View Full Version : [WIP] Mega-Mod for SH5
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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?
Close, Win 7 64 bit with 4 gigs of ram. Time for more ram then?
7thSeal
06-12-11, 08:44 PM
Close, Win 7 64 bit with 4 gigs of ram. Time for more ram then?
4gigs should be plenty unless you really have alot of stuff running in the background. I've been using 4gigs with 64bit OS for sometime now with this game and haven't had any problems due to lack of memory. My 6950 card also has 2gigs of Vram.
4gigs should be plenty unless you really have alot of stuff running in the background. I've been using 4gigs with 64bit OS for sometime now with this game and haven't had any problems due to lack of memory. My 6950 card also has 2gigs of Vram.
That's what I would have thought, I have a 5770 with 1 gig on board and the game runs great. No performance issues at all. I've managed to install a few more mods now and the game still works.
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
EngineSoundsImproved_v1.0
Interior working dials v1_21
Digital UI Clock 1.2 for SH5-1.2
MoraleMod
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
Sub_Exhaust_1_0_5_byTheDarkWraith
MCCD_1.04
bondematt
06-13-11, 04:59 AM
Thanks for the mod TDW! Taken SH5 from unplayable to actually competing with SH3. Now if only Ubi cared this much about the game.
:salute:
Hmm, it appears my spread angle dial has disappeared(on any TDC setting, including spread). Can't tell if I did something wrong in the UI options file. Had it earlier with the mod installed, is there an option for it or should i be looking at a reinstall?
stoianm
06-13-11, 05:37 AM
will apear when you will swich on salvo shooting
Thanks for the mod TDW! Taken SH5 from unplayable to actually competing with SH3. Now if only Ubi cared this much about the game.
:salute:
Hmm, it appears my spread angle dial has disappeared(on any TDC setting, including spread). Can't tell if I did something wrong in the UI options file. Had it earlier with the mod installed, is there an option for it or should i be looking at a reinstall?
Silent Steel
06-13-11, 05:43 AM
Hmm, it appears my spread angle dial has disappeared(on any TDC setting, including spread). Can't tell if I did something wrong in the UI options file. Had it earlier with the mod installed, is there an option for it or should i be looking at a reinstall?
Hi Bondematt
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4405
:yeah:
Regards
// Silent Steel
bondematt
06-13-11, 03:52 PM
Doh! Thank you!
Was selecting the tubes via the top left torp selector. Didn't realize it wasn't going to salvo.
No longer will there be a Conga line of torpedoes unless I need it.
After looking things over the video for installing this was very...weird. With all the mods on top of this it made it so I could select multiple tubes without setting to salvo. Just on plain MO now, working as it should. Then again some of the mods were updated since those vids were made.
Kumando
06-17-11, 06:23 PM
Im using this mod and i heard the ui mod included has a real navigation addon but the sub marker is still appearing in the nav map, am i missing something here?
THE_MASK
06-17-11, 07:14 PM
Im using this mod and i heard the ui mod included has a real navigation addon but the sub marker is still appearing in the nav map, am i missing something here?There are specific installation instructions how to install real navigation .
Kumando
06-18-11, 07:59 AM
I have german voices enabled but at the start of the mission a voice can be eard in english saying "running both diesels", is this a bug?
jwilliams
06-18-11, 05:16 PM
I have german voices enabled but at the start of the mission a voice can be eard in english saying "running both diesels", is this a bug?
This is because MO has an included mod called "speech fixes and additions (English version)".
To fix this you will need to download "speech fixes and additions (German version)" and install after MO.
Link to mod....
http://www.subsim.com/radioroom/showthread.php?t=174063
Kumando
06-18-11, 06:56 PM
Tks, another thing sub exhaust is not working also, any sugestions?
Kumando
06-18-11, 07:36 PM
Also wen im in the bridge and look down the ladder the frame rate drops and the screen flickers, any ideas?
Are you ever going to update the mod , is it dead , or are you just waiting until we all die of old age?
TheDarkWraith
06-19-11, 05:28 PM
Are you ever going to update the mod , is it dead , or are you just waiting until we all die of old age?
Waiting for campaign to be finished from Zedi and crew :up: No point in releasing an update until this is done.
Dangitttt , im dieing over here!
Can you link their thread by chance? I searched Zedi campaign , didnt find anything :/
Dangitttt , im dieing over here!
Can you link their thread by chance? I searched Zedi campaign , didnt find anything :/
Patience, my friend! I am sure that waiting is worth it!
Trevally.
06-20-11, 12:58 PM
Link for Das Campaign http://www.subsim.com/radioroom/showthread.php?t=182964
Progress is being made daily. Sorry we have no ETA yet.
Our team has increased lately with 3 experienced captains starting the testing process.:up:
Kumando
06-24-11, 08:40 AM
Did your mod removed the crew skills? For example ask the cook to make a special meal, if so how i bring it back?
Targor Avelany
06-24-11, 10:24 AM
MO mod contains Mighty Fine Crew Mod of a bit older version (i believe).
You can read up on it here:
http://www.subsim.com/radioroom/showthread.php?t=163591&highlight=Mighty+fine+crew
There are also mods that will allow you to have all of the skills or will adjust the special abilities:
http://www.subsim.com/radioroom/showthread.php?t=166236
http://www.subsim.com/radioroom/showthread.php?t=183304
Ducimus
06-24-11, 12:12 PM
Has battery recharge times been fixed yet? I was playing AND enjoying the mod until i ran into recharging my batteries and seeing how long it was taking. That kinda put me off to SH5 in general, (not really a mod issue, but a game issue).
CDSChris
06-24-11, 12:27 PM
Hi Guys
I have a Problem with my Uboat it is lying to deep in the Water (when it is surfaced) the Airtanks are under the Waterline.
all Typs of VII have the Problem.:cry:
I have Installed Magnum Ops.
I hope you can help me to handel this Problem because it is not very nice too look on
THX Chris
Kumando
06-24-11, 12:56 PM
MO mod contains Mighty Fine Crew Mod of a bit older version (i believe).
You can read up on it here:
http://www.subsim.com/radioroom/showthread.php?t=163591&highlight=Mighty+fine+crew
There are also mods that will allow you to have all of the skills or will adjust the special abilities:
http://www.subsim.com/radioroom/showthread.php?t=166236
http://www.subsim.com/radioroom/showthread.php?t=183304
This mods dont bring the abilities back.
Targor Avelany
06-24-11, 01:12 PM
I don't think they were ever removed :shifty:
I have MO and MFC installed and have no problems with special abilities. I mean, they cost more and the managememnt slightly different, but they are there.
Is it possible you have not put any points towards those skills? :06:
stoianm
06-24-11, 01:17 PM
In MO is a mod called ''no magic skills'' - this change a bit crew abilities but they are still there only they are diferent from stock
Sbygneus
06-25-11, 03:42 PM
I dont care for the light blue water color looks like the pacific ocean.:oThe stock color water looks like the atlantic ocean color.:rock:I cant believe people like that light blue color.:-?
I agree. And the underwater visibility is much too good both in stock and in mods. Especially at greater depth. Below 50 meters there should be almost black, no matter how clean water is and how sunny a day is.
TheDarkWraith
06-25-11, 05:06 PM
I agree. And the underwater visibility is much too good both in stock and in mods. Especially at greater depth. Below 50 meters there should be almost black, no matter how clean water is and how sunny a day is.
I'd have to say that's an incorrect statement. As a diver who has dove all over the world I can say that even at 100 foot depth there is light. Visibility though depends on location (sediment in water, impurities, etc.)
tonschk
06-25-11, 05:29 PM
I'd have to say that's an incorrect statement. As a diver who has dove all over the world I can say that even at 100 foot depth there is light. Visibility though depends on location (sediment in water, impurities, etc.)
I agree with :up: TheDarkWraith
THE_MASK
06-25-11, 05:58 PM
If you want to play realistically then just use my underwater mod .
sobers realistic underwater FX2 SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=2750
Sbygneus
06-26-11, 10:54 AM
I'd have to say that's an incorrect statement. As a diver who has dove all over the world I can say that even at 100 foot depth there is light. Visibility though depends on location (sediment in water, impurities, etc.)
Ok I was mistaken to some degree. this is quotation from encyclopedia:
"Most of the visible light spectrum is absorbed within 10 meters (33 feet) of the water's surface, and almost none penetrates below 150 meters (490 feet) of water depth, even when the water is very clear."
Even if I was wrong in my initial statement, I am pretty sure in reality you wont see what you see in SH5 at the 50m depth.
Sober, thanks for the link. I will try the mod!:salute:
TheDarkWraith
06-26-11, 11:10 AM
Ok I was mistaken to some degree. this is quotation from encyclopedia:
"Most of the visible light spectrum is absorbed within 10 meters (33 feet) of the water's surface, and almost none penetrates below 150 meters (490 feet) of water depth, even when the water is very clear."
Even if I was wrong in my initial statement, I am pretty sure in reality you wont see what you see in SH5 at the 50m depth.
Sober, thanks for the link. I will try the mod!:salute:
At 33 feet the color red is starting to be absorbed by the water and thus everything starts looking blue-green. At about 100 feet red is totally absorbed and green is about half-absorbed by the water. Everything starts to look like shades of blue. At about 150-175 feet light is very much reduced and the deeper you go the darker it gets.
Lonelywolfmother
06-26-11, 02:30 PM
Thank you very much for the great work, @TheDarkWraith. People like you made SH5 be the simulator we wanted.
Mi bit of sand: I would really like to have HiDef Realistic Interface (http://www.subsim.com/radioroom//downloads.php?do=file&id=2748) in your mega-mod (Actually JSGME compatible).
http://www.subsim.com/radioroom//downloads/periscopetdc_sge.jpg
http://img171.imageshack.us/img171/9286/zzzyn.jpg
Or any other mod introducing periscope AOB Finder rings.
Regards.
TheDarkWraith
06-26-11, 03:58 PM
RAOBF is in my UIs mod (and so is the attack disk). Once in a scope view click on the RAOBF button in the torpedo box (upper left of screen).
As far as including another UI mod in my mega-mod not going to happen. If I were to do it (and I won't) then you would lose:
- real navigation
- nav fixes (for real navigation - gives ability to add text to the marks also)
- radio messages (and upcoming campaign radio messages)
- Automation (allows player to define scripts that can be ran in-game. Can be used for automating tasks)
- Tutorials (subset of Automation - allows onscreen in-game tutorials so player can learn by using the mod/game)
- follow target (and upcoming follow target offset)
- speed finder (has navigator calculate speed and avg speed based on time that follow target is engaged)
- ability to use mousewheel for setting items
- draggable items position stored at game end and reset at game start. Keeps items where player placed them
- scope settings (can change scope filters on fly specifying any combination of red, green, and blue and ability to specify alpha component to achieve the desired filter effect)
- options file so one can configure the mod how they want
- hotkeys (defined via options file)
- SOAN (vastly enhanced rec manual)
- ability to choose 3 different UI styles (via options file)
- Ship's Journal (along with app that allows you to edit/create journals offline)
- Supermarks (just like regular nav map marks but you can specify color and add text to them)
- Navigator assist (navigator can calculate speed, avg speed, AOB, course, and avg course for player based on range readings taken)
- Destroyed marks
- ability to add new sounds to game without modifying the Sh.sdl file (radio messages feature uses this)
- ability to capture ANY mouse button and call functions when a specified button is pressed/released/clicked
- automatic mast height insertion when locked target is identified (fixes mast height bug of game without need for player interaction)
- high precision timer for timing (allows for many of the advanced features of the mod)
and that just names a few. My mega-mod is centered around my UIs mod. There are mega-mods out that use Reaper7's UI :up:
Lonelywolfmother
06-26-11, 09:51 PM
Woooops, I didn't know about your UI mod and all that problems with other ones.
I'm sorry for wasting your time :O:
Now I'm fighting with the config file, I set "AttackRAOBFEnabled = True" but I still no seeing it, I dont figure how to activate it.
TheDarkWraith
06-27-11, 08:32 AM
Now I'm fighting with the config file, I set "AttackRAOBFEnabled = True" but I still no seeing it, I dont figure how to activate it.
Those 'other ones' don't have problems. Those items I listed are features that I have added to my UIs mod.
You have to press the button for it in the attack scope torpedo box. The button says RAOBF.
Lonelywolfmother
06-27-11, 09:56 AM
*Facepalm* I was not enabling it well... lol sorry :O:
After some time studying the config file, I am really impressed with your work.
Thanks again and keep the good working!
:salute:
von faust
06-28-11, 01:51 AM
Next version of Your Megamod (v0.0.5) include "IRAI (Intelligent Random AI)" and "NewUIs with TDC for SH5 version 6.5.1" (or later) ?
Thanks
Kumando
06-28-11, 08:15 AM
TDW im in Total Germany 1939 and im able to launch decoys without decoy launcher, is this normal?
TheDarkWraith
06-28-11, 09:10 AM
TDW im in Total Germany 1939 and im able to launch decoys without decoy launcher, is this normal?
Ah, yes, something I totally forgot about. Is the bold launcher an upgrade that one can purchase in the bunker at some time? If not, what year did the bold launcher become available?
Kumando
06-28-11, 09:30 AM
Ah, yes, something I totally forgot about. Is the bold launcher an upgrade that one can purchase in the bunker at some time? If not, what year did the bold launcher become available?
Guess so dont know, but i red in Iron Coffins that u-boats use to launch compress air in the water to create bubbles and confuse DDs in the process, guess we can pretend that its simulating this :yeah:
Sodbrenner
06-28-11, 09:52 AM
Ah, yes, something I totally forgot about. Is the bold launcher an upgrade that one can purchase in the bunker at some time? If not, what year did the bold launcher become available?
1942 :salute:
SirBunker
07-02-11, 05:15 AM
I'm having severe issues with the Magnum Opus. Basically the core game and any random mods I've ever installed work fine with 50-60 fps at max settings (phenom x6 1090T, Radeon HD 5870, 8 gigs of DDR3) but with MO installed the framerate drops to 20-30 at first, and a minute or two later drops to 2-5 fps and makes the game almost unresponsive. I tried medium and even low settings and it's the same deal so something's not right.
I'm sorry if this is some obvious thing that's been solved before but I found nothing with my searches.
I've also had several of the mods included in MO installed seperately and they've worked fine, so I guess this is caused by some very specific mod in MO.
Any thoughts?
Thanks in advance :salute:
Silent Steel
07-02-11, 10:25 AM
I'm having severe issues with the Magnum Opus. Basically the core game and any random mods I've ever installed work fine with 50-60 fps at max settings (phenom x6 1090T, Radeon HD 5870, 8 gigs of DDR3) but with MO installed the framerate drops to 20-30 at first, and a minute or two later drops to 2-5 fps and makes the game almost unresponsive. I tried medium and even low settings and it's the same deal so something's not right.
I'm sorry if this is some obvious thing that's been solved before but I found nothing with my searches.
I've also had several of the mods included in MO installed seperately and they've worked fine, so I guess this is caused by some very specific mod in MO.
Any thoughts?
Thanks in advance :salute:
Well, let's try to sort this out.
Here at the forum there are no obvious solutions or silly questions. We're here to help each other. BTW, by far the best community of any kind I've ever been a member of.:yeah:
Next time it could be you helping me out. :D
I recognize this problem. For me it turned out to be because both CPU and GPU are too quick. Sounds weird but it's a fact in my (and many others') case.
