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TheDarkWraith
04-03-11, 08:30 PM
Either the mod is not installed correctly or the options file is corrupt.

sirbum69
04-03-11, 09:40 PM
well i uninstalled the mod and went back to just your UI, your fx and real invorment....Gonna see if i can play for more then 10 mins at a time again with out CTDs lol...

TheDarkWraith
04-03-11, 09:44 PM
well i uninstalled the mod and went back to just your UI, your fx and real invorment....Gonna see if i can play for more then 10 mins at a time again with out CTDs lol...

what OS are you using? 32bit or 64bit?

Cassiano
04-03-11, 10:02 PM
Congratulations on your work, really great job.

But one thing is bothering me: When surfaced under calm seas, the submarine decks remain barelly above surface. Almost only the conning tower is raised above it. It doesn't look right to me. Is there any way I can "mod the mod" so the submarine's surface depth is the same as the unmodded game?

By the way, I tried to get a snapshot, but I can't find where it is, or should have been saved. I'm just an occasional player.

Thank you.

jwilliams
04-03-11, 11:55 PM
Congratulations on your work, really great job.

But one thing is bothering me: When surfaced under calm seas, the submarine decks remain barelly above surface. Almost only the conning tower is raised above it. It doesn't look right to me. Is there any way I can "mod the mod" so the submarine's surface depth is the same as the unmodded game?

By the way, I tried to get a snapshot, but I can't find where it is, or should have been saved. I'm just an occasional player.

Thank you.

The mod does not make your u-boat sit low in the water. Unless you order 'decks awash'.

You must have a conflicting mod installed.

Silent Steel
04-04-11, 04:23 AM
Congratulations on your work, really great job.

But one thing is bothering me: When surfaced under calm seas, the submarine decks remain barelly above surface. Almost only the conning tower is raised above it. It doesn't look right to me. Is there any way I can "mod the mod" so the submarine's surface depth is the same as the unmodded game?

By the way, I tried to get a snapshot, but I can't find where it is, or should have been saved. I'm just an occasional player.

Thank you.

You could try adjusting your sub's .cfg file. You find it in:

C:\Ubisoft\Silent Hunter 5\data\Submarine\

There you find folders for all available subs so you have to set the .cfg file (SurfaceDepth=... ) in the folder for the sub type you're using.

Print Screen is Ctrl+F11

// :salute:

Silent Steel
04-04-11, 04:25 AM
The mod does not make your u-boat sit low in the water. Unless you order 'decks awash'.

You must have a conflicting mod installed.

Where do I order 'decks awash'? :hmmm:

/

Dignan
04-04-11, 06:12 AM
Congratulations on your work, really great job.

But one thing is bothering me: When surfaced under calm seas, the submarine decks remain barelly above surface. Almost only the conning tower is raised above it. It doesn't look right to me. Is there any way I can "mod the mod" so the submarine's surface depth is the same as the unmodded game?

By the way, I tried to get a snapshot, but I can't find where it is, or should have been saved. I'm just an occasional player.

Thank you.

I believe this is an effect of "Uboat Historical SPecifications mod." I think it's been incorporated into MO. We'd have to see a screenshot to be certain. UHS does make the sub ride lower in the water but what you're talking about seems a little too low.

stoianm
04-04-11, 08:35 AM
You could try adjusting your sub's .cfg file. You find it in:

C:\Ubisoft\Silent Hunter 5\data\Submarine\

There you find folders for all available subs so you have to set the .cfg file (SurfaceDepth=... ) in the folder for the sub type you're using.

Print Screen is Ctrl+F11

// :salute:
It is not working from there... you must to adjust some parameters with gr2 from .sim file... if you are interested you can ask oscar19681 how to do that... i did this long time ago and i forgot wich parameters you must to modify

stoianm
04-04-11, 08:36 AM
Where do I order 'decks awash'? :hmmm:

/
Deck awash can be ordered by using the voice recognition mod and spelling the order ,,set new dept x metters''

MiTon
04-04-11, 08:55 AM
Deck awash can be ordered by using the voice recognition mod and spelling the order ,,set new dept x metters''

Or just use "decks awash" in Speech Recognition! This will set your depth to 8 meters. :DL

d3vnu11
04-04-11, 08:58 AM
Or just use "decks awash" in Speech Recognition! This will set your depth to 8 meters. :DL
Problem with that is you switch to electric motors at 8M.

oscar19681
04-04-11, 09:11 AM
It is not working from there... you must to adjust some parameters with gr2 from .sim file... if you are interested you can ask oscar19681 how to do that... i did this long time ago and i forgot wich parameters you must to modify

Silent Steel, Cassiano its an easy fix if you know what to do. Pm me and ill tell you how to fix it. Or maybe ill should make a post on how to fix it later today.

MiTon
04-04-11, 09:18 AM
Problem with that is you switch to electric motors at 8M.

Do you know the exact depth the electric motors are switched on?
I then could change "decks awash" depth to 6.9 meters for example.

Thx

d3vnu11
04-04-11, 09:19 AM
Do you know the exact depth the electric motors are switched on?
I then could change "decks awash" depth to 6.9 meters for example.

Thx
for my mod soup I think 8M. order 7 meters keeps the diesels running.
Kev

MiTon
04-04-11, 09:23 AM
for my mod soup I think 8M. order 7 meters keeps the diesels running.
Kev

Thx!

Will do a few test and change the "decks awash" depth for the next release!

The General
04-04-11, 10:25 AM
From my testing, the ideal depth to have the decks awash and have the diesel's running is 6.5M. Unfortunately, you cannot order that depth in the game to my knowledge. You can order 6M and all the crew leave the bridge, the hatch remains open, but the boat still sits too high in the water. Ordering 7M would be ok, if we could stop the boat switching to electrics autiomatically.

d3vnu11
04-04-11, 10:27 AM
The perfect depth to have the decks awash and have the deisel's running is 6.5M. Unfortunately, you cannot order that depth in the game to my knowledge. You can order 6M and all the crew leave the bridge, but the boat still sits too high in the water. Ordering 7M means the tower still protrudes from the water (only just), the hatch remains open, but the boat switches to electrics. It seems to me 6.5M would be the magic number.
With my mod soup 7meters is still not shallow enough. Most of the decks are clear. in calms seas they are dry.

MiTon
04-04-11, 11:50 AM
If you are using my Speech Recogntion version you should be able to order depths from 0.0 m to 350.9 in steps of 0.1.
I don't know how precise the orders will be executed but give it a try.

If you found a value you like,
open data\Sound\SpeechSHSpeech_Commands.xml (watch for the encoding, has to be UTF8)
and change this:


<order><!-- decks awash -->
<phrase>decks awash</phrase>
<commandText param1="8">Set_depth</commandText>
</order>
to


<order><!-- decks awash -->
<phrase>decks awash</phrase>
<commandText param1="6.5">Set_depth</commandText>
</order>
Save and restart Speech Recognition.


In the next version, I'll add a variable into Speech Recognition, so "decks awash depth" can be set via an ingame GUI.
Different mod soups won't be a problem any more.

regards

rave_t
04-04-11, 03:46 PM
The camera buttons on the top, for moving to next unit and previous unit does not work for me. On click on the "Next Unit" button will show my sub from the side which works, but when i press the button again the camera moves to an very ackward position showing no unit and is stuck somewhere between the heaven and ground. Any solutions?

nembo
04-05-11, 03:24 AM
Sorry if I write again, but cannot turn the dials, just the internal, of the attack disk. Have I to re install the mod or otherwise?
Thanks.
Nembo

Silent Steel
04-05-11, 08:11 AM
Deck awash can be ordered by using the voice recognition mod and spelling the order ,,set new dept x metters''


Thanks for your replies Stoianm :up:
As always quicker than a cobra.
//

AVGWarhawk
04-05-11, 11:50 AM
LOCK. I'm not able to lock my target. In vanilla form the little box would pop up saying lock or unlock target. I do not see this anymore. Has this been removed via this beta mod pack?

stoianm
04-05-11, 11:53 AM
LOCK. I'm not able to lock my target. In vanilla form the little box would pop up saying lock or unlock target. I do not see this anymore. Has this been removed via this beta mod pack?
on the right top corner of screen you have an little buton (under the electronic clock on the left corner) .. click there and you will expand some options... there you will find an buton where if you click you will have displayed ,,lock target''

if you have time you can watch an tutorial where you see how you can play or how you can customise the MO interface:

20) How to use the MO or the TDW interface in SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1631622&postcount=36)


regards

Trevally.
04-05-11, 12:02 PM
LOCK. I'm not able to lock my target. In vanilla form the little box would pop up saying lock or unlock target. I do not see this anymore. Has this been removed via this beta mod pack?

Yes, it was removed. You must now press space bar to lock

AVGWarhawk
04-05-11, 12:04 PM
Hmmmmm...I do not think I tried that. I will give it a go! Thanks! :up:

bigduke666
04-06-11, 03:54 PM
Hi All

I have just installed the game and have been told this mod is the one i need to have installed to make the game as it should be. I am not a pc expert but would like some help on installing the mod.
DW says to Open folder 'MODS'. Copy folder 'Magnum_Opus_vx_x_x' to your \Silent Hunter 5\MODS folder
where is my silent hunter 5 mods folder?
Enable via JSGME. - whats this?
and patch 2 how do you install it? - Patch 2 is to be installed IN PORT only? do i have to play the game for a bit, get to a port, dock. save the game. close game down. install patch 2 then load up, save then close down and then restart? - very confusing

pascal4541
04-06-11, 04:01 PM
Hi
Look this video-tutorial by stoianm
http://www.subsim.com/radioroom/showpost.php?p=1629509&postcount=27

Jaguar
04-06-11, 04:03 PM
DW says to Open folder 'MODS'. Copy folder 'Magnum_Opus_vx_x_x' to your \Silent Hunter 5\MODS folder
where is my silent hunter 5 mods folder?

You must creaate the MOD folder.

Enable via JSGME. - whats this?

http://www.subsim.com/radioroom/showthread.php?t=171237&page=3 :03:

and patch 2 how do you install it? - Patch 2 is to be installed IN PORT only? do i have to play the game for a bit, get to a port, dock. save the game. close game down. install patch 2 then load up, save then close down and then restart? - very confusing

Donīt have to, you can install it while in bunker for the first time. Only if youīre on patrol you should go back to bunker.

Jaguar
04-06-11, 04:06 PM
Of course, as Pascal pointed out, stoianmīs tutorials sums up everything, they are the visual Subpedia.

stoianm
04-06-11, 04:10 PM
Hi All

I have just installed the game and have been told this mod is the one i need to have installed to make the game as it should be. I am not a pc expert but would like some help on installing the mod.
DW says to Open folder 'MODS'. Copy folder 'Magnum_Opus_vx_x_x' to your \Silent Hunter 5\MODS folder
where is my silent hunter 5 mods folder?
Enable via JSGME. - whats this?
and patch 2 how do you install it? - Patch 2 is to be installed IN PORT only? do i have to play the game for a bit, get to a port, dock. save the game. close game down. install patch 2 then load up, save then close down and then restart? - very confusing
Jaguar and Pascal4541 gived to you good information ... i will complet a little bit:

1) see this tutorial: 1) How to install mods in SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1629507&postcount=26)

2) see this tutorial: 2) How to configure and install Magnum Opus megamod for SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1629509&postcount=27)

3) If you have already started a campaign and you have saved games... after you install the MO and tha patch 2 you must to restart a new campaign and you can not use anymore your saved games untill than... after that you can make new saves and load these new saves without problems

bigduke666
04-06-11, 06:44 PM
thank u for the help and the video was just what i needed. One question, how do i know if the mod has been installed and is working?
for instance for the game stalker, the mega mods had a totally new interface from start up. i started up sh5 and see no difference from the opening screen etc - no mention that i have the mod installed at all. i have not started a mission yet?

stoianm
04-07-11, 12:34 AM
thank u for the help and the video was just what i needed. One question, how do i know if the mod has been installed and is working?
for instance for the game stalker, the mega mods had a totally new interface from start up. i started up sh5 and see no difference from the opening screen etc - no mention that i have the mod installed at all. i have not started a mission yet?
Yes... when you play the tutorial (poland mission)... it is like you do not have mods installed... after that you will eaasy observe if you have mods or not

bigduke666
04-07-11, 03:41 AM
I guess the mod installed ok as the voices have a german accent now - however after starting the poland mission, i get woken up, told to go to the captian. the inside of the sub is fine graphics wise, i climb the ladder up to the observation part, and its just black!!! there is no graphics at all?

bigduke666
04-07-11, 04:08 AM
I also tried a single mission and got the same thing, inside of sub ok, outside just black. i deactivated mo in jsgme and had the same problem as well

jwilliams
04-07-11, 04:24 AM
I also tried a single mission and got the same thing, inside of sub ok, outside just black. i deactivated mo in jsgme and had the same problem as well

What are your system specs???

Graphics card and drivers??

Need this info to help troubleshoot. :yep:

:salute:

bigduke666
04-07-11, 05:15 AM
amd hex core 109t factory overclocked to 4.2GHz
8GB Dominator ram
2 x ati 5970 crossfire
latest ati drivers installed - checked today

I completely uninstalled the game and mods jsmge etc.
Reinstalled game - applied patches. no mods yet, started the game and same problem. also when looking through periscope its total black. also whats strange is when pressing esc, the paused view is perfect its clear, so as i press resume it goes black again.
You can see the outline of the hatch etc, just everything is black?

stoianm
04-07-11, 05:27 AM
amd hex core 109t factory overclocked to 4.2GHz
8GB Dominator ram
2 x ati 5970 crossfire
latest ati drivers installed - checked today

I completely uninstalled the game and mods jsmge etc.
Reinstalled game - applied patches. no mods yet, started the game and same problem. also when looking through periscope its total black. also whats strange is when pressing esc, the paused view is perfect its clear, so as i press resume it goes black again.
You can see the outline of the hatch etc, just everything is black?
same problem here:

~S~ Gentlemen,
I'm not really sure if this is the right place to post this message, but here goes. Your help in any way will be much appreciated.

I've just purchased the retail version of SH5, and after reading some of the bad reports about the game I get the feeling that I've been had. After waiting with anticipation for the installation to complete, I started a new campaign. The guy wakes me up and tells me that the captain wants to see me up on the bridge.

I walk to the ladder in the control room and look up. I can see the night sky through the hatch. I go up both ladders and through the hatch and then everything goes completely black. The Captain speaks but I cannot see him. In fact, I can't see anything at all outside of the boat, including all of the other stations and the external camera. If that's not bad enough, I cannot get off the bridge because I cannot find the hatch again.

Also, I cannot see anything through either of the periscopes, that is if I'm lucky enough to find my way back inside the boat.

As with all games that I play, I have my graphics completely maxed out. My computer should easily run SH5 as it is way over the system requirements for this game. It can easily handle SH3, IL2 1946, FS9 and FSX with maxed out graphics.

I posted this message on the UbiSoft SH5 forums and only one guy replied. He implied that I needed to install DirectX 9c. I had my doubts about that because I'm running Windoze 7 Ultimate 64 Bit. It appears that my version of DirectX is as recent as it gets. Willing to try anything to make the game work properly, I took his advice and installed DirectX 9c. Unfortunately, nothing has changed. I'm still stuck on the bridge in complete darkness and unable to find the hatch.

