foldername"Silent Hunter 5 MO" for example, your Mod is not running correct. (no rec-manual, no radio messages, the values in the hud are wrong and so on...) Because you create these files
- PageChalkBoard_Draggables.TDW
- Pagelayout_Draggables.TDW
- PageTDC_Draggables.TDW
- PageTutorial_Draggables.TDW
- ScopeSettings.TDW
always in the "Silent Hunter 5" folder, not in the starting Game-root.
Only to the Info!
A question for the radio messages.
Please, can you explain to me, the 5th value in the radio messages. (After TimeEnd).
Which value can I include and what do they cause?
Thanks.
regards
Ruby
Trevally.
01-23-11, 06:11 AM
I installed the MO following the instructions of mobucks and it's ok.
It looks pretty obvious that an amateur will not go for the mods and for the sake of giving everyone the game he wants, we spend more time working on files and configuring that playing at all.
Trying to make everyone happy instead of just building the mod with the 100% possible realism, building hundreds of options in different files and hundreds of submods is just not a good idea in my opinion.
After all you still can't make everyone happy.
But I am fed up of wasting time on options, editing, testing, enabling, disabling, downloading and, of course, CURSING AND SWEARING.
This was the worst purchase of 2010 for me... if only I could find my SH3 DVD... :yawn:
If you want, this or that scope... do this.
If you want this or that RM...do this.
If you want the AI to be this or that ... do this.
This is absolutely RUBBISH.
What was the scope of the VII sub? What was the RM? What's the max AI skill? .
:nope:
I installed the MO following the instructions of mobucks and it's ok.
It looks pretty obvious that an amateur will not go for the mods and for the sake of giving everyone the game he wants, we spend more time working on files and configuring that playing at all.
Trying to make everyone happy instead of just building the mod with the 100% possible realism, building hundreds of options in different files and hundreds of submods is just not a good idea in my opinion.
After all you still can't make everyone happy.
But I am fed up of wasting time on options, editing, testing, enabling, disabling, downloading and, of course, CURSING AND SWEARING.
This was the worst purchase of 2010 for me... if only I could find my SH3 DVD... :yawn:
If you want, this or that scope... do this.
If you want this or that RM...do this.
If you want the AI to be this or that ... do this.
This is absolutely RUBBISH.
What was the scope of the VII sub? What was the RM? What's the max AI skill? .
I don't think anyone is holding a gun to your head and making you use these mods. And it appears that most are to polite to say.......I'm not, if you don't like it DON'T USE IT AND STOP MOANING AND MAKE YOUR OWN, but then if you were that clever you would not have posted this in the first place.
:down: :nope:
Shockwave74
01-23-11, 06:51 AM
It's pointless to argue, really. I know hundreds of players in the forums who just won't play the game until something similar to GW is released because they are fed up of tampering with files and wasting time.
I commend TDW for his work but I am not putting any blame on him, I am putting it on Ubisoft!
Dogzero1
01-23-11, 06:54 AM
I installed the MO following the instructions of mobucks and it's ok.
It looks pretty obvious that an amateur will not go for the mods and for the sake of giving everyone the game he wants, we spend more time working on files and configuring that playing at all.
Trying to make everyone happy instead of just building the mod with the 100% possible realism, building hundreds of options in different files and hundreds of submods is just not a good idea in my opinion.
After all you still can't make everyone happy.
But I am fed up of wasting time on options, editing, testing, enabling, disabling, downloading and, of course, CURSING AND SWEARING.
This was the worst purchase of 2010 for me... if only I could find my SH3 DVD... :yawn:
If you want, this or that scope... do this.
If you want this or that RM...do this.
If you want the AI to be this or that ... do this.
This is absolutely RUBBISH.
What was the scope of the VII sub? What was the RM? What's the max AI skill? .
I don't post much but I will make an exception here. You sound like a small child having a tantrum. Now seriously, how anyone can moan and whine about free mods that they were not made to install is beyond me. I really can't believe the gall you have. :nope:
Akula4745
01-23-11, 08:38 AM
Comment removed by poster.
u-boatluc
01-23-11, 09:45 AM
need some help when i talk to my crew about how there life is going and things (hope you know what im talking about) it is not changeing to anything new later in campaign so i cant say anything new to them i have the mega mod installed hope someone can help
Takeda Shingen
01-23-11, 10:00 AM
Let's all calm down. I love submarine sims as much as anyone, but remember that it's just a game.
marleymen
01-23-11, 12:06 PM
I installed the MO following the instructions of mobucks and it's ok.