This makes your system all the time struggling to produce as many GPS/sec as possible. But as there are certain things in the game slowing down this struggle that gives a side effect which is this GPS jumping up and down.
The best thing to do simply is to tell the CPU to calm down and put a max limit to the GPS:s.
First - download this and try it;
http://www.kegetys.net/dl.php/d3d_antilag101.zip (http://www.kegetys.net/dl.php/d3d_antilag101.zip)
It gives you the option to limit the number of fps rendered ahead.
Just follow the instructions in the readme.txt, very simple.
I use these settings
RenderAheadLimit=3
FPSlimit=36
Works just fine for me and gives a smoooth picture. :up:
If this doesn't solve your problem just get back here and we'll go on looking for the solution.
Once more - Welcome to SubSim. :salute:
/ Silent Steel
SirBunker
07-02-11, 11:06 AM
Well, let's try to sort this out.
Here at the forum there are no obvious solutions or silly questions. We're here to help each other. BTW, by far the best community of any kind I've ever been a member of.:yeah:
Next time it could be you helping me out. :D
I recognize this problem. For me it turned out to be because both CPU and GPU are too quick. Sounds weird but it's a fact in my (and many others') case.
This makes your system all the time struggling to produce as many GPS/sec as possible. But as there are certain things in the game slowing down this struggle that gives a side effect which is this GPS jumping up and down.
The best thing to do simply is to tell the CPU to calm down and put a max limit to the GPS:s.
First - download this and try it;
http://www.kegetys.net/dl.php/d3d_antilag101.zip (http://www.kegetys.net/dl.php/d3d_antilag101.zip)
It gives you the option to limit the number of fps rendered ahead.
Just follow the instructions in the readme.txt, very simple.
I use these settings
RenderAheadLimit=3
FPSlimit=36
Works just fine for me and gives a smoooth picture. :up:
If this doesn't solve your problem just get back here and we'll go on looking for the solution.
D3D antilag is included in Patch 2 and I installed, but while troubleshooting I only tried values 0, 1 and 2 for the RenderAheadLimit (neither had any noticable effect). Anyhow, once I get back home on Monday I'll play around with the config file again and will post results here.
Once more - Welcome to SubSim. :salute:
Thank you. I've actually lurked around the forums for a while now to see how the mods progress. Indeed an awesome community! :up:
Trevally.
07-02-11, 11:20 AM
try the "not quite so good quality shadows".
I think that is what it was called:hmmm: or "light shadows"
Anyway - it is an addon mod within the MO pack for when you have low fps. :up:
Silent Steel
07-02-11, 12:55 PM
D3D antilag is included in Patch 2 and I installed, but while troubleshooting I only tried values 0, 1 and 2 for the RenderAheadLimit (neither had any noticable effect). Anyhow, once I get back home on Monday I'll play around with the config file again and will post results here.
Hmm, what about 'FPS Limit'? What did you set?
So far you've tried the Magnum Opus, right?
What about the 'NewUIs TDC' By TheDarkWraith?
Give it a try and let's see if you get the same results. It can be run simultaneously with MO but try to activate the New UIs TDC alone first.
Here is a link to that thread.
http://www.subsim.com/radioroom/showthread.php?t=166093 (http://www.subsim.com/radioroom/showthread.php?t=166093)
As for both this one and the Magnum Opus by The Dark Wraith the latest version is always to be found at post #1.
Keep in touch :D
Edit;
Good suggestion above by Trevally.
You can also try to lower the shadows effect in the ingame Options/Graphics.
Another one - try to lower Anti Aliasing.
//
Targor Avelany
07-02-11, 05:44 PM
try the "not quite so good quality shadows".
I think that is what it was called:hmmm: or "light shadows"
Anyway - it is an addon mod within the MO pack for when you have low fps. :up:
yep, I believe the name is Shadow Improvement Mod LR. It does help greatly. It is location with the MO Patch 0.2
jwilliams
07-02-11, 11:03 PM
D3D antilag is included in Patch 2 and I installed, but while troubleshooting I only tried values 0, 1 and 2 for the RenderAheadLimit (neither had any noticable effect). Anyhow, once I get back home on Monday I'll play around with the config file again and will post results here.
Thank you. I've actually lurked around the forums for a while now to see how the mods progress. Indeed an awesome community! :up:
As Silent Steel posted above... You need to set a limit for the FPS.
Here is how I've set my config file for Antilag :-
; D3D9 antilag config file
; by Kegetys <http://www.kegetys.net>
; RenderAheadLimit: Limit how many frames ahead are rendered to reduce input lag. 0 to disable.
; FPSlimit: Limit framerate for smoother gameplay and reduced cpu/gpu use. 0 to disable.
[config]
RenderAheadLimit=2
FPSlimit=35
SirBunker
07-03-11, 03:05 AM
I won't be home until tomorrow to test new stuff but here's all the troubleshooting I did before I posted my original message:
I tried running the game with fps limit set to 36 and 60 for each of the RenderAheadLimit values I mentioned earlier. Even with 36 the framerate always dropped to 3-5 fps eventually. Setting graphics to low with AA and such off had no effect either.
I've run NewUIs TDC for a long time now, currently have an almost up-to-date version (seems TDW released a new version this week). I've had a wide range of mods installed i.e. environment mods (currently running Dynamic Environment), sound mods, IRAI and all those little fancy mods that add realism and immersion to the game. And none of them have effected performance in any noticable way except MO.
I even loaded the game with MO as the only mod and the problem persists, so it's not a issue of incompatibility between mods either.
Tomorrow I'll try setting the RenderAheadLimit to 3 and also test the light shadows mod. This gets me thinking, does MO use some (heavier) shadow mod by default? I don't think the mods I've used change shadowing so I've probably only run vanilla shadows to date. Are there any other mods included in MO that have an effect on rendering so maybe it/they could be disabled? This is a bit baffling to me since the game indeed has an awesome framerate with max settings on my rig with any other mod except MO. :06:
Thank you all for the tips, hopefully I get this solved tomorrow. :salute:
Poacher886
07-03-11, 11:17 AM
Is the new version M Mod with all the UI / IRAI updates etc coming out?....i think TDW said it would be soon a few months ago?
TheDarkWraith
07-03-11, 11:33 AM
Is the new version M Mod with all the UI / IRAI updates etc coming out?....i think TDW said it would be soon a few months ago?
Once IRAI v1.0.0 and the new campaign is complete yes :up:
Poacher886
07-03-11, 05:02 PM
Once IRAI v1.0.0 and the new campaign is complete yes :up:
Excellent!!
I've had a break from SH5 for a while as i had to re-install Windows 7, and i've been having a crack at Rise of flight......a recent holiday looking at the sea has fuelled my intentions to return.
Any sort of rough ETA??
Thanks
The General
07-04-11, 07:56 AM
Excellent!!
I've had a break from SH5 for a while as i had to re-install Windows 7, and i've been having a crack at Rise of flight......a recent holiday looking at the sea has fuelled my intentions to return.
Any sort of rough ETA??
ThanksFor what it's worth: I think Zedi and Co's Das Campaign is going to be a significant part of Magnum Opus, and it'll be atleast another week before Das Campaign will be ready. This is the most significant event in Subsims since the realease of Silent Hunter 5. I have a feelin' it'll be worth the wait. It's not called Magnum Opus for nothin' :03:
Hi guys new here, quick question.
I've installed magnum opus, its the only mod I have installed.
before installing this mod I had the little aiming numbers on my scopes and on the targeted enemy, how do I get these markers back while still using this mod.
Thanks in advance
TheDarkWraith
07-04-11, 09:30 AM
Hi guys new here, quick question.
I've installed magnum opus, its the only mod I have installed.
before installing this mod I had the little aiming numbers on my scopes and on the targeted enemy, how do I get these markers back while still using this mod.
Thanks in advance
Open up the TAI and/or NavMap features screens (You have to press the round button). There you'll find an option to display the torpedo circles.
Open up the TAI and/or NavMap features screens (You have to press the round button). There you'll find an option to display the torpedo circles.
Thanks man, luv ya work
While I'm asking questions
This mod installed a namograph, how do I use this.
I saw a youtube video a guy pulled what looked to be a ship recog manual (same style) it had speed/distance, does this namograph help with speed calculations?
Am I right in thinking I zoom into the map all the way, make a mark, time 1 minute measure distance, if its 250 I can see from the namograph its 9/10 knots?
Poacher886
07-04-11, 11:23 AM
For what it's worth: I think Zedi and Co's Das Campaign is going to be a significant part of Magnum Opus, and it'll be atleast another week before Das Campaign will be ready. This is the most significant event in Subsims since the realease of Silent Hunter 5. I have a feelin' it'll be worth the wait. It's not called Magnum Opus for nothin' :03:
Thanks...i've no problem waiting a week or two for something thats worth it!!! I just did'nt want to be holding out for something that will arrive in 6 months if you know what i mean!!
tracker
07-04-11, 03:16 PM
When trying to go to decks awash i can go to 8m i still have crew on deck as i am still on deck but binoc will not work and also the telport to uzo and celestrial nav check not working but i can still click uzo to use it .
if i try to go to 9m it says crew still on deck cannot dive ,do i need to change a setting in my mods to keep the binoc and celestrial nav check at this depth.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement ModLR
FX_Update_0_0_16_2_ByTheDarkWraith
U-boat Historical Specifications 1.7 for TDW Mods
Open_Horizons
sobers chimney smoke V2
SteelViking's Bunker Fixes V1.0
Sub_Exhaust_1_0_5_byTheDarkWraith
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
stoianm crew abilities available mod compatible MO
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_0_byTheBeast
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI)
Krauters Automated Scripts
Enhanced FunelSmoke1.2_by HanSolo78
sobers talking conning crew mod
German U-Boat Crew Language Pack
Church's Compass Dials Mod v2.0 - Option Two
Church's SHV 1.01 Keyboard Commands v1.1
NewUIs_TDC_6_6_0_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
TDW_No_contact_shapes_or_colors_dashed_contact_lin e
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting
Manos Scopes-patch for 16x9
Equip_Upgd_LowerRodAntena
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
NewUIs_TDC_6_6_0_Real_Navigation
BigBANGtheory
07-04-11, 03:31 PM
I haven't played SH5 for months because of this, the rate of change and quality of mods in the past 12months has been really something special and I can't wait to play again.
SIMs are funny things, they have to be right (which is a subject of indiviual opinion) and as the player you have to click with it but when you do the gaming rewards are great.
How do you change the default grey of the marks and lines you can draw on the map, I would like to change it from the grey default to black
thanks in advance
Targor Avelany
07-04-11, 06:10 PM
Look for .exe patches from TDW
Silent Steel
07-05-11, 10:52 AM
How do you change the default grey of the marks and lines you can draw on the map, I would like to change it from the grey default to black
thanks in advance
There is one exquisite program by TDW called TDW_SH5_Patcher that allows you to change all the colors of the markings on the map.
But right now I can't find where to dowload it. :nope:
Maybe someone can help?
/
TheDarkWraith
07-05-11, 11:55 AM
There is one exquisite program by TDW called TDW_SH5_Patcher that allows you to change all the colors of the markings on the map.
But right now I can't find where to dowload it. :nope:
Maybe someone can help?
/
Bottom of post #1 of .exe patches thread I made :up:
Silent Steel
07-05-11, 12:28 PM
Bottom of post #1 of .exe patches thread I made :up:
Thanks TDW! :yeah:
Psychocandy
07-07-11, 06:11 PM
Hi there,
Does this mod include one of the 'lite campaign' modifications? And if so, how would I know if they're working?
Despite having installed this mod, in the campaign's first mission, I'm still being given objectives like 'sink 50,000 tons off Britain's East coast' and 'sink 100,000 tons of Britain's South coast'. These are ridiculous figures! Are these actually the modified values?
Thanks
TheDarkWraith
07-07-11, 06:29 PM
Hi there,
Does this mod include one of the 'lite campaign' modifications? And if so, how would I know if they're working?
No it does not.
Shadriss
07-08-11, 10:25 PM
Unless I missed it somewhere, I've not seen an actual list of included mods. With no list, I'm having problems determining which other mods I can even use. IE, I would ASSUME that you have your FX_Update mod in here... but I dont know that for certain. And if it gets updated after the most recent update to MO, could I just d-load the updated standalone and overwrite with JSGME?
On a totally unrelated note, I'm a NUB.... again. *sigh* ANd I thought I was done with those days. I'll be down on the mess decks, cranking... again.
Targor Avelany
07-08-11, 10:28 PM
Unless I missed it somewhere, I've not seen an actual list of included mods. With no list, I'm having problems determining which other mods I can even use. IE, I would ASSUME that you have your FX_Update mod in here... but I dont know that for certain. And if it gets updated after the most recent update to MO, could I just d-load the updated standalone and overwrite with JSGME?
On a totally unrelated note, I'm a NUB.... again. *sigh* ANd I thought I was done with those days. I'll be down on the mess decks, cranking... again.
there is a readme for MO in the folder.
- TheDarkWraith: RemoveLogoIntro
- SteelViking: SV&Com Underwater Mod
- W_Clear: Environment 5.0
- Sober: sobers base wave mechanics for SH5 V11
- Conus00 and SteelViking: Compatible Conus00's Graphic Mod+SV's work
- SteelViking: SteelViking's Interior Mod v1.2
- SteelViking: Shadow Improvement Mod (High res version)
- ddrgn: U-boat Historical Specifications 1.4
- TheDarkWraith: FX Update_0_0_11_ByTheDarkWraith
- TheDarkWraith & Arclight: FX_Update_0_0_11_BARF_1_3_Full_Fix (Better and Realistic Flotation)
- TheDarkWraith: FX_Update_0_0_11_UHS_Fix
- TheDarkWraith: NewUIs_TDC_6_3_2_ByTheDarkWraith
- Trevally: Trevally Harbour & Kiel Canal Pilot v2.4
- Krauter: Krauters Automated Scripts
- Abd_von_Mumit: Patrol Routine Scripts v 01_02 by AvM
- TheDarkWraith: IRAI_0_0_29_ByTheDarkWraith
- TheDarkWraith: IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
- Oby: AirTorpedoes
- Vickers03: SUB_hyd_fix_SH5
- TheDarkWraith: SubFlags_0_0_6_byTheDarkWraith
- TheDarkWraith: Sub_Exhaust_1_0_5_byTheDarkWraith
- Heretic: MightyFine Crew Mod 1.2.1 Stock w beards
- Athlonic: MCCD_1.04
- Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
- Nisgeis: High Contrast Nav Map with Inverse Shallow Colour - Chart color scheme 3
- thfeu58: Terrain_harbour_flags_Mod_v1_2_1
- doomlordis: Dooms Decks for VIIABC41 1_4
- TheBeast: SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
- Athlonic: Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
- avee: No magic skills v1.5 MCCD compatible
- Venatore: Elite German Black & Copper Torpedo
- Pascal: Pascal uniforms
- Cerberus62: Historical Ship Equipment 1_3
- Ailantd: AilBubbles 1.0
- Ailantd: AilClouds 3_0
- Ailantd: AilSmoke 1_7
- KarlKoch: Speech fixes and additions (english version)
- Cerberus62: Additional Merchant Ships 1.1
- Heretic: Less annoying footsteps
- ACSoft: fix for Environment 5.0
- Trevally: Trevally's tutorials
gunnycook
07-10-11, 03:11 PM
First off, well done to TDW and all others involved in this mega mod. it has really made the sim more immersive.:up:
there are just a couple of things i would like to ask, ( probably somewhere within this thread but i dont have the time to read the hundred or so pages ;))
can i use any of the fixes for the sonar? i just cant seem to detect anything even at 1 knot. i have even been within 10 kms of a reported target in the fog and still not heard it
is there a fix for time compression collisions ? sometimes i find myself having to travel for days to get to a target only to collide or be attacked and sent to the locker during TC.
thanks
Targor Avelany
07-10-11, 06:25 PM
First off, well done to TDW and all others involved in this mega mod. it has really made the sim more immersive.:up:
there are just a couple of things i would like to ask, ( probably somewhere within this thread but i dont have the time to read the hundred or so pages ;))
can i use any of the fixes for the sonar? i just cant seem to detect anything even at 1 knot. i have even been within 10 kms of a reported target in the fog and still not heard it
is there a fix for time compression collisions ? sometimes i find myself having to travel for days to get to a target only to collide or be attacked and sent to the locker during TC.
thanks
have you used the .exe patcher? http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1
Shadriss
07-10-11, 10:17 PM
there is a readme for MO in the folder.