Have I purchased an expensive drink coaster to put my cans of beer on? I hope not because it will cost a small fortune to buy the entire matching set for parties. :cry:

System Specs;
OS: Windows 7 Ultimate 64 bit
CPU: Intel Core i7 950 @ 3.07 GHz
Motherboard: Gigabyte X58A-UD3R
RAM: 6 Gb Corsair triple channel
Video: 2 ATI Radeon HD 5700 series (Crossfire)
Hard Disk:
1 Terrabyte Seagate 7,200 rpm SATA2 + 150 GB Western Digital Raptor 10,000 rpm SATA2


Solutions:

1) Put shadows slider half way

2) Read here also: http://www.subsim.com/radioroom/showthread.php?t=177485

3) I would suspect the ATI crossfire as the problem (driver problem) (TDW)

4) Solution :

''Thank you DarkWraith,

It was the other way around for me. I was using nvidea many years ago until I had some annoying issues with their older cards. So, I switched to ATI because a large percentage of lads from my IL2 squadron were at the time using ATI without any issues at all.

Your reply prompted me to try something which I neglected to do initially. I opened the ATI software and disabled the Crossfire, so now for this game only I'm using only one video card. I'm pleased to report that I now have exterior views. Issue solved. Thanks again old chap!

All I have to do now is learn how to drive the boat. :timeout:

Regards''

bigduke666
04-07-11, 05:43 AM
thanks stoianm.
thats just the problem i am having - the ati drivers i have are 11.3. All my other games work fine, i guess i will have to wait and see if future ati updates fix the problem.
thanks again

pascal4541
04-07-11, 05:55 AM
I play with the 11.3...No worries :hmmm:
You have properly installed ATI Catalyst Application 11.3 Cap1? The latter is an option to download
I do not remember having had problems when I had my crossfire 4890...But there was no gain in performance ...
Early preview 11.4: http://www.infos-du-net.com/telecharger/AMD-Radeon-Video-Card-Drivers,0301-35302-28444.html

stoianm
04-07-11, 05:58 AM
The solution that he found was this:

''I opened the ATI software and disabled the Crossfire, so now for this game only I'm using only one video card.''

bigduke666
04-07-11, 12:39 PM
hi Stoianm

I had downloaded the 11.3 cap. I also now have disabled the 2nd card and still the same problem - must be a driver issue.

stoianm
04-07-11, 12:43 PM
hi Stoianm

I had downloaded the 11.3 cap. I also now have disabled the 2nd card and still the same problem - must be a driver issue.
:hmmm:... Try another driver version (tdw and zedi told me that the best video graphic driver is not the last one in all situations... is the one that is whql certified... the one that is installing when you install first time the OS)... try to lower video graphics setings in game... i think when sober will be online maybe he can help you also... he use ant ati vga card
also try to:

1) ''In my case I just turn ATI "A.I." off and the problem went away''
2) ''Itt might be sound driver becouse after reinnstalling sound driver itt worked bether now!''
3) ''I fixed the problem by turning off two of the cpu cores via the task manager. The game doesn't seem to support any more than four cores''
4) ''I i rolled my ati drivers to version 10.8 and the game runs fine.
i was using 10.11 when i tried the SH5 on my new SSD drive and the screen was blacked out in the outside view. so i would say the ATI drivers set 10.0 & 10.11 are cuase the problem I have not tried the newest set 10.12 yet.''

As you can see can be a combination of factors that cause this problem... try to eliminate all of them

mikaelanderlund
04-08-11, 12:36 AM
Any news v0.0.5? Release date? :salute:

Silent Steel
04-08-11, 12:37 AM
Where are these 'Grids' referred to in radio messages to be found? :hmmm:
//

stoianm
04-08-11, 12:40 AM
Where are these 'Grids' referred to in radio messages to be found? :hmmm:
//
what kind of grids you are looking for?

TheDarkWraith
04-08-11, 09:17 AM
Any news v0.0.5? Release date? :salute:

Zedi is busy working on adding the mines, icebergs, and subnets to the campaigns. When he's finished I'll have a better idea.

barel80
04-08-11, 09:43 AM
I think, there is a problem with sub maneuverability. It's like an aeroplane :), also if speed is about 2kts. It dives and surfaces too fast, I think...:wah: Changing depth from 200m to periscope depth is very fast.
In GWX 3 sub was much more heavy.

What do You think, about it ? :arrgh!:

rsamico2
04-08-11, 09:58 AM
Hi guys, please anyone knows if there is a keyboard command list or layout available for magnum opus mod ? Thanks Rodrigo - Brazil.

Silent Steel
04-08-11, 10:03 AM
what kind of grids you are looking for?


Hi again
Well, in some radio messages I get on patrol sent to/from BdU to/from other uboats they are sometimes talking about observations or new patrol areas in a specific 'grid' with a specific name or number but the only 'grids' I can see on my map are the longs and lats... :hmmm:

//

Teiwaz
04-08-11, 10:23 AM
Hi again
Well, in some radio messages I get on patrol sent to/from BdU to/from other uboats they are sometimes talking about observations or new patrol areas in a specific 'grid' with a specific name or number but the only 'grids' I can see on my map are the longs and lats... :hmmm:

//

I think that's what you are looking for: Kriegsmarine Grid Map (http://www.subsim.com/radioroom/showthread.php?t=182069)

Silent Steel
04-08-11, 11:03 AM
I think that's what you are looking for: Kriegsmarine Grid Map (http://www.subsim.com/radioroom/showthread.php?t=182069)

Exactly!
Now I can follow what they are talking about :D
Thanks Teiwaz :yeah:
//

stoianm
04-08-11, 11:06 AM
Hi guys, please anyone knows if there is a keyboard command list or layout available for magnum opus mod ? Thanks Rodrigo - Brazil.
You can use the one by default or you can use a keyboard mod.... i sugest you the ddrgn or the church subsim mods for keyoard... when you are in game just pres F1 and you will see what key you can use... after that press shift and you will have more... to hide press again F1

TheBeast
04-08-11, 12:01 PM
Has anyone tried "JD Realistic Depth Charge Damage and Shaking 1.0" MOD?
I have tried it and it really changes things. A lot of Pitch, Roll, Yaw action from DC's. Not to mention being bounced around inside the boat on close DC's. I was standing in Control Room at bottom of ladder to Conning Tower and a DC bounced me and I was in the Conning Tower(good thing hatch was opened). Flak Guns damaged, Periscopes damaged, Breaking Pipe, some flooding, Broken Glass and sparks but no preasure hull damage.

If character animations updated to fall off seats, Crew cringe and Sounds, Crew gasp, Crew Panic , etc. added would be greate addition.

TheBeast
04-08-11, 01:30 PM
To little, to late - - - -

The designation "skunk works", or "skunkworks" (http://en.wikipedia.org/wiki/Skunkworks_project), is widely used in business, engineering, and technical fields to describe a group within an organization given a high degree of autonomy and unhampered by bureaucracy, tasked with working on advanced or secret projects


Although the above quote is true. Skunk was also used by the British Navy when talking about U-Boat's because they smelled so bad. So, it could have two meanings and why I suggested it.

Then there is also the acronym TSW, it could also mean "This Stuff Works" in contrast to what you get "Out of Box" when you buy it.

On the funny side:
Maybe another name could be "Silent Hunrer 5 - Secret U-boat Project" and seeing how Secret Projects are some times given the designation of "X", then the acronym could be used in the name "Silent Hunter 5 - S.U.X."
Just joking...:har:

jwilliams
04-08-11, 02:32 PM
Has anyone tried "JD Realistic Depth Charge Damage and Shaking 1.0" MOD?
I have tried it and it really changes things. A lot of Pitch, Roll, Yaw action from DC's. Not to mention being bounced around inside the boat on close DC's. I was standing in Control Room at bottom of ladder to Conning Tower and a DC bounced me and I was in the Conning Tower(good thing hatch was opened). Flak Guns damaged, Periscopes damaged, Breaking Pipe, some flooding, Broken Glass and sparks but no preasure hull damage.

If character animations updated to fall off seats, Crew cringe and Sounds, Crew gasp, Crew Panic , etc. added would be greate addition.

Where can i find this mod???

Sounds great, I want to try it!

:salute:

clayton
04-08-11, 04:25 PM
Using your mod and I love it, but I don't seem to have the option button to control the flow of messages. I'm getting messages every minute and saw a post telling how to tone the down, but that button is unavailable.

TheBeast
04-08-11, 04:26 PM
Where can i find this mod???

Sounds great, I want to try it!

:salute:

It is not uploaded any where I know of. You have to PM JD with your e-mail address and he will send it to you. At least that is how I was able to get it.

stoianm
04-08-11, 04:28 PM
Using your mod and I love it, but I don't seem to have the option button to control the flow of messages. I'm getting messages every minute and saw a post telling how to tone the down, but that button is unavailable.
is an option to stop them from here:
http://i1124.photobucket.com/albums/l568/stoianm/radio1.jpg


http://i1124.photobucket.com/albums/l568/stoianm/radio2.jpg

If you not see that button than you must to install new uis by tdw v 6.4:

http://www.subsim.com/radioroom/showthread.php?t=166093&page=471

Calverp
04-10-11, 04:16 AM
I'm having problem getting this mod to work.

I've put everything in the right place, copied the patch, and activated it.

After starting the game though, the initial loading screen finishes fine, then instead of the main menu. I just get a black screen with the first second or so of music looping.

I tried deactivating magnum opus and running with just NewUIs_TDC_6_4_0_ByTheDarkWraith but the same thing happens.

stoianm
04-10-11, 04:25 AM
I'm having problem getting this mod to work.

I've put everything in the right place, copied the patch, and activated it.

After starting the game though, the initial loading screen finishes fine, then instead of the main menu. I just get a black screen with the first second or so of music looping.

I tried deactivating magnum opus and running with just NewUIs_TDC_6_4_0_ByTheDarkWraith but the same thing happens.
did you played the game without mods?... what is your computer spec?... did you saw the video tutorial how to install mods in SH% and how to install and configure MO?

Calverp
04-10-11, 05:17 AM
Yeah, I'm about a month or so into the first campaign.

And yes seen the videos explaining how to install and configure the mod.

Spec:
Win7
Intel i5 760
4gb RAM
ATi Radeon 5800

Trevally.
04-10-11, 05:19 AM
There was a post about this somewhere - sorry cant find it.
I think it was fixed by a soundcard driver update:hmmm:

Ruby2000
04-10-11, 05:34 AM
Hi stoianm,

great videos!

Can I link your site here?

http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6511078809

best regards


Ruby

stoianm
04-10-11, 05:36 AM
Hi stoianm,

great videos!

Can I link your site here?

http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6511078809

best regards


Ruby
i answered you here: http://www.subsim.com/radioroom/showpost.php?p=1639577&postcount=191 :)

stoianm
04-10-11, 05:38 AM
There was a post about this somewhere - sorry cant find it.
I think it was fixed by a soundcard driver update:hmmm:
you mean this post from here: http://www.subsim.com/radioroom/showpost.php?p=1564973&postcount=24

''
Itt might be sound driver becouse after reinnstalling sound driver itt worked bether now!
I updated the sund driver and after that i gett weird screens on SH5.

:DL:DL
''

Calverp
04-10-11, 06:01 AM
Looks like that was a different problem, they were getting black screens when playing the game.

I can't even get to the main menu. Seems to be locking up where it would usually do the save game sync nonsense, but I wouldn't have thought these mods would change anything related to the syncing.

stoianm
04-10-11, 06:07 AM
Looks like that was a different problem, they were getting black screens when playing the game.

I can't even get to the main menu. Seems to be locking up where it would usually do the save game sync nonsense, but I wouldn't have thought these mods would change anything related to the syncing.
Put shadows at half... install antilag... change drivers... disable from ati catalist a card an use only one... try all you can try:)

Calverp
04-10-11, 08:49 AM
Nah, none of that seems to do anything.

Can run with mods like anti-lag and shadow improvement etc
But the UI improvement just locks it up.

[EDIT] May have found the solution. Thought it might be the sync thing causing issues so once it locked up decided to just leave it for awhile. Took about 15-20mins but eventually got to the menu. Really hope it was a one off delay.

Homebrewer
04-11-11, 11:19 AM
Hi guys, I am a computer neophyte and I am having some problems. I just installed SHV.exe patches to fix bugs and add function (I am using real navigation). It seems to be working but when I ask navigator for a fix it doesn't show up on either map. When I installed the Mod TDW said you need to install each version (v0.0.1, v0.0.2, v0.0.3) I made patch 1 & 2, any thoughts why my ship doesn't show up?

Second question (this is really dumb) In same Mod, wanting to change the color of the different lines (compass and ruler etc), I am confussed. TDW say's to change the 4 bytes. What 4 is he talking about? When I tried to change (for example) FF222222 to GG222222 the computer wouldn't let me. Could someone give an example as to what to change the code to. I hope this is the right place to ask for help.:damn:

jwilliams
04-12-11, 02:28 AM
Hi guys, I am a computer neophyte and I am having some problems. I just installed SHV.exe patches to fix bugs and add function (I am using real navigation). It seems to be working but when I ask navigator for a fix it doesn't show up on either map. When I installed the Mod TDW said you need to install each version (v0.0.1, v0.0.2, v0.0.3) I made patch 1 & 2, any thoughts why my ship doesn't show up?

It takes somewhere between 30 mins and 1 hour for the mark to appear. This is to simulate the time it would take the navigator to measure the stars/sun position in the sky to pinpoint your location.

If you want an immediate map mark added, use dead reconing.


Second question (this is really dumb) In same Mod, wanting to change the color of the different lines (compass and ruler etc), I am confussed. TDW say's to change the 4 bytes. What 4 is he talking about? When I tried to change (for example) FF222222 to GG222222 the computer wouldn't let me. Could someone give an example as to what to change the code to. I hope this is the right place to ask for help.:damn:

TDW has released a downloadable patcher that will patch your .exe for you. meaning that you no longer have to use a hex editor. look towards the bottom of his .exe mod page.

Here is the link to his .exe mod page -----> http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1

:salute:

vlad29
04-12-11, 06:11 AM
Some interesting things for those guys who have game-freeze occasions after inabling MO:
1. I"ve installed MO with few other mods in propper accordance with STOIANM's tutorials
2. After starting new campaing saved the game in port and qiut to Win.
After loading the game I tried to fire at the nearest ship in the harbour with 3 torps. Game-crash occurs only after critical hit (when the ship considered to be destroyed).
3. I fully deinstall the game (including all maps and directories, files in "My documents also, JSGME), cleaned off the register with "CD-cleaner" prog.
4. After reapiting installation procedure (incl. MO) I deleted "captainslog" file as it was mentioned above.
5. After that I successfully sent to botom the nerest ship in my harbour, but CTD occured when I tried to push the captainslog-icon (in the right corner of the interface).
6. Then repeat all the installation ops I just replaced the captlog-file after installing MO with the the same from the vanilla version of the game (before inabling MO via JSGME). The result was as in p.5 (crash and reset)
7. I restarted the savegame, went off the harbour and sank 1 british and 1 neytral merchants.
AND THERE WAS NO ANY GAME FREEZE, even after pushing the captlog icon (right corner up to "crew management icon"). All new tonnage (incl. neutral) was addit to my account.