It looks pretty obvious that an amateur will not go for the mods and for the sake of giving everyone the game he wants, we spend more time working on files and configuring that playing at all.
Trying to make everyone happy instead of just building the mod with the 100% possible realism, building hundreds of options in different files and hundreds of submods is just not a good idea in my opinion.
After all you still can't make everyone happy.
But I am fed up of wasting time on options, editing, testing, enabling, disabling, downloading and, of course, CURSING AND SWEARING.
This was the worst purchase of 2010 for me... if only I could find my SH3 DVD... :yawn:
If you want, this or that scope... do this.
If you want this or that RM...do this.
If you want the AI to be this or that ... do this.
This is absolutely RUBBISH.
What was the scope of the VII sub? What was the RM? What's the max AI skill?
:down: Disgusting.
You only have to take 5-10 min. to read the README.txt or RTFM.txt, setup some things to your taste (scopes, maps, difficulty, etc) and go sink some british ships.
It deserves to "waste your invaluable time" :nope: doing that in consideration all the modders in this compilation have spent probably months repairing some bugs (AI, campaign, etc) and making you 3 UI selectable (because the one you want itīs not the want another wants) and all the stuff in Magnus Opus.
What do you want man? A GWX installer? Go find SH3 DVD and come here when is released.
Your post was RUBBISH for me.
(Sorry Takeda, needed to defend what deserves)
PS: Even an "amateur" can start reading ... and knowing that the more options the better it is.
Illyustrator
01-23-11, 01:40 PM
What Horror...:o
What for you have snatched on Shockwave74! What for you wish to trample it. The person is simply tired.
He does not accuse TDW and others Modders. He has told, that it is a lot of options it is bad. To be adjusted on all players difficultly and not really. TDW without your help will solve it Reproach or the healthy Criticism. I will tell to you on a secret. It the Normal, Adequate person. And, believe, will distinguish crafty from the sincere person.
… I RESPECT TDW and its WORK, low to you bow!!!
But... To me is closer to liking Ui-Boat from reaper7. Idle time, without superfluous options (as the Author has solved)...
(Excuse for my English)
Ruby2000
01-23-11, 03:19 PM
HI,
Can I define a key-command with "Ctrl" in TheDarkWraithUserOptions.py?
regards
Ruby
TheDarkWraith
01-23-11, 04:31 PM
HI,
Can I define a key-command with "Ctrl" in TheDarkWraithUserOptions.py?
regards
Ruby
Some of the hotkeys allow control to be selected also. Which hotkeys are you looking for control keypress required?
Giganto
01-23-11, 05:56 PM
Regarding CTD's:
I was about to fiddle with the Environmental mod and to get rid of it to determine if its the cause for my (and maybe others too) CTD's.
It is tougher to get rid of it than I thought.
TheDarkWraith
01-23-11, 06:04 PM
Those of you having CTDs - what OS are you using? 32bit or 64bit version? What video card?
Those of you not having CTD's - what OS are you using? 32bit or 64bit version? What video card?
I'm using Win7 64bit (8GB memory) with an nVidia GTX480 and have no problems what-so-ever :DL
cherbert
01-23-11, 06:07 PM
No CTD's
Windows 7 x64 (8gb Memory)
ATI 5770 1gb Video Card
Those of you having CTDs - what OS are you using? 32bit or 64bit version? What video card?
Those of you not having CTD's - what OS are you using? 32bit or 64bit version? What video card?
I'm using Win7 64bit with an nVidia GTX480 and have no problems what-so-ever :DL
laptop HP Pavilion Intel I7 8core GForce GT 230M 4gig mem Win 7. CTD everytime I encounter a convoy. Will be installing on my main machine in a few weeks, which is an Intel Duel Core 3.6x2 Asus GForce 8800 GT 8gig mem Win7. Will let you know how it goes on this asap.
THE_MASK
01-23-11, 06:09 PM
No ctds
win 7 64 bit
8gigs ram
2 x ASUS EAH5870 overclocked
cptroyce
01-23-11, 06:21 PM
I don't usually get involved in these types of posts, but..I really enjoy SH5 compared to the earlier editions!
Part of the enjoyment is (for me at least), the anticipation and use of the new mods that these brilliant fellows here "bring to the table".