THanks for that - but only half my question got answered. THe second half had to do with updating and overwriting in JSGME those mods which have since been updated. As an example, the MO has TDW's FXupdate V11... and IIRC it's up to v16 now. COuld I safely overwrite the MO files that FX16 would affect and still have everything work?
gunnycook
07-12-11, 05:18 PM
have you used the .exe patcher? http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1
dont think so, i will try it out
Targor Avelany
07-12-11, 06:46 PM
THanks for that - but only half my question got answered. THe second half had to do with updating and overwriting in JSGME those mods which have since been updated. As an example, the MO has TDW's FXupdate V11... and IIRC it's up to v16 now. COuld I safely overwrite the MO files that FX16 would affect and still have everything work?
I would say that generally - if it is TDW's mod: yes. He is very good with back-compatability. The problems sometimes arise if you will have other mods overwriting files, especially if they don't specify the compatability. That is, howEver, trial and error way only. So far I have about 20 mods installed and have very few problems. But I also haven't dogged in the files myself that much yet.
morj_uk
07-14-11, 07:40 AM
Ok. uninstalled all my other mods, and went for this one. However , i'm fairly new at this. I torpedoed a destroyer and sank it then set sail with my tail between my legs as in hot pursuit were 2 other destroyers. Now.. these things are sticking to me like dog poo to the sole of your shoe could not shake them off. Now, not only that, there are now 8 of them. After a day of being peppered (unsuccessfully i might add) with depth charges i eventually ran out of Oxygen. In this massive thread somewhere is a way to change this difficulty so you can get rid of the poo easier. can any one help me out!!?? Please
Morgs:06:
The General
07-14-11, 09:22 AM
Ok. uninstalled all my other mods, and went for this one. However , i'm fairly new at this. I torpedoed a destroyer and sank it then set sail with my tail between my legs as in hot pursuit were 2 other destroyers. Now.. these things are sticking to me like dog poo to the sole of your shoe could not shake them off. Now, not only that, there are now 8 of them. After a day of being peppered (unsuccessfully i might add) with depth charges i eventually ran out of Oxygen. In this massive thread somewhere is a way to change this difficulty so you can get rid of the poo easier. can any one help me out!!?? Please
Morgs:06:Unfortunatly you've stumbled upon SH5's greatest flaw and a major part of what makes it currently unplayable. In certain situations, once the AI has a lock on you that lock is permanent, until you save and reload the game. This of course completely destroys the immersion factor and thus ruins the game. I know that The Dark Wraith has worked fantastically hard on an AI Mod, which you may wanna try. That's located here:
http://www.subsim.com/radioroom/showthread.php?t=171973
I'm not sure if this truly fixes that problem, it may be hardcoded (meaning it's only correctable by the development team that created SH5, that would be bad and mean that SH5 is truly dead for me). Hopefully it is fixable. I believe The Dark Wraith is working on an update for his Magnum Opus that contains a myriad of improvements and hopefully this version will make SH5 playable at last. Can't wait! :yeah:
0rpheus
07-17-11, 10:35 PM
Sorry to report I have the upright oil slick problem, they seem to follow the sub around sometimes too. Also hilarious light shafts shining through the faces of the two interactable characters (engineer and mission commander) in the sub pen :haha: Also getting a fair few CTDs.
Haven't seen a fix anywhere but never hurts to bug report. :salute:
Silent Steel
07-18-11, 01:53 AM
In this massive thread somewhere is a way to change this difficulty so you can get rid of the poo easier. can any one help me out!!?? Please
Morgs:06:
As reported by The General above the IRAI is a good suggestion since the values for the various hazards are adjustable.
//
Hi guys,
After installing via JGSME MO plus patch, I get a funny grey "popup" shield in harbour. It is divided in 2 black windows with an unclickble "ok".
Then on the grey part below it gives 3 clickable but not responding alternatives OK, ACCEPT and eehhrm CANCEL. No other mods installed, no such prob on vanilla.
I cannot interact with fregattencaptain for missionorders ect. No probs single mission (what I played thusfar)...
Any clues? Cheers, Trebb.:salute:
0rpheus
07-19-11, 09:35 AM
Any idea what the big pink splotch that appears when you've sunk a ship is? Sometimes it seems to rest on the waves, other times it seems to float about conning tower height, giving everything below the deck crew's eye-level a pink tinge!
TheDarkWraith
07-19-11, 10:51 AM
Any idea what the big pink splotch that appears when you've sunk a ship is? Sometimes it seems to rest on the waves, other times it seems to float about conning tower height, giving everything below the deck crew's eye-level a pink tinge!
It's the flare's reflection on the water. Look high up in the sky and you'll see a red flare burning (if the unit fired off a flare before being destroyed). This comes from the FX_Update mod.
0rpheus
07-19-11, 11:48 AM
Oh, I see! Thanks TDW :)
Any idea on what causes the oil slick glitch then? Looks like one of those hair-tearing recurring issues that just won't go away! :hmmm:
TheDarkWraith
07-19-11, 12:22 PM
Oh, I see! Thanks TDW :)
Any idea on what causes the oil slick glitch then? Looks like one of those hair-tearing recurring issues that just won't go away! :hmmm:
What's wrong with the oil slicks? I fixed them in the last FX_Update version. Are you using that version?
0rpheus
07-19-11, 01:19 PM
What's wrong with the oil slicks? I fixed them in the last FX_Update version. Are you using that version?
Same standing vertical reported in this thread before, also vertical ones following the boat about. I'm not using anything beyond what's in the OM mod as on the front page, I think someone mentioned that before but I thought I read in the OM docs that it was included already, so I thought I'd better not install it twice?
Same with the uboat CTD fix, that's included too isn't it? Or should I be getting that as well? I'm a bit new to SH5 modding, so sorry if these are dumb questions!
Current JSGME list:
Magnum Opus 0 0 1
Magnum Opus v0 0 1
Magnum Opus patch2
Arclight MRP
Critical hits 1.1 torpedos
TDW DC water Disturbance
Open Horizons II light
TheDarkWraith
07-19-11, 01:29 PM
Same standing vertical reported in this thread before, also vertical ones following the boat about. I'm not using anything beyond what's in the OM mod as on the front page, I think someone mentioned that before but I thought I read in the OM docs that it was included already, so I thought I'd better not install it twice?
Same with the uboat CTD fix, that's included too isn't it? Or should I be getting that as well? I'm a bit new to SH5 modding, so sorry if these are dumb questions!
Current JSGME list:
Magnum Opus 0 0 1
Magnum Opus v0 0 1
Magnum Opus patch2
Arclight MRP
Critical hits 1.1 torpedos
TDW DC water Disturbance
Open Horizons II light
the uboat CTD fix hasn't changed in version so there's no need to install it again. The FX_Update mod has changed in version since MO so it's ok to install again (after MO)
0rpheus
07-19-11, 01:39 PM
Fair enough, I'll get that now then. :) Good to know the uboat fix is in there, must be something else wonky though as I still get the occasional CTD... though it's starting to see like that's the norm for this game even with a perfect installation! ;)
Trevally.
07-19-11, 01:44 PM
I still get the occasional CTD... though it's starting to see like that's the norm for this game even with a perfect installation! ;)
No,
This game can run without ctds if you have the correct setup.
0rpheus
07-19-11, 02:15 PM
No,
This game can run without ctds if you have the correct setup.
Argh, wonder what's causing it then? Must be something in OM you think? How frustrating lol :P
Trevally.
07-19-11, 02:32 PM
Argh, wonder what's causing it then? Must be something in OM you think? How frustrating lol :P
I wish I could say what causes them for some, but:doh: could be lots of things:O:
If you use a good mod list from users who have spent time getting them right - you should then follow the "SH how to avoid ctds" rule book.
never run TC over 1024
never run TC over 64 when close to land
install mods in bunker (unless stated ok not to)
never save/load when ships are within 30km
never save/load when underwater
learn what the mods you install do and what files they change
EDIT: Sorry TDW for this OT
0rpheus
07-21-11, 09:06 AM
More questions, sorry!
Magnum Opus 0 0 1
Magnum Opus v0 0 1
Magnum Opus patch2
Out of the above, do I need v001 installed to make MO complete, or should I leave it out if it just adds new ships? Not adding it seems to put the ubi splash back on game load and leaves the yellow 'highlight border' on crew/stations etc, which I thought was removed by MO.
Silent Steel
07-21-11, 09:50 AM
More questions, sorry!
Magnum Opus 0 0 1
Magnum Opus v0 0 1
Magnum Opus patch2
Out of the above, do I need v001 installed to make MO complete, or should I leave it out if it just adds new ships? Not adding it seems to put the ubi splash back on game load and leaves the yellow 'highlight border' on crew/stations etc, which I thought was removed by MO.
Welcome to SubSim Orpheus :D
There's no need to be 'sorry' - we're all here to help each other!
Keep your questions coming.
If you go here;
http://www.subsim.com/radioroom/showthread.php?t=176123 (http://www.subsim.com/radioroom/showthread.php?t=176123)
you'll see that you need only the v0.0.1 and the Patch 2.
This one takes the intro away
http://www.gamefront.com/files/15735889/RemoveLogoIntroTheDarkWraith.7z/ (http://www.gamefront.com/files/15735889/RemoveLogoIntroTheDarkWraith.7z/)
And this one takes the halos away;
No Bubble, No Halo - No Dialog Indicator
http://www.subsim.com/radioroom/downloads.php?do=file&id=1556 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1556)
/:up:
0rpheus
07-21-11, 10:38 AM
Ah, I see - thanks SS! I'm not bothered about the logo intro or removing the halos, just that they reappeared after removing the v0_0_1 and I got confused about what mod was doing what! I do notice without the v0_0_1 I also revert back to the stock torpedo loadout screen - any idea what the mod was that made it look better? Have reverted back to the beta v0_0_1 just to get that back as I can't seem to find it on the site.
Also, should I be getting the latest Dynamic Environment mods and IRAI? What order should I install them, before or after the base MO?
Thanks again :salute:
Also, just to confirm TDW, I am still getting the vertical oil slicks following me around with the latest FX Update. Mod list as follows:
Capthelms audio mod
MO 0 0 1
MO v0 0 1
MO Patch 2
FX Update 0 016 2 by TDW
Depth_Keeping_Problem_UHS_patch HB_1_0_0
Shadow Improvement Mod LR
TDW DC Water Disturbances
Arclight MRP
Critical Hits 1.1 Torps
OH II Light
Don't know if it's any help with an explanation, but a save/reload fixes it.
Hi guys,
After installing via JGSME MO plus patch2, I get a funny grey "popup" shield in harbour.
It is divided in 2 black windows with an clickble but no responding "ok".
Then on the grey part below it gives 3 clickable but not responding alternatives OK, CLEAR, ACCEPT and CANCEL. No other mods installed, no such prob on vanilla.
I cannot normally interact with fregattencaptain for missionorders ect. (red "injured" message shield)
No probs to play single mission (what I played thusfar)...
Any clues? :hmmm: Cheers, Trebb.:salute:
Edit: I tried an screen image of this, but am too old to get it to work..
Silent Steel
07-22-11, 05:47 AM
Hi guys,
After installing via JGSME MO plus patch2, I get a funny grey "popup" shield in harbour.
It is divided in 2 black windows with an clickble but no responding "ok".
Then on the grey part below it gives 3 clickable but not responding alternatives OK, CLEAR, ACCEPT and CANCEL. No other mods installed, no such prob on vanilla.
I cannot normally interact with fregattencaptain for missionorders ect. (red "injured" message shield)
No probs to play single mission (what I played thusfar)...
Any clues? :hmmm: Cheers, Trebb.:salute:
Edit: I tried an screen image of this, but am too old to get it to work..
Hi Trebb
Too old? I don't think so.
Are you patched to 1.2.0 ?
If not run this one :
C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
Then disable the MO and enable again. Let's see if it gets you up and running.
If not check you've applied the Patch 2 correctly.
Should do the trick :yep:
Regards
Hi Silent Steel!
Tried all that:
1. Double checked 1.2.0 as version.
2. Re-unzipped MO and patch 2, into MODS folder JSGME. Then activated it as only mods.
Inside Patch 2 JSGME file is also called "Magnum_Opus_v0_0_1", just like main mod right?
No change. I have SH5 installed on my external drive "I:" and I noticed 8 funny files dumped in the main directory called Page_soandso.TDW.
It seems like a problem related to keyboard mixup. Maybe I´d better reinstall the game...
Cheers trebb.
Nb. Maybe not to old, just a bit frustrated:salute:
Stormfly
07-22-11, 04:14 PM
an old version of TDW`s New UI`s is also part of MO, did you touched the optionsfile of it ? ...if so restore the original options file, or install the latest version of TDW`s New UI`s
if that was the problem, you have to be very careful by editing the options file.
@Trebby
Very usefull and complete information how to install MO and TDW NewUI
http://http://www.subsim.com/radioroom/showpost.php?p=1629509&postcount=27 (www.subsim.com/radioroom/showpost.php?p=1629509&postcount=27")
After doing everything in accordance to it, also try to run the sh5.exe file under admin rights:salute:
Hi gents,
@ Stormfly: no, didnt touch a thing..
@ Vlad: thankx for nice link to Stoainm´s vids, good setup help!
I´ll reinstall and try it bottom up, see what happenz.
Cheers to Y´all
0rpheus
07-23-11, 07:19 AM
Sorry to be a broken record, but any thoughts on the vertical oil slicks TDW? As you say you've fixed it I guess I must be doing something wrong somewhere! :D
Trevally.
07-23-11, 07:33 AM
Sorry to be a broken record, but any thoughts on the vertical oil slicks TDW? As you say you've fixed it I guess I must be doing something wrong somewhere! :D
Orpheus - you should first check and see if you have installed the FX mod correctly.
To do that - uninstall it with JSGME so that it moves to the left side of JSGME window.
Then right click and explore.