SO I figureout that destroing FRIENDLY vessels is simply NOT CONSIDERED in the game by authors and mod-makers.
You just can see that in the captlog window interface there are no any separate divisions such as "allie ships destroyed tonnage" and "enemy ship destroyed tonnage". When you, f.e., have 20000 tonns of brits., and then terminate the 6000 tonn german (friendly) vessel, what should be the total account? 26000? - no way.
So when the AI faces this problem while making operations on calculating new account immideatly after new vessel destroyed in order to make changes in your Captlog, system failour occurs.

So everything is OK with the Magnum Opus. I dont think that replacing "captainslog"-file with the same vanilla-game file plays the key role in the process of avoiding crashes.

All outcomes above are just my own opinion, and there is a great space for further experiments remaining.

Sorry for the long post, hoping it should help AGIMA and others to fix the problem with CTD lol

stoianm
04-12-11, 06:14 AM
SO I figureout that destroing FRIENDLY vessels is simply NOT CONSIDERED in the game authors and mod-makers.

you have right :up:

Homebrewer
04-12-11, 11:23 AM
Hi jwilliams, I used both navigations methods and my ship location doesn't appear on the maps. I did install the TDW patch at the bottom and thats when I have the problem with my sub not showing up. When I remove the patch my sub shows up on the maps.

I still don't know how to change the code to change the color of the compass, protractor etc. lines. Any other thoughts?

StarTrekMike
04-12-11, 01:46 PM
Okay,

So I have patched and installed MO per the tutorial that was posted and carefully added mods in the order that was posted but I still get what appears to be random CTD's almost all of the time.

My system specs are
AMD X2 64 @2.4 Ghz
1 gig of ram (adding more soon)
ATI Radeon HD 4300 series (512 ram)


Now I know my specs will run the game as I have been running it without MO for awhile now with no problems, aside from almost 10 minute waits from starting the game to having a save loaded and running (old hard drives I think) it runs fine with a decent framerate to boot.

I have played with just the TDW UI mod and some others and it seemed to be fine, almost no CTD's and a decent load time and framerate. but the moment I add the MO mod it seems to just not want to run for more than 30 minutes without CTDing and forcing me to spend a very long time to get back into the game for another 30 minutes or so.

My current mod list

Generic Mod Enabler - v2.6.0.157
[D:\Program Files\Ubisoft\silenthunter5\MODS]

Magnum_Opus_v0_0_1
Remove Steelvikings shadow mod
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Open_Horizons
Lite Campaign LC 1.2
NewUIs_TDC_6_4_0_ByTheDarkWraith
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
stoianm EnvNights and blue Atlantic water for MO
stoianm EnvWeather V1 SH5
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Equipment_Upgrades_Fix_1_0_byTheBeast
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_0_byTheBeast
Church's Compass Dials Mod v2.2 - Option Three

I believe this is the proper order to install these mods but any ideas about problems would be great.

I don't mean to sound angry but I am very frustrated with the game at this point, I can run Sh4 without any problem at all with the TMO mod, same goes with Sh3 and GWX gold but I can't seem to use the MO mod with Sh5 despite the fact that I love the mod and what it does to the game.

Uninstalling the C++ redistributable did not seem to help

antilag was a godsend for my framerate but did not help the CTD's



I just don't know what else to try...I am getting really sick of starting new games after losing the ability to use one save that I had been working on for awhile and got pretty far in.

if MO just cannot work on my rig than I will need to move on to other mods so I guess my next step would be finding the right mods to make the game as realistic as MO and just as pretty but in individual mod form so I can determine where the CTD's are occuring in the list and eliminate the mod so it won't cause problems.

I am at wits end...the CTD's are just getting so hard to deal with.


anyone got any advise for a desperate Skipper?


Mike

*Edit*

I am running Xp pro SP3 32 bit and seem to get the CTD's when I approach convoys (sometimes) and other times it occurs randomly with no real warning or reason.

I have even had one while I was heading out of port in St Naziere (sp?)

Budds
04-12-11, 04:25 PM
Sure wish I had an Answer for ya..........
( Bet YOU do Too,,,lol ! )

I get the occasional Lock up, with eithr silence or sometimes repeating sounds .... like a record skipping. ( Have to restart comuter to get out.)
But I get it maybe once every 20-30 hours of play time, and it seems to be COMPLETELY random.

I dont use MO.... never tried it.....
But I do use " New UIs_TDC_6_3_7_ByTheDarkWraith", in Combo with a heap of other mods. ( I know there are more current versions, but I have promised myself to FINISH this campaign I'm in, as I have restarted for new mods so many times,,,, I just Wanna Play ! )

Point being.....
You can use JUST the UIs Mod and have a VERY fulfilling Experience.... at least I do !
MO was to cut down on Mod Soups.... but hell you end up adding mods to it as well anyways.

I was an Avid Sh4 player... and it still holds up against Sh5 rather well even today.... I still have it loaded.
Fact is.... If new ships/models cannot be achieved, ( Which I believe they will tho. ), I will be going back to Sh4.

If I were you......
If you cannot get your issue resolved by help from the board here, Load the New UIs and then One by One start adding the "Extra" mods of your choice and you may discover the individual modification that is giving you grief.

Also might wanna check out some other Great Works like :

http://www.subsim.com/radioroom/showthread.php?t=173147

http://www.subsim.com/radioroom/showthread.php?t=180415&highlight=Aram+Victoria

Anywyas.............
:cool:

Teiwaz
04-12-11, 05:25 PM
anyone got any advise for a desperate Skipper?

Seriously, get more RAM. IMO your PC hasn't got the power to run SH5. Crashes after a certain amount of time or when you encounter ships (so they have to be loaded into your RAM) for me indicate that your machine seems to be running out of gas (= RAM).

jwilliams
04-12-11, 07:52 PM
Hi jwilliams, I used both navigations methods and my ship location doesn't appear on the maps. I did install the TDW patch at the bottom and thats when I have the problem with my sub not showing up. When I remove the patch my sub shows up on the maps.

I still don't know how to change the code to change the color of the compass, protractor etc. lines. Any other thoughts?

How long did you wait for your navigator to place a mark on your map.... as I said before it take quite a long time (to simulate realism).

Also....
You do not need to change any code....

Use the patcher. You just pick an option and then a window will appear and you just select a colour. then the patcher will patch your .exe with the new values

download link ----> http://www.gamefront.com/files/20162641/TDW_SH5_Patcher_7z

At the very bottom of TDW post on .exe.
http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1

http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=3851


Maybe list your mod list..... So I can see if mods are overwriting the real nav mod.

:salute:

jwilliams
04-12-11, 07:59 PM
Seriously, get more RAM..

^^^ this

I agree

1gb is the min that SH5 can run at on windows XP. 2gb if its vista.

So as your ram only just meets the min spec (if you using xp) or may not even meet the min spec if your using vista or 7, I'd say this is why you get alot of crashes.

Unmodded SH5 = 1gb min (XP) / 2gb min (vista or 7)

Once you add mods you will need more ram.

:salute:

THE_MASK
04-12-11, 08:11 PM
Hi jwilliams, I used both navigations methods and my ship location doesn't appear on the maps. I did install the TDW patch at the bottom and thats when I have the problem with my sub not showing up. When I remove the patch my sub shows up on the maps.

I still don't know how to change the code to change the color of the compass, protractor etc. lines. Any other thoughts?
Unenable the real navigation with the mod enabler .

In order for real navigation to work correctly the menu.txt file will need to be copied and edited.
Step 1: disable the add-on mod NewUIs_TDC_x_x_x_Real_Navigation (if it was enabled)
Step 2: copy the menu.txt file from NewUIs_TDC_x_x_x_ByTheDarkWraith\data\Menu and place in NewUIs_TDC_x_x_x_Real_Navigation\data\Menu
Step 3: open the NewUIs_TDC_x_x_x_Real_Navigation\data\Menu\menu.tx t file with Notepad
Step 4: comment out the following lines: 820, 821, 822, 823, 824, and 2273. By commenting out I mean place a leading ; at the beginning of the line. When done the numbers listed will look like this (english version):
...
;820=Unknown
;821=Warship
;822=Merchant
;823=Submarine
;824=Aircraft
...
;2273=Your submarine
...
This will prevent tooltips being displayed for the items and thus giving away your position and their position. This is real navigation now.
Re enable the mod

StarTrekMike
04-12-11, 10:10 PM
Well I do intend on getting more RAM next payday (got bills to pay this week) but I don't know if it is just that.

As I said before, the game runs fine when I don't have MO installed and I don't think that MO adds any new merchants or surface warships with higher resolution textures than the stock game.

I imagine that the interior mod does not help things to much but it seemed to run find awhile ago...just seems to not want to work at all now.


I guess I will try to go at it with single mods until I get more ram in the machine...see how that works.

I was doing so well in that game...


Mike

jwilliams
04-12-11, 10:22 PM
Well I do intend on getting more RAM next payday (got bills to pay this week) but I don't know if it is just that.

As I said before, the game runs fine when I don't have MO installed and I don't think that MO adds any new merchants or surface warships with higher resolution textures than the stock game.

I imagine that the interior mod does not help things to much but it seemed to run find awhile ago...just seems to not want to work at all now.


I guess I will try to go at it with single mods until I get more ram in the machine...see how that works.

I was doing so well in that game...


Mike


MO adds a shadow mod (SteelViking: Shadow Improvement Mod (High res version)), that really stresses computers. I believe there is a reduced shadow mod to help with this. :yep:

Edited to add link :-

Here is the shadow mod link, here you will also find the reduced version.... Install after MO.

http://www.subsim.com/radioroom/showpost.php?p=1436544&postcount=1

Homebrewer
04-12-11, 10:48 PM
jwilliams and sober, I told you I am a computer neophyte. The good news is after following you instructions I now have a navigation mark of my sub:haha:

Still trying to change the compass lines and ruler lines. When I open SHV patch and open the file it is a blank page. There is no choice or anything. I have downloaded the patch 4 time same results, so I am doing something wrong. Thanks for all your help I just need a little more. What am I doing wrong.

THE_MASK
04-12-11, 10:55 PM
jwilliams and sober, I told you I am a computer neophyte. The good news is after following you instructions I now have a navigation mark of my sub:haha:

Still trying to change the compass lines and ruler lines. When I open SHV patch and open the file it is a blank page. There is no choice or anything. I have downloaded the patch 4 time same results, so I am doing something wrong. Thanks for all your help I just need a little more. What am I doing wrong.Put the 4 files from the mod in the main game folder .
Then open the patcher program you just put in the main game folder .
Click , file , backup exe .
Then go back and click file , open ,TDW_SH5_Patches
Click on the TDW_SH5_Patches then click on the SH5.exe symbol .

Homebrewer
04-13-11, 12:22 AM
:yeah::yeah::yeah:Thank you sobor and jwilliams, everything works great and all it tock was you guys holding my hand step by step.:salute:

Should I put the files back into the mod folder?

sirbum69
04-13-11, 05:38 AM
i just left mine in the main folder after i was done

vlad29
04-13-11, 06:30 AM
In add. to my post #1324 re.CTD fail.

Yesterday I"ve tried to sink the friendly vessel while playing the "naked" vanilla game-version (without any mods installed). After the ship went to bottom I tried to activate "capt.book" - icon, and recieved the CTD fail.
MO capt.log file differs from the stock one, so we get game crash immedeately after critical torp./deckgun hit when MO and NewUI mods are enabled. If capt.log file have been deleted before starting the game, we should be able to sink a dozen of friendly ships in the harbour untill we decide to activate "capt.book" - icon. After that - CTD crash.

So everything is written in post #1324 is confirmed experimentally:DL

Silent Steel
04-13-11, 11:53 AM
Well I do intend on getting more RAM next payday (got bills to pay this week) but I don't know if it is just that.

As I said before, the game runs fine when I don't have MO installed and I don't think that MO adds any new merchants or surface warships with higher resolution textures than the stock game.

I imagine that the interior mod does not help things to much but it seemed to run find awhile ago...just seems to not want to work at all now.


I guess I will try to go at it with single mods until I get more ram in the machine...see how that works.

I was doing so well in that game...


Mike


Maybe you should try a mod you can find in the MO Patch 2:
Magnum_Opus_Patch_2\Shadows\Remove Steelvikings shadow mod\

// :03:

StarTrekMike
04-13-11, 06:52 PM
already tried that mod, it does make the game run better but it did not improve the CTD situation.

I am another megamod as a sort of test...I know how the stock game runs so I have a control to go off from. My hope is that I can narrow down what mod is doing this.

So far I have had a CTD with the other megamod but I need to see it happen more after more playtime to be sure.

Mike

Silent Steel
04-14-11, 12:10 AM
already tried that mod, it does make the game run better but it did not improve the CTD situation.

I am another megamod as a sort of test...I know how the stock game runs so I have a control to go off from. My hope is that I can narrow down what mod is doing this.

So far I have had a CTD with the other megamod but I need to see it happen more after more playtime to be sure.

Mike


Could be a corrupt download? :hmmm:

//

StarTrekMike
04-14-11, 01:02 AM
I think it might have something to do with running TC during certain conditions.

If memory serves, every CTD occured when I was in TC approaching a distant contact or some other time when I was in high TC (1024 and above).

I have been running below (1024) for a patrol and so far so good, if it continues to work I will reload MO and try it (right now I am using the UI-boat mega mod)

More info and such will follow as I get it.

Thank you all so much for your help, you always know how to keep me at a problem till it is solved.


Mike

Silent Steel
04-14-11, 09:30 AM
I think it might have something to do with running TC during certain conditions.

If memory serves, every CTD occured when I was in TC approaching a distant contact or some other time when I was in high TC (1024 and above).

I have been running below (1024) for a patrol and so far so good, if it continues to work I will reload MO and try it (right now I am using the UI-boat mega mod)

More info and such will follow as I get it.

Thank you all so much for your help, you always know how to keep me at a problem till it is solved.


Mike

Are you running D3D Anti Lag?

//

StarTrekMike
04-14-11, 10:45 AM
yes

Sepp von Ch.
04-19-11, 03:10 AM
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

Hello TDW,

is this 4GB patch suitable for me, when I use this PC (4GB RAM - 2 x DIMM DDR2 2048 MB 800MHz)?


Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA GEForce 9800GT, 512 MB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz
640GB SATAII/300
Windows Vista Home Premium

Magic1111
04-19-11, 03:35 AM
Hello TDW,

is this 4GB patch suitable for me, when I use this PC (4GB RAM - 2 x DIMM DDR2 2048 MB 800MHz)?


Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA GEForce 9800GT, 512 MB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz
640GB SATAII/300
Windows Vista Home Premium

Hi Josef !

I think you can read german words ? When yes, please read this thread in our german ubi-forum very careful:

http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6511078809

And believe me, you find all anwers to your questions (a big example chapter to the 4GB patch...and so on) !

Best regards,
Magic

Sepp von Ch.
04-19-11, 03:43 AM
Yes, thank you VERY much Magic1111!

Magic1111
04-19-11, 03:53 AM
Yes, thank you VERY much Magic1111!

Youīre welcome mate ! :up:

Husksubsky
04-19-11, 09:31 PM
J
You can always tell if a mod is ready to install by JSGME if it has a "data" folder when you open it.


One of the most useful piece of info a confused noob like me have seen in a long time.:yep:

Jaguar
04-20-11, 08:08 AM
Beloved people, does anyone know how to configure FaT and LuT torpedoes in MO?

Thereīs already two threads and no answers :cry: ...

TheDarkWraith
04-20-11, 08:09 AM
Beloved people, does anyone know how to configure FaT and LuT torpedoes in MO?

