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Magic1111
01-25-11, 05:04 PM
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:
Aaah, found it ! Many thanks ! :yeah:
Best regards,
Magic
Hi,
Can you share the link for Nvidia missing lights mod. I can not find that one.
Thanks
I've found this in the patch 2 sub folder. Would someone care to say what it is exactly as I've not used it and no readme.txt file exists for it.
Cheers
Giganto
01-25-11, 07:12 PM
Hi,
Can you share the link for Nvidia missing lights mod. I can not find that one.
Thanks
Happy that you've found it already. And nope, sorry. I have no clue which lights could have been missing either.
I was able to play again and during my days on sea I started to wonder why my watch crew always has better eyes than I do. They spot smoke on the horizon at a maximum of 18000 to 20000 meters under best conditions. The good old Kaleun wasn't able to spot anything until the ships could be seen at the horizon at around 12000 meters. Depending on mast height of course.
Now the smart Kaleun remembered having some old pictures of steamers downstairs and suddenly remembered how smoke looked like.
http://www.subsim.com/radioroom/showthread.php?t=166121&highlight=Enhanced+Funnel+Smoke - [REL] Enhanced Funnel Smoke SH5 by HanSolo78 (http://www.subsim.com/radioroom/member.php?u=216107)
It seems to be 100% compatible with the mega mod.
Maybe that could be a nice addition to your mod pack. I am sure Han would be happy to contribute to this mega mod if you ask him TDW. :DL
On a related note I know that the modders (The "Aces of the Deep" gents) of the [RDA]Rueckkehr der Asse had some pretty smoke as well, which could be spotted at the horizon even better if I recall right. Not sure if they were using similar stuff like Han did, or completely different smoke.
Keep up the great work TDW and thanks again for saving SH5 for me :sunny:
OK - since using TDW 32-bit fix my game has been running perfectly... almost too perfectly. Not one CTD with Magnum Opus installed. Started a new campaign. Did a few tutorials. Even a couple of historical missions. No CTD.
2x quick things:
Firstly, The only mod I have installed is the Magnum Opus and the Arclight scopes (patched to the right resolution for my set up). So Im curious, is the Arclight scopes the "best scopes" (in terms of working out RAOBF etc) or is there another scope mod that works with Magnum Opus that people recommend?
and finally, I saved my game last night and tried different targeting methods on a Carrier. On three attempts it only took a single torpedo each time to sink the carrier. However when Im up against a Battleship I can hit it with 4 torpedoes and it floods a little but limps away. I have not changed the difficulty or editted any files in the Magnum Opus but was wondering: Is this normal? Shouldnt a Aircraft Carrier be able to withstand a few torpedos?
stoianm
01-26-11, 02:37 AM
OK - since using TDW 32-bit fix my game has been running perfectly... almost too perfectly. Not one CTD with Magnum Opus installed. Started a new campaign. Did a few tutorials. Even a couple of historical missions. No CTD.
2x quick things:
Firstly, The only mod I have installed is the Magnum Opus and the Arclight scopes (patched to the right resolution for my set up). So Im curious, is the Arclight scopes the "best scopes" (in terms of working out RAOBF etc) or is there another scope mod that works with Magnum Opus that people recommend?
and finally, I saved my game last night and tried different targeting methods on a Carrier. On three attempts it only took a single torpedo each time to sink the carrier. However when Im up against a Battleship I can hit it with 4 torpedoes and it floods a little but limps away. I have not changed the difficulty or editted any files in the Magnum Opus but was wondering: Is this normal? Shouldnt a Aircraft Carrier be able to withstand a few torpedos?
I understud the best scope that is for using the RAOFB is the Manos Scope: http://www.subsim.com/radioroom/showthread.php?t=179068&page=4
Trevally made an excelent ,,tutorial,, from where you can learn to use the RAOFB:
http://www.subsim.com/radioroom/showthread.php?t=177725&page=4
The one that i speak is the last one ,,RAOFB,, and you will see that he recomand to use the ,,manos scope,,.
Magic1111
01-26-11, 03:00 AM
Magnum Opus consists of the following mods so far (# means permission has been obtained for use):
# - Trevally: Trevally Harbour & Kiel Canal Pilot v2.4
Hi !
Can anybody please tell me how the "Canal Pilot" works and have a Link to the Original Thread of the MOD please ?
Is this an Auto-Plot through the "Kiel Canal" similar in SH3 with GWX ?
Best regards,
Magic
stoianm
01-26-11, 03:52 AM
Hi !
Can anybody please tell me how the "Canal Pilot" works and have a Link to the Original Thread of the MOD please ?
Is this an Auto-Plot through the "Kiel Canal" similar in SH3 with GWX ?
Best regards,
Magic
Hi,
For example you are in the bunker at Kiel an ready to go for a mission. Open the automations and start ,,Kiel canal outbound,,. You will understand better reading the thread:
http://www.subsim.com/radioroom/showthread.php?t=174525&page=13
Magic1111
01-26-11, 04:00 AM
Hi,
For example you are in the bunker at Kiel an ready to go for a mission. Open the automations and start ,,Kiel canal outbound,,. You will understand better reading the thread:
http://www.subsim.com/radioroom/showthread.php?t=174525&page=13
Many thanks ! That helps !!!!! :rock::salute::rock:
To TDW:
Would it be possible for you to add the "wasserbomben soundfix" mod to your mega mod?
I tried to enable it but there's a conflict with SH.SDL.
Thread is here: http://www.subsim.com/radioroom/showthread.php?p=1582871&posted=1#post1582871
Thanks for you excellent work :)
THE_MASK
01-26-11, 06:03 AM
Seems to me instead of having TDW UI mod and IRAI mod and mega mod and try to put real navigation mod with mega mod but first patch UI mod then put navigation mod with mega mod......AAAAAAHHHHHHHH. Maybe a mega mod beginner and a mega mod hardcore with manos scopes and real navigation already in the hardcore .
Seems to me instead of having TDW UI mod and IRAI mod and mega mod and try to put real navigation mod with mega mod but first patch UI mod then put navigation mod with mega mod......AAAAAAHHHHHHHH. Maybe a mega mod beginner and a mega mod hardcore with manos scopes and real navigation already in the hardcore .
Ahhhh......well said sober.
All this is getting a wee bit complicated not too mention frustrating.
kraszus
01-26-11, 07:43 AM
I'm trying to install this mod but SH5 crashes after selecting a mission and just as I am about to enter it. I am guessing I am not configuring it properly.
The only MOD I have enabled is Magnus Opus with Patch 2. To install, I copied the contents of Patch 2 into the v001 folder (overwriting the files within), then enabled with JSGME. I am not running any other mods.
Perhaps I should enable v001 with JSGME then enable Patch 2 with JSGME (however they both use the same folder name).
Running Win 7 x64, 6GB Ram, GTX470 GPU, UAC disabled.
Any advice?
[EDIT]
I've tried running without Patch 2 (ie just v001) and getting the same result.
[EDIT]
Bah..have just tried running SH5 stock and it's crashing also...something has gone wrong with my install it seems. Will re-install and try again.
Magic1111
01-26-11, 09:14 AM
Hi !
Are these two MODs with MO compatible? :hmmm:
http://www.subsim.com/radioroom/showthread.php?p=1316448#post1316448
http://www.subsim.com/radioroom/showthread.php?t=166121
I think these MODs are not included in MO ?!
Or I donīt need these two MODs, because there are better / newer / other MODs in MO included ? :hmmm:
Thanks for help,
Magic:salute:
stoianm
01-26-11, 09:15 AM
I'm trying to install this mod but SH5 crashes after selecting a mission and just as I am about to enter it. I am guessing I am not configuring it properly.
The only MOD I have enabled is Magnus Opus with Patch 2. To install, I copied the contents of Patch 2 into the v001 folder (overwriting the files within), then enabled with JSGME. I am not running any other mods.
Perhaps I should enable v001 with JSGME then enable Patch 2 with JSGME (however they both use the same folder name).
Running Win 7 x64, 6GB Ram, GTX470 GPU, UAC disabled.
[EDIT]
I've tried running without Patch 2 (ie just v001) and getting the same result.
[EDIT]
Bah..have just tried running SH5 stock and it's crashing also...something has gone wrong with my install it seems. Will re-install and try again.
Any advice?
hi kraszus,
Maybe you must to start a new campaign. Enable the mod in the way that you did before (only patch 2) and after that start a new campaign.
stoianm
01-26-11, 09:22 AM
Hi !
Are these two MODs with MO compatible? :hmmm:
http://www.subsim.com/radioroom/showthread.php?p=1316448#post1316448
http://www.subsim.com/radioroom/showthread.php?t=166121
I think these MODs are not included in MO ?!
Or I donīt need these two MODs, because there are better / newer / other MODs included ? :hmmm:
Thanks for help,
Magic:salute:
Hi,
I think it is not a problem to install this 2 mods - perhaps you will have conflicts only with SteelViking's Interior Mod v1.2 (wich is incorporate in the megamod). These 2 mods are diferent from other mods and i do not think there are better / newer / other MODs included
kraszus
01-26-11, 10:19 AM
Any advice?
hi kraszus,
Maybe you must to start a new campaign. Enable the mod in the way that you did before (only patch 2) and after that start a new campaign.
Thanks Stoianm - I found out what the problem was. I had installed Visual Studio 2010 yesterday - the 2008 redistributable was causing SH5 to crash.
Have uninstalled the redistributable and all back to normal :)
stoianm
01-26-11, 10:31 AM
Thanks Stoianm - I found out what the problem was. I had installed Visual Studio 2010 yesterday - the 2008 redistributable was causing SH5 to crash.
Have uninstalled the redistributable and all back to normal :)
So, if i will install Visual Studio 2010 i do not need the 2008 redistributable? If yes witch one? I have:
1. Microsoft Visual C++ 2005 Alt update
2. Microsoft Visual C++2005 Redistributable
3. Microsoft Visual C++ 2008 Alt update
4. Microsoft Visual C++2008 Redistributable
I can remove all of them if i will install Visual Studio 2010?
Thanks
kraszus
01-26-11, 10:34 AM
You need to uninstall 'Visual C++ 2008 Redistributable 9.0.30729.4974 runtime'.
From this thread:-
http://www.subsim.com/radioroom/showthread.php?t=169067&highlight=redistributable
stoianm
01-26-11, 10:45 AM
You need to uninstall 'Visual C++ 2008 Redistributable 9.0.30729.4974 runtime'.
From this thread:-
http://www.subsim.com/radioroom/showthread.php?t=169067&highlight=redistributable
Good informations.
Thanks!
StarTrekMike
01-26-11, 06:40 PM
Been trying to work this out by reading through the whole of this thread.
I installed this mod and the patch (took me a bit but I figured out how easy it really is to install) and everything seems to work...kinda.
I know that this game is buggy but when I was just rolling with a different UI mod and some sounds mods I had no problem...this mod (the only thing enabled with mod enabler) seems to cause very random CTD's everytime I play the game. this is not at any particular time...it just seems to happen at random.
I don't want this to sound like I am angry, I know that so much hard work went into this mod and I want it to work the best that it can...I just can't even play the game when it CTD's at random after only a short time of play.
I meet all the requirements for the game but I think that having windows XP pro 32 bit might be causing issues.
I see only two options that I can take. I could download every mod included in this pack individually and see how that works for me (kind of a extreme sort of troubleshooting) or I could locate the problem within the mod and change it...I hear that the enviroment mod could be causes some folks issues.
again...not bashing the mod, I want to make this work for me because I love the mod choices.
any ideas on what could be causing my CTD's?
thank you all so much in advance.
Mike
THE_MASK
01-27-11, 04:10 PM
Any thoughts on having 2 magnum opus mods . The one you already have and a magnum opus hardcore , with real navigation and manos scopes included . cheers .
stoianm
01-27-11, 04:17 PM
Any thoughts on having 2 magnum opus mods . The one you already have and a magnum opus hardcore , with real navigation and manos scopes included . cheers .
The people that play the sh5 in the hardcore way usualy they are very good also in ,,handing mods''. It is easy to change for themselfs the MO in MO - hardcore!:salute: - i think:hmmm:
EgoApocalypse
01-27-11, 06:18 PM
Any thoughts on having 2 magnum opus mods . The one you already have and a magnum opus hardcore , with real navigation and manos scopes included . cheers .
Always Rock & Roll.:salute:
Magic1111
01-28-11, 04:27 AM
Hi TDW (and the Others) !
Short question for clearify my own MOD List:D !
Are these MODs in MO included:
- 1000_Meter_Bearing_Plotter_byTheBeasts1.0
When I enable this MOD, JSGME says NO Conlicts (with MO or else), but I think itīs included, or ? But itīs not in the List on Page 1 !:hmmm:
- No Damn Bubbles, No Damn Halo Mod
JSGME say it is an conflict with MO, but I didnīt find the MOD in the MO-List on Page 1 of this Thread ! :hmmm:
-sobers base sky mechanics V1
same, JSGME tells me conflict, but MOD is not on the List on Page 1
- Capthelms Lighting Effects mod for sh5
same, JSGME tells me conflict, but MOD is not on the List on Page 1
- Capthelms Under water Night Filter Adjustment Mod
same, JSGME tells me conflict, but MOD is not on the List on Page 1
Many thanks for answers ! :D
Best regards,
Magic:salute:
stoianm
01-28-11, 05:26 AM
Hi TDW,
The BARF mod it is not listed in the MO - mods list (but i saw that you have FX_Update_0_0_11_BARF_1_3_Full_Fix). If i want to have this mod i must to add or i do not need that (maybe it is not listed in MO but it is used:hmmm:)?
Thanks!:salute:
Silent Steel
01-28-11, 06:19 AM
Any thoughts on having 2 magnum opus mods . The one you already have and a magnum opus hardcore , with real navigation and manos scopes included . cheers .
Excellent! :yeah:
mobucks
01-28-11, 07:51 AM
lets get this beta iron out first IMO, all that is quite configureable right now no?
[BUG?]
Anyone else have a bug on the engine room officer's abilities where it says FASTER REPAIR instead of faster max speed?