The first folder you should see is a data folder.:up:
@ Vlad, Stormfly & Silent Steel:
YEZZ! :woot: Works like a charm after reinstalling and painstakingly modding according Stoiamn´s vids...
Thanks guys, for some reason some files must have gotten corrupted.
Cheers, trebb:salute:
0rpheus
07-23-11, 07:23 PM
Orpheus - you should first check and see if you have installed the FX mod correctly.
To do that - uninstall it with JSGME so that it moves to the left side of JSGME window.
Then right click and explore.
The first folder you should see is a data folder.:up:
Ah good thought, moved it to the right place and it seems to be ok now. Time for a new campaign! Thanks again :)
mobucks
07-24-11, 11:53 PM
still pray for the day we can get a one shot mega download. new things still being developed. i cant wait! if its 4 years from now, it will still be worth it.
0rpheus
07-25-11, 03:49 PM
One question which leads to another: how expensive (in terms of promotion points) have you made the 'Faster Battery Recharge' ability on the Motor Officer? I have 37 promotion points and I still can't afford it - I don't mind so much for the other skills (not even used them yet as I've been saving up for this) but this one is a bit of a must as it takes almost the whole day to charge batteries early on, and according to the forums I should be getting skills like the cook's meal etc as well, which will take forever at this rate!
Which leads to the next - can I change the cost manually - and subsequently, is it possible to revert to the stock abilities whilst still using MO? I assume you changed them for realism as I understand they were a little overpowered, but as the stock game is arse I've not played an unmodded game yet, and so have never tried any of them.
Cheers in advance :)
EDIT: While I'm at it, were I to get the latest IRAI to overwrite the MO version, would it be ok to put it at the end of the mod list, or will it need to go somewhere specific? Would be a pain to have to remod the whole thing again as I'm getting a bit tired of restarting lol. I assume even with the older version the AI improves over the course of the war, as I'm regularly evading escorts that would have crippled me in SH4/TMO? I get that early war they had crap sonar etc, but even still.. :)
One question which leads to another: how expensive (in terms of promotion points) have you made the 'Faster Battery Recharge' ability on the Motor Officer? I have 37 promotion points and I still can't afford it - I don't mind so much for the other skills (not even used them yet as I've been saving up for this) but this one is a bit of a must as it takes almost the whole day to charge batteries early on, and according to the forums I should be getting skills like the cook's meal etc as well, which will take forever at this rate!
Which leads to the next - can I change the cost manually - and subsequently, is it possible to revert to the stock abilities whilst still using MO? I assume you changed them for realism as I understand they were a little overpowered, but as the stock game is arse I've not played an unmodded game yet, and so have never tried any of them.
Cheers in advance :)
If I'm not mistaking, 'stoianm upgrade available mod' and 'stoianm crew abilities available mod' + 'eguipment upgrate fix by the Beast' allows to make any upgrades without any points that are good for 'shooters' but not for the realistic sim:yep:. Just read the 'List your mod loadout/order' thread to install the propper versions of this mods correctly in to the right place:salute:.
0rpheus
07-26-11, 08:35 AM
Thanks Vlad, I'm running with Stoianm's free upgrades and Beast's extra upgrades as a result of your post. I'm not sure I want all the crew abilities to be free though - I like the progression and I don't mind having some of the more unrealistic ones locked out (wtf is 'reveal hidden enemies', lol?).
So I think, if possible I'd just like to alter the cost for the battery recharge skill. It doesn't make much sense for it to cost more than 37 points when other abilities cost one or two points a level. Any thoughts TDW? Is it possible?
TheDarkWraith
07-26-11, 08:40 AM
So I think, if possible I'd just like to alter the cost for the battery recharge skill. It doesn't make much sense for it to cost more than 37 points when other abilities cost one or two points a level. Any thoughts TDW? Is it possible?
Anything is possible. You just have to edit the correct file. I'm away from my computer so I can't look and see which file it is. Try doing a search on your computer for SpecialAbilities.upc as that seems to ring a bell currently.
0rpheus
07-26-11, 10:02 AM
That's the file, there's one in MO & the stock data files. The entry in both the stock SH5 file and the MO file are the same (presumably because I'm running the mod):
[SpecialAbility 7]
ID=Ability-Reduce-Battery-Recharge
NameDisplayable=Ability-Reduce-Battery-Recharge-Name
Description=Ability-Reduce-Battery-Recharge-Description, Ability-Reduce-Battery-Recharge-Description, Ability-Reduce-Battery-Recharge-Description, Ability-Reduce-Battery-Recharge-Description, Ability-Reduce-Battery-Recharge-Description
Levels= 1
AbilityType=BatteryRecharge ;reduces battery recharge time (in percents)
AbilityValue= 0
PointsRequirement= 0
AbilityRequirements= 0
LevelUpTree= 2
MoraleCost= 0
PointsCost= 1000
AbylityActsIn= ALL
Duration=3600
Cooldown=86400
So not sure what 'Levelup Tree' is, but looks like it costs 1000 points! :o I assume that's the number to alter anyway?
If I alter these files, will I have to remove and re-add MO to the mod list in order for it to work? Last time I messed with the mod list too much it wrecked my campaign and I'm a bit wary!
EDIT: just tried RTB's Morale Mod, but it CTDs any existing saves, so thats not an option. :(
Double Edit: Yup, altering that file (found in data/UPCDataGE/UPC Crew Data) to 10 sets the in-game cost to 10 as expected. Assume it'll revert if I uninstall MO but it's an easy tweak, thanks for the pointer TDW. Will probably go back through that list and check the others, as I think there are a few more that costs 1000 points. :)
mobucks
08-01-11, 06:54 AM
Following Sobers Mod List, to the T, i see he does not use MO.
So going from MO, IRAI, FX, and OHII in one day to
Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent Hunter 5\MODS]
Carotio_IntercontinentalRadioPack
Accurate German Flags
RemoveLogoIntroTheDarkWraith
NDB,NDH OM#1 - No Dialog Indicator
Capthelms Audio Mod
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
U-Boat Ballast Tanks SFX
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
sobers silent hud
FX_Update_0_0_16_2_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
Manos Scopes-Core Files
Manos Scopes-patch for 8x5
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
OPEN HORIZONS II
OH II and Light Campaign Radio Messages v3
MightyFine Less Annoying Footsteps 1.0
Church's Compass Dials Mod v2.2 - Option Three
sobers chimney smoke V2
sobers see thru wake fix
sobers smaller water drops
MadMaxs_SH5_Subdiesel
I have noticed that, the weird black flashy objects/glitchy textures of far away objects IS GONE.
I believe something in MO causes black flashy on/off texture weirdness for some people. Can anyone else confirm that their game of MO has black flashy on/off weirdness? The problem is most apparent looking through binoculars at ships.
Silent Steel
08-01-11, 07:31 AM
I have noticed that, the weird black flashy objects/glitchy textures of far away objects IS GONE.
I believe something in MO causes black flashy on/off texture weirdness for some people. Can anyone else confirm that their game of MO has black flashy on/off weirdness? The problem is most apparent looking through binoculars at ships.
Hi Mobucks,
How distant do you mean these objects are? 2-3 miles, ~10 miles or maybe more?
What GPU do you have?
Are you using some software to adjust the GPU's performance?
In case you do - what are your settings?
What are your graphics settings in the game menu?
Regards :salute:
//
mobucks
08-01-11, 08:01 AM
Opps sorry for the confusion, i did not mean far away,
the problem is visible on close ships, any range where you can clearly see the details of the ship. Much more easily noticed when looking at close range ship with binoculars.
Nothing has changed in my graphics options/video setup from the transition from MO to Sobers set up.
intel q9300 quad core 2.5ghz
geforce 260 896mb
6GB DDR2 ram
All game settings maxxed, except FSAA, which is off.
THE_MASK
08-01-11, 08:40 AM
Be aware that i get ctds from OH2 full . The campaign is flawless , its just that the ships need some work . The lite version of OH2 has no ctds . I just thought i would let you know .
Silent Steel
08-01-11, 09:56 AM
Opps sorry for the confusion, i did not mean far away,
the problem is visible on close ships, any range where you can clearly see the details of the ship. Much more easily noticed when looking at close range ship with binoculars.
Nothing has changed in my graphics options/video setup from the transition from MO to Sobers set up.
intel q9300 quad core 2.5ghz
geforce 260 896mb
6GB DDR2 ram
All game settings maxxed, except FSAA, which is off.
Can't see why this config shouldn't work just fine.
But-
Are you using nHancer for your GPU?
If you're using nHancer - what settings? Even try to just switch it off. I remember my old GeForce GPU and nHancer... Could be a real pain in the a**
Pay attention to Anti Aliasing, don't push it too far + AA mode.
Also - I get best performance with Vertical Refresh on.
Even try to lower your Shadows in the main menu.
What about your screen -
Make?
Rez?
Settings? :hmmm:
I agree with what Sober said above. The OH2 Full is eating FPS and memory so I find it better to run the Light beacause of better performance.
(ATI FirePro-V7800 2GB and 8 Mb Ram GDDR5)
Cheers
mobucks
08-01-11, 10:10 AM
EDIT: The anomilies came back when stress testing in Scapa Flow OHII. I think it has something to do with too much resources being used. Oh well. Disregard all I've said below.
hmm, going from the MO/FX/UIs/IRAI/OHII ---- terrible FPS
to
Sobers modlist i stated below,
I have a much smoother game leaving port on first mission.
I will test more.
I wont be reinstalling MO just to see these graphics anomilies and troubleshoot them, they are gone with this current setup, so that is all i care about.
I merely posted my experience because AFAIK people had been reporting similar issues, I know many of us use MO, and figured people might see them resolved by removing that mod.
Cheers.
Silent Steel
08-02-11, 05:55 AM
EDIT:
...terrible FPS...
I have a much smoother game leaving port on first mission.
Have you tried the d3d Antilag yet? It should help you get a steady FPS and smooth performance in all missions/campaigns. :up:
If not download it here;
http://www.gamefront.com/files/user/BadgerFinn (http://www.gamefront.com/files/user/BadgerFinn)
Read the 'readme.txt' file carefully, you can't apply this one with JSGME.
/
mobucks
08-02-11, 08:03 AM
Well, the 260 is not that great for this game. It struggled with the stock game. So things will always be framey for me.
I use the D3Dantilag with default settings. It allowed me to run the game with shadows. Even FSAA.
Heh, give me a few more FPS, and i'll find a way to make it low again. Love shadows.
I haven't tried playing SH5 for several months now due to low machine performance specs, I have since upgraded my video card so it may be playable, my specs:
Win XP Pro
Asus M3A32-MVP Deluxe Motherboard
4gb HyperX Ram (1070mhz)
AMD Phenom II Deneb dual core (3.71ghz)
AMD Radeon HD6850 (GPU 850mhz Mem 1050mhz)
Are these specs sufficient?:hmmm:
@ TDW, since I do not yet have OM, is it worth downloading and adding mods or would it be better to have patience and wait for the next version?:hmmm:
Thanks.
Silent Steel
08-09-11, 09:52 AM
I haven't tried playing SH5 for several months now due to low machine performance specs, I have since upgraded my video card so it may be playable, my specs:
Win XP Pro
Asus M3A32-MVP Deluxe Motherboard
4gb HyperX Ram (1070mhz)
AMD Phenom II Deneb dual core (3.71ghz)
AMD Radeon HD6850 (GPU 850mhz Mem 1050mhz)
Are these specs sufficient?:hmmm:
@ TDW, since I do not yet have OM, is it worth downloading and adding mods or would it be better to have patience and wait for the next version?:hmmm:
Thanks.
Hi Reece
Your specs should be capable enough.
I think you should download the OM + it's patch and the NewUIs_TDC too and try them. Enable the NewUIs_TDC after MO.
Don't forget the patch.
:up:
Hi Reece
Your specs should be capable enough.
I think you should download the OM + it's patch and the NewUIs_TDC too and try them. Enable the NewUIs_TDC after MO.
Don't forget the patch.
:up:
Very tempted, I just didn't want to possibly exceed my download limit if there was a new version around the corner, maybe a long way off yet but it would be typical my luck for me to download it then a new version is announced!:doh:
Edit:
Cripes it's only 250mb, thought it would be GWX size!!:D
0rpheus
08-09-11, 09:41 PM
Opps sorry for the confusion, i did not mean far away,
the problem is visible on close ships, any range where you can clearly see the details of the ship. Much more easily noticed when looking at close range ship with binoculars.
Nothing has changed in my graphics options/video setup from the transition from MO to Sobers set up.
intel q9300 quad core 2.5ghz
geforce 260 896mb
6GB DDR2 ram
All game settings maxxed, except FSAA, which is off.
Actually I get this too! Always thought it was just my system... I'll try and get some screens.
Silent Steel
08-10-11, 05:31 AM
Very tempted, I just didn't want to possibly exceed my download limit if there was a new version around the corner, maybe a long way off yet but it would be typical my luck for me to download it then a new version is announced!:doh:
Edit:
Cripes it's only 250mb, thought it would be GWX size!!:D
For sure there is a 'full' version coming but as it takes some more time to get it ready for release I still think you should try it out.
I mean with the NewUIs_TDC applied as well. :up:
/
0rpheus
08-10-11, 10:53 AM
Well I had a go at getting some screens of the flashy black texture problem, and it's actually quite difficult - the screens don't catch the flashing very well. Here's the best ones I could get:
http://cloud.steampowered.com/ugc/558664839982908209/4D80E470FB9EF48367C45C1F9EE6F42C35C54F48/
http://cloud.steampowered.com/ugc/558664839982922280/E22388E3176295EA74841DD65AA31AE9B7F0177A/
You can kinda see it on the striped bow of the ship... you can see what look like shadow triangles.. but it's not very clear. The bow, the launcher things in the middle of the ship, the porthole on the side of the DD all flash black at quite high speed... you can kinda see a tiny black tear on the porthole too.
I'm not sure if it's the shadows causing it or the textures. Sometimes the effect is very visible on terrain if you use the free camera and move it quite far away from the sub, ships too. I might have a look and see if I can get a terrain grab of it when I come into port later.
Silent Steel
08-10-11, 12:04 PM
Well I had a go at getting some screens of the flashy black texture problem, and it's actually quite difficult - the screens don't catch the flashing very well. Here's the best ones I could get:
http://cloud.steampowered.com/ugc/558664839982908209/4D80E470FB9EF48367C45C1F9EE6F42C35C54F48/
http://cloud.steampowered.com/ugc/558664839982922280/E22388E3176295EA74841DD65AA31AE9B7F0177A/
You can kinda see it on the striped bow of the ship... you can see what look like shadow triangles.. but it's not very clear. The bow, the launcher things in the middle of the ship, the porthole on the side of the DD all flash black at quite high speed... you can kinda see a tiny black tear on the porthole too.
I'm not sure if it's the shadows causing it or the textures. Sometimes the effect is very visible on terrain if you use the free camera and move it quite far away from the sub, ships too. I might have a look and see if I can get a terrain grab of it when I come into port later.
Hi Orpheus
Could you please tell me about;
- Your GPU, it's driver version and RAM.
- Graphics settings in the Main Menu in the game.
- If you're running a GeForce GPU - are you running nHancer?
- Do you run any shadow improvement mod?