They really aren't confusing, based on my gaming experiences over many years. In fact compared to most, SH5 mods are the most detailed and thoroughly explained I've ever used..add in JGME and it's about as good as you can get..IMHO
SH5 is like a beautiful girl with some blemishes..they'll clear up in the end.:03:
TheDarkWraith
01-23-11, 06:24 PM
Here is something to try for those of you having CTDs or using 32 bit OS:
Try this only if you have at least 2 GByte of RAM and at your own risk and using Vista/Win7 32 bit version.
First download the explorer from http://www.ntcore.com/exsuite.php
Next make a backup copy of SH5.exe. Then start "CFF Explorer" and open the orginal SH5.exe file.
Now go to NT Header/File Header and click File Header. There you will find a button labeld "click here". Click it and select the mark at "App can handle> 2gb adressest "
Save the modified EXE, overwrite the orginal one (You do have your backup of it in a safe location right?).
If you run Windows Vista 64 or Windows XP 64 or Win7 64 you're ready and didnt need to read on. The rest is only for Windows Vista 32/Win7 32 or maybe Windows XP.
Now make Windows Vista/Win7 (32-Bit) ready to support more than 2 GByte.
Open a command prompt with Administration rights. You find it under "Programs->Accessories->Command prompt" click right and select "run as administrator".
Enter "bcdedit /set IncreaseUserVA 3072" (without quotes) in the command window and press enter.
After that restart windows
To reset back to 2GB limit:
to reset the Increased User Adressspace just start the commandline prompt with Admin right again and enter "bcdedit /set IncreaseUserVA 2048"
See if the above helps at all :yep:
Another idea is to install previous version of DirectX ( < v11). I have Win7 64bit but ALWAYS install previous DirectX versions for compatibility reasons. Go to Microsoft's website and search for DirectX. Run the DirectX web installer from their website. You can have DirectX9 AND DirectX11 installed on Win7.
EDIT:
just checked the sh5.exe file and it's large address aware so enabling the 3GB switch in 32bit OSs should help:
Microsoft (R) COFF/PE Dumper Version 9.00.30729.01
Copyright (C) Microsoft Corporation. All rights reserved.
Dump of file sh5.exe
PE signature found
File Type: EXECUTABLE IMAGE
FILE HEADER VALUES
14C machine (x86)
5 number of sections
4BCE9A96 time date stamp Wed Apr 21 01:26:30 2010
0 file pointer to symbol table
0 number of symbols
E0 size of optional header
122 characteristics
Executable
Application can handle large (>2GB) addresses
32 bit word machine
THE_MASK
01-23-11, 06:27 PM
Put the dvd in the drive and open files .
Look for the detectionui_r application and run that .
DirectX versions are on the DVD\Support\DirectX
http://img39.imageshack.us/img39/3846/testut.jpg (http://img39.imageshack.us/i/testut.jpg/)
http://img96.imageshack.us/img96/749/sysf.jpg (http://img96.imageshack.us/i/sysf.jpg/)
Akula4745
01-23-11, 07:07 PM
Those of you having CTDs - what OS are you using? 32bit or 64bit version? What video card?
Those of you not having CTD's - what OS are you using? 32bit or 64bit version? What video card?
I'm using Win7 64bit (8GB memory) with an nVidia GTX480 and have no problems what-so-ever :DL
not having CTD's
Win XP Pro - 32 bit - NVIDIA GeForce GTX 285
mobucks
01-23-11, 08:35 PM
no ctds
vista 64 home
q9300
nvida gts460 ocd
Ruby2000
01-24-11, 01:46 AM
Some of the hotkeys allow control to be selected also. Which hotkeys are you looking for control keypress required?
Hi TDW,
for example.
HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.C ]
I would want to use Ctrl-C
I have a key-mod (for german) with follow structrure
only letter --> first priority order
Ctrl+letter --> second priority order
Shift+letter --> third priority order
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6591061738?r=7451085409#7451085409
Is it possible to use NumPad-keys? If yes, can you give me the syntax.
Why is it not possibly to use the F-keys? These would be good keys for teleporting.. :cool:
Have you seen this Post? http://www.subsim.com/radioroom/showpost.php?p=1580281&postcount=699
regards
Ruby
Silent Steel
01-24-11, 05:29 AM
Those of you having CTDs - what OS are you using? 32bit or 64bit version? What video card?
Those of you not having CTD's - what OS are you using? 32bit or 64bit version? What video card?