I put a point in it and i think i got a knot or at least a half of one, so maybe just a typo from crew ability mod?
stoianm
01-28-11, 07:55 AM
lets get this beta iron out first IMO, all that is quite configureable right now no?
[BUG?]
Anyone else have a bug on the engine room officer's abilities where it says FASTER REPAIR instead of faster max speed?
I put a point in it and i think i got a knot or at least a half of one, so maybe just a typo from crew ability mod?
It is not a bug - MO mod use ,,no magic skill abilities fix,,
Read this thread here and you will be clearified: http://174.123.69.202/~subsimc/radioroom/showthread.php?p=1566364
THE_MASK
01-28-11, 03:45 PM
I applied patch 6 from multiple ui mod to mega mod . Seems to be working ok .
TheDarkWraith
01-28-11, 03:47 PM
I applied patch 6 from multiple ui mod to mega mod . Seems to be working ok .
unofficially it will work no problems :up:
Ruby2000
01-28-11, 05:34 PM
HI,
I fight with the keyboard layout !:hmmm:
I use the key L in the ...UserOptions.py.
Why can I not use Shift+L and/or Ctrl+L in the commands.cfg?
I would like to use following:
FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.L ]
and
[Cmd343]
Name=WP_Identify_target
Contexts=1
MnID=0x3F130002
Key0=0x4c,Cs,"Shift+L"
StringID=1073
HasDelayedExecution=Yes
If "FollowSelectedTargetHotKey" is activatetd, Shift+L does not work.
If "FollowSelectedTargetHotKey" is deactivatetd, Shift+L is working.
Why does this not work together? What does it is wrong?
regards
Ruby
TheDarkWraith
01-28-11, 05:44 PM
most likely to do with the way I coded the hotkey for the ToggleFollowSelectedTarget:
# follow selected target
if key == FollowSelectedTargetHotKey[1]:
if FollowSelectedTargetHotKey[0]:
from Pagelayout import ToggleFollowSelectedTarget
ToggleFollowSelectedTarget( None )
args.Handled = True
The highlighted in yellow says no need to check for this key anymore
marleymen
01-28-11, 05:55 PM
Hello TDW,
Wich files should I delete before installing MO to keep underwater colour as original (not the green modded one) and Uboat hull texture as original (not the new red one)
Thanks in advance.
TheDarkWraith
01-28-11, 06:01 PM
Hello TDW,
Wich files should I delete before installing MO to keep underwater colour as original (not the green modded one) and Uboat hull texture as original (not the new red one)
Thanks in advance.
I have had many complaints about the underwater color and brightness of the underwater. I'm thinking about removing it from the mod and releasing another patch that will cover this and some other items.
marleymen
01-28-11, 06:12 PM
Ok. Iīll wait for that patch. And about the uboat skin, wich files should I delete to return to original uboat skin? I prefer the grey original one.
TheDarkWraith
01-28-11, 06:17 PM
Ok. Iīll wait for that patch. And about the uboat skin, wich files should I delete to return to original uboat skin? I prefer the grey original one.
If you look up the Beast's grime skin mod (something to that effect) you'll see which files were changed
marleymen
01-28-11, 06:21 PM
Thanks TDW.
And congrats for your work this week. You made lot of improvements with that Mines, Subnets and Icebergs. Sure will be a new incentive to more modders to come SH5.
Respect.:arrgh!:
Magic1111
01-29-11, 08:01 AM
Hi TDW (and the Others) !
Short question for clearify my own MOD List:D !
Are these MODs in MO included:
- 1000_Meter_Bearing_Plotter_byTheBeasts1.0
When I enable this MOD, JSGME says NO Conlicts (with MO or else), but I think itīs included, or ? But itīs not in the List on Page 1 !:hmmm:
- No Damn Bubbles, No Damn Halo Mod
JSGME say it is an conflict with MO, but I didnīt find the MOD in the MO-List on Page 1 of this Thread ! :hmmm:
-sobers base sky mechanics V1
same, JSGME tells me conflict, but MOD is not on the List on Page 1
- Capthelms Lighting Effects mod for sh5
same, JSGME tells me conflict, but MOD is not on the List on Page 1
- Capthelms Under water Night Filter Adjustment Mod
same, JSGME tells me conflict, but MOD is not on the List on Page 1
Many thanks for answers ! :D
Best regards,
Magic:salute:
**** BUMP **** :oops::oops:
:D
TheDarkWraith
01-29-11, 11:40 AM
I'm working on a whole new version 0.0.5 of MO. I'll be updating post #1 with the list of included mods throughout the day. I hope to have it available by end of today :yep:
marleymen
01-29-11, 11:52 AM
What happened with version 0.0.3 and 0.0.4, Sir? :o
Sorry, I had to ask. :rotfl2:
:arrgh!:
stoianm
01-29-11, 11:52 AM
I'm working on a whole new version 0.0.5 of MO. I'll be updating post #1 with the list of included mods throughout the day. I hope to have it available by end of today :yep:
Very good!:up: It will answer at a lot of questions!
Did you add in it new mods?
Thanks!:salute:
TheDarkWraith
01-29-11, 11:55 AM
What happened with version 0.0.3 and 0.0.4, Sir? :o
Sorry, I had to ask. :rotfl2:
:arrgh!:
they were patches
TheDarkWraith
01-29-11, 11:56 AM
Very good!:up: It will answer at a lot of questions!
Did you add in it new mods?
Thanks!:salute:
I will be. Check list #1 periodically throughout the day.
Recommendations for new mods to be added to it :06: Or mods to be removed from it?
stoianm
01-29-11, 12:15 PM
I will be. Check list #1 periodically throughout the day.
Recommendations for new mods to be added to it :06: Or mods to be removed from it?
O yes, but only to add:
#-Frannys Texture mod V.02
#-No Damn Bubbles, No Damn Halo Mod
#-EQuaTool 01.01 by AvM - double set - Large plus Flat Style
#-Bowfin_Seabed_V1.0
#-AilImpurity 1.2
#-No Ship Reflections incl EFS 1.2
#-Old Style Explosions V1.1
#-SD_MapCourseLine_tiny_arrows_ocred
#-SD_MapLocationNameFix_v1_2
#-sobers base fog mechanics for SH5 V2
#-sobers base sky mechanics V1
#-sobers realistic hydrophone operator SH5
#-Wooden_Lifeboats_Mod_1.1
#-Alternative TDC Graphics V1.0
#-Icebergs
#-Lite Campaign LC 1.2 ( i saw that a lot of people use that one)
#-Dark_Interior_V1
#-Critical hits 1.1 Torpedos
Maybe you will consider to make a parts a MO only with sounds mods - or it will be to big?
Thanks!:salute:
stoianm
01-29-11, 12:40 PM
Last question:
i have these 2 patches:
Patch1_Terrain_harbour_flags_Mod_v1_2_1
Trevally Harbour & Kiel Canal Pilot patch
You will put in your new version of MO?
TheDarkWraith
01-29-11, 01:08 PM
I need links to any mods you request.
I need a link to the lite campaign mod also.
stoianm
01-29-11, 01:29 PM
I need links to any mods you request.
I need a link to the lite campaign mod also.
You have the whole pack here:
http://www.filefront.com/17866689/mods_to_add.rar
These 2 seems to be very cool:
#-Wooden_Lifeboats_Mod_1.1
#-Frannys Texture mod V.02 ( a lot of changes in bunker and submarine) i think is in conflict with conus
Thanks!
Ruby2000
01-29-11, 02:41 PM
Hi TDW,
http://www.subsim.com/radioroom/showthread.php?t=165400&highlight=Lite_Campaign_LC_1.21
the link for the German Lite Campaign.
regards Ruby
marleymen
01-29-11, 03:27 PM
Hello TDW,
Good to see adding Lite Campaign. Makes objectives more realistic.
The change for IRAI to 0.85 difficulty is a good choice. +1
You should post a link to Venatoreīs sound mods post. All are welcome.
Make the underwater colour optional mod, not required in the mod.
Staying for the release to install and give feedback. (I want to remember everyone your words in the #1 post : This is a BETA release)
Thanks for your effort. :arrgh!:
TheDarkWraith
01-29-11, 03:30 PM
Hello TDW,
Good to see adding Lite Campaign. Makes objectives more realistic.
The change for IRAI to 0.85 difficulty is a good choice. +1
You should post a link to Venatoreīs sound mods post. All are welcome.
Make the underwater colour optional mod, not required in the mod.
Staying for the release to install and give feedback. (I want to remember everyone your words in the #1 post : This is a BETA release)
Thanks for your effort. :arrgh!:
The underwater color mod has been removed. It's not an optional mod either - too many people complained.
The General
01-29-11, 03:51 PM
@marleymen
That can easily be played with here:
C:\Ubisoft\Silent Hunter 5\data\Filters\ColorCorrection
Open the hdr_underwater file with Notepad.
[501]Otto
01-29-11, 04:39 PM
Hi TDW:
Could you add these ones (Donīt know if they are already in MO) :
Mines
Subnets
Icebergs
Soberīs base fog mechanics
BTW, got an issue with MO + patch2, but it can happen due to my GTX285. Randomly, the flag dissapears and sometimes, it just gets white or blue (seems that I am trying to surrender the boat :damn: )
Other "bug" that happens from time to time: planes pass over my u-boat without attacking. I mean, for example, at 12:20 planes just pass over the boat; at 12:35 they attack but just once; at 12:45 just pass over; at 13:15 just pass over; at 13:30 they attack several times and so on.
Thanks for your amazing work, you are making SHV a new and great sim, something that Ubi did not achieve :salute:
stoianm
01-29-11, 04:43 PM
They are already added: TDW said: ''I'm working on a whole new version 0.0.5 of MO. I'll be updating post #1 with the list of included mods throughout the day. I hope to have it available by end of today :yep:''
Check post #1
[501]Otto
01-29-11, 04:49 PM
They are already added: TDW said: ''I'm working on a whole new version 0.0.5 of MO. I'll be updating post #1 with the list of included mods throughout the day. I hope to have it available by end of today :yep:''
Check post #1
:doh:
Thx mate :yeah:
Did somebody notice the "bugs" I have or is just something bad in my pc?
Trevally.
01-29-11, 04:53 PM
I am using GTX 460 SLI and have not noticed the flag issue.
I think the planes are not attacking due to no ammo:hmmm:
panosrxo
01-29-11, 05:05 PM
I am using GTX 460 SLI and have not noticed the flag issue.
I think the planes are not attacking due to no ammo:hmmm:
I have seen the white flag. (ATI 4870) It happened once.
marleymen
01-29-11, 05:06 PM
Otto, i didnīt have that issue, but mine is an ATi card.
About the planes, maybe it is because they ran out of ammo (bombs) like Trevally said.
In spanish: se siente raro contestarte en ingles, pero seguro que asi alguien que tambien lo necesite puede ayudarte.
Un saludo.
[501]Otto
01-29-11, 05:45 PM
Thx mates, didnīt know that planes can run out of ammo.
About the flag....well, recently upgraded the nvidia controllers to the last ones. On the other hand, when I was using the flag mod, it never had a problem. It started with Magnum Opus... any idea?
@marleymen (in spanish):Gracias, la verdad es que da gusto soltar algun que otro parrafo en castellano en este estupendo foro. Nos vemos, saludos:
Otto ;)
TheDarkWraith
01-29-11, 07:51 PM
The new version (v0.0.5) of MO will be released when TheGeneral completes his work on the icebergs for the campaign :yep:
This version will not be a patch but a complete version as there are so many having problems with installing patches.
@ Otto: as you using a 32 bit OS? If so, look back some pages here and you'll see something I posted about enabling more memory for the game. Something to try
gvogt12000
01-29-11, 08:25 PM
I'm having trouble saving my spot in the game using the mega mod. I saved once on the disconnect spot and it did. Later I saved it under the saved area (not the disconnect) and it didn't save anything. Anyone else with this problem?
marleymen
01-29-11, 10:59 PM
The new version (v0.0.5) of MO will be released when TheGeneral completes his work on the icebergs for the campaign :yep:
This version will not be a patch but a complete version as there are so many having problems with installing patches.
@ Otto: as you using a 32 bit OS? If so, look back some pages here and you'll see something I posted about enabling more memory for the game. Something to try
I tried enabling more memory in my XP 32 bits. But donīt know the Administrator password, and without that I canīt type the command. Any other way to enable more memory ?
Silent Steel
01-30-11, 02:40 AM
Hello TDW,
Good to see adding Lite Campaign. Makes objectives more realistic.
The change for IRAI to 0.85 difficulty is a good choice. +1
You should post a link to Venatoreīs sound mods post. All are welcome.
Make the underwater colour optional mod, not required in the mod.
Staying for the release to install and give feedback. (I want to remember everyone your words in the #1 post : This is a BETA release)
Thanks for your effort. :arrgh!:
If you're looking for Venatore's mods you find them here:
http://www.subsim.com/radioroom/showthread.php?t=173371 (http://www.subsim.com/radioroom/showthread.php?t=173371)
//
stoianm
01-30-11, 08:19 AM
Hi TDW,
Can you take in consideration to add the ''Zoomable external camera'' in your MO. I found him very useful. Here is the link:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1571
Thanks!:salute:
[501]Otto
01-30-11, 08:38 AM
@ Otto: as you using a 32 bit OS? If so, look back some pages here and you'll see something I posted about enabling more memory for the game. Something to try
Thx mate, but it is not a 32 bits OS.
My fault, I did not list my specs :damn:
Windows 7 ultimate 64x
intel quad Q6600 2.4ghz
GeForce Gtx 285
Ram: 4 gbs
TheDarkWraith
01-30-11, 11:07 AM
Hi TDW,
Can you take in consideration to add the ''Zoomable external camera'' in your MO. I found him very useful. Here is the link:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1571
Thanks!:salute:
move your mousewheel and you'll see that I've already included something like it. You can also zoom camera on sub free cam and object cam (from camera bar)
stoianm
01-30-11, 11:31 AM
By the way, i was noticed that a lot of people are using Stormys DBSM SH5 v1.2 MFCM Basemod after your MO mod, and, they do not knot that are overiting your sh file from TDW FIX. Maybe you can update you SH file or ask Stormy to update his sound mod collection.