/Regards
0rpheus
08-10-11, 12:11 PM
Hi Orpheus
Could you please tell me about;
- Your GPU, it's driver version and RAM.
- Graphics settings in the Main Menu in the game.
- If you're running a GeForce Card - are you running nHancer?
- Do you run any shadow improvement mod?
/Regards
Sure:
ATI 5770 1gb x2 in Crossfire, though I run a single card for SH5. Catalyst is 11.5.
Here's a screen of my in-game settings: http://cloud.steampowered.com/ugc/558664839984058019/17DB2337CC8A496D0198F430319858CF3D9D6401/
No nHancer, but I do run ShadowImprovementLR as the heavier version in MO kills my fps a bit.:D
tonschk
08-10-11, 12:19 PM
Sure:
ATI 5770 1gb x2 in Crossfire, though I run a single card for SH5. Catalyst is 11.5.
Here's a screen of my in-game settings: http://cloud.steampowered.com/ugc/558664839984058019/17DB2337CC8A496D0198F430319858CF3D9D6401/
No nHancer, but I do run ShadowImprovementLR as the heavier version in MO kills my fps a bit.:D
The size of the monitor also affect the FPS , the bigger the monitor the lower FPS
0rpheus
08-10-11, 12:25 PM
The size of the monitor also affect the FPS , the bigger the monitor the lower FPS
I know. I get a stable 50+ with my current settings. I forget exactly what happened with the heavier improvements, bit more stutter I think, either way it was enough to make me downgrade. :D
Silent Steel
08-11-11, 12:53 AM
The size of the monitor also affect the FPS , the bigger the monitor the lower FPS
I run an ATI GPU as well and I found that the Catalyst/CCC was messing with my SH5 performance.
Make a fresh driver install but don/t install the CCC, just the driver. The 11.7 runs fine on my system.
Make sure you first uninstall your current driver properly.
Go here for intsructions on how to do it;
http://support.amd.com/us/kbarticles/Pages/737-20870HowtoInstallYourATIProduct.aspx#header3 (http://support.amd.com/us/kbarticles/Pages/737-20870HowtoInstallYourATIProduct.aspx#header3)
Make sure you choose the proper Article - Article GPU-33/Win7, Article GPU-1/Vista, Article GPU-2/XP
I run a 27" display + the d3d Antilag and haven't had any FPS losses. These are my d3d settings;
RenderAheadLimit=3
FPSlimit=38
And my Main Menu settings;
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4668
Turn the Vertical Sync on.
Runs brilliantly. :up:
I suggest you try it.
Regards
0rpheus
08-11-11, 09:48 AM
I'm not sure that it's a driver issue as I've never seen anything like it in other games, though I'll try tweaking some Catalyst settings maybe over the next few days. If mobucks is also running ATI then maybe it is.. but I'm going to wait until 11.8 is released before I go through the hassle of updating again. ;) Also I didn't realise you could install the drivers without the catalyst software... how would you control your cards without it?
It looks like the shadow settings are going bonkers.. other than that I don't know how to describe it, sharp edges like bow, some hull plates, portholes, textures on DC launchers all flash black very fast.
On a possibly unrelated note, looking at your gfx settings Silent I'm surprised to see the particles so high.. they slow my system down something terrible! Though I've just remembered someone here mentioning that having particles off could cause little gfx glitches, maybe it's that?
Silent Steel
08-11-11, 10:26 AM
I'm not sure that it's a driver issue as I've never seen anything like it in other games, though I'll try tweaking some Catalyst settings maybe over the next few days. If mobucks is also running ATI then maybe it is.. but I'm going to wait until 11.8 is released before I go through the hassle of updating again. ;) Also I didn't realise you could install the drivers without the catalyst software... how would you control your cards without it?
It looks like the shadow settings are going bonkers.. other than that I don't know how to describe it, sharp edges like bow, some hull plates, portholes, textures on DC launchers all flash black very fast.
On a possibly unrelated note, looking at your gfx settings Silent I'm surprised to see the particles so high.. they slow my system down something terrible! Though I've just remembered someone here mentioning that having particles off could cause little gfx glitches, maybe it's that?
If you go to http://support.amd.com/us/kbarticles/Pages/GraphicsDriverInstallationInstructionforMicrosoftW indows7.aspx (http://support.amd.com/us/kbarticles/Pages/GraphicsDriverInstallationInstructionforMicrosoftW indows7.aspx), you'll find various download options. With CCC or just the driver.
Download and save the driver (not the pack with the CCC and the rest of what I would call crap) and go through the uninstall, follow the instructions and make sure there are no ATI icons left in the Controlpanel\Programs and functions after uninstall.
Sometimes the CCC is a bit persistent and uninstall just won't take all the ATI icons away, if so download the CCleaner ; http://download.cnet.com/ccleaner/ (http://download.cnet.com/ccleaner/) and let it sweep them out from your system.
I guess you'll gain very little by waiting for the 11.8. The 11.7 runs fine.
And you say '...how would you control your cards without it?' - The CCC just gives you some options to set some values but this far I've only seen this causing conflicts with ingame settings.
Even for other sims as well, not only SH5.
The Windows graphics settings are just enough.
I suggest you try it. I'm quite confident you'll see what I've seen. :up:
0rpheus
08-11-11, 10:30 AM
Ok I'll have a look, if I can't fix it then I'll look at new drivers. Will wait to hear if mobucks also runs ATI as that will be a factor no doubt! :D
Deep Six
08-12-11, 06:32 AM
The Darkwraith, what a fanstastic piece of modding you have here, this and OH has brought renewed intrest in SH5...
But I have a request, I read in the notes to patch v2 that you have implemented through the messaging interface, ships can now report sighted periscopes....Can this be toned down/turned off. I ask because its almost "spamming the gui" with this type of message. I would estimate on my first real patrol to the UK eastern coastal waters, that 60% of the messages where of the type "Periscope sighted....Blah...Blah" I was constantly opening the message recived interface to delete these entries.
Another option, if doable is to put this type of message inside the right hand side message log..So rather then seeing a "Message recived" text when then in turn you have to open the message box proper, only to find its a "Periscope sighted message"..You actually get the message in its proper format in the log box...Anyways congratulations ona magnificent put together mega mod.
Cheers
Deep Six
THE_MASK
08-12-11, 06:41 AM
Look in CNewUIs_TDC_6_7_0_ByTheDarkWraith\data\Scripts\Men u\TheDarkWraithUserOptions.py:o
Sartoris
08-13-11, 05:38 AM
When I extract the contents of the patch into my MOD folder there are 6 subfolders: Antlag, Maps, MODS, nVidia missing lights, Shadows, Text.
Can I activate them all at once (as a folder called patch2) using JSGME or do I have to activate them individually?
Trevally.
08-13-11, 05:59 AM
see here http://www.subsim.com/radioroom/showpost.php?p=1629509&postcount=27
:up:
Sartoris
08-13-11, 06:08 AM
Thank you very much. Now I remember seeing that thread. Sorry for posting about something that's been stickied.
Deep Six
08-13-11, 08:56 AM
@Sober, thanks shipmate...I installed new-ui's 6.7 over MO and thatb did the trick....On the message screen there is now an option to turn of "submarine sighted" messages :yeah:
Cheers
Deep Six :salute:
0rpheus
08-13-11, 12:14 PM
Ok, because screenshots just don't work I've made a video of the flickering problem. It's 25meg - smallest I could get it with reasonable quality I'm afraid, and I have no youtube account, so you can download it here: http://www.mediafire.com/?4ov2ga49jhsugbu
Hopefully this helps someone figure it out! It's starting to grate but I don't want to drop MO as it has the nicer torpedo loadout screen etc. :D
Deep Six
08-14-11, 06:58 AM
Orpheus, just had a look at your video and compared it to my mod loadout with MO....I don't usually play with external view enabled, but for this purpose I did. I'm getting the very same graphical glitching. I did notice though that if you pan around the effected model, the flickering dissapears and seems to stay away. I'm wondering if this has anything to do with shadows?
I'm running 2XNvidia 460 GTX in SLI, so very different from your rig with ATI Gpu's. So as this seems to be cross gpu specific I do not think its a driver issue, as my drivers are bang up to date. I'll spend some time today experimenting with the shadow section of MO...High/Med/Low and without in conjunction with the main interface sliders...Ses if it changes anything.
On another note, does SH5 support SLI/Crossfire?
Cheers
Deep Six
Silent Steel
08-14-11, 09:51 AM
I'll spend some time today experimenting with the shadow section of MO...High/Med/Low and without in conjunction with the main interface sliders...Ses if it changes anything.
On another note, does SH5 support SLI/Crossfire?
Cheers
Deep Six
I agree on this but still I must say that with SH5 at least my ATI GPU works far better without CCC/Catalyst.
My best advice is - throw it out from your system. :up:
Until now I can't think of even one moment when I regretted this.
/
0rpheus
08-14-11, 11:44 AM
Orpheus, just had a look at your video and compared it to my mod loadout with MO....I don't usually play with external view enabled, but for this purpose I did. I'm getting the very same graphical glitching. I did notice though that if you pan around the effected model, the flickering dissapears and seems to stay away. I'm wondering if this has anything to do with shadows?
I'm running 2XNvidia 460 GTX in SLI, so very different from your rig with ATI Gpu's. So as this seems to be cross gpu specific I do not think its a driver issue, as my drivers are bang up to date. I'll spend some time today experimenting with the shadow section of MO...High/Med/Low and without in conjunction with the main interface sliders...Ses if it changes anything.
On another note, does SH5 support SLI/Crossfire?
Cheers
Deep Six
Thanks for checking DeepSix, I appreciate it. Guess that's three of us who can reproduce this glitch. And yeah it does seem to stabilise sometimes when you pan in/out or around the ship, but it doesn't seem to be 100% even when it does improve in this way.
I think you might be on to something with the shadows. When I see it in game, I see texture glitches that seem to divide the hull into discrete rectangles/areas, though it's difficult to make out because of the movie compression, and the flashing on raised textured surfaces like the deck guns, deck hatches etc that you can see in the vid. At first I thought it was trying to apply shadows to the ships' damage zones, but I assume they wouldn't include stuff like the deck hatches so I'm probably wrong there.
Mobucks said that when he removed MO and used Sober's list, the texture glitching vanished, so it must be something in MO causing it. I guess we'll need to wait for TDW to return from holiday as he knows MO better than anyone! Fingers crossed though as this is an important issue! :D
lucas95
08-14-11, 12:40 PM
Thanks for checking DeepSix, I appreciate it. Guess that's three of us who can reproduce this glitch. And yeah it does seem to stabilise sometimes when you pan in/out or around the ship, but it doesn't seem to be 100% even when it does improve in this way.
I think you might be on to something with the shadows. When I see it in game, I see texture glitches that seem to divide the hull into discrete rectangles/areas, though it's difficult to make out because of the movie compression, and the flashing on raised textured surfaces like the deck guns, deck hatches etc that you can see in the vid. At first I thought it was trying to apply shadows to the ships' damage zones, but I assume they wouldn't include stuff like the deck hatches so I'm probably wrong there.
Mobucks said that when he removed MO and used Sober's list, the texture glitching vanished, so it must be something in MO causing it. I guess we'll need to wait for TDW to return from holiday as he knows MO better than anyone! Fingers crossed though as this is an important issue! :D
Sorry for my bad english :-?
I have the very same problem (glitch on some doors of the ships) without having Magnus Ops installed (its downloading :rock:), so I wouldn't associate it to magnus ops....
0rpheus
08-14-11, 01:04 PM
Sorry for my bad english :-?
I have the very same problem (glitch on some doors of the ships) without having Magnus Ops installed (its downloading :rock:), so I wouldn't associate it to magnus ops....
Ah ok, I assume you checked the video to make sure it was the same glitch - could you post your mod list? MO incorporates a lot of mods into a single package so it might be possible to identify which mod is causing it if we know what you're using :)
etheberge
08-14-11, 02:52 PM
Orpheus and others with the graphic glitch:
I haven't booted up SHS in a long time but your video looks like a glitch introduced/made more evident by a camera mod from CCIP. I think either a) that mod is in MO/TDW UIs or b) TDW tweaked the camera too and you're seeing the same kind of problem.
A good way to test would be to replace the camera.dat file in Data\Library with the default version and see if the problem goes away.
You can find a copy of the default camera.dat file in this download (in the backup folder) in case you don't have it handy: http://www.subsim.com/radioroom/downloads.php?do=file&id=1571&act=down
Also have a look at the last few posts of this thread: http://www.subsim.com/radioroom/showpost.php?p=1301599&postcount=1 (http://www.subsim.com/radioroom/showthread.php?p=1301599&mode=linear#post1301599)
I haven't read all your posts on the problem so forgive me if I'm way off.
0rpheus
08-14-11, 03:56 PM
Orpheus and others with the graphic glitch:
I haven't booted up SHS in a long time but your video looks like a glitch introduced/made more evident by a camera mod from CCIP. I think either a) that mod is in MO/TDW UIs or b) TDW tweaked the camera too and you're seeing the same kind of problem.
A good way to test would be to replace the camera.dat file in Data\Library with the default version and see if the problem goes away.
You can find a copy of the default camera.dat file in this download (in the backup folder) in case you don't have it handy: http://www.subsim.com/radioroom/downloads.php?do=file&id=1571&act=down
Also have a look at the last few posts of this thread: http://www.subsim.com/radioroom/showpost.php?p=1301599&postcount=1 (http://www.subsim.com/radioroom/showthread.php?p=1301599&mode=linear#post1301599)
I haven't read all your posts on the problem so forgive me if I'm way off.
You're far from way off Etheberge, that's exactly the problem, and it is linked to that camera mod. I created a mini-mod containing just the default cameras.cam file and overwrote MO (and New UIs with TDC 6_6_0 as it also modifies the .cam file) and tested it: the glitching is massively reduced.
There is still a little flickering at very long distance, as mentioned in the other thread and the main camera mod thread - but it's much more tolerable. Shame to lose the camera fixes as going back to default is a little jarring, but it's certainly a huge improvement. Thanks dude!:rock:
Looking at the original camera mod thread this problem was identified and never fixed... I assume that mod has long since bitten the dust (last post 2010) and there's little hope of a fix now? Good to have the problem identified though!
Poacher886
08-15-11, 01:15 PM
I was wandering what is still outstanding for the new MO mod update?....Do you (TDW) have all the components and are just waiting to get the time to put them all together and test? or are you waiting on fixes for other mods your are hopping to include?
Any feedback on the current state of development, or even better a rough date would be appreciated. Im still holding off returning to SH5 until this is released, hence the question.
Thanks, gamers rely on yours and others talents!!
The General
08-15-11, 04:20 PM
Any feedback on the current state of development, or even better a rough date would be appreciated. Im still holding off returning to SH5 until this is released, hence the question.
