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View Full Version : [REL]Equipmen Upgrades Fix by TheBeast


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vdr1981
11-22-13, 05:39 PM
@Laffertytig,
Yes, I remember something like that...It's something related to generic patcher if Im remember correctly . Try to disable render patches first...Also, with the quick look to your moddlist I can tell you that you should update R.S.D., v4 is rather old...

Trevally.
11-23-13, 05:32 AM
High all!:salute:

Good to hear from you:salute:

Koranis
12-22-13, 03:07 PM
Hello,

the patch 1 is down, I can't download it. Is there any other mirror I could download it from?

thanks!

volodya61
12-22-13, 05:26 PM
Hello,

the patch 1 is down, I can't download it. Is there any other mirror I could download it from?

thanks!

Just tried, everything is OK.. try again - http://www.mediafire.com/download/1sj3ioaoaoik2kw/Equipment_Upgrades_Fix_v1_4_Patch_1.rar

Koranis
12-22-13, 06:03 PM
I'm worried now, because everytime I click on download it says that it cannot access it, as if there was no page. I downloaded the main file with no problems though.

EDIT: The problem was on my side, antivirus... thanks and sorry for bothering you.

Raven_2012
01-08-14, 09:08 PM
I will keep my eye out for historical dates for Equipment in Documentaries and Books. I will take notes on them. That's first step in getting it together with dates. It won't take long to change them in game file, hard part is gathering all the historical accurate dates or very close to them.

gap
01-08-14, 09:40 PM
I will keep my eye out for historical dates for Equipment in Documentaries and Books. I will take notes on them. That's first step in getting it together with dates.

:up:

The British interragotion reports (http://www.uboatarchive.net/BritishReports.htm) are also a good resource, and they often give an idea of the actual value and usage made of each equipment year by year.

While collecting information, keep in mind that some equipments started being tested aboard a few selected boats, or they were pretty rare during their whole service anyway. This is when you might want to apply an high reward cost for them.

On the contrary, some others (or the very same equipments, after their evaluation period) were considered as standard, and they should be available for free.

Moreover, a few equipments were forcedly retired from service (the deck gun, some radars/RWR receivers, etc.). I am not 100% sure about it, but I think there are settings in game for unfitting automatically (by date) previously selected upgrades.

Last, the stock game uses just 2 or 3 basic antennas designs shared by most of the radars and RWR's portrayed in game, and several U-boat sensors which at some moment started being used by the German, are not featured in SH5. Keep me informed if you spot any of the said unaccurate/missing sensors, and I will model them and import them in game :salute:


It won't take long to change them in game file, hard part is gathering all the historical accurate dates or very close to them.

:sign_yeah:

Raven_2012
01-08-14, 09:46 PM
I would need a list of all equipment used it game. Would the Equipment Upgrade chart be the best bet? Are all the equipment show on there, besides inaccuracy in dates? I would think so, except for the Deck Guns.

:up:

The British interragotion reports (http://www.uboatarchive.net/BritishReports.htm) are also a good source, and they often give an idea of the actual value and usage made of each equipment.

While collecting information, keep in mind that some equipments started being tested aboard few selected boats, or they were pretty rare during their whole service anyway. This is when you might want to apply an high reward cost for them.

On the contrary, some others were considered as standard, and they should be available for free.

Moreover, a few equipments were forcedly retired from service (the deck gun, some radars/RWR receivers, etc.). I am not 100% sure about it, but I think there are settings in game for unfitting automatically (by date) previously selected upgrades.

Last, the stock game uses just 2 or 3 basic antennas designs shared by most of the radars and RWR's portrayed in game, and several U-boat sensors which at some moment started being used, are not featured in SH5. Keep me informed if you spot any of the said unaccurate/missing sensors, and I will model them and import them in game :up:



:sign_yeah:

gap
01-08-14, 09:57 PM
I would need a list of all equipment used it game. Would the Equipment Upgrade chart be the best bet? Are all the equipment show on there, besides inaccuracy in dates? I would think so, except for the Deck Guns.

:hmmm:

I don't think that chart is complete. The best way to proceed, is getting EUF's UpgradePacks.upc file, and reviewing all the items featured in it, one by one. Let me know where you start from: I have good informations on some equipments :)

Mikemike47
01-19-14, 04:09 PM
I starting asking others if they had time to fix the upgrade pack related to dates starting here (http://www.subsim.com/radioroom/showthread.php?p=2161731#post2161731) at post #165. I always thought the answer was in UpgradePacks.upc

While reading the The Beast's documentation in the Equip_Upgrade v1_4_Patch_1 ReadMe.txt, it states:
Adjusted data\Objects\Sensors\Coatings.sim
- Reorganized all Coatings in the Coatings.sim file to place them in Order that makes sense."