Will you consider to make an MO parts only with sounds mods in the future?
Thanks!:salute:
Magic1111
01-30-11, 12:32 PM
The new version (v0.0.5) of MO will be released when TheGeneral completes his work on the icebergs for the campaign :yep:
This version will not be a patch but a complete version
Hi TDW !
That sounds very good ! :yeah:
But two questions:
1.) I think in the forthcoming complete version of MO (0.0.5) is the version 6.3.7 (Patch) from your GUI MOD then included, right ? :hmmm:
2.) What for Files from actually MO must I save, that I have in MO 0.0.5. the same color of underwater Look (or have you please an Download Link from the Original-MOD) ? Or you offer the underwater color MOD to "Optional MOD Folder" which comes with 0.0.5 for those who want the underwater color MOD ?!
Thanks for answer,
Magic:salute:
stoianm
01-30-11, 01:59 PM
Hi TDW,
I read somewhere on the forum that you made changes in TDW FIX to have the same results with ones from External Torp Reload Time - wamphyri mod. :hmmm:
I, and magic1111 also, want to enable this mod but i have conflicts with MO!:hmmm:
Is ok, or your MO reload the external torpedo in the same maner like External Torp Reload Time - wamphyri mod?:06:
Thanks!
Ruby2000
01-30-11, 02:41 PM
Hi TDW,
which dds-file is the german-flag on the u-boat?
best regards and thanks
Ruby
TheDarkWraith
01-30-11, 02:41 PM
Hi TDW,
I read somewhere on the forum that you made changes in TDW FIX to have the same results with ones from External Torp Reload Time - wamphyri mod. :hmmm:
I, and magic1111 also, want to enable this mod but i have conflicts with MO!:hmmm:
Is ok, or your MO reload the external torpedo in the same maner like External Torp Reload Time - wamphyri mod?:06:
Thanks!
MO and FX Update both have the external torp reload time set to the time recommended by wamphyri
TheDarkWraith
01-30-11, 02:43 PM
Hi TDW,
which dds-file is the german-flag on the u-boat?
best regards and thanks
Ruby
from the included documentation file:
The .dds files used for the flags can be changed to whatever the user wants. See \SubFlags_0_0_6_byTheDarkWraith\data\Textures\TNor mal\tex' for the files used. As an example, the following .dds file is for VIIA flag 1: 7A_Flag_1.dds.
Breakdown of naming convention:
7A - type of sub
Flag - denotes for flag
_1 - denotes flag 1 (top flag)
_2 - denotes flag 2 (bottom flag)
Flag 1 is the top flag. Flag 2 is the bottom flag.
The flags have their alpha channels enabled so user can do some neat tricks with the flags (weathering, tearing, tattered look, etc.)
Ruby2000
01-30-11, 03:30 PM
Hi TheDarkWraith,
many thanks.
best regards
Ruby
Grifty_mcgrift
01-30-11, 07:32 PM
I hope I'm not derailing any topics, but I'm having some problems and I didn't know where to turn.
I recently install the Magnum Opus Mod with Patch 2 and I've been experiencing some annoying and strange problems. First, I had extreme frame rate drops, but I removed Steelvikings shadow mod and that seems to have fixed things up just fine.
But I'm still experiencing some odd graphic glitches. For example, the screen will go black. I can still move around and hear the sound of my footsteps, just the screen is black. If I alt-tab out of the game and go back, it will fix the problem, but then it happens again. I also experience glitches like things disappearing when I move the mouse pointer over them, then when I click, they reappear. I've also had the water completely disappear and I can see the ground and it looks like the boat is floating through the air. I tried updating the drivers for my graphics card and I thought that solved the problem, but the glitches reappeared when I started a new campaign and finished the tutorial. I also have a lot of random crashes to desktop. I've tried lowering my settings, but I still experience the same problem. I should also note that these issues only seem to occur in the campaign. I've tried playing some historical missions and everything runs just fine.
So has anyone else experienced these problems, and if so, please tell me how to fix them. They are very frustrating and annoying. I hope it's not a mod issue, because I really don't think I can play SH5 without MO mod. It would just suck too much.
Also, my system checks out for all system requirments. I am using an ATI card, 5700, 1gig of ram I believe. So again, any help would be greatly appreciated! Thanks.
THE_MASK
01-30-11, 09:38 PM
Problem maybe . I installed magnum Opus V1 and patch 2 . I also installed sobers 100% underwater FX .
http://www.subsim.com/radioroom/downloads.php?do=file&id=2750&act=down
With the mega mod patch 2 the game isnt reading PFX files . My mod works vanilla but not with the mega mod patch 2 .
TheDarkWraith
01-30-11, 10:32 PM
Problem maybe . I installed magnum Opus V1 and patch 2 . I also installed sobers 100% underwater FX .
http://www.subsim.com/radioroom/downloads.php?do=file&id=2750&act=down
With the mega mod patch 2 the game isnt reading PFX files . My mod works vanilla but not with the mega mod patch 2 .
no clue. Never seen those kind of files
stoianm
01-30-11, 10:56 PM
Problem maybe . I installed magnum Opus V1 and patch 2 . I also installed sobers 100% underwater FX .
http://www.subsim.com/radioroom/downloads.php?do=file&id=2750&act=down
With the mega mod patch 2 the game isnt reading PFX files . My mod works vanilla but not with the mega mod patch 2 .
LOL sober:haha: i am thinking at this mod of yours sobers 100% underwater FX - you are hunting sweeping the scope underwater sometimes?:hmmm:
SashaKA001
01-30-11, 11:10 PM
I hope I'm not derailing any topics, but I'm having some problems and I didn't know where to turn.
I recently install the Magnum Opus Mod with Patch 2 and I've been experiencing some annoying and strange problems. First, I had extreme frame rate drops, but I removed Steelvikings shadow mod and that seems to have fixed things up just fine.
But I'm still experiencing some odd graphic glitches. For example, the screen will go black. I can still move around and hear the sound of my footsteps, just the screen is black. If I alt-tab out of the game and go back, it will fix the problem, but then it happens again. I also experience glitches like things disappearing when I move the mouse pointer over them, then when I click, they reappear. I've also had the water completely disappear and I can see the ground and it looks like the boat is floating through the air. I tried updating the drivers for my graphics card and I thought that solved the problem, but the glitches reappeared when I started a new campaign and finished the tutorial. I also have a lot of random crashes to desktop. I've tried lowering my settings, but I still experience the same problem. I should also note that these issues only seem to occur in the campaign. I've tried playing some historical missions and everything runs just fine.
So has anyone else experienced these problems, and if so, please tell me how to fix them. They are very frustrating and annoying. I hope it's not a mod issue, because I really don't think I can play SH5 without MO mod. It would just suck too much.
Also, my system checks out for all system requirments. I am using an ATI card, 5700, 1gig of ram I believe. So again, any help would be greatly appreciated! Thanks.
And how much RAM you have, and how many cores in a processor? If one core is almost normal, if you have 2 gigabytes of memory it is very small. Video card out of it then plays a minor role. In the foreground memory, the more memory to s top.
Grifty_mcgrift
01-30-11, 11:19 PM
And how much RAM you have, and how many cores in a processor? If one core is almost normal, if you have 2 gigabytes of memory it is very small. Video card out of it then plays a minor role. In the foreground memory, the more memory to s top.
I have a dual core process and 2 gigs of ram. I pass all the system requirements in the test the game does when you first install. And the game runs fine on historical missions, even on full settings, so I'm not sure what is causing the problem with the campaign. Could it be something to do with saves sychronized online? I've switched it off, but when I start the game at the main menu, it still says games are sycrhonized from server. Is that normal? Should that message appear at all?
stoianm
01-31-11, 12:29 AM
Hi TDW,
Before you had the IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting added in your MO. Will be not more in the new one?:06:
Thanks!
TheDarkWraith
01-31-11, 12:32 AM
Hi TDW,
Before you had the IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting added in your MO. Will be not more in the new one?:06:
Thanks!
No it will not be part of MO anymore. MO is going to be out of the box for the total beginner.
Any add-on mod from my UIs mod can be used in MO though so don't worry :yep: You'll just need to enable the add-on mods wanted from my UIs mod.
stoianm
01-31-11, 12:41 AM
Can you change the explanation at post #1 with the ones that you gived to me: ,,You can still adjust, that's why they are there. The values have changed that's all and you have min and max for each sensor. The values are now 0-100 with 0 being no sensor. Default values are 85 for min and 100 for max for each sensor. Intermediates will probably want to use 85 min and 95 max and beginners will probably want to use 80 min and 90 max.'':06:
Because of that i was a little bit confused!:DL
Thanks!
TheDarkWraith
01-31-11, 12:43 AM
Can you change the explanation at post #1 with the ones that you gived to me: ,,You can still adjust, that's why they are there. The values have changed that's all and you have min and max for each sensor. The values are now 0-100 with 0 being no sensor. Default values are 85 for min and 100 for max for each sensor. Intermediates will probably want to use 85 min and 95 max and beginners will probably want to use 80 min and 90 max.'':06:
Because of that i was a little bit confused!:DL
Thanks!
when I release the new version of MO I will. Currently the old version of IRAI is in MO so what is stated at post #1 still applies :yep:
stoianm
01-31-11, 12:46 AM
Logical, you are right. My bad, sorry!:oops:
ReallyDedPoet
01-31-11, 08:17 AM
No it will not be part of MO anymore. MO is going to be out of the box for the total beginner.
Any add-on mod from my UIs mod can be used in MO though so don't worry :yep: You'll just need to enable the add-on mods wanted from my UIs mod.
Nice idea :yep::up:
Go with a solid base and let folks customize to their liking from there.
stoianm
01-31-11, 10:26 AM
Hi TDW,
If your MO it is able to make a crash dive with telleport to obs scope then wy when i play the trevally script Pesky Aeroplanes! i must be below decs?:hmmm:
Thanks!
mobucks
01-31-11, 10:35 AM
While catering to the total beginner is understandable, where will I turn to for a mod that caters towards total realism? I dont really see how removing something from the mod that creates realism is helping/hindering a beginner, when there are plenty of options "in game" to cater to said beginner. ie. Map Contacts on/External Cam ect ect.
Another option i find odd is the "allow to recieve radio messages below surface" option. What is the realistic value for this? I would guess a sub cannot reciever radio when submerged, so why not have that value at a realistic base so someone who just wants to play a realistic sub game can jump in and play, regardless of difficulty, a sub that behaves realisticly? Same can be said for most effeicent speed option and a few others maybe.
I certainly dont see a lot of people posting how the game is too hard because of these added options, quite the contrary, these are issues with the base game that were requested to be fixed from the get-go.
IMHO, any option that can be changed through modding, in MO, should default to a realistic value. We are after all playing a sub simulation here.
Grifty_mcgrift
01-31-11, 04:29 PM
Hello all,
I just had quick question about Magnum Opus. As some of you may have noticed from a pervious post, I was having problems after installing the mod with patch 2, including graphic glitches and crashing to desktop. So after a few days of pulling my hair out, I removed Magnum, did a fresh install of SH5, and added some select mods. I managed to start a campaign, do a patrol in and around the harbour, and return to base, all without any glitches or crashes. My system still seemed to be working a little hard, but I was running on full detail across the board. But still, no problems. So I'm thinking it had something to do with Magnum Opus, and my money is probably on the Envro mod.
Is there anyway to install Magnum without the envro mod? There are so many great things in Magnum that I would like to have, like the IRAI mod that I can't seem to find anywhere else to download. So if there is anyway to install Magnum without envro, please let me know. Thanks!
stoianm
01-31-11, 05:22 PM
Hello all,
I just had quick question about Magnum Opus. As some of you may have noticed from a pervious post, I was having problems after installing the mod with patch 2, including graphic glitches and crashing to desktop. So after a few days of pulling my hair out, I removed Magnum, did a fresh install of SH5, and added some select mods. I managed to start a campaign, do a patrol in and around the harbour, and return to base, all without any glitches or crashes. My system still seemed to be working a little hard, but I was running on full detail across the board. But still, no problems. So I'm thinking it had something to do with Magnum Opus, and my money is probably on the Envro mod.
Is there anyway to install Magnum without the envro mod? There are so many great things in Magnum that I would like to have, like the IRAI mod that I can't seem to find anywhere else to download. So if there is anyway to install Magnum without envro, please let me know. Thanks!
No, you can not instal MO without env mod.
All the mods that TDW use in his MO you can find on this forum - it is a search section -
You can see the list of the mods that TDW used in MO in last page post#1
The thing is that TDW made change to make some mods compatible - if you will try to install stand allone mods you will have conflicts somethimes.
Before i used to play with all the mods that TDW used in MO and many more - but is better with MO.
If you install all the mods made by TDW you will not have conflicts (just to install in the corect order)
In your place first i will start with new uis by TDW v6.3.7 after IRAI and so on.
I made what you want to try now: a lots of the problems that i had and a lots of advices you will find at this thread:
http://www.subsim.com/radioroom/showthread.php?t=179490&page=3
Start with the begining and i will help you in the way:
TDW UIs:
http://www.subsim.com/radioroom/showthread.php?t=166093&page=413
IRAI:
http://www.subsim.com/radioroom/showthread.php?t=171973&page=71
Best regards!:up:
Silent Steel
02-01-11, 01:03 AM
Hello all,
I just had quick question about Magnum Opus. As some of you may have noticed from a pervious post, I was having problems after installing the mod with patch 2, including graphic glitches and crashing to desktop. So after a few days of pulling my hair out, I removed Magnum, did a fresh install of SH5, and added some select mods. I managed to start a campaign, do a patrol in and around the harbour, and return to base, all without any glitches or crashes. My system still seemed to be working a little hard, but I was running on full detail across the board. But still, no problems. So I'm thinking it had something to do with Magnum Opus, and my money is probably on the Envro mod.
Is there anyway to install Magnum without the envro mod? There are so many great things in Magnum that I would like to have, like the IRAI mod that I can't seem to find anywhere else to download. So if there is anyway to install Magnum without envro, please let me know. Thanks!