Thanks, gamers rely on yours and others talents!!Me too! :DL
Don't hold off! MO is running great. You guys wont be disappointed. It made me come back to SH5. I didn't want to have a million mods. I started with MO and it really does give SH5 the look it should of had. After that I got obsessed with adding mods and now if you look at my mod list, it kindof got out of control :ping:
It's when you see stoianm's or Magic1111's mod list that put's you off a bit, the time it takes to download these and then put in the correct order is VERY time consuming and chances are will still have problems so I understand where they are at, I am still trying to locate and download mods, many I cant find such as:
emblems&Equipment_Upgrades_Fix_1_2_byTheBeast
Depth_Dependent_Hydrophone_1.0.0
German U-Boat Crew Language Pack
SteelViking's Bunker Fixes V1.0
stoianm ship real dimensions corection
Torpedo Splash
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheBeast Bunker Mechanics Upgrade List image (U-552-Red Devil)
Progress Bar for Fuel Batt Air CO2 and Push Buttons By Torpedo v1so far!!:yep:
I will probably just wait as well!!:hmmm: Yeh I know, lazy way!!:oops::D
It's when you see stoianm's or Magic1111's mod list that put's you off a bit, the time it takes to download these and then put in the correct order is VERY time consuming and chances are will still have problems so I understand where they are at, I am still trying to locate and download mods, many I cant find such as:
so far!!:yep:
I will probably just wait as well!!:hmmm: Yeh I know, lazy way!!:oops::D
The links to download many of them are located in the first posts of threads where these mods are discussed. Also some of them are in the 'downloads' section of the forum, some of them are personal mods (such as 'stoianm real dimensions') and are not reachable by now.
So don't be lazy ,Reece, just look threw the topics of threads discussed and the download section thoroughly :DL:salute:
TheDarkWraith
08-15-11, 09:36 PM
I was wandering what is still outstanding for the new MO mod update?....Do you (TDW) have all the components and are just waiting to get the time to put them all together and test? or are you waiting on fixes for other mods your are hopping to include?
Any feedback on the current state of development, or even better a rough date would be appreciated. Im still holding off returning to SH5 until this is released, hence the question.
Thanks, gamers rely on yours and others talents!!
I don't have everything that I need for the next version yet. I'm also still compiling/testing all the mods that I want to include in the next version. I would really like to put the torp door problem that some users experience to rest before releasing the next version also. I finally got the error replacing contact's actual speed error nailed and fixed. I'm also still waiting on some projects that some users are working on to materialize to releases. ETA unknown as there are too many variables/unknown still.
Silent Steel
08-16-11, 12:06 AM
...I am still trying to locate and download mods, many I cant find...so far:yep:
Hi Reece
Google them.
As long as you have the correct names given by the author most of them are possible to find this way.
Just check that the link is taking you to SubSim.
/
After that I got obsessed with adding mods and now if you look at my mod list, it kindof got out of control :ping:
Small remark, mia:03:
In your mod list Real Sink mod is installed before OHII. But the OHII data map contains Zones.cfg. So if OHII includes your real sink mod, than the last one is not useful to be applied, if not - than real sink must be installed after OHII in order to overwrite Zones.cfg.
Is it correct?
p.s. Sorry for off-top:salute:
Silent Steel
08-16-11, 12:44 AM
Small remark, mia:03:
In your mod list Real Sink mod is installed before OHII. But the OHII data map contains Zones.cfg. So if OHII includes your real sink mod, than the last one is not useful to be applied, if not - than real sink must be installed after OHII in order to overwrite Zones.cfg.
Is it correct?
p.s. Sorry for off-top:salute:
Good morning Vlad
I think you're right, the OHII has a Zones.cfg file so it seems reasonable that the Real Sink should be enabled after the OHII
/ :salute:
Small remark, mia:03:
In your mod list Real Sink mod is installed before OHII. But the OHII data map contains Zones.cfg. So if OHII includes your real sink mod, than the last one is not useful to be applied, if not - than real sink must be installed after OHII in order to overwrite Zones.cfg.
Is it correct?
p.s. Sorry for off-top:salute:
Yes Real Sink should be after OHII. I was using OHII light before which didn't have a zones.cfg. Before I enabled OHII I deleted the zones CFG from it. Doing that will not effect OHII. Thanks for pointing that out. I will adjust my mods link so others don't get confused.
Poacher886
08-17-11, 10:47 AM
I don't have everything that I need for the next version yet. I'm also still compiling/testing all the mods that I want to include in the next version. I would really like to put the torp door problem that some users experience to rest before releasing the next version also. I finally got the error replacing contact's actual speed error nailed and fixed. I'm also still waiting on some projects that some users are working on to materialize to releases. ETA unknown as there are too many variables/unknown still.
Thanks for the heads-up.
I think i might have to take the plunge again then soon as it sounds a while away yet and im begining to get need for SH5 again.
Can the latest edition of IRAI be installed on top of MO? and does Open horizons work with MO aswell....this looks like a good starting point.
Thanks
Silent Steel
08-17-11, 09:18 PM
Can the latest edition of IRAI be installed on top of MO? and does Open horizons work with MO aswell....this looks like a good starting point.
Thanks
Yes, they work with MO and the latest IRAI can be actiated after MO :up:
Poacher886
08-18-11, 12:02 PM
Yes, they work with MO and the latest IRAI can be actiated after MO :up:
Thanks,
So just to clarify...If i install MO and Patch 2 first, then IRAI 0.300 (i think thats the latest) after, then OH11 last, it wont conflict with the MO Mod??
Thanks
Silent Steel
08-19-11, 08:26 AM
Thanks,
So just to clarify...If i install MO and Patch 2 first, then IRAI 0.300 (i think thats the latest) after, then OH11 last, it wont conflict with the MO Mod??
Thanks
You can do it that way but keep in mind - if you've done any settings in the TheDarkWraithUserOptions.py file don't forget to migrate the .py files before patching. Otherwise you'll loose your settings and will have to start all over again.
It's a good idea to always keep a backup copy of your last updated .py file e.g. on your desktop.
(Use the OptionsMigrater.exe. You find it in \data\Applications of any version of MO or NewUIs).
If you're activating some version of the NewUIs_TDC after the MO the TheDarkWraithUserOptions.py in the NewUIs_TDC will overwrite the previous activated ones in the MO.
The last TheDarkWraithUserOptions.py overwrites the previous ones.
As for the other mods it's OK but when activating OHII you will get some warnings in JSGME but just ignore them - press 'Yes'.
+ check your PM
Regards
Poacher886
08-21-11, 06:50 AM
Thanks SS, all seems good now!
I know this may be deep in this thread, but I have not been here in a long time due to life.
Anyway, I am trying this mod, with the patch and as the game loads (I am docked in La Spezia), just as the dock fades in, the game CTDs.
This does not happen with the mod and patch uninstalled.
Any idea what is going on here?
Silent Steel
08-21-11, 11:17 PM
I know this may be deep in this thread, but I have not been here in a long time due to life.
Anyway, I am trying this mod, with the patch and as the game loads (I am docked in La Spezia), just as the dock fades in, the game CTDs.
This does not happen with the mod and patch uninstalled.
Any idea what is going on here?
Have you patched SH5 to v1.2_
/
Where do I find the version of the game installed? Also, can I uninstall and reinstall without having issues with the copy protection?
In main menu it will say version in top right.
Where do I find the version of the game installed? Also, can I uninstall and reinstall without having issues with the copy protection?
I have never had issues reinstalling.
http://www9.picfront.org/picture/ivlN2Fq4/thb/Mainmenu.jpg (http://www.picfront.org/d/8k5o)
Magic1111
08-22-11, 09:45 AM
Where do I find the version of the game installed?
In Main Menu of the Game in upper right corner !
Best regards,
Magic
EDIT: Mia was 1min faster :DL
kk, I just found that I am patched up to 1.2.
However, I also noticed that for some reason I cannot deactivate some mods, showing that something has happened to my installation of Sh5. (grrr), so I am going to attempt to reinstall.
Wish me luck. LOL
@Pythos
I have never had issues reinstalling.
[/URL]
There is one issue with registration:
If You reinstalling the game from the same DVD, You had to be registered at the same user-name and enter the same password as before to get access to the UBI-account. The SH5 protection system considers to have only one account for one DVD serial number:yep:.
I've faced this issue myself and had some troubles when few months ago I reinstalled the game and tried to install it 2 weeks later, and found out that I forgot my password:damn: So there was a big mess for me when trying to create new account, everything was useless:har:.
Fortunately I found the old dbgview file saved on my PC which contained the information (user account name and password) necessary to log in.
P.S. Now I just get reed of this borrowing procedures with logging-in, synchronization of saved games, etc. at all:woot:
Sorry for off-top:salute:
kk, I just found that I am patched up to 1.2.
However, I also noticed that for some reason I cannot deactivate some mods, showing that something has happened to my installation of Sh5. (grrr), so I am going to attempt to reinstall.
Wish me luck. LOL
Patching begins automatically after installing the game from DVD You click the sh5.exe. file. Or you should better run game updater (is in support folder) to be sure the patch is installed. It's quite a long procedure, so be patios and wait until it should be installed completely:rock:.
Good luck, Pythos:salute:
Okay, The reinstall went fine. Got the game patched up to 1.2. But This mod STILL crashes to desktop.
I have installed the patch for the mod, but this is what happens.
Game loads to the main screen.
I load a saved game in dock, and wait...and wait...and wait.
Finally the bunker scene begins to load up, but before being fully loaded up, CTD.
Now, I really don't know what is going on here. Looking at the patch there does not actually seem to be anything going on. In other words all the folders in the patch contain more compressed files, as well as having a file with the original add on files. I looked at the readme and could find no installing instructions other than to use JSGME, which is what I used.
addendum: Just loaded a historic mission, and it ran fine and OMG this is gorgeous eye candy wise. LOL. But I guess this is meaning I have to restart my career :( I will try a scratch new career.
Addendum2: GOT IT!!! Not sure what was happening, but something in my initial reinstall was wrong and causing some sort of issue. I completely uninstalled the game, and cleared out its folder, and did another reinstall and patch, and the mod is running, along with others. Have yet to do a full patrol, but am back in action at least for now.
Addendum 3: The issue is still not fully solved. The CTDs, are intermittent and happen on load up. Currently starting new career, and am on the Type VIIA out in the baltic, headed to Kiel. Gonna see if the dock loads up after I reach Kiel.
I have installed the patch for the mod, but this is what happens.
I looked at the readme and could find no installing instructions other than to use JSGME, which is what I used.
Are you sure the patch2 to MO is installed correctly? There's a good video-tutorial by STOIANM (he is wright now very busy while negotiating with 'Warner Bro's' about future joint movie-projects:woot:) where the whole installation process is described properly
http://subsim.com/radioroom/showthread.php?t=181538&page=18, post#1
I load a saved game in dock, and wait...and wait...and wait.
Finally the bunker scene begins to load up, but before being fully loaded up, CTD.
I think it depends upon system requirements and number of complicated mods incl. MO installed. Running with 2048 MB of RAM I'm facing the same situation with long downloading time, being able to have a cup of coffee and to receive few messages from my housewife re. 'husband debt'.
Hi, Pythos. Pl. notice some remarks in green. If there any progress in your problem by now?
Thanks for the links about that patch. I will watch them when I get home to fix my balky installation of this mod. It works intermittently at the moment.
kk, as I approached kiel, the game crashed to desktop. It is something to do with the harbor things.
I'll continue sorting this out.
I did apply the patch as noted in those vids. Maybe did something wrong in that step. Gonna dump this download of Maxum opus, and download new ones.
I redid everything, and so far so good. U-27 is headed out into the baltic on a mission part of Open Horizons mission one.
We shall see how it goes.
Poacher886
08-25-11, 11:21 AM
@TDW.
I've been trying to get rid of radio contact reports from the BDU that are for the other side of the world. I've checked your options file and found the one which say's "Change max radius for BDU contact reports from sub"....or words to that effect.
You note that the setting is in metres and already have it set at default @45000. This is whats confusing as that equates to 45Km and that would be if anything a little close (as a max), yet i receive contact reports as far as North africa when patroling off England???
Also, im wanting to make the BDU radio contact reports refer to my chosen Hull number (adjusted via option file). The radio messages DO refer to my chosen hull but not the contact reports.
I see you added a note refering to the change of the hull number in the documents folder which i did (and saved) but when i return to the game it still calls me U-27 (not my hull number) and when i come out of the game, the documents folder has returned to U-27 again?.
Normally to adjust your options file, i just go straight into SH5/data/Scripts/Menu/options file and all works well. do i need to uninstall MO mod then change the documnets file hull number then re-install to work??
One more question, i've found the file for changing the boats max dive depth, but i am confronted with two submarine files for each boat, which is the correct one to adjust and again do i need to un-install the mod first.
Thanks alot.
Follow up:
Just for fun I tried to view the ships in the museum. Went through several US ships, got to the landing ship tank, and moved on to the next and *bam*, black screen followed by CTD.
I also encountered a CTD when attempting to start a new career, minus the tutorial.
Still having issues. Trying to sort out a commonality in the failures. The technical report has had a commonality concerning a .dll, but at the moment I forget the whole number.
This is the error code I got on my crash report when the sim crashed outside of Kiel on the way back following the Tutorial
AppName: sh5.exe AppVer 1.2.0.0 ModName: msvcr90.dll ModVer: 9.0.30729.4148 Offset: 00036bf4
Not sure how much help this will be for trouble shooting. This may be a problem isolated with my machine...which would suck, cause looking at this mod I will miss out on a lot.
Addendum: I removed everything but Magnus opus, THEN, installed just the base of OPEN HORIZONS II (I was running the full versions along with MO). I approached AND entered Kiel (fanfare).
Sooo, it would seem the problem lies with Open Horizons II, opposed to MO. Continuing looking for issue.
Silent Steel
08-27-11, 01:57 AM
This is the error code I got on my crash report when the sim crashed outside of Kiel on the way back following the Tutorial
AppName: sh5.exe AppVer 1.2.0.0 ModName: msvcr90.dll ModVer: 9.0.30729.4148 Offset: 00036bf4
Not sure how much help this will be for trouble shooting. This may be a problem isolated with my machine...which would suck, cause looking at this mod I will miss out on a lot.
Addendum: I removed everything but Magnus opus, THEN, installed just the base of OPEN HORIZONS II (I was running the full versions along with MO). I approached AND entered Kiel (fanfare).
Sooo, it would seem the problem lies with Open Horizons II, opposed to MO. Continuing looking for issue.
Hi Pythos
To get a better picture of the problem - start the Dbgview.exe before you start SH5.
If you CTD it will create a report with full info.
You find it in;
NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Applications \Dbgview.exe
:03:
I just encountered another CTD while leaving the Skaggerat.
I attempted to find the file referenced but could not find it.
However, I am really thinking this is an Open Horizons issues and not a MO issue.
Still chasing.
Silent Steel
08-28-11, 01:30 AM
I just encountered another CTD while leaving the Skaggerat.
I attempted to find the file referenced but could not find it.
However, I am really thinking this is an Open Horizons issues and not a MO issue.
Still chasing.
If you run win7 just press the Start button inte lower left corner - type 'dbgview' in the search field ;)
C.Callaghan
08-29-11, 08:39 AM
hey all,
i just installed magnus opus and it seems to be really good and added alot of immersive extras.
the only problem i am having is that the number of radio intercepts i recieve is just insane and tbh quite annoying. i watched a video of stoianm1 (http://www.youtube.com/user/stoianm1) who has Magnus opus installed and i noticed within the video he seemed to have an option to turn off specific radio notifications. any advice on how i can reduce/turn this off so that i can recieve only notifications from bDu?
any help would be greatly recieved!