Thereīs already two threads and no answers :cry: ...

Once you have the torpedoes click the green button for the tube located in the torpedo panel to show the FaT/LuT dials

Jaguar
04-20-11, 08:13 AM
Once you have the torpedoes click the green button for the tube located in the torpedo panel to show the FaT/LuT dials

Thank you TDW! There are so many dials I lost those :oops:. Going to figure how they work. Cheers mate.

U-Falke
04-21-11, 07:16 AM
Hello

Thanks for this outstanding mod.

I wish to report a fail. Yesterday I have sneaked into Portsmouth, fired 3 torpedoes and sunk HMS Ark Royal.

There were 4 DDs in the vicinites, but they remained static.
They started to hunt after seeing my exposed conning tower īs spray.
No surfacing, no reaction. :haha:

stoianm
04-21-11, 07:21 AM
Hello

Thanks for this outstanding mod.

I wish to report a fail. Yesterday I have sneaked into Portsmouth, fired 3 torpedoes and sunk HMS Ark Royal.

There were 4 DDs in the vicinites, but they remained static.
They started to hunt after seeing my exposed conning tower īs spray.
No surfacing, no reaction. :haha:
Install the IRAI v30 after... the DDs if they are anchorate.. they do not move.... if you surfacing in this case they only will fire on you but they will not start moving... this is like a game bug.. and untill now it was not been fixed... but in short time we will have the Zedi mines near harbors, also subnets and in combination with evil IRAI you must to forget the days when you got in the ports areas:DL... this will be history in short time

tonschk
04-21-11, 07:42 AM
Install the IRAI v30 after... the DDs if they are anchorate.. they do not move.... if you surfacing in this case they only will fire on you but they will not start moving... this is like a game bug.. and untill now it was not been fixed... but in short time we will have the Zedi mines near harbors, also subnets and in combination with evil IRAI you must to forget the days when you got in the ports areas:DL... this will be history in short time

:salute: Thank you Stoianm :rock:

stoianm
04-21-11, 07:51 AM
:salute: Thank you Stoianm :rock:
lol... you should thank to TDW and Zedi and TheGeneral for that ... i did nothing related to these nice additions to the game:DL

TheDarkWraith
04-21-11, 06:55 PM
Just a little teaser to show the fine work Zedi has been doing with the Mines, Subnets, and Icebergs:
http://www.subsim.com/radioroom/picture.php?albumid=456&pictureid=4102

These bad boys will really ruin your day. You can't hear them or see them (unless external cam or scope):
http://www.subsim.com/radioroom/picture.php?albumid=456&pictureid=4103

Ruby2000
04-21-11, 07:19 PM
:yeah:

Best regards

Ruby

TheDarkWraith
04-21-11, 07:23 PM
Harbor raiding is going to be a challenge with these:
http://www.subsim.com/radioroom/picture.php?albumid=456&pictureid=4104

They are indestructible, you can collide with them, and they will stop shells and torpedoes from passing through. Torpedoes will explode when they impact it but it won't do anything to them.

StarTrekMike
04-21-11, 07:29 PM
Oh my...


I admit, I will indeed miss the days of harbor raiding with impunity.

The mines and nets will really add a amazing new tactical variable to the game.


Thanks for all the amazing work so far.

Mike

wokelly
04-21-11, 10:07 PM
Hi all. I just recently installed the mod and love it, but I am encountering a huge problem. I am Red-Grey colour blind, which means I can see colour but I have trouble telling certain colours apart when they are placed over each other.

Well I am getting that badly when I try to compute a torpedo attack on the tactical map. It is INCREDIBLY hard for me to see the grey lines on the dark blue background:

http://img854.imageshack.us/img854/5136/cantsee.jpg

I simply cant see the marks in any clarity; the lines, the protractor results, anything on this map. It hurts my eyes trying to find the grey marks. Can anyone suggest a fix for me? Being able to change the lines to BLACK would be perfect, but I don't know if there is a file I can edit to do this or if I require the modders to change something. At the moment I cannot do manual TDC without severe eye strain.

Please Help!

TheDarkWraith
04-21-11, 10:15 PM
I simply cant see the marks in any clarity; the lines, the protractor results, anything on this map. It hurts my eyes trying to find the grey marks. Can anyone suggest a fix for me? Being able to change the lines to BLACK would be perfect, but I don't know if there is a file I can edit to do this or if I require the modders to change something. At the moment I cannot do manual TDC without severe eye strain.

Please Help!

You need my SH5.exe patches :yep:
http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1

wokelly
04-21-11, 10:54 PM
Thank you, but I am not that good at using the Hex editor. If you could help me a bit more, I posted a question on your thread about the patch.

TheDarkWraith
04-21-11, 10:56 PM
Thank you, but I am not that good at using the Hex editor. If you could help me a bit more, I posted a question on your thread about the patch.

I answered it :up: Look back at the link I gave you at the very bottom.....

Cassiano
04-22-11, 09:14 AM
Hello,

I was trying to remove the "No Magic Skills" portion of the mod. Nothing I did prevented a CTD. Then I noticed that removing the Magnum Opus completely also caused CTDs, even if I do it while in port. It seems that, once installed, this mod cannot be removed unless restarting the whole carreer alltogether. Is there any alternative?

Thank you.

milky
04-22-11, 10:11 AM
How do i install the patch for this mod....i cant figure it out.

stoianm
04-22-11, 10:26 AM
How do i install the patch for this mod....i cant figure it out.
2) How to configure and install Magnum Opus megamod for SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1629509&postcount=27)

milky
04-22-11, 01:05 PM
You da man :)

wokelly
04-22-11, 07:41 PM
I fixed my previous problems thanks to TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741), however I am having a new problem. Frankly my computer can't handle the DHR interiors, I downloaded SteelVikings mod alone and found that out two days ago. I tried to remove all of SteelVikings files from the mod, but I am encountering the odd graphic bug and I am not sure if this is the result of my editing or just a game bug. Most notable is the fact some ships do not have textures at long range, but I think that may be my fault with my editing.

I have on suggestion for the mod, I think it would benifit the mod if Church's keyboard setup was added into the Mod. It gives you keyboard commands to request visual contact and sound contacts rather than having to deal with the menu. Problem is at the moment some keys overlap with the mod (C for example is church's key for crash diving but it brings up that bloody navigation wheel). Church's keyboard adds a lot to the game IMO.

sirbum69
04-22-11, 07:51 PM
there is another mod out there called advanced shift keys...maybe that will give you more of what you want. It doesnt show when you hit F1 but like for calling out nearest contact i hit the [ key.

Also TDW UI allows you to set your keys how you want in the user.py file

Husksubsky
04-23-11, 04:47 AM
I have problems getting correct range using RAOFB .I seem to get the correct one automaticly when I use the stad. (I love to read degrees and find range with RAOFB .don t ask why :o)
That was with stock scope. Hope it works beter with alternative, but I have doubts. can I try alternative from MO on bottom of this list?

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1Patch1
Magnum_Opus_v0_0_1Patch2
Speech fixes and additions (german version) (ONLY IF YOU USE GERMAN VOICES)
Enhanced FunelSmoke_by HanSolo78
SUB_hyd_fix_SH5
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German (ONLY IF YOU USE GERMAN VOICES)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Wasserbomben1_1
U-boat Historical Specifications 1.7 for TDW Mod
NewUIs_TDC_6_4_0_Real_Navigation

system: 6 gb ram i 920 clocked to 3.8, ATI HD 6970 1920:1080

stoianm
04-23-11, 04:51 AM
I have problems getting correct range using RAOFB .I seem to get the correct one automaticly when I use the stad. (I love to read degrees and find range with RAOFB .don t ask why :o)
That was with stock scope. Hope it works beter with alternative, but I have doubts. can I try alternative from MO on bottom of this list?

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1Patch1
Magnum_Opus_v0_0_1Patch2
Speech fixes and additions (german version) (ONLY IF YOU USE GERMAN VOICES)
Enhanced FunelSmoke_by HanSolo78
SUB_hyd_fix_SH5
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German (ONLY IF YOU USE GERMAN VOICES)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Wasserbomben1_1
U-boat Historical Specifications 1.7 for TDW Mod
NewUIs_TDC_6_4_0_Real_Navigation

system: 6 gb ram i 920 clocked to 3.8, ATI HD 6970 1920:1080
here is the corect order:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith


You are missing a scope mod and because of that you have not acurate readings... install the manos scope from the TDW UIs ... choose the one for your monitor resolution... manos scope is the best one if you want to use RAOFB wheel and to have accurate results:up:

U-Falke
04-23-11, 08:52 AM
Hey I cant see my draws in the map because of its new color....
Any mods to correct this?

Good hunting for all

Trevally.
04-23-11, 09:01 AM
Hey I cant see my draws in the map because of its new color....
Any mods to correct this?

Good hunting for all

If you look in "Patch 2" there are other map colours you can install.

Husksubsky
04-23-11, 10:12 AM
here is the corect order:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith


You are missing a scope mod and because of that you have not acurate readings... install the manos scope from the TDW UIs ... choose the one for your monitor resolution... manos scope is the best one if you want to use RAOFB wheel and to have accurate results:up:

Thx for quick answer.:). I see you left out a bunch of my mods .that mean I don t need them? ( I got the list from another seasoned sailor and I understood the megamod might contain older version of some single mods.Nevertheless I try to keep the list as tiny as possible):03:.
I must have real nav in the end yeah?the manos scope in the bottom of the list too?meaning :

NewUIs_TDC_6_5_0_ByTheDarkWraith
then manos scope
then real nav

Just a guess. I wish I knew what I was doing so I could figure out order myself. I try to use common sense but unfortunatly I don t have tons of it.. But I m happy nevertheless:D. I did manage to patch the mod properly I think though. and if a mod doesn t contain a "data"file then I dig deaper into it :).

TheDarkWraith
04-23-11, 10:15 AM
Thx for quick answer.:). I see you left out a bunch of my mods .that mean I don t need them? ( I got the list from another seasoned sailor and I understood the megamod might contain older version of some single mods.Nevertheless I try to keep the list as tiny as possible):03:.
I must have real nav in the end yeah?the manos scope in the bottom of the list too?meaning :

NewUIs_TDC_6_5_0_ByTheDarkWraith
then manos scope
then real nav

Just a guess. I wish I knew what I was doing so I could figure out order myself. I try to use common sense but unfortunatly I don t have tons of it.. But I m happy nevertheless:D

The new version of my UIs mod (v6.5.0) includes manos scopes as default. You just need to install the correct version of it to match your monitor's aspect ratio (screen res width / screen res height). You can find those in \NewUIs_TDC_6_5_0_Scopes (do not enable - read). There you will also find other scopes you can use.

Husksubsky
04-23-11, 10:23 AM
Thx DKW:salute:. I ll use Manos. but still realnav at the end of the list? Or doesn t it matter. I try to use common sense again and can t see how a scope mod would mess up with the nav mod

TheDarkWraith
04-23-11, 10:27 AM
Thx DKW:salute:. I ll use Manos. but still realnav at the end of the list? Or doesn t it matter. I try to use common sense again and can t see how a scope mod would mess up with the nav mod

Real nav has to be installed after the core UIs mod and after any add-on mods included with the UIs mod (to be safe). That, to me, is the only stipulation. To be really safe install it as the last mod in your mod list to ensure nothing is overwritten/problems :up:

Husksubsky
04-23-11, 11:08 AM
Thx:salute:.

jwilliams
04-23-11, 03:01 PM
here is the corect order:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix Not needed if using UHS 1.7
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting Not needed if using UHS 1.7
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith



See red and yellow above.

http://www.subsim.com/radioroom/showpost.php?p=1644055&postcount=293
*Keep in mind you do not need Depth Keeping Problem Fixed, FX_Update 16_2 UHS fix nor the IRAI No Surface Hydrophone and Aircraft Spotting....


Mods are being updated and alot of confusion about install order and mods needed is arising.

stoianm
04-23-11, 03:04 PM
See red and yellow above.

http://www.subsim.com/radioroom/showpost.php?p=1644055&postcount=293



Mods are being updated and alot of confusion about install order and mods needed is arising.
yes... i taked them out after i checked what files DW puted in his new UIs v6.5

wokelly
04-23-11, 03:10 PM
EDIT: Just reinstalled the mod and tried it without deleting ANY files, I still get this same problem. Is this a general bug? 93 pages are too much to read through so I don't know if anyone has mentioned this problem.

I have a texture issue and I am not sure what is going on. All the ships at certain ranges lose their color textures and just become grey hulks. Now I have removed certain files from this mod, but they were all related to SteelVikings interiors which is too much for my PC to handle with everything else. I only deleted those files directly related to his SteelViking's mod, no others which should not affect ship textures as his mod had nothing to do with those. Yet I get this:

http://img29.imageshack.us/img29/3997/cantseed.jpg

Anyone have any suggestions, its quite annoying really.

TheDarkWraith
04-23-11, 03:44 PM
Looks like LOD change is you ask me :hmmm:

jwilliams
04-23-11, 05:26 PM
Looks like LOD change is you ask me :hmmm:

I have a similar issue. Some ships (Not all) lose all colour and become black at far distances. Stock game issue, I think.

wokelly
04-23-11, 05:42 PM
EDIT: Can someone explain hydrophones to me in this mod? I found a previous post:

Hello,

1st the hydrophone being only of use at greater depths is right, the boats dived to appx. 30-35 meters if they wanted to find contacts. Above that depth the surface noise of the waves would mostly screw up listening.

So this is correct, in SH5.

Is that why my hydrophone operator is deaf half the time, its a realism thing and periscope depth is not deep enough to work them? Will they work at 30-35 meters, because right now I can have a destroyer 500 meters from me and the hydrophone operator wont hear the sucker. Its really annoying and I have been assuming its a bug or something.

Homebrewer
04-23-11, 10:14 PM
I just installed TDW UI 6.5, started a new campaign. I want to playi realistic but with the external camera. The problem is when I start the game it goes to 100% and won't let me use the camera. How do I fix this:damn:

wokelly
04-23-11, 10:35 PM
I just installed TDW UI 6.5, started a new campaign. I want to playi realistic but with the external camera. The problem is when I start the game it goes to 100% and won't let me use the camera. How do I fix this:damn:

You should just be able to change it in the options menu (ESC ---> options) when in port.

Homebrewer
04-24-11, 02:01 AM
what I found is that if you start in a lower level you can a just up but you can't adjust down. Strange, I don't understand, but that's the way it works. So I started a :hmmm:campaign at a lower level, then change to a higher level and it worked.

Ruby2000
04-24-11, 04:33 AM
Hi,

the DeutschMod Version 0.5 for Magnum Opus 0.0.1 and Multiple UIs 6.5.0 is available. Older DeutschMod versions are not compatible with the UI-Mod!