Hi there
Here is the IRAI:
http://www.filefront.com/17873484/IRAI_0_0_30_TheDarkWraith.7z/ (http://www.filefront.com/17873484/IRAI_0_0_30_TheDarkWraith.7z/)
The game is always synchronizing from the server.
Cheers
//
THE_MASK
02-01-11, 04:58 AM
I finally found out after 2 days of tearing my hair out why my sobers 100% underwater FX mod wouldnt work with Magnum Opus . I was also getting on occasion a faulting SHSim.act file and excessive sun glare in fog and other things . some PFX files wernt being read by the game .
C:\Ubisoft\Silent Hunter 5\data\Filters\underwater in particular . After 2 days i tracked down the offending file to be
C:\Ubisoft\Silent Hunter 5\MODS\Magnum_Opus_v0_0_1\data\Misc\underwater_dis p_map
It is saved as 32 bit whereas it should be saved as DXT5
http://www.filefront.com/17878640/underwater_disp_map.dds
stoianm
02-01-11, 05:13 AM
I finally found out after 2 days of tearing my hair out why my sobers 100% underwater FX mod wouldnt work with Magnum Opus . I was also getting on occasion a faulting SHSim.act file and excessive sun glare in fog and other things . some PFX files wernt being read by the game .
C:\Ubisoft\Silent Hunter 5\data\Filters\underwater in particular . After 2 days i tracked down the offending file to be
C:\Ubisoft\Silent Hunter 5\MODS\Magnum_Opus_v0_0_1\data\Misc\underwater_dis p_map
It is saved as 32 bit whereas it should be saved as DXT5
http://www.filefront.com/17878640/underwater_disp_map.dds
Hi sober,
i was thinkig at this mod of yours - the mean of the mod is to have like ,,real visibility'' when you are sweeping your scope underwater:hmmm:
What i am not able to understand is why you are sweeping your scope underwater? - what advantage you have when you do that (when you sweep your scope under water?)
I was thinking at this and i am very curios:damn:
Realy apreciate an explanation!:03:
Best regards!:salute:
THE_MASK
02-01-11, 05:44 AM
Hi sober,
i was thinkig at this mod of yours - the mean of the mod is to have like ,,real visibility'' when you are sweeping your scope underwater:hmmm:
What i am not able to understand is why you are sweeping your scope underwater? - what advantage you have when you do that (when you sweep your scope under water?)
I was thinking at this and i am very curios:damn:
Realy apreciate an explanation!:03:
Best regards!:salute:It was just an anti cheat .
stoianm
02-01-11, 05:53 AM
It was just an anti cheat .
Ok, i see - so if you are using for example the mod AilImpurity 1.2 or (the vanilla version) then you will be able to see very clear underwater at long distance and hunt ships with the scope underwater - that make the relity go.
Your mod it is like an anticheat to increase the reality of the game!:yep:
When the mod will be god to go i will use it?:up:
Best regards!:salute:
Timbo open seas
02-01-11, 01:38 PM
Hi am a newbie :DL,
Had subsim 5 for a few months and tyred to install a few times and kept getting the graphic card out of date sorted it now,take no notice of it OK NOW,its a Geforce GTX470 with latest updates.
The problem is ThePatch 2 what do i install from the update and which order do i do it ? as a bit lost on this one sorry.
Thanks for any help Cheers Timbo :)
Ps use silent hunter 4 a lot.
Sorted it now Thank you H.T
Herr Trigger
02-01-11, 02:00 PM
To Timbo open seas (http://174.123.69.202/~subsimc/radioroom/../../%7Esubsimc/radioroom/member.php?u=241601)
Go to page 47 of this thread, post 693, all explained, but follow carefully!!
regards,
H.T.
Poacher886
02-01-11, 02:25 PM
A quick couple of questions:
1. Its troubling me that 'My' Uboat (Type7a) may have a fixed max depth, that is, every new campaign with a type7a will always and only go to xxx depth before crushing, obviously, each and every boat would have had a different final depth all be it similar one in most cases. I've located the data/submarine/ type7a.cfg file. where i found the "Max depth" option which had a value of 200m. Now my question is, is this the depth the boat can go to before crushing? And if so, i will get my trusty assistant to type a new value between 200-225m without my knowing thus leaving me always guessing at the final depth!
2. This is a simple one. Im now on my second patrol having spent 22 days at sea in September....i've never seen any rain at all, is it modelled or did the environment mod remove it in some way??
Thanks
THE_MASK
02-01-11, 03:13 PM
A quick couple of questions:
1. Its troubling me that 'My' Uboat (Type7a) may have a fixed max depth, that is, every new campaign with a type7a will always and only go to xxx depth before crushing, obviously, each and every boat would have had a different final depth all be it similar one in most cases. I've located the data/submarine/ type7a.cfg file. where i found the "Max depth" option which had a value of 200m. Now my question is, is this the depth the boat can go to before crushing? And if so, i will get my trusty assistant to type a new value between 200-225m without my knowing thus leaving me always guessing at the final depth!
2. This is a simple one. Im now on my second patrol having spent 22 days at sea in September....i've never seen any rain at all, is it modelled or did the environment mod remove it in some way??
ThanksBrilliant idea :yeah:
Poacher886
02-01-11, 03:30 PM
Thanks, i guess ive hit the right file then?
There are only three things that make 'your' boat different to evey other one of that type you will venture out on.
1. Its Number
2. Its Emblem
3. Its Max depth.
Lets at least cling to those three eh!
Silent Steel
02-02-11, 03:38 AM
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.
I have a question too concerning the message box:
When I've read a message and want to delete it I hit the "Delete" but the message wont go away.
First after closing and then opening the box again the deleted message is gone... :hmmm:
//
WillyVic
02-02-11, 05:31 AM
...
stoianm
02-02-11, 05:39 AM
Cool!:up: Can you upload?
Thanks!
Magic1111
02-02-11, 06:17 AM
Cool!:up: Can you upload?
Thanks!
Yes, please upload ! :up:
Sokolov
02-02-11, 02:56 PM
If i will install this mega mod, will it change russian languge (that i have), can i add some mods more, and can i delete some mods from this mega-mod? Thanks
Sokolov
02-02-11, 02:57 PM
I wanna delete just Lite campain
stoianm
02-02-11, 03:00 PM
I wanna delete just Lite campain
This version of MO that is now available to download has not yet the mod ,,lite campaign'' included. It will be in next version. So you do not worry about ,,lite campaign''.
Salute!
Sokolov
02-02-11, 03:09 PM
Lite campain included in that version or it will in next or i can just do not install it (lite campain)?
stoianm
02-02-11, 03:12 PM
Lite campain included in that version or it will in next or i can just do not install it (lite campain)?
You said that you want to delete ,,lite campaign'' -- i told you that you not need to do that because ,,litle campaign,, it is NOT YET included in MO.
Sokolov
02-02-11, 03:16 PM
ok, tnx, mate. Another question is why Manos scopes in the list of mods though it included in DW UI 6 3 7 and DW UI 6 3 7 included in mega-mod?
stoianm
02-02-11, 03:29 PM
ok, tnx, mate. Another question is why Manos scopes in the list of mods though it included in DW UI 6 3 7 and DW UI 6 3 7 included in mega-mod?
The manos scopes are in the new UIs by TDW 6.3.7
oscar19681
02-02-11, 05:47 PM
Did a clean reinstall of sh-5 , installed mega-mod + patch 2. Still ctd upon loading into bunker or into single mission. my machne far exeeds recommended requirement. I starting to get anoyyed . Not towards the maker of this mod but i cant seem to figure out what makes the game crash all the time. Did the tutorial and my conning tower disapeared and some other parts of the hull . I dont know what i can do to make this mod work . I guess for some is does and for some it doesnt.
kraszus
02-02-11, 06:32 PM
Are you able to play the stock game? If not, check to see if you have the 2008 Visual C Redistributable installed. If you do, uninstall it.
Worked for me.
Michal788
02-02-11, 07:10 PM
Did a clean reinstall of sh-5 , installed mega-mod + patch 2. Still ctd upon loading into bunker or into single mission. my machne far exeeds recommended requirement. I starting to get anoyyed . Not towards the maker of this mod but i cant seem to figure out what makes the game crash all the time. Did the tutorial and my conning tower disapeared and some other parts of the hull . I dont know what i can do to make this mod work . I guess for some is does and for some it doesnt.
I have no problem with this patch
Can you play sh5 without the mod?
So yes , test it than with the TDW UI mod. (not the MO from TDC)
TheDarkWraith
02-02-11, 08:12 PM
Did a clean reinstall of sh-5 , installed mega-mod + patch 2. Still ctd upon loading into bunker or into single mission. my machne far exeeds recommended requirement. I starting to get anoyyed . Not towards the maker of this mod but i cant seem to figure out what makes the game crash all the time. Did the tutorial and my conning tower disapeared and some other parts of the hull . I dont know what i can do to make this mod work . I guess for some is does and for some it doesnt.
Check some pages back about fixes I proposed for running amount of memory. If you're using a 32bit OS this is probably what's happening to you.
Drewcifer
02-02-11, 10:17 PM
hmm, okay I searched around and didn't really see what I was looking for. How do I enable real navigation? Is it a seperate mod, or is it included, what do I have to change to make it work, etc.
Edit: Nevermind I gutted the New UI's mod and put real nav in from there.
stoianm
02-03-11, 02:21 AM
Did a clean reinstall of sh-5 , installed mega-mod + patch 2. Still ctd upon loading into bunker or into single mission. my machne far exeeds recommended requirement. I starting to get anoyyed . Not towards the maker of this mod but i cant seem to figure out what makes the game crash all the time. Did the tutorial and my conning tower disapeared and some other parts of the hull . I dont know what i can do to make this mod work . I guess for some is does and for some it doesnt.
Yes, kraszus wrotted this for me and it works:
,,You need to uninstall 'Visual C++ 2008 Redistributable 9.0.30729.4974 runtime'.
From this thread:-
http://www.subsim.com/radioroom/show...edistributable
and the ,,32bit OS - fix'' that TDW explained also, offcource
Salute!:salute:
TheBeast
02-03-11, 05:00 AM
If it isn't already, this should be a [TEC] Sticky...
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
marleymen
02-03-11, 12:00 PM
@TDW How is it going the new version of the mega mod ?? My crew is spending much time in Lorientīs canteen :nope: and the submarine in dry docks does not help Doenitz. :arrgh!:
Until that Captain Marley is improving his english reading "Hitlerīs Uboat War: The Hunters 1939-1942"
Totally Recommended. :up:
TheDarkWraith
02-03-11, 12:09 PM
I'm out on the road and have been since Monday. I can't work on it until I get back home to my home computer. I hope to be home in a couple of days.
stoianm
02-03-11, 01:48 PM
I'm out on the road and have been since Monday. I can't work on it until I get back home to my home computer. I hope to be home in a couple of days.
Thats mean it is only up to you (the others - like the general and comp- already finished to add icebergs?)?
Salute!:salute:
marleymen
02-03-11, 02:30 PM
I'm out on the road and have been since Monday. I can't work on it until I get back home to my home computer. I hope to be home in a couple of days.
Have a good travel home. If you need resuply send a Radio Message to BdU. :rotfl2:
Dieselglock
02-03-11, 06:20 PM
Hello,
Thanks to TDW for the great mod. Everything seems to work fine but the hydrophone. The hydrophone works fine in the tutorial missions but does not work when in career mode. I can't hear any contacts even if close and the hydrophone operator can not hear them either. Any help would be appreciated.
Here is my mode load out:
Grossdeutscher Rundfunk
Ferocious Fire SFX
U-Boat Radio Room Telemetry SFX
U-Boat Propulsion SFX
Silent Seagulls
U-Boat Watch Crew Routine SFX
Unterseeboot II SFX
U-Boat Ballast Tanks SFX
Ambient Underwater SFX
A Fistful of Emblems v1.51
Magnum_Opus_v0_0_1_With Patch2
MRP_4_3_ratio
MRP 16x9 patch
Speech fixes and additions (german version)
Lite Campaign LC 1.2
Open_Horizons
Battlestations_soundmod_1.1
Thanks in advance.
[:]CASINO[:]
02-03-11, 06:28 PM
Hello im pretty new to the mod seen, but enjoy the things i got working so far. Thank you for the time you put in to this.
I just got 1 question, i got the mod to work and installed true JGME. I Downloaded the patch also, as recommended, but i have no clue how to instal it. True JMGE i received a error message.
I know it might be a stupid question but and i've searched true countlees posts but some how cant find the answer.
Thx in advance
CAS
stoianm
02-03-11, 06:36 PM
Hello,
I can't hear any contacts even if close and the hydrophone operator can not hear them either. Any help would be appreciated.
Thanks in advance.
Strange. First time when i hear that. i have some advice but not sure will work out the problem:
1) read the problems with hydro here:
http://www.subsim.com/radioroom/showthread.php?t=179081
2) make some changes in contact.cfg:
http://www.subsim.com/radioroom/showthread.php?t=166593
3) install this mod ,,sobers realistic hydrophone operator SH5''
Your list mod seems it is ok!
If you can not fix the problem maybe someone more avised will hel you!:up:
Salute!:salute:
stoianm
02-03-11, 06:53 PM
CASINO[:];1590027']Hello im pretty new to the mod seen, but enjoy the things i got working so far. Thank you for the time you put in to this.
I just got 1 question, i got the mod to work and installed true JGME. I Downloaded the patch also, as recommended, but i have no clue how to instal it. True JMGE i received a error message.
I know it might be a stupid question but and i've searched true countlees posts but some how cant find the answer.
Thx in advance
CAS
usually when i aplied the patch i followed these steps (you must desable the mod first before start):
1) go to the location: C:Magnum_Opus_Patch_2\MODS
here you will find the folder: Magnum_Opus_v0_0_1
copy the folder
2) go to the location where you have the MO : C:Magnum_Opus_v0_0_1
paste the file here - overwritte all the folders and files that are in conflict
3) copy the folder Magnum_Opus_v0_0_1 from the location C:Magnum_Opus_v0_0_1 in C:\Ubisoft\Silent Hunter 5\MODS
Enable the mod via JMGE
P.S. do not forget to migarte you old option.py before enabling the mod
Salute!:salute:
P.P.S. tdw said : ,,Soon we will have a new version of MO - seems to many people have trouble when install a patch''
Dieselglock
02-03-11, 07:09 PM
Strange. First time when i hear that. i have some advice but not sure will work out the problem:
1) read the problems with hydro here:
http://www.subsim.com/radioroom/showthread.php?t=179081
2) make some changes in contact.cfg:
http://www.subsim.com/radioroom/showthread.php?t=166593
3) install this mod ,,sobers realistic hydrophone operator SH5''
Your list mod seems it is ok!