TheDarkWraith
08-29-11, 08:49 AM
hey all,
i just installed magnus opus and it seems to be really good and added alot of immersive extras.
the only problem i am having is that the number of radio intercepts i recieve is just insane and tbh quite annoying. i watched a video of stoianm1 (http://www.youtube.com/user/stoianm1) who has Magnus opus installed and i noticed within the video he seemed to have an option to turn off specific radio notifications. any advice on how i can reduce/turn this off so that i can recieve only notifications from bDu?
any help would be greatly recieved!
Open up the radio messages box (click the radio messages icon in upper right lower bar) and click on the options (the arrow at bottom). Select what you want.
If you want to make the changes permanent then you need to edit the options file.
C.Callaghan
08-29-11, 08:56 AM
yeah, thats what i saw in the video - the only problem i have is that i don;t physically have that box! ill log in again now to see if i have missed anyhting but im 99.9% certain i haven't!
any other ideas? if i can't find the button ill have a poke around in the settings :)
TheDarkWraith
08-29-11, 09:06 AM
yeah, thats what i saw in the video - the only problem i have is that i don;t physically have that box! ill log in again now to see if i have missed anyhting but im 99.9% certain i haven't!
any other ideas? if i can't find the button ill have a poke around in the settings :)
ah yes you won't. That version of MO has a version of my UIs mod that doesn't have that. Install my newest version of my UIs mod after MO :up:
C.Callaghan
08-29-11, 09:29 AM
cheers fella -
is it this one?
http://174.123.69.202/~subsimc/radioroom/showthread.php?t=166093
cheers fella -
is it this one?
http://174.123.69.202/~subsimc/radioroom/showthread.php?t=166093 (http://174.123.69.202/%7Esubsimc/radioroom/showthread.php?t=166093)
As TDW seems to be offline right now, and you seem to be in a hurry, yes, that's the newest UI mod to install, incl. patch 1. :salute:
C.Callaghan
08-29-11, 10:17 AM
no hurry, just want to sink some ships without 112 reports of submarine spotted in five minutes :))
thanks for all the help guys, its appreciated!
*EDIT*
i've applied the new ui mod - works fine, albeit without the patch, there is no radio message options button. if i apply the patch however, on starting game, the screen is covered in different types of overlays; what i assume to be the various sh3/4/5 options of ui. which leads me to think i havent applied the patch correctly. do i just enable it within jsgme (like i have been) or do i apply it in another fashion?
i have installed newuis 6.7.0 - on its own works fine, albeit no radio messages option
on applying 6.7.1 by jsgme - sh5 broken :(
only other mods enabled are MO 0.01 + patch, nvidia missing lights, lag fix, shadow improvement and original map colours.
sorry to be a pain :*(
im not usually this much of a dullard when it comes to computers \o/
Grassmaste
08-30-11, 03:56 AM
Great MOD:)
Magic1111
08-30-11, 04:24 AM
Great MOD:)
:salute::salute::salute:Welcome aboard !!!:salute::salute::salute:
BogdaNz
08-31-11, 07:01 AM
what should i do with op patch 2 ,there are bunch of folders there ,where did you wanna me to put it :damn:
kk, I have found one of the problems with this mod that I am having (lack of harbor details) is related with M.O. It is possible the decompression messed something up.
But, has anyone else had this issue?
My version is patched up.
kk, I have found one of the problems with this mod that I am having (lack of harbor details) is related with M.O. It is possible the decompression messed something up.
But, has anyone else had this issue?
My version is patched up.
I had the same problem, Pythos. Fresh downloading of MO, re-installation of game didn't occur to be helpful. The problem appeared after I reinstalled Windows7Ultimate on my PC. Before it MO've being running great under XP and Win7Pro. I had quite a weak system by now so I just quit messing with MO, and just applied separately the main mods it consists of:salute:.
THE_MASK
08-31-11, 04:17 PM
Windows 7 uses more memory than xp . You are out of memory . Use the 3GB switch on a 32 bit system , especially if running windows 7 on a 32 bit system .
C.Callaghan
08-31-11, 04:41 PM
sorry to be a pain, but i am still having problems getting the message options button to appear.
i have installed the UI mod (but none of the individual mods that appear within jsmge, i will try doing that now to see if that adds the radio message options/filter button). i have copied the data/documentation folder from the patch into the main UI folder and enabled the mod within jsgme to no avail.
any ideas why the message radio options button doesnt appear guys? i've been playing around with it since sunday with no joy :damn::damn:
i suspect it maybe a specific ui addon... any pointers?
(added all the UI options, still no joy :( )
Windows 7 uses more memory than xp . You are out of memory . Use the 3GB switch on a 32 bit system , especially if running windows 7 on a 32 bit system .
Thanks for the advise, Sober, the problem is my MB produced in 2005-2006 do not recognize more than 2 Gb of RAM, even if I install 8 Gb of DDR2. Moreover, for Intel Core 2 Duo E6400 2 Gb are enough to operate with. Over-clocking didn't play a trick, and the CPU-z reported 30% of productivity increase were not sensible:yep:.
So now I've faced a choice of either to say 'good bye' to at least 700$ for upgrade or to stay in the past and off-board the community:hmmm:.
P.S. Should be appreciated for such recommendations as 'threw your PC off the window' to be encouraged to go to the store:D
THE_MASK
08-31-11, 05:09 PM
Thanks for the advise, Sober, the problem is my MB produced in 2005-2006 do not recognize more than 2 Gb of RAM, even if I install 8 Gb of DDR2. Moreover, for Intel Core 2 Duo E6400 2 Gb are enough to operate with. Over-clocking didn't play a trick, and the CPU-z reported 30% of productivity increase were not sensible:yep:.
So now I've faced a choice of either to say 'good bye' to at least 700$ for upgrade or to stay in the past and off-board the community:hmmm:.
P.S. Should be appreciated for such recommendations as 'threw your PC off the window' to be encouraged to go to the store:DInstalling more ram has nothing to do with the 3gb switch .
My machine is running on 2gb, on an xp machine. LOL. No memory issues. The docks vanish with enabling MO. Vanilla has harbor.
THE_MASK
08-31-11, 05:14 PM
My machine is running on 2gb, on an xp machine. LOL. No memory issues. The docks vanish with enabling MO. Vanilla has harbor.enable the 3gb switch :O:
C.Callaghan
09-01-11, 04:25 PM
sorry to be a pain, but i am still having problems getting the message options button to appear.
i have installed the UI mod (but none of the individual mods that appear within jsmge, i will try doing that now to see if that adds the radio message options/filter button). i have copied the data/documentation folder from the patch into the main UI folder and enabled the mod within jsgme to no avail.
any ideas why the message radio options button doesnt appear guys? i've been playing around with it since sunday with no joy :damn::damn:
i suspect it maybe a specific ui addon... any pointers?
(added all the UI options, still no joy :( )
TheDarkWraith
09-01-11, 04:56 PM
sorry to be a pain, but i am still having problems getting the message options button to appear.
i have installed the UI mod (but none of the individual mods that appear within jsmge, i will try doing that now to see if that adds the radio message options/filter button). i have copied the data/documentation folder from the patch into the main UI folder and enabled the mod within jsgme to no avail.
any ideas why the message radio options button doesnt appear guys? i've been playing around with it since sunday with no joy :damn::damn:
i suspect it maybe a specific ui addon... any pointers?
(added all the UI options, still no joy :( )
run my JSGME mod validator to ensure you have the mod installed correctly
C.Callaghan
09-03-11, 06:24 AM
Hi,
I've downloaded and installed the verification mod - results below!
Validating mods...
Validating C:\Ubisoft\Silent Hunter 5\MODS\Magnum_Opus_v0_0_1
C:\Ubisoft\Silent Hunter 5\MODS\Magnum_Opus_v0_0_1 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Anti-Lag
C:\Ubisoft\Silent Hunter 5\MODS\Anti-Lag\data doesn't exist!
Validating C:\Ubisoft\Silent Hunter 5\MODS\nVidia missing lights
C:\Ubisoft\Silent Hunter 5\MODS\nVidia missing lights installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Original map colors
C:\Ubisoft\Silent Hunter 5\MODS\Original map colors installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Shadow Improvement ModLR
C:\Ubisoft\Silent Hunter 5\MODS\Shadow Improvement ModLR installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_ByTheDarkWraith
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_ByTheDarkWraith installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Manos Scopes-patch for 16x9
C:\Ubisoft\Silent Hunter 5\MODS\Manos Scopes-patch for 16x9 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_jimimadrids_map_tools
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_jimimadrids_map_tools installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyu strator
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyu strator installed correctly
nVidia missing lights conflicts with Magnum_Opus_v0_0_1
\data\Textures\TNormal\tex\bec_submarine.dds -D -A -W -S
Original map colors conflicts with Magnum_Opus_v0_0_1
\Data\Terrain\Pal\gradient.tga -D -A -W +S
Shadow Improvement ModLR conflicts with Magnum_Opus_v0_0_1
\data\Cfg\Shadows.cfg -D -A -W -S
\data\Textures\TLowRes\tex\Shadow.dds -D -A +W +S
\data\Textures\TLowRes\tex\Shadow.tga -D -A +W +S
\data\Textures\TNormal\tex\Shadow.dds -D -A +W +S
\Documentation\Shadow Improvement Mod Readme.txt -D -A +W +S
Manos Scopes-patch for 16x9 conflicts with Magnum_Opus_v0_0_1
\data\Library\cameras.cam -D -A -W +S
NewUIs_TDC_6_7_0_jimimadrids_map_tools conflicts with Magnum_Opus_v0_0_1
\data\Menu\Gui\Layout\Hud3.dds -D -A -W +S
NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator conflicts with Magnum_Opus_v0_0_1
\data\Menu\Gui\Layout\OfficerA.dds -D -A -W -S
\data\Menu\Gui\Layout\OfficerB.dds -D -A -W +S
but still no radio/messages interactive button :( eek!
on a different note, i've tried reinstalling SH5 afresh - does a new game need to be created each time to test a new mod installation, or is a 'in dock' save ok?
C.Callaghan
09-03-11, 09:27 AM
belay last, got it working. dunno how but now i have the button!
thanks for your patience fellas! now to start sinking stuff! :yeah: :ping:
DasBasti
09-04-11, 08:18 AM
If I apply the mod, my whole UI is messed up. Everything seems to be popped up in the moddle, like 30 layers of tools, and whatever windows.
Is this a known bug, anyone that might want to help?
Silent Steel
09-04-11, 08:36 AM
Hallo Das Basti
Welcome to SubSim :salute:
Have you patched the SH5 to v1.2?
If not:
1. Disble the mod with JSGME
2. Start C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe. This will update SH5 with the patch.
3. Try to run SH5 again.
/Silent Steel
If I apply the mod, my whole UI is messed up. Everything seems to be popped up in the moddle, like 30 layers of tools, and whatever windows.
Is this a known bug, anyone that might want to help?
Anakonda
09-04-11, 10:43 AM
hello friends,
how can I reach the the latest version of the MO ?
thx for the help
Anakonda
hello friends,
how can I reach the the latest version of the MO ?
thx for the help
Anakonda
First post of this thread
http://www.subsim.com/radioroom/showpost.php?p=1516072&postcount=1
TDW has his UI mod in the MO. But MOs UI is outdated so you will want to install his latest UIs after MO found here
http://www.subsim.com/radioroom/showthread.php?t=166093
Can always check my signature link to links to mods I run and order they are installed.
Anakonda
09-04-11, 11:18 AM
thanks a lot Mia .. will check them thoroughly.. :)
So, after much uninstalling and re-installing, I have gotten a stable submarine simulator :).
Every now and then it will crash when on high TC. But that is no issue. Now I just have to configure it so that when a fraggin plane arrives on the scene the TC goes to one. LOL
The sim is back so far so good, and this mod is amazing.
Sorry if this has been discussed, but this thread is freaking long :D
Does this mod contain all of The Dark Wraith's other mods? It seems to have a version of the Random AI one and the UI mod but there seems to be about fifty seperate mods floating about and I'm getting a bit confused.
Is this a meant to be a standalone mod (sort of like TMO or RFB for SH 4) or should I be looking for other mods as well?
Also, I'd like to say thanks very much to The Dark Wraith and any other modders who might read this, it looks like you folks have done a great job so far. :up:
Cheers.
Sorry if this has been discussed, but this thread is freaking long :D
Does this mod contain all of The Dark Wraith's other mods? It seems to have a version of the Random AI one and the UI mod but there seems to be about fifty seperate mods floating about and I'm getting a bit confused.
Is this a meant to be a standalone mod (sort of like TMO or RFB for SH 4) or should I be looking for other mods as well?
Also, I'd like to say thanks very much to The Dark Wraith and any other modders who might read this, it looks like you folks have done a great job so far. :up:
Cheers.
This has lots of mods added to it. This does not add all of his other mods. I do know some are added though. His popular FX and IRAI are not added to this yet. His UI mod is added but its an old version of it. You will want to add the latest version of TDW_UIs after MO. Take a look at my mod list in my signature for an example. :up:
Silent Steel
09-15-11, 02:00 AM
...should I be looking for other mods as well?
Welcome to the forum Phil, :salute:
The TDW has created lots of other mods as well that can be added and many other mods of your taste can be added -
Not all are compatible with The MO/New UIs_TDC so to get most out of them read the documentation for each of them closely.
If you'd like a few recommendations I'd say;
- Dynamic Environment by stoianm and gap. Here: http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment (http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment)
If you're into increasing immersion with German speech and many other sound improvements
- SDBSM by Stormy. Here:
http://www.subsim.com/radioroom/showthread.php?t=164552 (http://www.subsim.com/radioroom/showthread.php?t=164552)
If you're suffering from lagging FPS or just want to get a more smooth gameplay try the d3d Antilag mod. Here: http://www.gamefront.com/files/user/BadgerFinn (http://www.gamefront.com/files/user/BadgerFinn)
:up:
Regards
JosefStalinator
09-16-11, 07:06 PM
Hello everyone! Thanks a ton for this mega mod, it's brought me back from SH5 after having initially given up over its poor performance at release.
I have a few questions though. Keep in mind I am relatively new to SH5 as a whole. I have it patched to 1.2 and the game runs smoothly with mods installed. However;
1. How do I patch the mod properly? I took the files in the megamod folders and overwrote them, but the other files I just threw into the MODS folder. Do I need to activate them? should I?
2. Is there any way to turn off the XO from constantly asking me if I want to turn on TDC every time I find a target?
3. Is there anything I can do about the instability with regards to teleporting around the ship? Or is that just a necessity given the nature of the mod. It seems like Ill randomly appear above the ship while its under water, among other strange bugs.
4. How do order my men to work the guns/anti-air? This may be more of a general SH5 question :p
5. Whats the purpose of the tutorial option in the main menu, where it lists a bunch of mods?
Thanks guys!
Silent Steel
09-17-11, 12:45 AM
Hello everyone! Thanks a ton for this mega mod, it's brought me back from SH5 after having initially given up over its poor performance at release.
I have a few questions though. Keep in mind I am relatively new to SH5 as a whole. I have it patched to 1.2 and the game runs smoothly with mods installed. However;
1. How do I patch the mod properly? I took the files in the megamod folders and overwrote them, but the other files I just threw into the MODS folder. Do I need to activate them? should I?