DeutschMod Version 0.5

Antilag
deutsche Menüführung
deutsche Funktelegramme (Danke an LSHIII-Team und Empier)
deutsche Schiffsbezeichnungen
deutsche Kriegsschiffe
deutsche Sprachausgabe
deutsche Dialoge aus dem Dialog-Mod MCCD 1.04 von Athlonic
Anpassung der TheDarkWraithUserOptions.py für deutsche Ausgabe
keine HKīs
Automationen und Tutorials in deutsch
SOAN Erkennungshandbuch in deutsch (mit englsichen Zusatztinfromationen zu bestimmten Schiffen)
deutsche Dialoge aus dem Dialog-Mod (MCCD 1.04 von Athlonic)
deutscher Radiosounds aus UI6.4.0 (Mod von TDW)
Hafenautomation Kiel aktualisiert (Mod von Trevally)
KarlKochs fix for Bearing Sound (German) (Mod von KarlKoch)


http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309

Viel Spaß :DL

Gruß Ruby

Silent Steel
04-24-11, 04:45 AM
Hi,

the DeutschMod Version 0.5 for Magnum Opus 0.0.1 and Multiple UIs 6.5.0 is available. Older DeutschMod versions are not compatible with the UI-Mod!
DeutschMod Version 0.5
Viel Spaß :DL

Gruß Ruby


Klasse! :up:

//

Silent Steel
04-24-11, 05:02 AM
here is the corect order:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith

Hi
Since you activate the 'NewUIs_TDC_6_5_0_ByTheDarkWraith' last and after the
'Magnum_Opus_v0_0_1 (patch1+2)' this means the NewUIs... overwrites the Magnum_Opus... and thus there is no need to make any settings in the C:\SH-5\Mods\The Dark Wraith\Magnum_Opus_v0_0_1\data\Scripts\Menu\TheDar kWraithUserOptions? Or?

BTW - isn't it enought just to patch the MO with patch #2? :hmmm:

//

stoianm
04-24-11, 08:00 AM
Some interesting things for those guys who have game-freeze occasions after inabling MO:
1. I"ve installed MO with few other mods in propper accordance with STOIANM's tutorials
2. After starting new campaing saved the game in port and qiut to Win.
After loading the game I tried to fire at the nearest ship in the harbour with 3 torps. Game-crash occurs only after critical hit (when the ship considered to be destroyed).
3. I fully deinstall the game (including all maps and directories, files in "My documents also, JSGME), cleaned off the register with "CD-cleaner" prog.
4. After reapiting installation procedure (incl. MO) I deleted "captainslog" file as it was mentioned above.
5. After that I successfully sent to botom the nerest ship in my harbour, but CTD occured when I tried to push the captainslog-icon (in the right corner of the interface).
6. Then repeat all the installation ops I just replaced the captlog-file after installing MO with the the same from the vanilla version of the game (before inabling MO via JSGME). The result was as in p.5 (crash and reset)
7. I restarted the savegame, went off the harbour and sank 1 british and 1 neytral merchants.
AND THERE WAS NO ANY GAME FREEZE, even after pushing the captlog icon (right corner up to "crew management icon"). All new tonnage (incl. neutral) was addit to my account.

SO I figureout that destroing FRIENDLY vessels is simply NOT CONSIDERED in the game by authors and mod-makers.
You just can see that in the captlog window interface there are no any separate divisions such as "allie ships destroyed tonnage" and "enemy ship destroyed tonnage". When you, f.e., have 20000 tonns of brits., and then terminate the 6000 tonn german (friendly) vessel, what should be the total account? 26000? - no way.
So when the AI faces this problem while making operations on calculating new account immideatly after new vessel destroyed in order to make changes in your Captlog, system failour occurs.

So everything is OK with the Magnum Opus. I dont think that replacing "captainslog"-file with the same vanilla-game file plays the key role in the process of avoiding crashes.

All outcomes above are just my own opinion, and there is a great space for further experiments remaining.

Sorry for the long post, hoping it should help AGIMA and others to fix the problem with CTD lol
I never puted torpedos in an german ship... so i wanted to see if i will have CTDs... i puted a torp in a ship near me... a german ship... i did not had CTDs... but the ship was pulverized in the air... she was flying in the sky from water untill to land... and turned like a crazy cat:o... se here:... IF YOU LOOK AT 0:33 ON THE TOP RIGHT SIDE OF THE SCREEN YOU WILL SEE ALSO ANOTHER FLYING SHEP

I think my mod soup is very special... LOL

MOVIE (http://www.youtube.com/watch?v=gHItpqPIFIA)

pascal4541
04-24-11, 09:52 AM
:haha:

Silent Steel
04-25-11, 01:37 AM
Nuclear charged torpedoes or... :har:
//

Husksubsky
04-25-11, 01:58 AM
See red and yellow above.

http://www.subsim.com/radioroom/showpost.php?p=1644055&postcount=293



Mods are being updated and alot of confusion about install order and mods needed is arising.
hmmmmm:hmmm: hmmmmmmmm
I start to get a picture here.anyways one soup can taste just as good as another soup but horrible if they are put together so..the original advice for me is this:

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1Patch1
Magnum_Opus_v0_0_1Patch2
Speech fixes and additions (german version) (ONLY IF YOU USE GERMAN VOICES)
Enhanced FunelSmoke_by HanSolo78
SUB_hyd_fix_SH5
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German (ONLY IF YOU USE GERMAN VOICES)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Wasserbomben1_1
U-boat Historical Specifications 1.7 for TDW Mod
NewUIs_TDC_6_4_0_Real_Navigation

grr colors play with me. anyways..then together with the great idea of putting Manos scope I get this:
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix Not needed if using UHS 1.7
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting Not needed if using UHS 1.7
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith


If I just choose to stick with the first soup but replace
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German
NewUIs_TDC_6_4_0_Real_Navigation

with the newer one and put manos scope just beneath NewUIs_TDC_6_5_0_ByTheDarkWraith
would that be ok?:salute:
edit: I allready see DKW mage an update for krauters scrips
Heres what DKW wrote in OM readme along with the list of mods(in the patch actually) that make me somewhat hesitant to put in standalone mods even if theyre newer than the OM ones:
"Editing and tweaking of the above mods was done by myself to make them compatible with each other. You may notice that the stand-alone version of a particular mod looks different than the one included in this compilation."
But you guys are modders yourself so I assume you know what youre doing :)

jwilliams
04-25-11, 03:39 AM
hmmmmm:hmmm: hmmmmmmmm

/snip

Yes it's very confusing ATM. With all the new mods/updates to mods.

It's a case of....

1. Read as much as you can from the mods makers mod page.
2. A general idea of how JSGME works (e.g the last mod installed will overwrite the file that conflicts).
3. And trial and error.

You can see my mods install order here ---> Link (http://www.subsim.com/radioroom/album.php?u=251173)

I can say that my order is very stable. And everything seams to work as it should. :yep:

At the moment the modders are making alot of ground with SH5 and there has been, and will continue be many new mods. So until a Mega Mod is updated with all the latest mods, then mods installed and the order of install will continue to be confusing.

Good luck.

Just ask if you need help. Many people here will do their best to help.

Good Hunting.
:salute:

Husksubsky
04-25-11, 04:26 AM
1. Read as much as you can from the mods makers mod page. Hrm could be better here
2. A general idea of how JSGME works (e.g the last mod installed will overwrite the file that conflicts).checked :)
3. And trial and error.problem is some goodies could be left out and I wouldn t even know

You can see my mods install order here ---> Link (http://www.subsim.com/radioroom/album.php?u=251173)
That was a long list :o



Just ask if you need help. Many people here will do their best to help.checked:D

A megamod will naturally always lag somewhat behind the single mods and I can live with that.well off to check the contents of the latest new ui s :)
happy hunting

Husksubsky
04-25-11, 07:05 PM
Hi
Since you activate the 'NewUIs_TDC_6_5_0_ByTheDarkWraith' last and after the
'Magnum_Opus_v0_0_1 (patch1+2)' this means the NewUIs... overwrites the Magnum_Opus... and thus there is no need to make any settings in the C:\SH-5\Mods\The Dark Wraith\Magnum_Opus_v0_0_1\data\Scripts\Menu\TheDar kWraithUserOptions? Or?

BTW - isn't it enought just to patch the MO with patch #2? :hmmm:

//
I use standard options the enchanced sh5 ui , but I m sure you are correct . The user option to use will be under TDC_6_5_0 .
Mo still use TDC _6_3_0 (without manos scope that seem to be crucial to me.) uhs in MO is still 1.4 while 1.7 (wich eliminates some fixes) is out as stand alone.you can read the contents of MO in MO readme.Just beware that putting in a standalone mod have no guarantee to work correct with the megamod even though listed as part of the megamod.(also from mo text)
also check out the modlist pages (new ones ) for advises
:salute:

Silent Steel
04-26-11, 12:55 PM
I use standard options the enchanced sh5 ui , but I m sure you are correct . The user option to use will be under TDC_6_5_0 .
Mo still use TDC _6_3_0 (without manos scope that seem to be crucial to me.) uhs in MO is still 1.4 while 1.7 (wich eliminates some fixes) is out as stand alone.you can read the contents of MO in MO readme.Just beware that putting in a standalone mod have no guarantee to work correct with the megamod even though listed as part of the megamod.(also from mo text)
also check out the modlist pages (new ones ) for advises
:salute:

Tack Husky! :up:

/

Husksubsky
04-26-11, 08:54 PM
This is the soup I ended up with:
Anti lag
Magnum_Opus_v0_0_1(merged with latest patch)
DBSM_Music_1_0_4
Speech fixes and additions (german version)
Enhanced FunelSmoke1.2_by HanSolo78
NewUIs_TDC_6_5_0_ByTheDarkWraith
NewUIs_TDC_6_5_0_New_radio_messages_German
NewUIs_TDC_6_5_0_Das_Boot_Crew_Mod_by_Illyustrator
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Wasserbomben_SoundFix_Basic_1.1
U-boat Historical Specifications 1.7 for TDW Mods
Manos Scopes-patch for 16x9
NewUIs_TDC_6_5_0_Real_Navigation

Does it look ok?:hmmm:
I dropped out sub hyd fix and trevallys harbour stuff since it was inside MO
I included airtorpedos since it says it needs latest IRAI. (didn t mention version) and... it was included in both my suggestions.
:salute:

stoianm
04-26-11, 09:02 PM
This is the soup I ended up with:
Anti lag
Magnum_Opus_v0_0_1(merged with latest patch)
DBSM_Music_1_0_4
Speech fixes and additions (german version) - delete
Enhanced FunelSmoke1.2_by HanSolo78
NewUIs_TDC_6_5_0_ByTheDarkWraith - move
NewUIs_TDC_6_5_0_New_radio_messages_German -move
NewUIs_TDC_6_5_0_Das_Boot_Crew_Mod_by_Illyustrator - move
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
put here the U-boat Historical Specifications 1.7 for TDW Mods
put here the NewUIs_TDC_6_5_0_ByTheDarkWraith
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Wasserbomben_SoundFix_Basic_1.1 - delete
U-boat Historical Specifications 1.7 for TDW Mods - move
Manos Scopes-patch for 16x9
NewUIs_TDC_6_5_0_Real_Navigation
install here the mod from here: http://www.subsim.com/radioroom/showthread.php?t=164552 (http://www.subsim.com/radioroom/showthread.php?t=164552) - read careful post #1 because you need to install in front of him the German U-Boat Crew Language Pack

Does it look ok?:hmmm:
I dropped out sub hyd fix and trevallys harbour stuff since it was inside MO
I included airtorpedos since it says it needs latest IRAI. (didn t mention version) and... it was included in both my suggestions.
:salute:
read in yellow pls

jwilliams
04-27-11, 03:03 AM
This is the soup I ended up with:
Anti lag
Magnum_Opus_v0_0_1(merged with latest patch)
DBSM_Music_1_0_4
Speech fixes and additions (german version) Not sure why stoianm wants you to delete this. Is needed if you want german voices in game as MO uses the english version of this mod
Enhanced FunelSmoke1.2_by HanSolo78
NewUIs_TDC_6_5_0_ByTheDarkWraith
NewUIs_TDC_6_5_0_New_radio_messages_German
NewUIs_TDC_6_5_0_Das_Boot_Crew_Mod_by_Illyustrator move the 3 highlighted mods to below IRAI. New UI's 6.5.0 needs to go after IRAI now.
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Wasserbomben_SoundFix_Basic_1.1 Delete??? If you delete you wont have your sound guy call out depthcharges in the water. So IMO dont delete.
U-boat Historical Specifications 1.7 for TDW Mods move?? depends on who's sub settings you want to use. leave here if you want UHS settings or move if you want TDW settings for sub. I have mine after TDWUI's as you do.
Manos Scopes-patch for 16x9
NewUIs_TDC_6_5_0_Real_Navigation

Does it look ok?:hmmm:
I dropped out sub hyd fix and trevallys harbour stuff since it was inside MO
I included airtorpedos since it says it needs latest IRAI. (didn t mention version) and... it was included in both my suggestions.
:salute:

Not sure why stoaimn wants you to delete some. Maybe if he gave a reason, I could see why. IMO keep them. See red and yellow above.

He is right about the new UI's though. version 6.4 was before other TDW mods. BUT 6.5 needs to go after.

:salute:

stoianm
04-27-11, 03:14 AM
Not sure why stoaimn wants you to delete some. Maybe if he gave a reason, I could see why. IMO keep them. See red and yellow above.

He is right about the new UI's though. version 6.4 was before other TDW mods. BUT 6.5 needs to go after.

:salute:
you must to delete because all of them are in the stormys mod... so no reason for extra mods

i sugest to use dw .sim because he puted there the new things from the UHS... also a lot of new things... so this is my advice

i sugest to use also UHS because there are some files that modify the torpedo wake and power.... so because that i will use the UHS also

that make sens now?:)

jwilliams
04-27-11, 03:20 AM
you must to delete because all of them are in the stormys mod... so no reason for extra mods

i sugest to use dw .sim because he puted there the new things from the UHS... also a lot of new things... so this is my advice

i sugest to use also UHS because there are some files that modify the torpedo wake and power.... so because that i will use the UHS also

that make sens now?:)

He is not using Stormys mod. If he was then i would agree.

I never knew DW had the same uboat settings as UHS in the .sim file. I wanted to keep my uboat using realistic settings. Good to know. May have to rethink where I put UHS in my mod soup. Thanks.:DL

:salute:

stoianm
04-27-11, 03:21 AM
He is not using Stormys mod. If he was then i would agree.