If you can not fix the problem maybe someone more avised will hel you!:up:
Salute!:salute:
Thanks for your response I will check this out
WillyVic
02-03-11, 07:32 PM
For Stoianm and Magic111,
Magnum Opus Intro Loading Screen zip is uploaded here. Check the Downloads section. Look in Interface Mods.
WillyVic
stoianm
02-03-11, 07:35 PM
For Stoianm and Magic111,
Magnum Opus Intro Loading Screen zip is uploaded here. Check the Downloads section. Look in Interface Mods.
WillyVic
Thanks!:up: I will put this down right away!
mobucks
02-04-11, 02:06 AM
Thanks for your response I will check this out
also make sure to be below 15m depth
Drewcifer
02-04-11, 04:16 AM
using only the mega mod, my sub cannot find PD ever, at any speed. Everytime I order Periscope depth I end up between ten and eight meters, conning tower breaking the surface and my sub screaming hey looking at me.
I generally have to manually select 15-20 meters, which will let me linger around 12 meters so that i'm not breaking the surface of the water with nearly my entire sub.
Oh and the snorkel depth might as well just be decks a wash, because thats what I use it for.
Magic1111
02-04-11, 04:48 AM
For Stoianm and Magic111,
Magnum Opus Intro Loading Screen zip is uploaded here. Check the Downloads section. Look in Interface Mods.
WillyVic
Download it ! :up: Many thanks, looks nice !!! :yeah:
Best regards,
Magic:salute:
mobucks
02-04-11, 09:13 AM
using only the mega mod, my sub cannot find PD ever, at any speed. Everytime I order Periscope depth I end up between ten and eight meters, conning tower breaking the surface and my sub screaming hey looking at me.
I generally have to manually select 15-20 meters, which will let me linger around 12 meters so that i'm not breaking the surface of the water with nearly my entire sub.
Oh and the snorkel depth might as well just be decks a wash, because thats what I use it for.
This has been a problem for me as well since even before MO, it must be some mod. It would be nice to see this area ironed out.
I hazard a guess towards the UHS mod or the wave height mod.
most likely to do with the way I coded the hotkey for the ToggleFollowSelectedTarget:
# follow selected target
if key == FollowSelectedTargetHotKey[1]:
if FollowSelectedTargetHotKey[0]:
from Pagelayout import ToggleFollowSelectedTarget
ToggleFollowSelectedTarget( None )
args.Handled = True
The highlighted in yellow says no need to check for this key anymore
Hi TDW, :salute:
Where exactly is that yellow portion 'args.Handled = True' to be added/found? Which file?
Above explanation of your's is obviously very clear to your goodself, as it is your own coding/scripting, but to us other primitive mortals it seems a bit cryptic. :timeout:
Might you have some time & patience to explain how exactly to apply that setting and what it does? How does it affect TDWOptions.py and/or Commands.cfg? :know:
Is it possible to use the same key for different functions/commands in both Commands.cfg and TDWOptions.py, differentiated by combinations with Shift and/or Ctrl?
Example: one command "B" in Commands.cfg and different command "Shift+B" in TDWOptions.py. Possible or not?:06:
Please, Master, grace us with your explanation!:yeah:
[:]CASINO[:]
02-04-11, 03:51 PM
Thx for the help stoianm, all seem to work now :-)
CAS
stoianm
02-04-11, 03:53 PM
CASINO[:];1590666']Thx for the help stoianm, all seem to work now :-)
CAS
glad to help you!:up:
Church SUBSIM
02-05-11, 04:09 PM
Did a clean reinstall of sh-5 , installed mega-mod + patch 2. Still ctd upon loading into bunker or into single mission. my machne far exeeds recommended requirement. I starting to get anoyyed . Not towards the maker of this mod but i cant seem to figure out what makes the game crash all the time. Did the tutorial and my conning tower disapeared and some other parts of the hull . I dont know what i can do to make this mod work . I guess for some is does and for some it doesnt.
I was in the exact same position about 45 min ago.
Then it dawned on me ... the game most likely needed to be updated to to version 1.12. You would assume that with all this must be logged into server, DRM, etc, that it would just be automatically done. It's not. Never mind that fact that in the very first post it clearly states the game needs to be updated, in bold, in bright yellow ... like a giant eye sore ;)
Go to C:\Ubisoft\Silent Hunter 5\Support\GameUpdater
run the little app (gu)
I know ... I felt stupid too ;)
with that being said ... I am still in a mild sense of shock as to the amount of amazing work that TDW has done. I just spent 35 - 40 min just soaking in the new UI.
Hope this helps
THE_MASK
02-05-11, 04:27 PM
I was in the exact same position about 45 min ago.
Then it dawned on me ... the game most likely needed to be updated to to version 1.12. You would assume that with all this must be logged into server, DRM, etc, that it would just be automatically done. It's not. Never mind that fact that in the very first post it clearly states the game needs to be updated, in bold, in bright yellow ... like a giant eye sore ;)
Go to C:\Ubisoft\Silent Hunter 5\Support\GameUpdater
run the little app (gu)
I know ... I felt stupid too ;)
with that being said ... I am still in a mild sense of shock as to the amount of amazing work that TDW has done. I just spent 35 - 40 min just soaking in the new UI.
Hope this helpsand another 3 and a half days adjusting the options file :O:
NeonsStyle
02-06-11, 03:54 AM
How do I install the patch? I tried loading it into JSGME
but that just disabled magnum opus.
As a side note... could the modders please leave better
instructions on installation / patching for those of us
who really don't know all this stuff please? When it's
just install into JSGME then it's easy, but I'm stuck in
this patch.
I thought I should unzip it all into the magnum opus folder,
but all the folder names are different, so I guess that won't
work.
Thanks for great work...
Oh I can't get it into SH4 mode... I edited the script and
set the option to 2 for sh4 (it was SH5Enhanced), but it
doesn't work.
BigBANGtheory
02-06-11, 05:01 AM
Is is feasible to have an options screen in game like the realism settings?
More of a nice to have than an essential.
Church SUBSIM
02-06-11, 05:11 AM
and another 3 and a half days adjusting the options file :O:
4:07 am ... 3rd cup of coffee ... a statement never more true above ;)
Haddock
02-06-11, 10:07 AM
Hello,
and first thank you for this mod to everyone who is involved - great job.
but i have a problem with it:
i started a new campaign in kiel and it seems that the harbor is gone.
on th navmap all looks fine, but in "3D-view" all the buildings, piers, cranes are gone.
only the ships are there and the sub pen with my boat in it.
i have installed:
- silent hunter5 patched to 1.2
- Magnum_Opus_v0_0_1 + patch2
- Shadow Improvement ModLR
no other mods till now.
i have the harbor back when i disable the mods.
i dont know what is causing this, maybe someone have an idea?
windows xp
dualcore 2.8 ghz
2 gig ram
ati 3850 agp 512mb
thanks, haddock
SuperCavitation
02-06-11, 12:44 PM
TDM,
Whenever I apply the MO patch, in JGME I *dont* enable the scopes, since your mod is all im using, but I am trying to enable the NVidia Missing Lights. I get an error that the file is already altered by MO_0_0_1. Do I enable it anyway?
Thanks,
Cav
stoianm
02-06-11, 01:00 PM
TDM,
Whenever I apply the MO patch, in JGME I *dont* enable the scopes, since your mod is all im using, but I am trying to enable the NVidia Missing Lights. I get an error that the file is already altered by MO_0_0_1. Do I enable it anyway?
Thanks,
Cav
Hi SuperCavitation,
I know that tdw is travelling far away from his home and maybe will be not online today - so suposing that you are impatinet to play i think is ok for you if i try to respond to your question?
The MO came with the stock scopes - you must to take the file with the scopes that you like and aply after MO (not enable the whole file because there are like 3 diferent type of scopes inside) - you must to chose the right one: suposing you are playing the game at a ratio of 16x9 and you want to use MRP scopes than you must to enable the mod MRP 16x9 ratio
About the NVidia Missing Lights - i have enabled after MO (even it says that is in conflict with MO) and i have not problems so for - so i am sure that is ok to enable this one
Salute:salute:
SuperCavitation
02-06-11, 02:50 PM
Thanks, Stoianm! I appreciate the response! Happy hunting!
Cav
Dolemite-
02-06-11, 10:27 PM
Is the attack scope supposed to be this long, seems odd compared to the OB scope. Only mod Im running is MO.
http://img831.imageshack.us/f/48588781.jpg/
___
Drewcifer
02-07-11, 12:24 AM
yes, because the attack scope was based inside the conning tower itself.. where as the obs scope was based in the con room. The obs scope was for quick checks or scaning the sky for planes.
The attack scope allowed the sub to remain deeper, and its small head made it harder to detect.
Now i'm not sure the mod has the scopes set at exact historical value, but yes the attack scope was taller.
I know that tdw is travelling far away from his home and maybe will be not online today
That's good to hear - that means that TDW's alive.:up::woot:
I almost got worried already because of his recent forum silence.:cry::oops:
stoianm
02-07-11, 05:24 AM
That's good to hear - that means that TDW's alive.:up::woot:
I almost got worried already because of his recent forum silence.:cry::oops:
:up: read here:
http://www.subsim.com/radioroom/showpost.php?p=1589746&postcount=868
Daffman
02-07-11, 09:17 AM
Just another noob who aint sure about what to do...
The problem is that the small target marker in the tactical map does not give, speed, aprox. range etc anymore(simply does not pop up when you double klick it), haven't changed anything but checked init.aix and TheDarkWraithUserOptions file, can't find anything how to re-enable it again :)
And no i've checked the normal SH5 options aswell ;)
Awsome Mega Mod anyhow!
Keep up the good work! :arrgh!:
stoianm
02-07-11, 09:47 AM
Just another noob who aint sure about what to do...
The problem is that the small target marker in the tactical map does not give, speed, aprox. range etc anymore(simply does not pop up when you double klick it), haven't changed anything but checked init.aix and TheDarkWraithUserOptions file, can't find anything how to re-enable it again :)
And no i've checked the normal SH5 options aswell ;)
Awsome Mega Mod anyhow!
Keep up the good work! :arrgh!:
1)disable the mod
2)In the option.py you will find the line:
ShowItemNotes = False change here with True
you will have after that the line displayed like this:
ShowItemNotes = True
3) save
4) enable the mod
now you will have the informations that you want displayed in nav or tai map:up:
Daffman
02-07-11, 01:14 PM
1)disable the mod
2)In the option.py you will find the line:
ShowItemNotes = False change here with True
you will have after that the line displayed like this:
ShowItemNotes = True
3) save
4) enable the mod
now you will have the informations that you want displayed in nav or tai map:up:
Ah great, thanks ! :yeah:
Pappy55
02-07-11, 04:48 PM
WOW, I just tried this mod..
It now feels like it should.. Im almost out of Kiel canel whish is further than I bothered with stock after hateing having to walk about the sub and the clumsey controls.
You sir are going to get a Knights Cross for this mod at this rate:salute:
Church SUBSIM
02-08-11, 12:17 AM
Question for you all ...
I absolutely love this mod (all of you that made the elements of it ... thanks!)
The only issue I am having is at night, it's so dark I can barely see the UZO on the bridge. For me it's just too dark and I was wondering if there is a way to lighten the night sky?
Is it possible to remove that element from the environmental mod that is included in MO (or change it so I can see at night to some degree).
Please don't take this as a knock ... I have a good idea as to the amount of work that goes into the mod and I mean no offense.
Thanks!
Church
The only issue I am having is at night, it's so dark I can barely see the UZO on the bridge. For me it's just too dark and I was wondering if there is a way to lighten the night sky?
I second that. It's so dark that it makes surface night attacks completely impractical, though this was the attack method of choice until the advent of the radar. I cannot see ships at less than 1 km at night.
marleymen
02-08-11, 01:01 AM
Question for you all ...
I absolutely love this mod (all of you that made the elements of it ... thanks!)
The only issue I am having is at night, it's so dark I can barely see the UZO on the bridge. For me it's just too dark and I was wondering if there is a way to lighten the night sky?
Is it possible to remove that element from the environmental mod that is included in MO (or change it so I can see at night to some degree).
Please don't take this as a knock ... I have a good idea as to the amount of work that goes into the mod and I mean no offense.
Thanks!
Church
I think you can use colour filters in all periscope (donīt know UZO) in MO (TDW UI has them since 6.3.x). Just click and change colour.
panosrxo
02-08-11, 02:51 AM
You can always change brightness and contrast...It will help seeing in the dark
stoianm
02-08-11, 03:03 AM
i use ,,HUD'' (in obs scope, attack scope and UZO). I make an combination of RGB to have a color as close as posible to white and i use a gamma of 20 - 40. I keep my ,,hud,, setted like this and when i have dark nights i enable with a click of a mouse - in the day time i just disable. Quiq and simple:up:
i use ,,HUD'' (in obs scope, attack scope and UZO). I make an combination of RGB to have a color as close as posible to white and i use a gamma of 20 - 40. I keep my ,,hud,, setted like this and when i have dark nights i enable with a click of a mouse - in the day time i just disable. Quiq and simple:up:
This sounds very interesting, and I would like to try it, but, I'm ashamed to confess, I don't know how.:oops:
Thus, could you pls make a little mod of this and upload it for us to try?:salute:
TIA
stoianm
02-08-11, 03:16 AM
no need for modding that my friend:D - this thing was implemented long time ago by TDW in his UIs so is already in magnum opus.
When you are using the attack periscope (for example) if you look in the left side of the screen you will see an icon where is writted ,,HUD'' - under the ,,RAOFB,, icon - there you must to click and play with it.