2. Is there any way to turn off the XO from constantly asking me if I want to turn on TDC every time I find a target?
3. Is there anything I can do about the instability with regards to teleporting around the ship? Or is that just a necessity given the nature of the mod. It seems like Ill randomly appear above the ship while its under water, among other strange bugs.
4. How do order my men to work the guns/anti-air? This may be more of a general SH5 question :p
5. Whats the purpose of the tutorial option in the main menu, where it lists a bunch of mods?
Thanks guys!
Privet Josef,
Tutorials - Try Stoianm's video tutorials; http://www.subsim.com/radioroom/showthread.php?t=181538 (http://www.subsim.com/radioroom/showthread.php?t=181538)
For more info on how to handle TDW's mods and patches - Check your PM
:up:
1sLtHunter
09-18-11, 08:18 PM
hey guys,
Were the files taken down from the download site? According to gamefront it was
TDW,
you made a lot of extra programms to control your mods (validator, optionsfile migrator, option selecter, exe file changer). i think it would be easier to use if you migrate all these little programms into one powerful control center like sh3 commander. one tool, all the power of changing and checking your TDW mods. what do you think about that?
Silent Steel
09-19-11, 01:54 AM
hey guys,
Were the files taken down from the download site? According to gamefront it was
Hi Hunter,
Please tell what files do you have in mind?
:hmmm:
1sLtHunter
09-19-11, 05:08 AM
Hi Hunter,
Please tell what files do you have in mind?
:hmmm:
Was looking to download the one from the first page of this thread (and the patch too)
these
http://www.filefront.com/17766426/Ma...pus-v0-0-1.7z/ (http://www.filefront.com/17766426/Magnum-Opus-v0-0-1.7z/)
http://www.filefront.com/17773690/Ma...-1-Patch-2.7z/ (http://www.filefront.com/17773690/Magnum-Opus-v0-0-1-Patch-2.7z/)
Silent Steel
09-19-11, 05:14 AM
Was looking to download the one from the first page of this thread (and the patch too)
these
http://www.filefront.com/17766426/Ma...pus-v0-0-1.7z/ (http://www.filefront.com/17766426/Magnum-Opus-v0-0-1.7z/)
http://www.filefront.com/17773690/Ma...-1-Patch-2.7z/
That's correct :up:
0rpheus
09-19-11, 09:12 AM
That's correct :up:
He meant those links are dead I think, same for IRAI as well. Maybe a problem with Filefront as I doubt TDW'd take down all his mods at once! :O:
EDIT: New UIs 680 still works, but not MO or IRAI.
fenrhir
09-19-11, 09:59 AM
Yup, after reinstalling SH5 I was about to test this nice mod pack (as it uses many of the mod I like), but as I can't download it...
1sLtHunter
09-19-11, 01:41 PM
He meant those links are dead I think, same for IRAI as well. Maybe a problem with Filefront as I doubt TDW'd take down all his mods at once! :O:
EDIT: New UIs 680 still works, but not MO or IRAI.
yep that's what I was getting at :wah:
thanks anyway steel :D
null8fuff10
09-20-11, 06:29 AM
. . .
null8fuff10
09-20-11, 06:31 AM
Was looking to download the one from the first page of this thread (and the patch too)
these
http://www.filefront.com/17766426/Ma...pus-v0-0-1.7z/ (http://www.filefront.com/17766426/Magnum-Opus-v0-0-1.7z/)
http://www.filefront.com/17773690/Ma...-1-Patch-2.7z/ (http://www.filefront.com/17773690/Magnum-Opus-v0-0-1-Patch-2.7z/)
I wanted to install this MOD, but ... damn ... download links are no longer available. Can someone help, please?
The General
09-20-11, 02:32 PM
He meant those links are dead I think, same for IRAI as well. Maybe a problem with Filefront as I doubt TDW'd take down all his mods at once! :O:
EDIT: New UIs 680 still works, but not MO or IRAI.Let's hope this is because TDW's making way to upload a new version of Magnum Opus :o..... I can dream can't I? :smug:
M.O. v2.0 is as close as we may ever get to a Silent Hunter 6 ;)
1sLtHunter
09-20-11, 02:35 PM
Let's hope this is becasue TDW's making way to upload a new version of Magnum Opus :o..... I can dream can't I? :smug:
M.O. v2.0 is as close as we may ever get to a Silent Hunter 6 ;)
one can hope! unfortunately it looks like a lot of iles up on that site aren't working :(
mrwayne
09-21-11, 06:31 AM
Can someone reup the Mod?:-(
Magic1111
09-21-11, 09:48 AM
one can hope! unfortunately it looks like a lot of iles up on that site aren't working :(
Can someone reup the Mod?:-(
DONE:D:
http://www.gamefront.com/files/20803548/Magnum_Opus_v0_0_1.7z
and
http://www.gamefront.com/files/20803204/Magnum_Opus_v0_0_1_Patch_2.7z
Many thx to "Mieswurtz" from german ubi-forum for upload!!!:yeah:
Best regards,
Magic
Silent Steel
09-21-11, 10:54 AM
Can someone reup the Mod?:-(
Just in case -
Here are some optional links;
https://rapidshare.com/files/3071021023/Magnum_Opus_v0_0_1.7z (https://rapidshare.com/files/3071021023/Magnum_Opus_v0_0_1.7z)
https://rapidshare.com/files/1755465175/Magnum_Opus_v0_0_1_Patch_2.7z (https://rapidshare.com/files/1755465175/Magnum_Opus_v0_0_1_Patch_2.7z)
:up:
renthewog
09-24-11, 09:37 PM
So guys any news on the latest Magnum Opus version to be released? I've had sh5 uninstalled and sitting on the shelf collecting dust awaiting the release of the updated organised mod "magnum opus"
Not being an impatient person or anything, just would like an estimation if possible thats all...:06:
Thanks!
Silent Steel
09-24-11, 11:43 PM
So guys any news on the latest Magnum Opus version to be released? I've had sh5 uninstalled and sitting on the shelf collecting dust awaiting the release of the updated organised mod "magnum opus"
Not being an impatient person or anything, just would like an estimation if possible thats all...:06:
Thanks!
Hi,
The only one who can answer this is TDW, the wizard himself.
Uninstalled? Why?
Are you having some problems running the MO or why are you waiting for an update?
If so - have you tried a fresh unzip of the MO?
Or run SH5 without the MO but with the New UIs TDC 6.8.0.
:hmmm:
renthewog
09-25-11, 11:44 AM
Hi,
The only one who can answer this is TDW, the wizard himself.
Uninstalled? Why?
Are you having some problems running the MO or why are you waiting for an update?
If so - have you tried a fresh unzip of the MO?
Or run SH5 without the MO but with the New UIs TDC 6.8.0.
:hmmm:
Yeah hopefully TDW lets us know soon then..no hurry though. As for your question about why i have it uninstalled (well just stopped playing it all together) its just theres too many good mods that all have to be properly installed one after another in perfect order or risk something going wrong and causing endless CTDs which just kills the sim for me...so im just being patient until TDW puts all these mods into one big install so i wont have the headache of mod soup configuration etc..the good thing about this game its not like theres going to be a silent hunter 6 and this one just keeps getting better and better so im sure when i come back to it again it'll be like a new sim all over again! :D
Heyoo, new member here! First I have to say I enjoy MO very much and I'm waiting anxiously for the new update. At the moment I'm wondering if it's possible to use Open Horizons campaign mod with MO? Can I just install them both or will they conflict?
Silent Steel
09-27-11, 07:13 AM
Heyoo, new member here! First I have to say I enjoy MO very much and I'm waiting anxiously for the new update. At the moment I'm wondering if it's possible to use Open Horizons campaign mod with MO? Can I just install them both or will they conflict?
Hi Visola and welcome to the forum! :salute:
Yes you can run the OH with the MO.
Check your PM.
:up:
Hi Visola and welcome to the forum! :salute:
Yes you can run the OH with the MO.
Check your PM.
:up:
Thanks for fast reply :salute:
But i'm afraid no pm arrived.
Silent Steel
09-28-11, 07:14 AM
Thanks for fast reply :salute:
But i'm afraid no pm arrived.
Edit: Sorry, now it's there :oops:
Yeah hopefully TDW lets us know soon then..no hurry though. As for your question about why i have it uninstalled (well just stopped playing it all together) its just theres too many good mods that all have to be properly installed one after another in perfect order or risk something going wrong and causing endless CTDs which just kills the sim for me...so im just being patient until TDW puts all these mods into one big install so i wont have the headache of mod soup configuration etc..the good thing about this game its not like theres going to be a silent hunter 6 and this one just keeps getting better and better so im sure when i come back to it again it'll be like a new sim all over again! :D
I wish that there would be also this really basic "megamod" which would include only the finest, most updated and finished gameplay changing mods: NewUi's, IRAI, FX update, More Crew commands, and Mighty Fine Crew mod, R.E.M., for example.) There could be three useroptions already edited for different UI styles. Already with this pack, you would be ready to try the game. Campaign and graphical mods would be installed separately.
My complaint with MO was that it changed too much things, and it was a pain to try to get back some of the default things I liked (I even like the eye patch!). This kind of modpack could with few patches even form into a kind of un-official patch 1.3., and become a base for all the new mods. And it would attract new gamers and new modders to SH 5 which is crucial to the future of the game, I think. The game is already fun and exciting but I can understand the frustration that new players will face with all the mods.
I installed this mod with the patch the other day and enabled it when I was in port on my campaign. But in my Campaign or even in just a Historical mission I just get 1 FPS... :hmmm:
So, I downloaded it again and just tried the first version 1 of the mod, without the patch. I though I might have installed the MODS patch incorrectly since there are no instructions. But even with just v1 only, I get 1 fps.
Are there any known mods that cause this problem? One that I could just remove. Even with just 1 fps I could see that the graphics look much better with this mod, but unplayable.. :damn:
NipplesTheCat
10-01-11, 12:12 AM
I also installed this mod (awesome BTW) but now im having some CTD problems. I think I did it right. I put the magnum opus folder in the sh5\mods folder (same with the patch folder) and activated them both. Mod then patch. It crashes all the time now. Its so bad when I start a new campaign it crashes shortly after I sink the first ship. Also my radio man still has blank dialogue. Shouldnt that be fixed with the patch? Im wondering if I didnt do something wrong.
Oh yeah patched in port saved in bunker and reloaded too.
I don't see a readme with these downloads, but there is a text folder and I think that has a lot of speech text for something... not sure what, but maybe that is supposed to fix that issue?
I haven't been able to get more than 1 fps with this mod, so I cannot test it. I normally get about 65 fps without any mods... :hmmm:
I don't see a readme with these downloads, but there is a text folder and I think that has a lot of speech text for something... not sure what, but maybe that is supposed to fix that issue?
I haven't been able to get more than 1 fps with this mod, so I cannot test it. I normally get about 65 fps without any mods... :hmmm:
Hi Snacko and NipplesTheCat,
I can reccomend you to do the following steps:
1. Delete the game and all its traces from PC, reinstall the game
2. In 'support' folder you'll find 'gu'-folder (game updater). Launch it and the game should be patched to v.1.2 automatically. It is not a quick process so just follow all the instructions. The patch is installed when the activation window will appear (account name + passport).
3. Play the tutorial without any mods installed, you'll be autosaved in bunker, exit to Windows, install JSGME into Ubisoft/Silent Hunt 5/
4. Study thoroughly video tutorial by STOIANM, where all the information re. MO and few more important mods usaged explained perfectly. The link is here
http://www.subsim.com/radioroom/showpost.php?p=1629509&postcount=27
5. Install mods as recommended in this videotutorial
NOTE:
a) Some mods mentioned by stoianm (NewUI, IRAI, FX_Update) already have new versions, which could be found on this forums in the first posts of the threads
b) d3d Antilag is applied not via JSGME, but with copying the .dll, .cfg files to the game directory Ubisoft/Silent Hunt 5/
6. Load the saved in bunker game, resave it one more time, exit to Windows and then load again, and everything should work perfect (if you done all the steps properly):up:
Roger, Thanks! :up:
PS:
After installing v0.0.1 of this into the MODS folder, are you then supposed to just copy the Patch over top of the v0.0.1 files in the MODS folder and overwrite them?
Roger, Thanks! :up:
PS:
After installing v0.0.1 of this into the MODS folder, are you then supposed to just copy the Patch over top of the v0.0.1 files in the MODS folder and overwrite them?
Just have a look at stoianm videotutorial, and you'll find all the answers there:salute:
NipplesTheCat
10-01-11, 06:06 PM
Disregard my last post. The problem was that I was patching it wrong. Putting the patch folder in the mods folder and activating it. Im wondering how many of the problems people are having are actually user error. Anyway...awesome results. Great work to everyone who added something to the effort. My only 2 suggestion are instructions at the top of this thread written in big clear crayola crayons for us "challenged" users and maybe an installer like GWX to take all of the guesswork out of the install. Not all of us are so good with computers. For example, I ruined my last computer with piping hot gravy if that gives you any idea. If I can do that, I can screw up a mod install quicker than you can say "what happened?"
Silent Steel
10-01-11, 11:35 PM
b) d3d Antilag is applied not via JSGME, but with copying the .dll, .cgg files to the game directory Ubisoft/Silent Hunt 5/
.cfg you mean, right?
.cfg you mean, right?
Yes, .cfg ofcourse. Thanks for metioning the mistake, Silent Steel, it is fixed by now:salute:
GameFront.com has had bugs all day. I see a blank white area in the middle of the screen where downloads normally should be. This happens on both my laptop and desktop, so I can't get any mods there right now..
Weekends almost over, argg.. :arrgh!:
Oh well
Silent Steel
10-02-11, 11:47 PM
Below you find links for MO download. :up:
Thanks SS.
I got all that last week. Right now I am trying to get the: NewUIs with TDC for SH5 by TheDarkWraith version 6.8.0
I only see that for download on GameFront, but it still seems to have problems again today..
EDIT:
When I go here to download this:
http://www.gamefront.com/files/20784284/NewUIs_TDC_6_8_0_TheDarkWraith_7z
I see this: (does anybody else see this, or is it just me? I get this blank area for all downloads, patches, and videos on GameFront the past 2 days... 3 days ago it worked fine)
http://img31.imageshack.us/img31/4872/28264506.th.jpg (http://imageshack.us/photo/my-images/31/28264506.jpg/)
TheDarkWraith
10-03-11, 09:32 AM
When I go here to download this:
http://www.gamefront.com/files/20784284/NewUIs_TDC_6_8_0_TheDarkWraith_7z
I see this: (does anybody else see this, or is it just me? I get this blank area for all downloads, patches, and videos on GameFront the past 2 days... 3 days ago it worked fine)
http://img31.imageshack.us/img31/4872/28264506.th.jpg (http://imageshack.us/photo/my-images/31/28264506.jpg/)
Works fine for me :up:
soopaman2
10-03-11, 10:02 AM
I just have to thank you The Dark Wraith for all work on this game.
Ubisoft should hire you. I recall another game (Medieval total war 2) having its AI tweaked by a modder. Said modder was hired and did the AI for later games.
You FIXED this game, and not just this mod.
Totally agree!!
BTW, I got GameFront working. It was my Ad Blocker plugin in FireFox. It didn't block it last week, but they must have move some ads into the download html or something that caused it to be hidden.. My Bad..
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