I never knew DW had the same uboat settings as UHS in the .sim file. I wanted to keep my uboat using realistic settings. Good to know. May have to rethink where I put UHS in my mod soup. Thanks.:DL

:salute:

''v6.5.0 - added the ability to change the country names and category names used by SOAN. To change the values used edit the \data\Roster\Names.cfg file
- added a draggable tab to the left side of SOAN
- added updated version of Magnum's and Trevally's additional info files for SOAN
- changed depth at which the add-on mods dealing with no_hydrphone_on_surface allow hydrophone to start working as per Stoianm's recommendation
- added changes to Uboat_sensors.sim recommended by TheBeast for Anti-Sensor Coatings
- changed surfaced draught of subs according to recommendations by oscar19681
- added code to TDWMouse.dll to be able to handle left mouse button events
- changed navigator assist functions from polling to left mouse button click events
- changed timer for show crew abilities page when an officer is right clicked when selected (shows faster)
- added support for Speech Recognition. The speech recognition status (enabled/disabled) and current confidence level will be saved to \Silent Hunter 5\SpeechRecognition.TDW. This is a text file and can be opened with Notepad. This file is read at every game start. A UI was added for the Speech Recognition and can be viewed by clicking the microphone button in the top right bottom bar (only if skwasjer's speech recognition dll is found and \data\Scripts\Menu\Speech Recognition.py is found). Until MiTon releases v0.4 of his speech recognition mod you need to ensure his Speech Recognition mod is installed BEFORE this mod.
- changed how Attack Disc backside is controlled. It no longer uses keys but instead uses mousewheel for each part of the disc
- changed the u-boat .sim files to use many of the values found in UHS 1.7
- the user option InformSubSightedMessages default value has been changed from True to False''


I gived a link for him and sugested to install the stormy mod... because of that i adviced to delete these mods:up:

Husksubsky
04-27-11, 05:09 PM
This is what I call excellent service ..from both of you:). I ve had some issues , but I won t bother about them now since my order was wrong.
I changed my mind and mention them anyway... maybe theyre wellknown. If not I just try after change order . The first may seem stupid , but I got no SH 5 enchanted UI s in campaign. Only in historical missions.
Second is the good old order of data input to TDC.If I did anything else xpt send AOB to TDC then speed then range things got really messed up.
Must say I m really pleased with rangefinder now.Manos scope didn t look different to stock for me, but range work perfect so I assume it s in order. scope minimum zoom say say 1.5 X but readme said it would be 1 x so I was a bit puzzled.
:salute:

Husksubsky
04-27-11, 08:36 PM
read in yellow pls
The stormy sound mod looked complicated to install correctly:hmmm:
think I need to know the layout and stuff a bit better before I start on that ,
(I m sure I make it more complicated than it is but..I read the info 3 times and I since I m somewhat alienated to what he writes about I struggle)
but thx for advice.And I ll follow the other great instructions thx :salute:

stoianm
04-28-11, 09:22 AM
The stormy sound mod looked complicated to install correctly:hmmm:
think I need to know the layout and stuff a bit better before I start on that ,
(I m sure I make it more complicated than it is but..I read the info 3 times and I since I m somewhat alienated to what he writes about I struggle)
but thx for advice.And I ll follow the other great instructions thx :salute:
It is not complicate at all... just follow my order for needed mods:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
NewUIs_TDC_6_5_0_ByTheDarkWraith
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds

So just be sure that you install in front of it your MO and tdw interface and German U-Boat Crew Language Pack...

Husksubsky
04-28-11, 08:24 PM
It is not complicate at all... just follow my order for needed mods:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
NewUIs_TDC_6_5_0_ByTheDarkWraith
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds

So just be sure that you install in front of it your MO and tdw interface and German U-Boat Crew Language Pack...

Ok Ill try my best :) I like it short anyways

Can you pls confirm that these are not really needed? Most of them are in Mo allready:
Enhanced FunelSmoke1.2_by HanSolo78
NewUIs_TDC_6_5_0_New_radio_messages_German
NewUIs_TDC_6_5_0_Das_Boot_Crew_Mod_by_Illyustrator (this is pure eyecandy)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
U-boat Historical Specifications 1.7 for TDW Mods

Then this extra file
German U-Boat Crew Language Pack do I need this? I allready have german voice and english text.something I chose when installing sh5 .

I MUST have realnav. I put it in the end like DKW say?
I assume I put manos 16:9 patch right after NewUIs_TDC_6_5_0_ByTheDarkWraith

Sorry for bothering you so much:oops: . I really appreciate. I try to formulate myself so you can give quick answers:salute:

stoianm
04-28-11, 11:29 PM
Ok Ill try my best :) I like it short anyways

Can you pls confirm that these are not really needed? Most of them are in Mo allready:
Enhanced FunelSmoke1.2_by HanSolo78
NewUIs_TDC_6_5_0_New_radio_messages_German
NewUIs_TDC_6_5_0_Das_Boot_Crew_Mod_by_Illyustrator (this is pure eyecandy)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
U-boat Historical Specifications 1.7 for TDW Mods

Then this extra file
German U-Boat Crew Language Pack do I need this? I allready have german voice and english text.something I chose when installing sh5 .

I MUST have realnav. I put it in the end like DKW say?
I assume I put manos 16:9 patch right after NewUIs_TDC_6_5_0_ByTheDarkWraith

Sorry for bothering you so much:oops: . I really appreciate. I try to formulate myself so you can give quick answers:salute:







The answer for your ansers is ''yes'' and for the German U-Boat Crew Language Pack is ''NO'' - i did not know that you have the game installed in german... you do not need

Silent Steel
04-29-11, 12:28 AM
Ok Ill try my best :) I like it short anyways

Can you pls confirm that these are not really needed? Most of them are in Mo allready:
Enhanced FunelSmoke1.2_by HanSolo78
NewUIs_TDC_6_5_0_New_radio_messages_German
NewUIs_TDC_6_5_0_Das_Boot_Crew_Mod_by_Illyustrator (this is pure eyecandy)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
U-boat Historical Specifications 1.7 for TDW Mods

Then this extra file
German U-Boat Crew Language Pack do I need this? I allready have german voice and english text.something I chose when installing sh5 .

I MUST have realnav. I put it in the end like DKW say?
I assume I put manos 16:9 patch right after NewUIs_TDC_6_5_0_ByTheDarkWraith

Sorry for bothering you so much:oops: . I really appreciate. I try to formulate myself so you can give quick answers:salute:



Maybe I can help a bit here.
- You must have the German U-boat Crew Language Pack if you run DBSM. Enable before you enable DBSM. I recommend that you pick the new "Stormys DBSM SH5 v1.3 additional crew sounds beta6", not the beta4.
- Manos Sopes: After New UIs First install the ''Manos Scopes-Core Files'' and then enable Manos 16:9 after New UIs and let it overwrite.

About the realnav I think Stoianm can answer better.

Hilsen fra Sverige :salute:

stoianm
04-29-11, 12:38 AM
Maybe I can help a bit here.
- You must have the German U-boat Crew Language Pack if you run DBSM. Enable before you enable DBSM. I recommend that you pick the new "Stormys DBSM SH5 v1.3 additional crew sounds beta6", not the beta4.
- Manos Sopes: After New UIs First install the ''Manos Scopes-Core Files'' and then enable Manos 16:9 after New UIs and let it overwrite.

About the realnav I think Stoianm can answer better.

Hilsen fra Sverige :salute:

You do not need ''Manos Scopes-Core Files'' if you use tdw ui... and the real nav must be installed anywere... but after the base mod NEW ui by tdw

Silent Steel
04-29-11, 01:46 AM
You do not need ''Manos Scopes-Core Files'' if you use tdw ui... and the real nav must be installed anywere... but after the base mod NEW ui by tdw


Thanks,
I forgot that you don't need the core files with TDW's New UIs :oops:
It's a default, yes?

BTW it would be useful to have a list of all integrated mods that comes updated with every new version.
Just to avoid possible conflicts and for the convenience to make the mod soup list shorter in JSGME.

/

Husksubsky
04-29-11, 06:59 AM
Thanks,
I forgot that you don't need the core files with TDW's New UIs :oops:
It's a default, yes?

BTW it would be to have an list of all integrated mods that comes updated with every new version.
Just to avoid possible conflicts and for the convenience to make the mod soup list shorter in JSGME.

/
Thanks a lot again both of you.:salute:
In DKW s readme it say Manos scope 4:3 is default, and he provides patches for other resolutions. really not needed the 16:9 patch?
regards and thx again..off to study the DBSM readme..:yep:

Husksubsky
04-29-11, 07:11 AM
Thanks,
I forgot that you don't need the core files with TDW's New UIs :oops:
It's a default, yes?

BTW it would be to have an list of all integrated mods that comes updated with every new version.
Just to avoid possible conflicts and for the convenience to make the mod soup list shorter in JSGME.

/
I agree. simple is better and they would come in later versions of Mo. just TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 that is left out of Mo..maybe he has a reason for leaving it out?:hmmm: anyway I don t think that is an important mod

Silent Steel
04-29-11, 08:35 AM
Thanks a lot again both of you.:salute:
In DKW s readme it say Manos scope 4:3 is default, and he provides patches for other resolutions. really not needed the 16:9 patch?
regards and thx again..off to study the DBSM readme..:yep:

If your screen resolution is 16:9 you need to activate this patch as well.

//

Husksubsky
04-29-11, 09:33 AM
Maybe I can help a bit here.
- You must have the German U-boat Crew Language Pack if you run DBSM.

Hilsen fra Sverige :salute:

Stoianm s first answer: for the German U-Boat Crew Language Pack is ''NO'' - i did not know that you have the game installed in german... you do not need (I read something like that..when it s installed with german voice).you sure? :)
hilsen fra Norge:salute:

Jaguar
04-29-11, 09:50 AM
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 that is left out of Mo..maybe he has a reason for leaving it out?:hmmm: anyway I don t think that is an important mod

It isnīt in MO because TDW released it after v0.0.1 . And I beg to disagree, to me itīs a very important mod. ;)

Husksubsky
04-29-11, 10:46 AM
It isnīt in MO because TDW released it after v0.0.1 . And I beg to disagree, to me itīs a very important mod. ;)
Then it will be in the next MO update :)

Jaguar
04-29-11, 04:46 PM
Then it will be in the next MO update :)

I hope so!:up:

Silent Steel
04-30-11, 01:54 AM
Stoianm s first answer: for the German U-Boat Crew Language Pack is ''NO'' - i did not know that you have the game installed in german... you do not need (I read something like that..when it s installed with german voice).you sure? :)
hilsen fra Norge:salute:

I don't think you must have SH5 installed in german.

Hmm, when it comes to the German U-Boat Crew Language Pack I'm not sure. But Stoianm told that in post 1409. A reliable source.
I have SH5 installed in german but I'll make a test today if it works without that pack.
When I had a question and sent Stormy my mod list I had the German U-Boat Crew Language Pack acttivated and he made no remark about it.

But I am sure you need:
"Mighty fine crew mod 1.21" and the TheDarkWraith's new UIs from 6.3.7 or later verions.

Stormy told me not to "install Hotfix 3, last mod should be beta 3... (beta3 includes all hotfixes)."

Still it shouldn't make any harm if you go ahead and give it a try. It is a must have. No question about it!!!!! :rock:

You can always save your mod list in JSGME. Do you know how to do it?
If not PM me and I'll help you out.

Til later - good hunting :salute:

Husksubsky
04-30-11, 03:19 AM
I don't think you must have SH5 installed in german.

Hmm, when it comes to the German U-Boat Crew Language Pack I'm not sure. But Stoianm told that in post 1409. A reliable source.
I have SH5 installed in german but I'll make a test today if it works without that pack. A reliable
When I had a question and sent Stormy my mod list I had the German U-Boat Crew Language Pack acttivated and he made no remark about it.

But I am sure you need:
"Mighty fine crew mod 1.21" and the TheDarkWraith's new UIs from 6.3.7 or later verions.

Stormy told me not to "install Hotfix 3, last mod should be beta 3... (beta3 includes all hotfixes)."

Still it shouldn't make any harm if you go ahead and give it a try. It is a must have. No question about it!!!!! :rock:

You can always save your mod list in JSGME. Do you know how to do it?
If not PM me and I'll help you out.

Til later - good hunting :salute:
Don t worry my swedish friend. Thanks to Jwilliams, Dkw,Stoianm and now you I have a mod list that works.
Magnum_Opus_v0_0_1 (patch1+2)
NewUIs_TDC_6_5_0_ByTheDarkWraith
I put Manos 16:9 patch here
NewUIs_TDC_6_5_0 das boot crew mod here
realnav here
Stormys DBSM SH5 v1.3 Basemod
stormys hotfix here
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds

everything seem to work great..but:
all huds(SH5Enhanced) are gone when I start a campaign. some come after I shot the first ship, but not those in the upper right corner.Seem like theres a tutorial I have to go through, but if so I need to deactivate realnav since I can t click on my u boat.heard of this? ( I put a post in the NewUIs_TDC_6_5_0 mod thread).
All the Ui s are visible in historical missions!!!!
what do you see if you start a new campaign?

I love the sound:yep:. Some of the hotkeys seem messed up though.I still have log on "L" not clock as it says and 3-4 more seem messed.rest is ok.I should not need hotkeys with all menus up right? but the hole upper right stuff is missing atm.is it in DKW s user options I assign keys? Stormy s readme said something about it but I couldn t find where to do it.heres from Stormys mod first post:

"Dont forget to customize your "TheDarkWraith`s new UI`s options file" to assign your keyboard layout acordingly fitting to the allready existing key commands that come from Church`s Key command mod."

I must be slow. I don t really understand it :oops:. But I assume if I mess around with hotkeys I might end up with uncoordinated sound/action yeah?

Last but unsignificant is that the map is hopeless to read lat and lon on. Stoianms grid map would help maybe?

The dissappeared menus are my main peoblem anyways...oh btw..about the language pack I m quiet sure I understood correct from stormys mod thread (first post) and Stoianm is that you don t need the game installed with german voices (as you say), but if you don t have game installed with german voices then you need the language package. unless you want to move all the sound files and put them manually in JSGME.

I m so close to success..can t give up now. I don t know how many times I need to beg you guys to be patient.After all I installed the game first time of my life 14 days ago:salute:

jwilliams
04-30-11, 03:30 AM
The missing UI is because your doing the tutorial. As you get further through the tutorial, parts of the UI will become visible/useable. Hopefully this will be modded out of the game soon. Because its really confusing, the first time you do it. And just plain annoying if you have to do it a second, or more times.

I would advise to complete the tutorial before adding mods to the game. Because some mods (like Real nav) remove features that are needed to complete the tutorial.

Once you've completed the tutorial. You can then add all the mods and start a new campaign. You will have an option to skip the tutorial if you've already completed it.

Or you can edit the CareerHistory.cfg file (C:\Users\Username\Documents\SH5\data\cfg) to look like this...



[CareerProgress]
ProgressID=Campaign-2011-04-16_1053
ProgressDate=19390906
CampaignID=TotalGermany39
HasCompletedTutorial=true
Just add/edit the yellow line.

:salute:

stoianm
04-30-11, 03:36 AM
and unninstal this mod: stormys hotfix here
is in beta6 already

Husksubsky
05-02-11, 08:36 AM
The missing UI is because your doing the tutorial. As you get further through the tutorial, parts of the UI will become visible/useable. Hopefully this will be modded out of the game soon. Because its really confusing, the first time you do it. And just plain annoying if you have to do it a second, or more times.

I would advise to complete the tutorial before adding mods to the game. Because some mods (like Real nav) remove features that are needed to complete the tutorial.

Once you've completed the tutorial. You can then add all the mods and start a new campaign. You will have an option to skip the tutorial if you've already completed it.

Or you can edit the CareerHistory.cfg file (C:\Users\Username\Documents\SH5\data\cfg) to look like this...



[CareerProgress]
ProgressID=Campaign-2011-04-16_1053
ProgressDate=19390906
CampaignID=TotalGermany39
HasCompletedTutorial=true
Just add/edit the yellow line.

:salute:
thx mate :salute:

Husksubsky
05-02-11, 08:37 AM
and unninstal this mod: stormys hotfix here
is in beta6 already
Thx m8 ..ofc I tried to be smart and add something you didn t mention lol:salute:

Silent Steel
05-02-11, 11:57 AM
Check your PM :salute:

//

LMD
05-03-11, 08:27 AM
Hi all!

I've joined SH5 community a few days ago (it was SH3 before that:)).
I didn't like vanilla version of SH5 (the same was with SH3 by the way) so I decided to install a couple of mods.
With the help of stoainm and other good guys from this forum I made my own mod-list with about 70 mods.
Unfortunately I'm having some graphical issues with my modded version.