P.S. if you can not manage to find that let me know and i will post a picture for you
Salute
stoianm
02-08-11, 03:42 AM
enable the ,,HUD'' like this
http://i1124.photobucket.com/albums/l568/stoianm/scope1.jpg
change colorfilters from here
http://i1124.photobucket.com/albums/l568/stoianm/scope2.jpg
Hi Stoianm,:salute:
Aah, I did know those, of course, had just forgotten abt them for a tick.:zzz::oops:
Thanks for straightening me out, anyway!:yeah:
What I would like, however, would be a method to make the night blackness a bit lighter to enable slightly better visibility when on deck without using any optic devices but merely own eyes. That would also improve looking at boat with external (follow) camera view at night, seeing at least a little bit.
Church SUBSIM
02-08-11, 06:27 AM
enable the ,,HUD'' like this
http://i1124.photobucket.com/albums/l568/stoianm/scope1.jpg
change colorfilters from here
http://i1124.photobucket.com/albums/l568/stoianm/scope2.jpg
Thanks for the replies in regards to this. I use the HUD option (a great mod for sure).
The problem is for me (and thanks for posting these pictures) that the night sky is as black as the black mask that makes up the scope. The only thing I can see is the white foam from the waves, the stars and the moon. I can make out a ship once it is way too close and it's had a visual on me.
If my scope at 23:35 looked like these in the images above, I would be over the moon ;)
Thanks!
Church
(I am using a nVidia 280 w the latest graphics driver (266.58) and Win 7 x64)
Ruby2000
02-08-11, 07:19 AM
Hi stoianm,
can I use your screenshots in my Tutorial?
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6511078809
Thanks in advance
Ruby
stoianm
02-08-11, 11:08 AM
Hi stoianm,
can I use your screenshots in my Tutorial?
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6511078809
Thanks in advance
Ruby
Yes mate, you can use what screenshoot you wish:up:
stoianm
02-08-11, 11:16 AM
Thanks for the replies in regards to this. I use the HUD option (a great mod for sure).
The problem is for me (and thanks for posting these pictures) that the night sky is as black as the black mask that makes up the scope. The only thing I can see is the white foam from the waves, the stars and the moon. I can make out a ship once it is way too close and it's had a visual on me.
If my scope at 23:35 looked like these in the images above, I would be over the moon ;)
Thanks!
Church
Seems you have the value of alfa to big - look in my picture
(I am using a nVidia 280 w the latest graphics driver (266.58) and Win 7 x64)
Seems you have the value of alpha to big - look in my picture and you will see that my alpha value (when i am enabling the ,,hud'') is 30.
My night is colored a little bit blue because i do not use vanilla version - i use a colored exterior mod of mine (wich has also setted the gamma at a value of 75%). See here:
http://www.subsim.com/radioroom/showthread.php?t=179961&page=2
Best regards!:salute:
Church SUBSIM
02-08-11, 12:13 PM
thanks will give that a go!
Church SUBSIM
02-08-11, 01:37 PM
I just discovered the Real Navigation side of TDW's MO .... oh my god. Game changer!
Is there any good documentation on this feature? That and the chalk board thing that is included?
Everyday is like a free pass in the candy store with this mod!
TheDarkWraith
02-08-11, 01:38 PM
I just discovered the Real Navigation side of TDW's MO .... oh my god. Game changer!
Is there any good documentation on this feature? That and the chalk board thing that is included?
Everyday is like a free pass in the candy store with this mod!
You have lots of goodies to discover yet then (supermarks, navigational fixes, etc.)
Church SUBSIM
02-08-11, 01:46 PM
He's back ;)
Question ... do the nav and super marks stay as part of a saved game or do they get wiped away like the sunken ship icons?
And is it generally crash free to save on the surface without being in contact of the brits? I assume like SH3 saving while submerged is a bad idea?
stoianm
02-08-11, 01:48 PM
I just discovered the Real Navigation side of TDW's MO .... oh my god. Game changer!
Is there any good documentation on this feature? That and the chalk board thing that is included?
Everyday is like a free pass in the candy store with this mod!
Welcome in the club:up: - i like a lot too to play real nav
here you have some links:
http://www.subsim.com/radioroom/showthread.php?t=179643
http://www.subsim.com/radioroom/showpost.php?p=1585213&postcount=8
http://www.subsim.com/radioroom/showpost.php?p=1585243&postcount=14
http://www.subsim.com/radioroom/showpost.php?p=1585951&postcount=46
http://www.subsim.com/radioroom/showpost.php?p=1585957&postcount=48
I started to play real nav 1 week ago - so i am not so good in explanations - but if you have quest do not hezitate to ask - they are plenty of experts in real nav on this forum:up:
TheDarkWraith
02-08-11, 01:51 PM
He's back ;)
Question ... do the nav and super marks stay as part of a saved game or do they get wiped away like the sunken ship icons?
And is it generally crash free to save on the surface without being in contact of the brits? I assume like SH3 saving while submerged is a bad idea?
I've been here all along just out on the road on assignment currently.
The supermarks and navigational fixes are saved with your campaign. If you use them in single mission they are not saved.
It is recommended to save while surfaced and not in presence of any ships.
Church SUBSIM
02-08-11, 01:57 PM
Welcome in the club:up: - i like a lot too to play real nav
here you have some links:
http://www.subsim.com/radioroom/showthread.php?t=179643
http://www.subsim.com/radioroom/showpost.php?p=1585213&postcount=8
http://www.subsim.com/radioroom/showpost.php?p=1585243&postcount=14
http://www.subsim.com/radioroom/showpost.php?p=1585951&postcount=46
http://www.subsim.com/radioroom/showpost.php?p=1585957&postcount=48
I started to play real nav 1 week ago - so i am not so good in explanations - but if you have quest do not hezitate to ask - they are plenty of experts in real nav on this forum:up:
Thank you very much!
stoianm
02-08-11, 02:49 PM
Thank you very much!
You welcome :up:... and another good news: trevally just announced that he started to work of a new tutorial (the real nav will be part of it) - so keep on eye when he will release the new tutorial (you will learn very fast and easy)
http://www.subsim.com/radioroom/showpost.php?p=1593346&postcount=61
Salute!:salute:
TheDarkWraith
02-08-11, 02:56 PM
You welcome :up:... and another good news: trevally just announced that he started to work of a new tutorial (the real nav will be part of it) - so keep on eye when he will release the new tutorial (you will learn very fast and easy)
http://www.subsim.com/radioroom/showpost.php?p=1593346&postcount=61
Salute!:salute:
And I had my doubts about coding the tutorial feature of Automation in the beginning. I seriously didn't think people would take to it like they have.
So let's ask the question: what could be improved in the tutorial feature? What would you all like to see added to it? I'm tinkering with the idea of possibly adding movies to it.
Trevally.
02-08-11, 03:53 PM
Movies:o that would be great TDW - I would use this for end of section reviews:yeah:
Sometimes I wish I could make a statment stand out. A font colour command like in your scope hud button would be nice:D
TheDarkWraith
02-08-11, 03:55 PM
Movies:o that would be great TDW - I would use this for end of section reviews:yeah:
Sometimes I wish I could make a statment stand out. A font colour command like in your scope hud button would be nice:D
hmm...color...that could be tricky. Are you wanting a single word or sentence to change color? If it's a sentence is it a single sentence or a sentence in a group of sentences?
Trevally.
02-08-11, 04:05 PM
If it could be a command - changecolour###### etc
Then I could use it with the next displaytext.
This would give me a sentance.
If I use addtext I could split this sentance and get a word in another colour or words:06:
TheDarkWraith
02-08-11, 04:12 PM
If it could be a command - changecolour###### etc
Then I could use it with the next displaytext.
This would give me a sentance.
If I use addtext I could split this sentance and get a word in another colour or words:06:
good question. I'll have to play around and see what happens :DL
Poacher886
02-08-11, 04:32 PM
Can anyone point me in the right direction in the options files to get rid of the 'Yellow {!} "New objective" box' that sits smack bang in the top middle of my otherwise free of gadets screen.
After the radio intersept and being phycically able to see the new objective on the map, i have no need for a 24/7 reminder of the fact!!
Thanks for the help.
TheDarkWraith
02-08-11, 04:41 PM
Can anyone point me in the right direction in the options files to get rid of the 'Yellow {!} "New objective" box' that sits smack bang in the top middle of my otherwise free of gadets screen.
After the radio intersept and being phycically able to see the new objective on the map, i have no need for a 24/7 reminder of the fact!!
Thanks for the help.
Looks for these in the options file:
##################################### Player Guidance (SH3/4/5 modes) ####################################
# are player guidance events enabled? (are they shown)
# change below to either True or False
PlayerGuidanceEnabled = False
##################################### Player Objectives (SH3/4/5 modes) ###################################
# are player objective events enabled? (are they shown)
# change below to either True or False
PlayerObjectivesEnabled = False
# if the mission is a tutorial, are Player Objectives enabled at game start? (overrides PlayerObjectivesEnabled at game start)
# change below to either True or False
IfTutPlayerObjsEnabledAtGameStart = False
THE_MASK
02-08-11, 04:43 PM
You have lots of goodies to discover yet then (supermarks, navigational fixes, etc.)
Currents
Poacher886
02-08-11, 04:46 PM
Looks for these in the options file:
##################################### Player Guidance (SH3/4/5 modes) ####################################
# are player guidance events enabled? (are they shown)
# change below to either True or False
PlayerGuidanceEnabled = False
##################################### Player Objectives (SH3/4/5 modes) ###################################
# are player objective events enabled? (are they shown)
# change below to either True or False
PlayerObjectivesEnabled = False
# if the mission is a tutorial, are Player Objectives enabled at game start? (overrides PlayerObjectivesEnabled at game start)
# change below to either True or False
IfTutPlayerObjsEnabledAtGameStart = False
Thanks TDW... i did actually see these, but i noticed they were set to false, except the last one...that must be it. cheers
TheDarkWraith
02-08-11, 04:47 PM
Thanks TDW... i did actually see these, but i noticed they were set to false, except the last one...that must be it. cheers
If all those are set to False and you still get the yellow exclamation point(s) then there is a serious problem somewhere.
THE_MASK
02-08-11, 04:51 PM
http://img15.imageshack.us/img15/8973/hidee.jpg (http://img15.imageshack.us/i/hidee.jpg/)
TheDarkWraith
02-08-11, 04:54 PM
http://img15.imageshack.us/img15/8973/hidee.jpg (http://img15.imageshack.us/i/hidee.jpg/)
You enabled player objectives via the player objectives icon
THE_MASK
02-08-11, 04:57 PM
I thought he was asking how to hide the icon ?
Drewcifer
02-08-11, 04:58 PM
Is there even a depth limit set on crash dives? I have yet to ever see my men level off after a crash dive without me forcing them to before crush depth, or smashing into the ground.
TheDarkWraith
02-08-11, 05:01 PM
Is there even a depth limit set on crash dives? I have yet to ever see my men level off after a crash dive without me forcing them to before crush depth, or smashing into the ground.
Look in \data\Submarine\NSS_Uboatxx\NSS_Uboatxx.cfg. There it will tell you what the max depth is for the sub in question. It will also tell you all the other dive depths that can be ordered.
Poacher886
02-08-11, 05:04 PM
If all those are set to False and you still get the yellow exclamation point(s) then there is a serious problem somewhere.
It was indeed the last option that was set to 'true', setting this to false has rid me of my yellow beacon of light! and i can now accept my primary mission as complete.
However you do seem to loose the radio reports placement on the map of a new area to patrol...not that i need the guidence, but it was sort of convincing to be given an area to patrol.
On a side note, two things i've noticed:
I pick a U-boat number at the start of a campaign by using an external randomiser and inputting the real numbers only for the U-boat type...could this not be included as a formality when starting a new campign or receiving a new boat?
Also, i've noticed with some delight, that the text box messages do refer to me as my selected U-number of U-27, yet the radio messages from BDU prefer to call me U-30??
One other thing...any chance of lights on neutral ships. A russian merchant has already found that playing in the dark while reporting my location is not recomended.
Edit: Lol i've just seen the following posts and the button i must have pressed....Doh!
This might be the wrong place to ask and seem a bit dumb, but here it goes.....
Is there a way to get the watch crew to do something else, until they're out of the sub pen at least, besides using their binoculars? It's probably hard coded tho and nothing can be done.
TheDarkWraith
02-08-11, 05:28 PM
It was indeed the last option that was set to 'true', setting this to false has rid me of my yellow beacon of light! and i can now accept my primary mission as complete.
:up:
However you do seem to loose the radio reports placement on the map of a new area to patrol...not that i need the guidence, but it was sort of convincing to be given an area to patrol.
You can enable/disable the player guidance icons or player objectives icons at anytime by clicking the icons for them in the top right bar
On a side note, two things i've noticed:
I pick a U-boat number at the start of a campaign by using an external randomiser and inputting the real numbers only for the U-boat type...could this not be included as a formality when starting a new campign or receiving a new boat?
have to look into it but my initial reaction would be complicated
Also, i've noticed with some delight, that the text box messages do refer to me as my selected U-number of U-27, yet the radio messages from BDU prefer to call me U-30??
You set your uboat number in the options file?
One other thing...any chance of lights on neutral ships. A russian merchant has already found that playing in the dark while reporting my location is not recomended.
Haven't even looked into anything like that yet
Edit: Lol i've just seen the following posts and the button i must have pressed....Doh!
see above in yellow
Hi TDW,
Might you have the time to look and reply on this posting of mine a few days ago:
http://www.subsim.com/radioroom/showpost.php?p=1590577&postcount=882
There are a few others, besides me, interested in that subject.:yep:
Thanks in advance!:salute:
Silent Steel
02-09-11, 01:50 AM
see above in yellow
Hi and welcome back!
Referring to Poacher's post above - I have one of those questions myself.
The BdU keeps calling me 045 but should be 019... :hmmm:
And yes - I have set my number in the .py file.
//
stoianm
02-09-11, 03:09 AM
Hi and welcome back!
Referring to Poacher's post above - I have one of those questions myself.
The BdU keeps calling me 045 but should be 019... :hmmm:
And yes - I have set my number in the .py file.