I'm using Win7 64bit (8GB memory) with an nVidia GTX480 and have no problems what-so-ever :DL
No CTDs with this rig :up:
OS - Windows 7 Pro 64bit
GPU - XFX Radeon HD 5870 Crossfire 1GB GDDR 5
BTW - I kneel to the TDW for his admirable and devoted work giving us a continuously increasing experience of playing SH5!!! :rock:
// Silent Steel
Turned shadows to half in game - CTD went away for me
win7 64bit (dual core intel cpu)
4 GB ram
9800 GT w/512 mem
Giganto
01-24-11, 10:57 AM
Those of you having CTDs - what OS are you using? 32bit or 64bit version? What video card?
[...]
[...]
I'm using Win7 64bit (8GB memory) with an nVidia GTX480 and have no problems what-so-ever :DL
Having CTD's :
-Widows Vista 32 bit
-Intel Q6600
-4GB Ram
-NVIDIA GeForce 285 GTX (Tried both the beta and the common drivers to narrow the trial and error procedure)
EDIT: Going to test the Environmental Mod with the fix by itself the upcoming days. Lets see if I still get CTD's or not. Without using any other mods.
Maybe I try to add your TDW: FX and the UI and see what happens then. - Aborted due to your workaround
EDIT of the edit: Tried your 32-bit "bcdedit /set IncreaseUserVA 3072" workaround and I managed to get past Kiel. Its an early testing phase, so lets see what happens once I get close to Wilhelmshaven and the British coastal shore lines - maybe even spotting a convoy. Keeping you up to date, if I still encounter any reproduce-able CTD's.
Catfish
01-24-11, 01:48 PM
Hello,
can you change the environment mod, or remove it from the rest of the Opus Magnum mod for testing purposes ?
You spoke of an environment "fix" - what is this ?
Very strange, people with less Ram in their graphic cards have less problems or so it seems.
I am having CTDs and graphical glitches - I run SH V with the TDW "Opus Magnum" mod, the ".2 patch", "Grossdeutscher Rundfunk" and Trevally's "Range and speed" mod.
System is an Asus P5K board, e8400 dual core (2x 3GHz) proc., 4 Gb Ram (2x2 dual channel), an Nvidia 9800 GT with 1 Gb of Ram with latest driver; on Win 7 ultimate, 32 bit.
Thanks and greetings,
Catfish
strykerpsg
01-24-11, 01:57 PM
TDW,
First off, hats off to you for bringing all of these mods into one folder. Your work and the drop of DRM is the reason I recently purchased SH5. I do have a question though, it seems SH5 now takes a huge frame rate hit since installing the mods. Did anyone else find this happen to them as well? I have tried setting to medium and still much lagging. Are there any known fixes or solutions? Thanks
Matt
TheDarkWraith
01-24-11, 03:53 PM
TDW,
First off, hats off to you for bringing all of these mods into one folder. Your work and the drop of DRM is the reason I recently purchased SH5. I do have a question though, it seems SH5 now takes a huge frame rate hit since installing the mods. Did anyone else find this happen to them as well? I have tried setting to medium and still much lagging. Are there any known fixes or solutions? Thanks
Matt
Look into the included D3D anti-lag add-on mod
THE_MASK
01-24-11, 04:10 PM
TDW,
First off, hats off to you for bringing all of these mods into one folder. Your work and the drop of DRM is the reason I recently purchased SH5. I do have a question though, it seems SH5 now takes a huge frame rate hit since installing the mods. Did anyone else find this happen to them as well? I have tried setting to medium and still much lagging. Are there any known fixes or solutions? Thanks
Matt
Install the shadowLR mod which is in patch 2 and put shadows option slider halfway in game graphics option .
Very strange, people with less Ram in their graphic cards have less problems or so it seems.
I remember the Devs optimizing the game for 512 video memory during development, they were shooting for 256 until we proved that most have 512 for a minimum. Not sure if that would effect anything...
Akula4745
01-24-11, 06:43 PM
Ok, gents - I found a glitch (not that I was looking for one tho!). I ran out of torpedoes and decided to use the deck gun on several helpless merchants... but every single time I get a few rounds into them and they start to burn/blow up - the game freezes - locked up tighter than drum. Must CTRL + ALT + DEL to get out. I have repeated this exercise about 8-9 times with same result.