The problem occurs only when I'm starting new career in bunker (see pictures below)

http://i.piccy.info/i5/86/16/1451686/SH5_Bunker_240.jpg (http://piccy.info/view3/1451686/f8adc13123b49495096ac12b5b8d22a9/)

http://i.piccy.info/i5/88/22/1452288/Bezymiannyi_240.jpg (http://piccy.info/view3/1452288/67c9fdc2889ad9d5d327908f3e05afe2/)

Sometimes these coloured lines are all over the screen so I can't see anything - have to start a new game. Sometimes these lines disappear, but instead I face with a heavy green/yellow fog.
But the most interesting thing is that these artifacts disappear right at the moment when I'm leaving the bunker. Looks like it's 'cos of my movement from lighted places to dark (bunker has lights and open space is dark 'cos of night).

First of all I thought it's 'cos of new video card driver (had an April version for ATI). Rolled back to March version - didn't help.
Then I switched graphical options in game to minimal - the same story.
Finally I decided to delete all mods and it helped. Vanilla version works fine. Tried to launch it about 7 times and there weren't any artifacts.

So after that I decided to instal my mods one by one to see which one causes the problem.
The first mod in my mod list (and in other people lists too) was Magnum Opus v0.0.1 with Patch 2 of course.
After I turned it on, the problem came back.:-?
Tried about 10 times - result is the same...artifacts.
What I want to mention is that when I had 70 mods in my list these artifacts occured from time to time. I could start new career and everything was fine. But another time I could face with the problem again.
But when I have only MO in my mod list - this artifacts became permanent.
Looks like 70 mods overwrote some of MO's files (and they actually did it) and it made this problem to be in less than 100% of launches. But as soon as I have only 1 mod - MO and it's files aren't overwritten by any mod - the problem happens in 100% of launches.

Here are my spec:
Processor: Intel Core 2 Duo E8500 3,16GHz
Video: ATI Radeon HD4870 1Gb
RAM: 4GB
OS: Windows XP SP3 (32bit)

Smbd can help me to handle with this problem?

P.S. stoainm adviced to install The Remove Steelvikings shadow mod after the MO via JGSME. Didn't help!:cry:

TheDarkWraith
05-03-11, 09:06 AM
Have you tried enabling the 3GB switch (since you run XP 32 bit)? MO takes a HUGE amount of memory from all the new scripts added (and all the files it loads from those scripts).

LMD
05-03-11, 09:26 AM
Have you tried enabling the 3GB switch (since you run XP 32 bit)? MO takes a HUGE amount of memory from all the new scripts added (and all the files it loads from those scripts).
You mean to make the system see 4 GB instead of 3?
If so - no I didn't do this. Some utility needed?

Made a video of my problem - occurs only when I'm in the bunker:hmmm:
http://www.youtube.com/watch?v=8kVN3InEoTY

Added: stoainm also recommended me to enable switch and gave some links. Will write later if helps

Husksubsky
05-03-11, 11:22 AM
I must throw in a question about the RAM too. I have win7 64 bit with 6 gb ram. when I installed the game, it gave a notice in yellow that I had only 2 gb ram.I hope it s just a bug.:hmmm:

Husksubsky
05-03-11, 11:23 AM
Check your PM :salute:

//
checked and answered:)

LMD
05-03-11, 02:22 PM
Have you tried enabling the 3GB switch (since you run XP 32 bit)? MO takes a HUGE amount of memory from all the new scripts added (and all the files it loads from those scripts).

You mean to make the system see 4 GB instead of 3?
If so - no I didn't do this. Some utility needed?

Made a video of my problem - occurs only when I'm in the bunker:hmmm:
http://www.youtube.com/watch?v=8kVN3InEoTY

Added: stoainm also recommended me to enable switch and gave some links. Will write later if helps

Well I tried with 3GB switch...result is the same - artifacts are still there:cry:
Any ideas what should I do next?

MiTon
05-03-11, 05:09 PM
I must throw in a question about the RAM too. I have win7 64 bit with 6 gb ram. when I installed the game, it gave a notice in yellow that I had only 2 gb ram.I hope it s just a bug.:hmmm:

I can't garantee but probably yes!

This tool gave me warnings about outdated video drivers.
Plus it displayed wrong verisonnumbers for them everytime I installed SH5 and the graphic drivers wheren't outdate a single time.

For this reason, don't belive this tool and would call it a bug!

But you should controll if all of your RAM is shown (control panel -> System and Security -> System, or better CPU-Z (http://www.cpuid.com/) ) [/URL] and apply the [URL="http://ntcore.com/4gb_patch.php"]4GB patch (http://www.cpuid.com/)to your SH5.exe.

regards

MiTon

Husksubsky
05-04-11, 04:56 AM
I can't garantee but probably yes!

This tool gave me warnings about outdated video drivers.
Plus it displayed wrong verisonnumbers for them everytime I installed SH5 and the graphic drivers wheren't outdate a single time.

For this reason, don't belive this tool and would call it a bug!

But you should controll if all of your RAM is shown (control panel -> System and Security -> System, or better CPU-Z (http://www.cpuid.com/) ) and apply the 4GB patch (http://ntcore.com/4gb_patch.php)to your SH5.exe.

regards

MiTon
Thx .I have cpu-z (end others) and only place ive seen i ve git 2 gb is in sh5 install....BUT...I read a bit on the program linked and it seem from what I see there that x86 apps in x 64 systems only have to gb virtual memory (out of 4gb ..mine is 6 so maybe thers a 6 gb patch too?) it s getting somewhat technical and I ned to find a place to read more about it.I don t understand the hole picture:hmmm:

MiTon
05-04-11, 05:09 AM
Thx .I have cpu-z (end others) and only place ive seen i ve git 2 gb is in sh5 install....BUT...I read a bit on the program linked and it seem from what I see there that x86 apps in x 64 systems only have to gb virtual memory (out of 4gb ..mine is 6 so maybe thers a 6 gb patch too?) it s getting somewhat technical and I ned to find a place to read more about it.I don t understand the hole picture:hmmm:


It only patches the exe to use more of your RAM, so it doesn't matter if you got 4, 6, 8, or more RAM.
Normaly a 32bit exe can only use 2GB, rest is reserved for the system.

4GB Patch was just a suggestion and not a musthave.

Shiplord
05-04-11, 06:24 AM
Normaly a 32bit exe can only use 2GB, rest is reserved for the system.
...
4GB Patch was just a suggestion and not a musthave.
There is no need to patch the sh5.exe with the 4gb patch, the SH5.exe is already compiled by default to use >2gb address space

http://s1.directupload.net/images/110504/xifevxp8.png

The patch does nothing else other than set this flag in the fileheader of an exe.

Husksubsky
05-04-11, 07:12 AM
It only patches the exe to use more of your RAM, so it doesn't matter if you got 4, 6, 8, or more RAM.
Normaly a 32bit exe can only use 2GB, rest is reserved for the system.

4GB Patch was just a suggestion and not a musthave.
thx and sorry spelling. I also now see I mix up physical memory with virtual memory
:03:

Husksubsky
05-04-11, 07:12 AM
There is no need to patch the sh5.exe with the 4gb patch, the SH5.exe is already compiled by default to use >2gb address space

http://s1.directupload.net/images/110504/xifevxp8.png

The patch does nothing else other than set this flag in the fileheader of an exe.
imterresting thx :)

jwilliams
05-04-11, 03:46 PM
You dont need to patch SH5.exe with a 4gb patch. Yes the program is already large address aware.

But if you use a 32bit operating system. You will need to tell your operating system to use more than 2gb.


From the readme file of SH5.

################################################## ##############################
5. Miscellaneous
################################################## ##############################

5.2 Enabling 3GB switch on Windows XP or Windows Vista

Advanced users may know that the virtual address space of processes and applications is still limited to 2 GB unless the /3GB switch is used. Activating this option in Windows greatly enhance Silent Hunter 5 performance.
WARNING.

I take no responsibility for loss of data or damage to your pc.

Read the whole thread before trying this as a simple typo can mean your pc will no longer boot. And only do this if you feel confident and understand what you are doing.

Enabling 3GB switch on Windows XP (http://www.subsim.com/radioroom/showthread.php?t=169637)

MiTon
05-04-11, 03:57 PM
Thx for the clarification!

XanderF
05-04-11, 07:36 PM
Then it will be in the next MO update :)

Sooo...this 'next update'...when is that? The OP says "0.0.5 is coming soon", but was last updated more than 2 months ago. So...? We talking 'days' or 'weeks' or more?

jwilliams
05-04-11, 07:49 PM
Sooo...this 'next update'...when is that? The OP says "0.0.5 is coming soon", but was last updated more than 2 months ago. So...? We talking 'days' or 'weeks' or more?

Weeks, maybe months. The modders are busy creating an improved campaign, with new ships, wildlife, mines etc.

There's not much point in updating the mega mod until the campaign is ready. As all the work would have to be redone. And you can't expect the modders to do something twice because your inpatient.

I would rather wait and have all these feature that they are working on. I'm sure you would too.

:salute:

XanderF
05-04-11, 08:09 PM
Weeks, maybe months. The modders are busy creating an improved campaign, with new ships, wildlife, mines etc.

There's not much point in updating the mega mod until the campaign is ready. As all the work would have to be redone. And you can't expect the modders to do something twice because your inpatient.

I would rather wait and have all these feature that they are working on. I'm sure you would too.

:salute:

That sounds great, actually - was just curious!

wokelly
05-05-11, 08:10 PM
I have a question about preheating torpedoes in this mod, does it do anything? Unlike the stock version there is just the one preheat option, I am not sure if it has been modded or if it does anything anymore. Does preheating work as historical (increasing the T2 speed from 28 to 30 knots and range from 3km to 5km)? And also do I have to shoot the torpedo while the ability is active to get the benefits or do I charge it before an attack and wait for the powerup to run out before shooting?

Homebrewer
05-08-11, 01:25 AM
Ok, I just reloaded my mod soup. For some reason my navigator will not give me any kind of fix. The option is not in his report menu. Also when I first start a patrol my sub does not show on any maps. I am using real navigation. How do I get my navigator to work again?:damn:

Silent Steel
05-08-11, 08:38 AM
.Also when I first start a patrol my sub does not show on any maps. I am using real navigation.

That's why you run RealNav - you have to determine your position yourself with or without assistance from your crew. :DL

/

Homebrewer
05-08-11, 11:55 AM
That's why you run RealNav - you have to determine your position yourself with or without assistance from your crew. :DL

/

So you are saying that the only way you can get a fix is with the sextant? I was running real nav before and I could ask the navigatior for a fix, maybe the real navigation mod was not working right.:shifty:

TheDarkWraith
05-08-11, 12:05 PM
So you are saying that the only way you can get a fix is with the sextant? I was running real nav before and I could ask the navigatior for a fix, maybe the real navigation mod was not working right.:shifty:

Asking navigator for a dead-reckoning fix should produce an Nxx mark on the map in some minutes. Asking navigator for a celestrial fix should produce an Nxx mark somewhere between 30-60 minutes.

Homebrewer
05-08-11, 12:08 PM
Asking navigator for a dead-reckoning fix should produce an Nxx mark on the map in some minutes. Asking navigator for a celestrial fix should produce an Nxx mark somewhere between 30-60 minutes.

Right that's what it was doing before, but not now. I didn't change any of the setting so I don't know what i did.

TheDarkWraith
05-08-11, 12:11 PM
Right that's what it was doing before, but not now. I didn't change any of the setting so I don't know what i did.

try installing the real navigation add-on mod last in your soup.

Homebrewer
05-08-11, 12:13 PM
try installing the real navigation add-on mod last in your soup.

Ok, It is third from the last now, but I'll give it a try. Thanks TDW

Homebrewer
05-08-11, 12:29 PM
try installing the real navigation add-on mod last in your soup.

No, putting real nav last didn't make any difference. Any other suggestions?:damn:

TheDarkWraith
05-08-11, 12:33 PM
No, putting real nav last didn't make any difference. Any other suggestions?:damn:

Obviously there is an error somewhere. You need to enable debugging (\documents\SH5\data\cfg\main.cfg) and also run the DbgView app I included in \data\Applications before running the game. This will hopefully give me some kind of idea as to what the problem is.

Homebrewer
05-08-11, 12:35 PM
Obviously there is an error somewhere. You need to enable debugging (\documents\SH5\data\cfg\main.cfg) and also run the DbgView app I included in \data\Applications before running the game. This will hopefully give me some kind of idea as to what the problem is.

OK, I will let you know

Homebrewer
05-08-11, 01:13 PM
Obviously there is an error somewhere. You need to enable debugging (\documents\SH5\data\cfg\main.cfg) and also run the DbgView app I included in \data\Applications before running the game. This will hopefully give me some kind of idea as to what the problem is.

Hi TDW, I sent you the Dbg View PM because it was so long. Let me know if this helps.

Thanks for your help

Sea_Phantom
05-08-11, 07:52 PM
How do I install the patch for the mod? Do I enable that one in addition to the main mod itself?

Btw, thank you so much TDW (and all of the other modders) who have put their time and effort into this! I can tell you guys have put a lot of time and effort into this, and from what I've read so far it's been an amazing result! :yeah:

Also, (from my endless supply of n0ob questions) there was talk in the early pages of splitting it into two mods, one for the sounds and one for everything else. Did that end up happening? Is there a sound mod I should download too?

THE_MASK
05-08-11, 08:07 PM
How do I install the patch for the mod? Do I enable that one in addition to the main mod itself?

Btw, thank you so much TDW (and all of the other modders) who have put their time and effort into this! I can tell you guys have put a lot of time and effort into this, and from what I've read so far it's been an amazing result! :yeah:

Also, (from my endless supply of n0ob questions) there was talk in the early pages of splitting it into two mods, one for the sounds and one for everything else. Did that end up happening? Is there a sound mod I should download too?Look for capthelms audio mod in the sounds/download section . Put after mega mod . Also you can add radio stations and put in ww2 period gramaphone music , in case you didnt know .

Silent Steel
05-09-11, 05:38 AM
Is there a sound mod I should download too?


I'd recommend Stormy's DBSM sound mod. Go here http://www.subsim.com/radioroom/showthread.php?t=164552&highlight=sdbsm (http://www.subsim.com/radioroom/showthread.php?t=164552&highlight=sdbsm)
Epic. :rock:

//

Sea_Phantom
05-09-11, 10:06 PM
Gentlemen, this is absolutely amazing. Just... wow.... Fantastic work. :up:
:salute:


AND YOU ADDED THE TIPPERARY SONG :rock::rock::rock::rock::rock::rock::rock::rock::r ock:

Btw, is this mod compatible with Lite Campaign LC 1.2?