//
you are refering at bdu messages from captains log? if, yes, has nothing to do with the option.py
i remember i found where to change once in some cfg file in my doc/sh5 but i never tryied
rascal101
02-09-11, 03:23 AM
Is there an update on when the next version of the mega mod will be released - I imagine TDW has been working on something, or perhaps a lot of somethings as he is very prolific
Any way an ETA would be great
Also I would like to ask if there is any way we can recompense MR TDW as he has virtually saved SH5 from the scrapheap almost singlehanded -
Any suggestions
Hats off to TDW
Drewcifer
02-09-11, 03:34 AM
Is there an update on when the next version of the mega mod will be released - I imagine TDW has been working on something, or perhaps a lot of somethings as he is very prolific
Any way an ETA would be great
Also I would like to ask if there is any way we can recompense MR TDW as he has virtually saved SH5 from the scrapheap almost singlehanded -
Any suggestions
Hats off to TDW
Haven't you heard? Sh6 Lead Dev TheDarkWraith? Unfortunatly UBI still owns it... so he has 2 months and five dollars US currency to make it happen. lol.
Stormfly
02-09-11, 03:40 AM
Haven't you heard? Sh6 Lead Dev TheDarkWraith? Unfortunatly UBI still owns it... so he has 2 months and five dollars US currency to make it happen. lol.
just sneering :yeah:
stoianm
02-09-11, 03:44 AM
Haven't you heard? Sh6 Lead Dev TheDarkWraith? Unfortunatly UBI still owns it... so he has 2 months and five dollars US currency to make it happen. lol.
:up::rotfl2:
Ducimus
02-09-11, 03:50 AM
Are there any known issues with the SH5 CTD'ing on start up of a campaign game with the mod enabled? Is there something else i should be doing besides enabling the root mod plus patch in JSGME?
Particulars in my case:
- Installed SH5,
- D/L mod plus patch.
- Pulled the correct directories out of the packages, and brought them to the MODS directory instead of nested 3 layers deep, and enabled in JSGME. Main release first, patch second, overwriting existing files.
- Started game, and it loaded to the main menu.
- started a new career game, typed in silent otto to bypass the first mission and selected Happy times.
- Game loads, and then when it's about to drop you into the bunker, it CTD's.
It then dawned on me that maybe ubisofts launcher doesn't autopatch the game anymore. (for some reason i thought it did.) D/L patch 1.1, installed it, reinstalled the mod, same issue.
I'm gonna reinstall Sh5, for giggles and grins in case for whatever reason i have a bad install.
--------------------------
The only feedback i can give thus far, is that on the release version of the mod (I realize this is a beta):
- Having the main mod (and patch) nested below 2 or 3 directories surrounded by optional eratta is confusing at first. Took me a couple minutes to figure out what i was looking at, and where it was located.
- Documentation could be better organized. Id suggest putting the readme's for the various mods used in a subdirectory within the documentation directory. That way its not cluttering up the main documentation directory and finding what is most immediately pertinent is much easier.
It then dawned on me that maybe ubisofts launcher doesn't autopatch the game anymore. (for some reason i thought it did.)
Indeed, there's no more autopatching from Ubi. Noticed it myself when I reinstalled the game last month, so I had to install both patches myself.
BTW, it's silentotto (just one word, not two).
[QUOTE=TheDarkWraith;1516072]Magnum Opus v0.0.1 (BETA version for testing/feedback purposes)
Mod setup:
- The IRAI part of the mod has been setup with hydrophone/sonar difficulty at 0.85
contact tails, etc.). Although it is setup for the complete beginner to use the AI difficulty might be too much for the beginner. You can adjust the AI difficulty by editing the following file \data\Scripts\AI\init.aix. Find the following section:
###################### Difficulty parameters ####################
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY = 1.0;
HYDROPHONE_DIFFICULTY = 1.0;
RADAR_DIFFICULTY = 1.0;
SONAR_DIFFICULTY = 1.0;
# for merchants
VISUAL_DIFFICULTY_MERCHANT = 1.0;
HYDROPHONE_DIFFICULTY_MERCHANT = 1.0;
RADAR_DIFFICULTY_MERCHANT = 1.0;
SONAR_DIFFICULTY_MERCHANT = 1.0;
Difficulty is from 0.0 to 1.0 with 1.0 meaning 100% difficulty. I recommend adjusting only the highlighted values. If you are a beginner I would recommend values of 0.8-0.85 for those highlighted. If you are an intermediate I would recommend 0.85-0.9 for those values. If you are an expert I would recommend 0.9-1.0 for those values.
I find great enjoyment using it as it is now. It's a challenge to play and all the visual enhancements are awesome to look at on screen :D"
I initially set the difficulty too low, want to set back to the default 1.0 but the ini.aix file is not there after the initial change I made.
stoianm
02-09-11, 04:20 AM
[QUOTE=TheDarkWraith;1516072]Magnum Opus v0.0.1 (BETA version for testing/feedback purposes)
Mod setup:
- The IRAI part of the mod has been setup with hydrophone/sonar difficulty at 0.85
contact tails, etc.). Although it is setup for the complete beginner to use the AI difficulty might be too much for the beginner. You can adjust the AI difficulty by editing the following file \data\Scripts\AI\init.aix. Find the following section:
###################### Difficulty parameters ####################
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY = 1.0;
HYDROPHONE_DIFFICULTY = 1.0;
RADAR_DIFFICULTY = 1.0;
SONAR_DIFFICULTY = 1.0;
# for merchants
VISUAL_DIFFICULTY_MERCHANT = 1.0;
HYDROPHONE_DIFFICULTY_MERCHANT = 1.0;
RADAR_DIFFICULTY_MERCHANT = 1.0;
SONAR_DIFFICULTY_MERCHANT = 1.0;
Difficulty is from 0.0 to 1.0 with 1.0 meaning 100% difficulty. I recommend adjusting only the highlighted values. If you are a beginner I would recommend values of 0.8-0.85 for those highlighted. If you are an intermediate I would recommend 0.85-0.9 for those values. If you are an expert I would recommend 0.9-1.0 for those values.
I find great enjoyment using it as it is now. It's a challenge to play and all the visual enhancements are awesome to look at on screen :D"
I initially set the difficulty too low, want to set back to the default 1.0 but the ini.aix file is not there after the initial change I made.
the init.aix is all the time in the same place (related to where you install your sh5 and where you put your mods)
1)desable the MO
2) go to C:\ubisoft\sh5\MODS\Magnum_Opus_v0_0_1\data\Script s\AI
3)modif the init.aix
4) enable the MO
or if you not want to desable and enable the MO but with the same results in the game:
1)go to C:\ubisoft\sh5\MODS\Magnum_Opus_v0_0_1\data\Script s\AI
2)modif the init.aix
3)go to C:\ubisoft\data\Scripts\AI
4)modif the init.aix
salute:salute:
Trevally.
02-09-11, 05:39 AM
It then dawned on me that maybe ubisofts launcher doesn't autopatch the game anymore. (for some reason i thought it did.) D/L patch 1.1, installed it, reinstalled the mod, same issue.
I'm gonna reinstall Sh5, for giggles and grins in case for whatever reason i have a bad install.
Hi Ducimus,
You need to D/L to patch 1.2
Sokolov
02-09-11, 06:26 AM
Whats exactly mod list? I see there fix for BARF but no BARF. Can i dont use some mods included in MO and from those mods:
Grossdeutscher Rundfunk
Enhansed FunelSmoke by Hansolo78
ImprovedWaves Improved Pitch&Roll
Torpedo mod v0.1
Reboot's water drips 1.1
BARF 1.1 HP balance
Damage assessment
Critical hits 1.1 Torpedos
A Fistful of Emblems v1.51
Royale Adio's Turm Emblems Package
Shadow Improvement Mod
110% Realism v1.1 by PurpleCity NewUIs TDC 6.3.0 Compatible
Capthelms Audio+SV Toush Ups
Depth Keeping Problem TheDarkWraith
Icebergs 2.0
and Ui-Boat v2.2
what should work or not with MO. And i didnt understood how to enable mods from TDW UIs - no contact tails, no contact colors itc.
stoianm
02-09-11, 06:41 AM
Whats exactly mod list? I see there fix for BARF but no BARF. Can i dont use some mods included in MO and from those mods:
Grossdeutscher Rundfunk
Enhansed FunelSmoke by Hansolo78
ImprovedWaves Improved Pitch&Roll
Torpedo mod v0.1
Reboot's water drips 1.1
BARF 1.1 HP balance
Damage assessment
Critical hits 1.1 Torpedos
A Fistful of Emblems v1.51
Royale Adio's Turm Emblems Package
Shadow Improvement Mod
110% Realism v1.1 by PurpleCity NewUIs TDC 6.3.0 Compatible
Capthelms Audio+SV Toush Ups
Depth Keeping Problem TheDarkWraith
Icebergs 2.0
and Ui-Boat v2.2
what should work or not with MO. And i didnt understood how to enable mods from TDW UIs - no contact tails, no contact colors itc.
Ui - boat v2.2 it is an UI (interface) and you can not use 2 in the same time you must choose betwen MO and this one
If you are using the MO then your mod list it is ok to enable after MO
the barf anf TDW FIX BARF are included in MO
If you want to use TDW UIs - no contact tails, no contact colors etc
then download new uis tdc 6.3.7 by TDW and you will find inside all these mods - enable them after MO:up:
http://www.subsim.com/radioroom/showthread.php?t=166093&page=417 (http://www.subsim.com/radioroom/showthread.php?t=166093&page=417)
cheers
Haddock
02-09-11, 07:23 AM
Hello Kaleuns,
im still trying to figure out what is going on with my missing harbor (see post #890).
it seems im the only one who has this problem, so i thought it must be a currupt download of the OM-mod. i downloaded the mod again, and still getting this problem...
http://img62.imageshack.us/img62/9194/sh51.jpg
im not a computer expert, i only know the basics. so, i still have no clue whats going on here. can someone help please?
or do i have to get used to the "invisible secret german u-boot base"?:-?
i hope not, thx for any ideas.
TheDarkWraith
02-09-11, 07:33 AM
looks like a memory problem to me. What are your system specs? 32bit or 64bit OS? Memory? Video card type and memory?
Silent Steel
02-09-11, 07:57 AM
you are refering at bdu messages from captains log? if, yes, has nothing to do with the option.py
i remember i found where to change once in some cfg file in my doc/sh5 but i never tryied
Thanks - I found it in docs\SH5\data\cfg\playersettings.cfg :D
//
stoianm
02-09-11, 08:02 AM
Thanks - OK, let's see if anyone around here can help me out.
//
Try this but i not garantee is working
C:\Users\pc\Documents\SH5\data\cfg
edit playersettings.cfg
change line:
UnitName=U-33
Remember that i told you i not tested that:up:
Silent Steel
02-09-11, 08:20 AM
Try this but i not garantee is working
C:\Users\pc\Documents\SH5\data\cfg
edit playersettings.cfg
change line:
UnitName=U-33
Remember that i told you i not tested that:up:
I did a minute ago. It works! :yeah:
//
TheDarkWraith
02-09-11, 08:22 AM
Try this but i not garantee is working
C:\Users\pc\Documents\SH5\data\cfg
edit playersettings.cfg
change line:
UnitName=U-33
Remember that i told you i not tested that:up:
Excellent find! I'll update the documentation in the user option file to point you to this location when you update your uboat hull number so both will jive :up:
stoianm
02-09-11, 08:26 AM
Excellent find! I'll update the documentation in the user option file to point you to this location when you update your uboat hull number so both will jive :up:
do not rush ... after i changed when i start the game this file is ovewrritted - :hmmm: and is changing back by himself
you have iddea what file from main sh5 file ovewrrite this file in my doc?:hmmm:
TheDarkWraith
02-09-11, 09:35 AM
Hi TDW,
Might you have the time to look and reply on this posting of mine a few days ago:
http://www.subsim.com/radioroom/showpost.php?p=1590577&postcount=882
There are a few others, besides me, interested in that subject.:yep:
Thanks in advance!:salute:
You should be able to do what you are wanting to do. args.handled=True means that the event (in this case keydown) has been handled and can thus be 'closed' - no further processing needed by the game for it.
In the last patch for NewUIs I changed how hotkey presses worked. Only if the hotkey is enabled, the hotkey is pressed, and any modifiers are active (shift required, control required, etc.) then it will issue an args.hanlded=True. If the conditions are not met then args.Handled isn't set. Thus, theoretically, you should be able to assign say key B to something in the options file and shift+B to something else in the commands.cfg file.
TheDarkWraith
02-09-11, 10:05 AM
do not rush ... after i changed when i start the game this file is ovewrritted - :hmmm: and is changing back by himself
you have iddea what file from main sh5 file ovewrrite this file in my doc?:hmmm:
Well I have an idea.....it appears the game assigns you a unique hull number in the \Documents\SH5\data\cfg\playersettings.cfg file. What if instead of editing the options file to change your uboat hull number I read this file to get the uboat hull number? The only drawback is you can't assign your own u-boat hull number unless you edit that file. I think this is the best way to go.
stoianm
02-09-11, 10:22 AM
Well I have an idea.....it appears the game assigns you a unique hull number in the \Documents\SH5\data\cfg\playersettings.cfg file. What if instead of editing the options file to change your uboat hull number I read this file to get the uboat hull number? The only drawback is you can't assign your own u-boat hull number unless you edit that file. I think this is the best way to go.
Briliant ideea:woot: - no problem if we can not choose our number but in this way we are close from reality (BDU give use the uboat number and in game we will be called with the same name in both places) - but i think that somethimes this number is changing - can you program that to read this number each time when starting a new campaign?
P.S. I liked a lot to have my name diplayed on the game - in the messages radio box - :wah: but i think is much better in the way that you want to change now
TheDarkWraith
02-09-11, 10:24 AM
Briliant ideea:woot: - no problem if we can not choose our number but in this way we are close from reality (BDU give use the uboat number and in game we will be called with the same name in both places) - but i think that somethimes this number is changing - can you program that to read this number each time when starting a new campaign?