I thought it might be the shadows mod - checked both the low res version and the remove shadows mods from MO patch 2... no change. Since the game seemed to always freeze when the merchant went up in a fireball - I tried loading "Old Style Explosions V1.1" - and I seemed to make it further along with the game freezing when the red distress flare is launched. Additional checking showed it did not matter if the monitor was displaying the bridge view - or if I was looking at the chart screen... the game locks no matter what at some point during the merchant taking damage.
TDW - I have not tried your workaround because you stated: "Try this only if you have at least 2 GByte of RAM and at your own risk and using Vista/Win7 32 bit version." and I am running XP Pro (I have 4 Gb RAM).
Should I try the workaround anyway? Any other ideas? Below is my mod list (very minimal for testing):
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
A Fistful of Emblems v1.51
Magnum_Opus_v0_0_1
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
Arclight_MRP5.4
Patrol Routine Scripts v. 01.02 by AvM
SD_MapCourseLine_tiny_arrows_ocred
Old Style Explosions V1.1
Any help appreciated... love the mod so far!
mobucks
01-25-11, 12:17 AM
any way to change the color of the lines/circles ect i draw?
only new here... tried several other mods but I would really love to get this Mega Mod working.
Im just wondering if the Environment mod is the culprit for my crashes... but that doesnt explain why I sometimes go to port and find EVERY SINGLE UI (Sh3, SH4 and Enchanded SH5) loaded up all at once on top of each other! (never changed anything - prefer the Enchanced UI over stock or previous)
So I tried running the game with just Environment 5.0, TDW UI, BARF and Steelvikings internal mod and the game still crashes....
funny thing is I removed the Environment Mod 5.0 and replaced it with another Environment mod (SH5EnvModGold) - doesnt seem like it does half of what the other Enviro mod does but I havent had a crash yet. Going to try Magnum Opus with this other Enviro mod over the top... probably wont fix the problem....
Just wondering if there is a chance someone could state what the normal Environment 5.0 changes in Magnum Opus so I could try the MO without the enviro mod altogether....
EDIT - tried it with SH5EnvModGold - seemed a bit better. Starting a new campaign I could only get past sinking the first ship before the game crashed. Funny thing is... this mod works absolutely perfectly during Historical/tutorial missions.... for some reason the campaign just doesnt like the Magnum Opus mod on my system.....
Giganto
01-25-11, 08:36 AM
Hey Azixx,
Try to read TDW's usefull posts on page 48. I do hope he adds this stuff to the first post as some sort of CTD-FAQ and how to fix it.
I bet you run a 32-bit system and his fix should solve the CTD's. At least it did for me. And that is the main reason for posting.
I never encountered a CTD since the 32-bit fix.
Yesterday I played 1 hour and today I was able to play 2 more and even encountered convoys.
Regarding your multiple UI's:
It sounds like you messed up the activation procedure with the JSGME. That always happens to me when I fiddle around with mods and when there is a compatibility issue.
Magic1111
01-25-11, 09:06 AM
Hi TDW !
Is this Problem here: http://www.subsim.com/radioroom/showpost.php?p=1580281&postcount=699
true and can you verify it, and when yes, gives a solution for that ? :hmmm:
Best regards,
Magic:salute:
TheDarkWraith
01-25-11, 09:25 AM
HI TDW,
the problem was/is, the foldername for SH must be "Silent Hunter 5". If you made a copy from SH5 (for tests) with the foldername"Silent Hunter 5 MO" for example, your Mod is not running correct. (no rec-manual, no radio messages, the values in the hud are wrong and so on...) Because you create these files
- PageChalkBoard_Draggables.TDW
- Pagelayout_Draggables.TDW
- PageTDC_Draggables.TDW
- PageTutorial_Draggables.TDW
- ScopeSettings.TDW
always in the "Silent Hunter 5" folder, not in the starting Game-root.
Only to the Info!
A question for the radio messages.
Please, can you explain to me, the 5th value in the radio messages. (After TimeEnd).
Which value can I include and what do they cause?
Thanks.
regards
Ruby
The radio messages columns are:
Date (Begin Transmision)
Time (Begin Transmision)
Date (End Transmision)
Time (End Transmision)
Message Type ( 0 = transmit once , 1 = transmit until received )
Retransmision Interval (minutes)
From
To
Message content
I query this key 'HKEY_LOCAL_MACHINE\\Software\\Ubisoft\\Silent Hunter 5\\GameUpdate' in your computer's registry to find the path to the game. If you were to make multiple installs of the game then the one that you are currently using should be renamed to the first installed time. That will avoid any problems of not finding files or any of the .TDW files that the mod needs.