Are dates affected by this coatings.sim?

gap
01-19-14, 06:02 PM
Are dates affected by this coatings.sim?

No Mike, coatings.sim only contains a number of AntiSensorCoating controllers, each with the following properties:

RadarReduction
SonarReduction
TextureSuffix

Likewise other equipment upgrades, coating availability dates are found in UpgradePacks.upc. Editing those dates is quite straightforward. :yep:

mop1818
01-19-14, 11:10 PM
It's great!

Aktungbby
01-20-14, 12:34 AM
Welcome aboard MOP 1818:Kaleun_Salute:

mop1818
01-20-14, 06:20 AM
Welcome aboard MOP 1818:Kaleun_Salute:

Thanks!I'm from China.

Raven_2012
01-20-14, 12:10 PM
Well looking at the Upgrade.eqp file, dates seem reasonable. Sobers fix is something I also did a long time ago to my personal game, I took out all the ";" and made those equipment available to use.

The reason those semi colons were there, TheBeast was testing if things were working or not. Since he stopped development on it he just left them there. This is what he told me back then about it. I sent him a message back then asking permission to change equipment release date and torpedoes, I wanted to release it for the community to have the available equipment. I can across it when I was doing my AMMO mod, I'm sure Sober saw the same thing. I'm glad Sober released it, because I stepped away from community for a few years and never released it.

Dates for certain additions to ubaots are very hard to find. Hydrophone and Radar are probably the ones that are easy to come by. Those to me seen correct in looking in Sobers Upgade.eqp, I am using that as reference since its the most current .eqp everyone uses.

Torpedoes are another one to find easy, these can be easily found in past SH games and in GWX.

I think the 105mm needs a release date, but I feel like I debated this with someone and they told me they had them early on in other ships and they experimented with them on the larger uboats. I believe they did really use them on uboats until uboats were going deep in the Atlantic. When they were reaching the American coastal waters, 1941, 1942.

I'm going to look into more of the sound coatings.

gap
01-20-14, 01:32 PM
I think the 105mm needs a release date, but I feel like I debated this with someone and they told me they had them early on in other ships and they experimented with them on the larger uboats. I believe they did really use them on uboats until uboats were going deep in the Atlantic. When they were reaching the American coastal waters, 1941, 1942.

For the record, the 10.5 cm SK C/32 was the standard deck gun issue for Type I, IX and X U-boats. The gun entered service in 1934, and it was also used on T1 and T22 Torpedo Boats, F-boats, some 1940 Type minesweepers, and aboard the Emden light cruiser and Deutschland class battleships as refitted in 1944.

I doubt that Type VII U-boats were ever (re)fitted with any deck gun heavier/bulkier than the common 88mm. On the contrary, standard deck guns being removed from Atlantic boats starting from June 1943, is a well documented fact. :yep:

sources:
http://www.navweaps.com/Weapons/WNGER_41-45_skc32.htm
http://en.wikipedia.org/wiki/10.5_cm_SK_C/32_naval_gun
http://www.uboataces.com/weapon-deck-gun.shtml
http://uboat.net/technical/guns.htm

Raven_2012
01-20-14, 02:23 PM
Yeah I kind of figured they would have to be fitted on larger u-boats. The decks needed to be able to handle them. I never really used them much, I have much luck with 88mm. Then again I haven't played much of the game in past to get later in campaign to where I need to use them.


For the record, the 10.5 cm SK C/32 was the standard deck gun issue for Type I, IX and X U-boats. The gun entered service in 1934, and it was also used on T1 and T22 Torpedo Boats, F-boats, some 1940 Type minesweepers, and aboard the Emden light cruiser and Deutschland class battleships as refitted in 1944.

I doubt that Type VII U-boats were ever (re)fitted with any deck gun heavier/bulkier than the common 88mm. On the contrary, standard deck guns being removed from Atlantic boats starting from June 1943, is a well documented fact. :yep:

sources:
http://www.navweaps.com/Weapons/WNGER_41-45_skc32.htm
http://en.wikipedia.org/wiki/10.5_cm_SK_C/32_naval_gun
http://www.uboataces.com/weapon-deck-gun.shtml
http://uboat.net/technical/guns.htm

gap
01-20-14, 03:32 PM
Yeah I kind of figured they would have to be fitted on larger u-boats...

gun dimensions are not a factor in game: the 105 mm gun is just a clone copy of the 88mm one, but with enhanced specs. Though not fully historically correct, I think we can keep it, but with some restrictions:


only available from september 1939 to early 1943;
available at a very high reward cost;
high additional drag coefficients (editable from the sim file), for an heavy impact on sub handling :03:

Raven_2012
01-20-14, 04:30 PM
Yeah those decks guns were obsolete, when they were forced to stay off the surface more. This is when Type XXI was needed, but it came too late in war. Germans kept using the Type VII and never changed with the changes of technologies. I've read and watched documentaries on why it came so late in war, if not at all.