P.S. I liked a lot to have my name diplayed on the game - in the messages radio box - :wah: but i think is much better in the way that you want to change now
it's just an idea for now. I'll still keep things the way they are as I think this over.
stoianm
02-09-11, 10:39 AM
it's just an idea for now. I'll still keep things the way they are as I think this over.
ok - i will remaind you somethimes to be sure you not forget:)
Silent Steel
02-09-11, 11:41 AM
do not rush ... after i changed when i start the game this file is ovewrritted - :hmmm: and is changing back by himself
you have iddea what file from main sh5 file ovewrrite this file in my doc?:hmmm:
Mine changed too. :o
Strange - it worked at first when I just had changed the number :hmmm:
//
TheDarkWraith
02-09-11, 11:42 AM
Mine changed too. :o
Strange - it worked at first when I just had changed the number :hmmm:
//
yes I noticed that the game overwrites this file everytime you start a career or single mission :hmmm:
Ducimus
02-09-11, 12:02 PM
Hi Ducimus,
You need to D/L to patch 1.2
And where would THAT be? I made sure i had the latest patch. From the horses mouth itself. Ubisoft:
Here's ALL the patch's Ubisoft has listed for SH5:
http://www.ubi.com/US/Games/Info.aspx?pId=8589&tab=download&dcId=63
Just one patch. Version 1.1.
Which struck me as odd, i thought there was two. So i looked at Sh4's page to see if they were all listed there:
http://www.ubi.com/US/Games/Info.aspx?pId=5165&tab=download&dcId=63
And they are.
So why would i not think that patch 1.1.5 is the latest one? If there's a patch 1.2, where the hell is it? Because it sure as hell isn't at ubisoft.
Trevally.
02-09-11, 12:05 PM
You need to manually run the auto updater:har:
See C:\Ubisoft\Silent Hunter 5\Support\GameUpdater GU app
:up:
TheDarkWraith
02-09-11, 12:05 PM
And where would THAT be? I made sure i had the latest patch. From the horses mouth itself. Ubisoft:
Here's ALL the patch's Ubisoft has listed for SH5:
http://www.ubi.com/US/Games/Info.aspx?pId=8589&tab=download&dcId=63
Just one patch. Version 1.1.
Which struck me as odd, i thought there was two. So i looked at Sh4's page to see if they were all listed there:
http://www.ubi.com/US/Games/Info.aspx?pId=5165&tab=download&dcId=63
And they are.
So why would i not think that patch 1.1.5 is the latest one? If there's a patch 1.2, where the hell is it? Because it sure as hell isn't at ubisoft.
there's an easy way to tell if you have the latest patch or not from Ubi. When the game starts at the menu screen look in the top right corner. It will tell you what version you are using. Mine says v. 1.2.0
Church SUBSIM
02-09-11, 12:09 PM
And where would THAT be?
Go to C:\Ubisoft\Silent Hunter 5\Support\GameUpdater
run the little app (gu)
TheBeast
02-09-11, 12:09 PM
Hello Kaleuns,
im still trying to figure out what is going on with my missing harbor (see post #890).
it seems im the only one who has this problem, so i thought it must be a currupt download of the OM-mod. i downloaded the mod again, and still getting this problem...
im not a computer expert, i only know the basics. so, i still have no clue whats going on here. can someone help please?
or do i have to get used to the "invisible secret german u-boot base"?:-?
i hope not, thx for any ideas.
I get this same problem where part or all of the harbor is not there. It normally happened to me after returning from patrol and starting new patrol.
CPU: Intel Quad-Core 9450 X2
VID: NVidia Geforce 465 XFS 1.5g
O/S: Windows Vista Home Premium 32Bit
D/X: DirectX 11
Up to date drivers across entire system.
Problem appears to be DirectX Memory Leak for specific Video Cards/Drivers.
stoianm
02-09-11, 12:12 PM
I understood that sometimes is not good to have the vga card drivers up to date - what is your vga drv serial and date?
Trevally.
02-09-11, 12:13 PM
I get this same problem where part or all of the harbor is not there. It normally happened to me after returning from patrol and starting new patrol.
CPU: Intel Quad-Core 9450 X2
VID: NVidia Geforce 465 XFS 1.5g
O/S: Windows Vista Home Premium 32Bit
D/X: DirectX 11
Up to date drivers across entire system.
Problem appears to be DirectX Memory Leak for specific Video Cards/Drivers.
I think this was fixed for some by using the 3gig switch.
It was the 32bit OS causing it.
Sorry I dont know where the link for this switch was.
TDW posted it I think
Ducimus
02-09-11, 12:13 PM
Ah christ, i forgot about that annoying app. Still, ubisoft should list all their patchs. First thing i did when i installed this game, was to make a shortcut strait to the exe out of freaking habit since Sh4 had the same annoying app.
:damn:
Thats what i get for trying to attempt this late at night. I'll just sit here and look stupid for awhile, thanks.
TheBeast
02-09-11, 12:21 PM
Ah christ, i forgot about that annoying app. Still, ubisoft should list all their patchs. First thing i did when i installed this game, was to make a shortcut strait to the exe out of freaking habit since Sh4 had the same annoying app.
:damn:
Thats what i get for trying to attempt this late at night. I'll just sit here and look stupid for awhile, thanks.
Patch 1.2.0 was auto-installed using GU.EXE (Game Updater). Never found a download loacation for it.
Silent Hunter 5\Support\GameUpdater\GU.EXE
Haddock
02-09-11, 12:56 PM
looks like a memory problem to me. What are your system specs? 32bit or 64bit OS? Memory? Video card type and memory?
ok, here are my system specs:
-DualCore Intel Pentium D 820, 2800 MHz (14 x 200)
-2 gig ram
-ATI Radeon HD 3850 AGP (512 MB)
-Microsoft Windows XP Home Edition 32 bit
-DirectX 9.0c
if the harbor is there without mods and then it's gone when i enable OM, could it still be a memory problem? i thought, if something is wrong with my system, then it doesnt matter if i enable the mod or not - the harbor wont be there anyways. just a thought, i dont know...
btw, does anybody know the "3gig switch", trevally is talking about?
i never heard of it, i would try it, if i had a link to it.
sorry for the english, and thanks for replies
stoianm
02-09-11, 01:01 PM
ok, here are my system specs:
-DualCore Intel Pentium D 820, 2800 MHz (14 x 200)
-2 gig ram
-ATI Radeon HD 3850 AGP (512 MB)
-Microsoft Windows XP Home Edition 32 bit
-DirectX 9.0c
if the harbor is there without mods and then it's gone when i enable OM, could it still be a memory problem? i thought, if something is wrong with my system, then it doesnt matter if i enable the mod or not - the harbor wont be there anyways. just a thought, i dont know...
btw, does anybody know the "3gig switch", trevally is talking about?
i never heard of it, i would try it, if i had a link to it.
sorry for the english, and thanks for replies
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1580737#post1580737)
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
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1580737#post1580737)
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
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1580737#post1580737)
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
stoianm
02-09-11, 05:26 PM
Hi TDW,
what is a Starshell shooting gun that i can to add for each ship in MO.
I can add also warning and horns? i never heard a horn in sh5.
marleymen
02-09-11, 05:49 PM
@TDW,
Do you have any news about Magnum Opus new release?
:oops::oops:
(sorry, I needed to ask)
TheDarkWraith
02-09-11, 05:53 PM
@TDW,
Do you have any news about Magnum Opus new release?
:oops::oops:
(sorry, I needed to ask)
I just stumbled into some exciting stuff so not sure at the moment. I might have just found the answer to many things I've been wanting to do in the game.
THE_MASK
02-09-11, 05:59 PM
Its like christmas every day :woot:
marleymen
02-09-11, 06:04 PM
I just stumbled into some exciting stuff so not sure at the moment. I might have just found the answer to many things I've been wanting to do in the game.
Damm ......ohh ..... wait ... :woot:
Tell us what is about. A little preview :arrgh!: . It will make delay more relaxed.
@sober If seems like Christmas everyday then TDW is .... :rotfl2:
TheDarkWraith
02-09-11, 06:10 PM
Damm ......ohh ..... wait ... :woot:
Tell us what is about. A little preview :arrgh!: . It will make delay more relaxed.
@sober If seems like Christmas everyday then TDW is .... :rotfl2:
I'm writing another .dll now.....this will tell me what I need to know (for now)
I just stumbled into some exciting stuff so not sure at the moment. I might have just found the answer to many things I've been wanting to do in the game.
This could be interesting!:D
Church SUBSIM
02-09-11, 07:59 PM
Please let it be the Kreigsmarine Map :) I miss the grids on the maps.
Please let it be the Kreigsmarine Map :) I miss the grids on the maps.
I Agree :up:
TheDarkWraith
02-09-11, 08:07 PM
Please let it be the Kreigsmarine Map :) I miss the grids on the maps.
there was one obstacle that definitely had to be overcome before we could do stuff like that: be able to tell when the map zoomed in/out. Now with my .dll for the mouse I wrote I should be able to tell when the map zooms in/out. I'll work on that part (being able to tell map zoom in/out) tomorrow :DL Should be fairly simple now. The map fires an event when the zoom level changes but it doesn't tell you if you zoomed in or out. So with that event and my mouse .dll when the event fires I query my .dll for the Z axis of the mouse (the mousewheel) and see if the value increased (zoomed) or decreased (unzoomed). Simple.
Church SUBSIM
02-09-11, 08:50 PM
Well ... since you are at it ... how about adding a little world peace as well?
TDW ... hero status
Hey - question for you ... can I add MightyFineCrew Mod 1.2.1 Alt w beards on top of MO (patched)? I know there are a lot of overwrites but I am assuming that they are from your incorporation of the default version.
Thanks
TheDarkWraith
02-09-11, 09:06 PM
Hey - question for you ... can I add MightyFineCrew Mod 1.2.1 Alt w beards on top of MO (patched)? I know there are a lot of overwrites but I am assuming that they are from your incorporation of the default version.
Thanks
don't believe so. Something has to be updated in it to work correctly.
Was too excited about the possibility of being able to finally tell if the map zoomed in or out so I had to code it and test:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=3648
Works perfectly :rock: One major obstacle overcome :D
Now I can make the bearing overlay scale with zoom level and .....?
Church SUBSIM
02-09-11, 09:18 PM
Thanks for the quick response.
You know ... you are setting the bar pretty damn high ... grats on your new discovery! Like everyone here - looking forward to it's release!
rascal101
02-09-11, 09:21 PM
Well here goes one last time - is there an eta re the next incarnation of the Mega Mod - surly a simply yes or no is good, and if yes can we get an idea when
TheDarkWraith
02-09-11, 09:26 PM
You know ... you are setting the bar pretty damn high ... grats on your new discovery! Like everyone here - looking forward to it's release!
the bar has pretty much been pushed out of reach of about 99% of the people here :oops:. Unless you can write code in C# (or C++) and python, make custom .dlls, know how to extract data from running processes, familiar with DirectX and DirectInput and DirectSound, and familiar with reverse engineering, there isn't much one can do except change textures, create menu items for the gui, and alter the .cfg and .txt files. I gotta tell you though I'm having a total ball with SH5 :D
Church SUBSIM
02-09-11, 10:26 PM
Yes, it's evident that you are having a good time with it. There is nothing like the satisfaction that comes with problem solving.
This community here in regards to modding has been pretty incredible - there are a ton of very creative people. I was trying to explain it to a friend of mine ... he's going to take a look at picking up the sim based on the concept of mods.
btw ... shift_I for the Chalkboard ... you have got to be kidding me ... how cool is that!
Ducimus
02-10-11, 12:03 AM
After surmounting the mountain of stupidity on my part i got TDW's mega mod beta working. I have to hand it, I was really impressed. Lots of functionality. Haven't really played it yet, just clicking on all the options and exploring things within the game. All very impressive.
Unfortunately, all SH5 did was inspire me to go back and fix a couple things in SH4 that were bugging me, but was too lazy to do anything about. I think there's something to the sheen of the SH5, (post processing filter?) or some bits that were laggy (hardware issue) that were putting me off. Can't quite figure it out, but I'll give it another go later.
At any rate, i see my vote for subsims Modder of the year was not misplaced. :yeah:
Michal788
02-10-11, 02:06 AM
the bar has pretty much been pushed out of reach of about 99% of the people here :oops:. Unless you can write code in C# (or C++) and python, make custom .dlls, know how to extract data from running processes, familiar with DirectX and DirectInput and DirectSound, and familiar with reverse engineering, there isn't much one can do except change textures, create menu items for the gui, and alter the .cfg and .txt files. I gotta tell you though I'm having a total ball with SH5 :D
The only thing what we not can do is change the fysic 3d model, because its a granny model.
Hey - question for you ... can I add MightyFineCrew Mod 1.2.1 Alt w beards on top of MO (patched)? I know there are a lot of overwrites but I am assuming that they are from your incorporation of the default version.
Thanks
I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO.
So I propose you go ahead and try it.:up:
stoianm
02-10-11, 09:59 AM
I'm not TDW, far from it,:88) but I've been running MightyFineCrew Mod 1.2.1 Alt w beards on top of MO with Patch 2 with no problems, and recently also with NewUIs_TDC_6_3_7 on top of patched MO.
So I propose you go ahead and try it.:up:
:o you have NewUIs_TDC_6_3_7 on top of patched MO?:06: - that means that you are using the version of NewUIs_TDC by TDW that is included in MO. When you instal MO after, the files are overwrited so you are not using in fact the NewUIs_TDC_6_3_7 in this way:yep:
marleymen
02-10-11, 10:27 AM
:o you have NewUIs_TDC_6_3_7 on top of patched MO?:06: - that means that you are using the version of NewUIs_TDC by TDW that is included in MO. When you instal MO after, the files are overwrited so you are not using in fact the NewUIs_TDC_6_3_7 in this way:yep:
I think TDW UI in MO is 6.3.0. TDW changed mods list a few days ago because of he was going to release the new version (0.0.5) but itīs stopped at the moment till a few mods are completed (icebergs, mines, subnets layers in campaign) and other new investment he is doing with DLLīs.
I saw TDW said in his TDW UI post you can use 6.3.7 over MO without problems.
PS. @TDW, maybe you should put all those mods incoming in new version and the changelog apart from 0.0.2.
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