Hey Azixx,
Try to read TDW's usefull posts on page 48. I do hope he adds this stuff to the first post as some sort of CTD-FAQ and how to fix it.
I bet you run a 32-bit system and his fix should solve the CTD's. At least it did for me. And that is the main reason for posting.
I never encountered a CTD since the 32-bit fix.
Yesterday I played 1 hour and today I was able to play 2 more and even encountered convoys.
Regarding your multiple UI's:
It sounds like you messed up the activation procedure with the JSGME. That always happens to me when I fiddle around with mods and when there is a compatibility issue.
sorry I havent replied sooner.... been to busy experiencing the Magnum Opus :D:D
I read TDW 32-bit tip and I tried it. Game loaded... I loaded into my last campaign and started saying to myself...
"ok...game will crash as soon as I go over 500 Time Compression..."
nothing happened.
"ok...spotted a convoy...hang on.. there is a carrier in that convoy! too bad the game will crash any second.."
still nothing happened.
"ok..now how did that whole RAOBF thing go?? not 100% sure as the game always seemed to crash when targeting... <pause game...troll forums/you tube...unpause game> ok... ship identified. range and AOB set.... what the hell may as well fire a salvo in a tight spread.... game will crash before I sink it."
Once again nothing happens.
"Holy Hell!!! 3 torps hit the carrier... the carrier sinks!!" :haha:
Its about this time that I realise that not only have I been playing for almost 2 hours without a single CTD, but I realise how cruel and unforgiving the IRAI is as 5 destroyers slap the bejesus out of me. :cry:
So Im pretty excited. I have the game modded exactly how I want it (might need to tweak the IRAI a bit though...) and Im finally enjoying SH5. Big thanks to TDW!
now... if you will excuse me, I have some more ships to sink :salute:
TheDarkWraith
01-25-11, 11:06 AM
Glad to hear the 32bit fix is working :D It's very hard for me to duplicate the problems most of you have as I run a 64bit OS and thus I never experience most, if not all, the problems reported.
Akula4745
01-25-11, 11:48 AM
Glad to hear the 32bit fix is working :D It's very hard for me to duplicate the problems most of you have as I run a 64bit OS and thus I never experience most, if not all, the problems reported.
TDW - Will the 32 bit fix work on XP? You only listed Vista and Windows 7...
Could that be the cause of my game freezing when using the deck gun?
TheDarkWraith
01-25-11, 11:55 AM
TDW - Will the 32 bit fix work on XP? You only listed Vista and Windows 7...
Could that be the cause of my game freezing when using the deck gun?
you can try it on XP. Should work :hmmm: Let me know what you find :yep:
Magic1111
01-25-11, 11:57 AM
I query this key 'HKEY_LOCAL_MACHINE\\Software\\Ubisoft\\Silent Hunter 5\\GameUpdate' in your computer's registry to find the path to the game. If you were to make multiple installs of the game then the one that you are currently using should be renamed to the first installed time. That will avoid any problems of not finding files or any of the .TDW files that the mod needs.
Okay, thanks for the Info ! :up:
But in which Folder (Path Structure) must the Files
- PageChalkBoard_Draggables.TDW
- Pagelayout_Draggables.TDW
- PageTDC_Draggables.TDW
- PageTutorial_Draggables.TDW
- ScopeSettings.TDW
be stored ? In ....\Silent Hunter 5\data ?
Best regards,
Magic
mobucks
01-25-11, 12:05 PM
heres the thing, in deep water i can barely see any lines/circles i draw, since they are grey. Is there some way to change the color of those lines? My eyes are bleeding. The problem is more apparent in the Navmap.