Husksubsky
05-10-11, 06:34 PM
My mod list increase decrease increase decrease. STill MO based so I put it here .pls tell if theres an obvious error or something I definatly should place somewhere. BTW I saw Stoianm in his tutorial mode put anti lag with jsgme. installation says to put the file in exe directory (main dir)which is what I did.seem to work. Did I do something wrong?
:salute:

Anti lag
Magnum_Opus_v0_0_1 (patch1+2)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Dynamic Environment SH5 Basemod (realistic version)
Dynamic Environment SH5 Waves (realistic version)
Dynamic Environment SH5 Atlantic Floor
Dynamic Environmental SH5 Realistic Colors
Dynamic Environment SH5 DarkerNights
Dynamic Environment SH5 Undersea (temperate and polar)
Dynamic Environment SH5 Sounds
NewUIs_TDC_6_5_0_ByTheDarkWraith
NewUIs_TDC_6_5_0 das boot crew mod
Manos Scopes-patch for 16x9
Krauters Automated Scripts (v5_0_0 compatible)
IO_StrategicMap_4_2_for_TDWv640&MO
Patch for IO_StrategicMap using NewUIs_TDC_6_5_0_TheDarkWraith
Kriegsmarine Grid Map for MO and TDW UIs by stoian
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
NewUIs_TDC_6_5_0_Real_Navigation

jwilliams
05-11-11, 03:36 AM
My mod list increase decrease increase decrease. STill MO based so I put it here .pls tell if theres an obvious error or something I definatly should place somewhere. BTW I saw Stoianm in his tutorial mode put anti lag with jsgme. installation says to put the file in exe directory (main dir)which is what I did.seem to work. Did I do something wrong?
:salute:

Anti lag
Magnum_Opus_v0_0_1 (patch1+2)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Dynamic Environment SH5 Basemod (realistic version)
Dynamic Environment SH5 Waves (realistic version)
Dynamic Environment SH5 Atlantic Floor
Dynamic Environmental SH5 Realistic Colors
Dynamic Environment SH5 DarkerNights
Dynamic Environment SH5 Undersea (temperate and polar)
Dynamic Environment SH5 Sounds
NewUIs_TDC_6_5_0_ByTheDarkWraith
NewUIs_TDC_6_5_0 das boot crew mod
Manos Scopes-patch for 16x9
Krauters Automated Scripts (v5_0_0 compatible)
IO_StrategicMap_4_2_for_TDWv640&MO
Patch for IO_StrategicMap using NewUIs_TDC_6_5_0_TheDarkWraith
Kriegsmarine Grid Map for MO and TDW UIs by stoian
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
NewUIs_TDC_6_5_0_Real_Navigation

No you've not installed anti lag wrong.

The only reason some members make an JSGME version of anti lag is so that they can remove/add antilag easily. If you are not constantly changing your mods and testing new mods, then you will not need to remove anti lag.

Husksubsky
05-11-11, 09:38 AM
No you've not installed anti lag wrong.

The only reason some members make an JSGME version of anti lag is so that they can remove/add antilag easily. If you are not constantly changing your mods and testing new mods, then you will not need to remove anti lag.
thx :). well I have done quitw a lot of testing but all changes was below MO. I never touched the antilag files , but everything seem to work perfect:yep:. I Reached Helgoland heading for uk cost. I was such a proud navigator when I hit that island pair spot on :D.better use some time compress for the next 1100 km I guess. ...

TheDarkWraith
05-11-11, 09:55 AM
I Reached Helgoland heading for uk cost. I was such a proud navigator when I hit that island pair spot on :D.better use some time compress for the next 1100 km I guess. ...

Must be using real navigation? :06: If so, good job :up: It's not that easy to navigate.

Husksubsky
05-18-11, 08:59 AM
thx :)

lara46
05-19-11, 09:30 AM
thanks it seems very good but i have a problem with installation i installed mod and opened game and crashed to the desktop please help:)

From Turkey with Love :)

Targor Avelany
05-19-11, 11:25 AM
Awesome work, TDW. :salute:
huge respect, as it works like a charm!

Also, the only problem so far that I found is flickering of lights in the dock (seems like the light effect changed from near-shine-bloom to no-bloom at all).

I'll upload screenshots as soon as I get home today.

Magic1111
05-19-11, 11:30 AM
thanks it seems very good but i have a problem with installation i installed mod and opened game and crashed to the desktop please help:)

From Turkey with Love :)

Maybe this help you:

http://www.subsim.com/radioroom/showthread.php?t=181538

Look at # 1 "How to install MODs" and the other interesting Tutorials !

Best regards,
Magic

Hoooooooar
05-26-11, 01:18 AM
rofl i installed the entire shabang without seeing the inport only part. I was in the tutorial and talking to the captain, and a ghost commandant, and our ship came flying into the port at mach 50 and smashed into the wall and rumbled all over the place it was hilarious, better call it the enterprise cause me n the captain teleported to the dock.

Targor Avelany
05-26-11, 01:56 PM
I really enjoy this mod as it covers so many things, combining them together nicely. thank you TDW.

Can't wait for the new version :)

:salute:

Michal788
06-02-11, 03:21 AM
Does any know when the version 0.0.5 is going released?

Silent Steel
06-02-11, 04:19 AM
I don't get the Magnum Opus plus the New UIs working together anymore. After rearranging my mods I'm now stuck.
Probably some mod soup related problem. :hmmm:

Could anyone please check my mod soup and tell if I should
- deactivate some mod(s) or
- maybe I'm missing some mod(s) or
- even the order is wrong.

In this picture I haven't the Magnum Opus activated because this is right now what actually works.
If I were to activate the Magnum Opus - where should I activate it?


http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4355


Grateful for any assistance. :salute:
Best regards

jwilliams
06-02-11, 04:27 AM
I don't get the Magnum Opus plus the New UIs working together anymore. After rearranging my mods I'm now stuck.
Probably some mod soup related problem. :hmmm:

Could anyone please check my mod soup and tell if I should
- deactivate some mod(s) or
- maybe I'm missing some mod(s) or
- even the order is wrong.

In this picture I haven't the Magnum Opus activated because this is right now what actually works.
If I were to activate the Magnum Opus - where should I activate it?


http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4355


Grateful for any assistance. :salute:
Best regards

MO should be the first mod in your list. this is because its been along time since MO was last updated. Other mods are newer.

No bubble, no halo - no dialog indicator mod... is not needed as New UI's also removes bubbles and halos and dialog indecator

MCCD is included in MO.... but not the german version... so you can remove MCCD 1.04 and MCCD 1.04 MFCM 1.2.1 compatible.
Flags - Accurate German flags and Sub flags 0.0.6 iare also included in MO.

jwilliams
06-02-11, 04:42 AM
Does any know when the version 0.0.5 is going released?

When its ready, or when its finished. Which ever is first. :O:

Silent Steel
06-02-11, 09:03 AM
MO should be the first mod in your list. this is because its been along time since MO was last updated. Other mods are newer.

No bubble, no halo - no dialog indicator mod... is not needed as New UI's also removes bubbles and halos and dialog indecator

MCCD is included in MO.... but not the german version... so you can remove MCCD 1.04 and MCCD 1.04 MFCM 1.2.1 compatible.
Flags - Accurate German flags and Sub flags 0.0.6 iare also included in MO.

Thanks a lot :up:

I'll now re-arrange my mods and remove the ones you mentioned.

Thanks again JW :salute:
//

KGP
06-09-11, 11:46 AM
Ok, I have read all 99 pages of this thread and undertaken advanced searches that would have Google trying to employ me but - and I consider this a tribute to the positive activity of this site - I cannot seem to find the Patch 1 for Magnum Opus. So please forgive me for asking something that may well have been asked many times before: where do I find it? I have the original mod and Patch 2 and I know the entire history of it including the long debated decision on its name etc (I have genuinely read all 99 pages - interesting read).

TheDarkWraith
06-09-11, 12:59 PM
Ok, I have read all 99 pages of this thread and undertaken advanced searches that would have Google trying to employ me but - and I consider this a tribute to the positive activity of this site - I cannot seem to find the Patch 1 for Magnum Opus. So please forgive me for asking something that may well have been asked many times before: where do I find it? I have the original mod and Patch 2 and I know the entire history of it including the long debated decision on its name etc (I have genuinely read all 99 pages - interesting read).

when I make a patch it's cumulative (contains all previous patches) therefore you don't need patch 1 (and you won't find it) :up:

Trevally.
06-09-11, 01:01 PM
Patch 1 has gone to the big internet mod heaven in the sky.:cry:

However - you no longer need it - it is inside patch2:DL
:salute:

KGP
06-09-11, 01:38 PM
Thanks for the very prompt reply. I did initially think it made sense only requiring Patch 2 but I read a number of 'my mods list' posts that had Patch 1 and 2 listed. Oh, and by the way, a massive thanks to all those involved in every mod on this site. Its refreshing to see that so much hard work can be put into something for the love of it AND then being shared with us all. I am sure I speak for thousands when I say you have made a huge difference and the effort does not go unnoticed and is very much appreciated, like very very much.

KGP
06-09-11, 05:44 PM
Ok, so after loading Magnum Opus and AVC (Both with current patches) my Crew Management at the top right below the Navigation Map has disappeared. They are the only 2 mods loaded and I have tried loading them both first and last but no joy. Any suggestions?
Oh and it seems most of my voices have vanished too.

Obelix
06-09-11, 07:47 PM
Ok, so after loading Magnum Opus and AVC (Both with current patches) my Crew Management at the top right below the Navigation Map has disappeared. They are the only 2 mods loaded and I have tried loading them both first and last but no joy. Any suggestions?
Oh and it seems most of my voices have vanished too.
KGP, I understood correctly:06:? You set the AVC and MO together:o? So do not! You need to install or AVC, or MO, but not both at once!:know:

KGP
06-10-11, 01:58 AM
:salute:Thank you Obelix! Here is the funny thing... it actually worked for a while after my last post but once I started playing the penny dropped and I realised the error of my ways:D What had me fooled was that AVC doesn't overwrite a single file in the MO mod or its Patch.

KGP
06-10-11, 12:18 PM
Is there some way of reducing the size of the TDC? With all 3 panels loaded they overlap, obscuring some of the dials / switches at my 1280x1024 resolution.

Zedi
06-10-11, 12:27 PM
Is there some way of reducing the size of the TDC? With all 3 panels loaded they overlap, obscuring some of the dials / switches at my 1280x1024 resolution.

Is what I try to persuade TDW but no luck. Im also very annoyed about how the TDC looks like in tdw ui. Im 120% convinced that all the dials can be moved into the torpedo panel.

Im still waiting for the Library app. TDW can you make this happen?

KGP
06-10-11, 12:46 PM
I am more than happy to help in any way you see fit. I am a programmer with, well lets just say lots of experience, not being that young and all you see :). I am happy to resize textures, fiddle with settings, test, anything really.

Sargazm
06-11-11, 01:05 AM
HI TDW.

First off thanks for all the hard work(everyone).
had shelved the game waiting for the like.
Just installed mod. quick question. when I'm in the scope view The "Angle on bow" and the "bearing" gauges are swapped. was this done on purpose?
Anyone else getting this?

Thanks for your time.
Tom

TheDarkWraith
06-11-11, 09:01 AM
HI TDW.

First off thanks for all the hard work(everyone).
had shelved the game waiting for the like.
Just installed mod. quick question. when I'm in the scope view The "Angle on bow" and the "bearing" gauges are swapped. was this done on purpose?
Anyone else getting this?

Thanks for your time.
Tom

How are they swapped? AOB had the tenths for the AOB not the bearing (like I have it now).

Sbygneus
06-11-11, 02:34 PM
Guys I am absolutely horrified and confused about the number of various mods.
Do you consider making at least basic set of mods as one instalation?
I mean kind of starter compilation of mods.
Shouldnt someone gather what has been done in SH5 in something like mega mod beta? Please!

rascal101
06-11-11, 08:24 PM
I second this, I have been away for a while and justr ome back to see some amazing work underway however I am not sure whats finished and ready or still in the pipeline - a new megamod would seem to be on the cards as the mod-enabler is so full of mods its hard to keep track of what goes where and with what

Guys I am absolutely horrified and confused about the number of various mods.
Do you consider making at least basic set of mods as one instalation?
I mean kind of starter compilation of mods.
Shouldnt someone gather what has been done in SH5 in something like mega mod beta? Please!

Adriatico
06-11-11, 08:39 PM
I second this, I have been away for a while and justr ome back to see some amazing work underway however I am not sure whats finished and ready or still in the pipeline - a new megamod would seem to be on the cards as the mod-enabler is so full of mods its hard to keep track of what goes where and with what

+ 1

maccas
06-12-11, 01:08 AM
Hi All,

Firstly I just wanted to say thanks to those who have spent much time turning SH5 into the game it was meant to be via these mods. However as a new SH5 player I am having some problems installing this MO Mod. I have JGME working and setup properly and I can 'install' or activate the mod no problem. However when I run SH5 I hang just pass the loading screen (with the status bar) with the sound just stuck in a loop (5 seconds of music just looping) with no display - just blank.

If I remove the MO Mod then I get the normal menu options and the game works properly. Is there a step I have missed? I have watched the video on installing MO from youtube and followed those steps. I even tried to install the Dynamic Environment Mod and had the same issue..?

THE_MASK
06-12-11, 01:59 AM
Patch the game to 1.2 or it wont work .

maccas
06-12-11, 02:31 AM
I assume that it already is patched - it's a steam version of SH5?

THE_MASK
06-12-11, 02:39 AM
I dont have the steam version . I have the dvd version . In my game folder i have this game updater .
C:\Ubisoft\Silent Hunter 5\Support\GameUpdater
I dont know how steam works .
When you start the game does it say 1.2 in the corner of the screen .

maccas
06-12-11, 04:51 AM
I can confirm 1.2 is installed. Interesting I can get the game to work with the following mods enabled:

Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\silent hunter 5\MODS]

Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Chart Colour Scheme 1
Church's SHV 1.01 Keyboard Commands v1.1

That works fine, if I remove all of those and select Magnum Opus then it hangs after loading. Same if I enable NewUIs_TDC_6_5_1. At least I can get some working now.

TheDarkWraith
06-12-11, 08:35 AM
I can confirm 1.2 is installed. Interesting I can get the game to work with the following mods enabled:

Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\silent hunter 5\MODS]

Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Chart Colour Scheme 1
Church's SHV 1.01 Keyboard Commands v1.1

That works fine, if I remove all of those and select Magnum Opus then it hangs after loading. Same if I enable NewUIs_TDC_6_5_1. At least I can get some working now.

sounds like you are running out of memory. Let me take a guess here: you are running Win7 32 bit and have 2-4GB of memory, no?

dem
06-12-11, 09:41 AM
sounds like you are running out of memory. Let me take a guess here: you are running Win7 32 bit and have 2-4GB of memory, no?

Hi i am having the same, so is time to go to 64bit ????!!!!!!!!!!!!!!!

Dem

TheDarkWraith
06-12-11, 09:48 AM
Hi i am having the same, so is time to go to 64bit ????!!!!!!!!!!!!!!!

Dem

I wouldn't do that yet. Try implementing the troubleshooting steps listed at bottom of post #1 of my UIs mod thread. That way we can see where it's hanging up at.

Also try running the game as administrator.

Just going to a 64bit OS isn't really going to do that much unless you add more memory also (so total system memory is > 4GB)

dem
06-12-11, 12:52 PM
I wouldn't do that yet. Try implementing the troubleshooting steps listed at bottom of post #1 of my UIs mod thread. That way we can see where it's hanging up at.

Also try running the game as administrator.

Just going to a 64bit OS isn't really going to do that much unless you add more memory also (so total system memory is > 4GB)

Hi yes 4gb men

it has crasted will pm info:salute:

Ravenlord
06-12-11, 07:40 PM
Hi. can someone please tell me if there is a mod which fix the bug that damaged ships are as brand new ones affter a reload?. sorry for asking in this thread,but i guess i will get an answear here. You guys are in to this:)

THE_MASK
06-12-11, 07:49 PM
Damage doesnt save and never has in SH3/4/5 so finish her off before exiting .