TheDarkWraith
01-25-11, 12:05 PM
If you have multiple installs of SH5 then you need to rename the one you are currently using Silent Hunt 5. i.e.:
you have multiple installs named:
- Silent Hunter 5
- Silent Hunter 5 Testing
- Silent Hunter 5 MO
Now the registry is going to tell me that Silent Hunter 5 is the correct path (as you installed the game originally to that path). So if you want to use Silent Hunter 5 MO then you need to rename the current silent hunter folder you're using something other than Silent Hunter 5 and rename Silent Hunter 5 MO to Silent Hunter 5. Make sense :06:
Magic1111
01-25-11, 12:16 PM
If you have multiple installs of SH5 then you need to rename the one you are currently using Silent Hunt 5. i.e.:
you have multiple installs named:
- Silent Hunter 5
- Silent Hunter 5 Testing
- Silent Hunter 5 MO
Now the registry is going to tell me that Silent Hunter 5 is the correct path (as you installed the game originally to that path). So if you want to use Silent Hunter 5 MO then you need to rename the current silent hunter folder you're using something other than Silent Hunter 5 and rename Silent Hunter 5 MO to Silent Hunter 5. Make sense :06:
Aaah, okay, now all is cleared !!! :yeah:
That was my mistake, I donīt rename the current Folder (where I use MO)to "Silent Hunter 5" !:oops:
Thanks and best regards,
Magic:salute:
heres the thing, in deep water i can barely see any lines/circles i draw, since they are grey. Is there some way to change the color of those lines? My eyes are bleeding. The problem is more apparent in the Navmap.
This would be a great little addition to the MO mod as I too find it difficult to see the lines/circles and even marks I draw. The Supermarks being white are good though :)
Also is it possible to save this infomaiton. A lot of the time I seem to find ships before shutting down for the night and have plotted course etc with lines, save the game, but next day the lines are all gone, so I have to plot it all again - arrrhhh. - Any other suggestions I can do about this?
stoianm
01-25-11, 01:07 PM
At first i want to thank you for this great mod-compilation TDW.
It still has some issues to solve like any other mod in the beta stage and I am looking forward to the finished mega-mod of yours. (Can't wait till its done:DL)
I've browsed this whole topic a few times and I've stumbled over CTD's all over the place - and oddly enough others hardly ever experience them and can enjoy the mod to an extend.
I for myself can not play - or really test this mod to help and locate some errors - , since I either get a CTD during the first tutorial mission or when trying to bypass it (with the saving and reloading hint in bunker of course).
The only regularity of my CTD's is that they always happen near or inside Kiel harbour. Missions and the mods tutorial missions seem to work fine for me.
A real pity that we (or I) can't disable each mod one by one to figure out which part of it causes the CTD. (If you would ask me to place a bet, I would point at the environment mods)
My rig runs a complete CLEAN installation of:
SH5 and its newest patch - both being correctly installed
Magnum_Opus_0_0_1
Magnum_Opus_0_0_1-Patch2 - correctly applied
Tested to use the mega mod without Steelvikings shadows, with and without the nVidia missing lights and all the map varieties. I still get the CTD's near Kiel.
I do hope this helps you a bit to get the CTD issues circumscribed and solved. Once that is done your mod has the possibility to sky-rocket like GWX did in SH3. It simply rocks!
Hi,
Can you share the link for Nvidia missing lights mod. I can not find that one.
Thanks
Ruby2000
01-25-11, 01:08 PM
The radio messages columns are:
Date (Begin Transmision)
Time (Begin Transmision)
Date (End Transmision)
Time (End Transmision)
Message Type ( 0 = transmit once , 1 = transmit until received )
Retransmision Interval (minutes)
From
To
Message content
I query this key 'HKEY_LOCAL_MACHINE\\Software\\Ubisoft\\Silent Hunter 5\\GameUpdate' in your computer's registry to find the path to the game. If you were to make multiple installs of the game then the one that you are currently using should be renamed to the first installed time. That will avoid any problems of not finding files or any of the .TDW files that the mod needs.
Hi TDW,
thanks. :)
regards
Ruby
Akula4745
01-25-11, 04:00 PM
Hi,
Can you share the link for Nvidia missing lights mod. I can not find that one.
Thanks
stoianm
The NVIDIA missing lights mod is inside Magnum Opus patch 2. Unzip Magnum Opus patch 2 and then open the root folder and there are several mods.
Magic1111
01-25-11, 04:40 PM
Sorry, short question: What is the "OptionsMigrator" and where can I find it ?
And how it works ?:oops:
Best regards,
Magic
TheDarkWraith
01-25-11, 04:44 PM
Sorry, short question: What is the "OptionsMigrator" and where can I find it ?
And how it works ?:oops:
Best regards,
Magic
The OptionsMigrater app migrates your old options settings to your new options settings. You can find it in \data\Applications. To use click File and then the rest should be fairly obvious :yep:
stoianm
01-25-11, 04:52 PM
stoianm
The NVIDIA missing lights mod is inside Magnum Opus patch 2. Unzip Magnum Opus patch 2 and then open the root folder and there are several mods.
Already done. Thanks Akula4745!
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