Type XXI was really the true answer to shift of Atlantic naval warfare. I wish it could be used in SH5, I remember using it in SH3 and it was a really nice boat.


gun dimensions are not a factor in game: the 105 mm gun is just a clone copy of the 88mm one, but with enhanced specs. Though not fully historically correct, I think we can keep it, but with some restrictions:


only available from september 1939 to early 1943;
available at a very high reward cost;
high additional drag coefficients (editable from the sim file), for an heavy impact on sub handling :03:

gap
01-20-14, 04:45 PM
Type XXI was really the true answer to shift of Atlantic naval warfare. I wish it could be used in SH5, I remember using it in SH3 and it was a really nice boat.

I agree. Nonetheless, there is still so much that should (and actually can) be done for SH5, that it is not yet time for reveries on hard to implement features. What do you think about my proposal for the 105 mm gun? :)

Raven_2012
01-21-14, 10:25 PM
Yeah I think its a good idea, needs penalties for having it. Like your idea of it adding drag. Pretty much all three ideas are good ideas.

I agree. Nonetheless, there is still so much that should (and actually can) be done for SH5, that it is not yet time for reveries on hard to implement features. What do you think about my proposal for the 105 mm gun? :)

Capta1n
01-29-14, 02:16 PM
Sorry if this is a stupid question but is this the correct order for equipment upgrades? Also is the last one by Choum necessary, I've read through the thread and am still confused about that. I rarely see it on peoples mod list.

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
Fix Equipment_Upgrades Date Sober V9

I see in one of the readme's this line, but it's still in there.
09/15/2011 Removed UBoot_Sensors.sim from this MOD

Could a guy, if he wanted to, extract these in the right order to get it down to one folder for your mods directory.

Raven_2012
01-29-14, 04:00 PM
Thats correct order. With my game I put the first three in one folder, doesn't really matter.

Never heard of Fix Equipment_Upgrades Date Sober V9.

Sorry if this is a stupid question but is this the correct order for equipment upgrades? Also is the last one by Choum necessary, I've read through the thread and am still confused about that. I rarely see it on peoples mod list.

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
Fix Equipment_Upgrades Date Sober V9

I see in one of the readme's this line, but it's still in there.
09/15/2011 Removed UBoot_Sensors.sim from this MOD

Could a guy, if he wanted to, extract these in the right order to get it down to one folder for your mods directory.

Mikemike47
01-29-14, 05:51 PM
Never heard of Fix Equipment_Upgrades Date Sober V9.

Sober uncommented the ; for some upgrade.upc items for better dates. It has been in his modlist thread, [inf] sobers mega mod.
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
http://www.subsim.com/radioroom/down...o=file&id=3683 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3683)

THE_MASK
01-29-14, 06:37 PM
This is the way it works afaik . You want an equipment before it was available . You might have sunk a lot of ships so you have a lot of renown . The Kriegsmarine might let you have the equipment for testing (they wouldn't give a valuable equipment for testing to some noob captain that worries too much about environmental issues for example) . I guess because you have the renown you can get the equipment earlier then other captains . Otherwise just get it when historically available for 300 renown .

Capta1n
01-29-14, 11:23 PM
Thats correct order. With my game I put the first three in one folder, doesn't really matter.

Never heard of Fix Equipment_Upgrades Date Sober V9.

It's mentioned a few pages back in this thread.

http://www.subsim.com/radioroom/showpost.php?p=2062602&postcount=480
http://www.subsim.com/radioroom/downloads.php?do=file&id=4075

MiG-23Flogger
01-31-14, 07:21 AM
Hi guys ! first I would like to say that this mod is quite nice to have in SH-5 but I have some questions
1- Does the Type XXI Sub exist in this game ? does this mod unlocks it ?
2- How can I disable skins of this mod ? I actually have a problem with skins when I choose a skin for the sub like Dark Splotches only the Tower gets the paint and not the hull or sometimes they don't work at all :\ even the skins that were working before installing the mod don't work now ._.
Thanks in advance

MiG-23Flogger
01-31-14, 07:31 AM
Sorry for double posts :\

tonschk
01-31-14, 10:48 AM
The U-boats of SH5 are more detailed and accurate in comparison with the previous versions of the Silent Hunter series and take more time and work to increase this amount of details, the SH5 developers didnt have enough time and money to completely finish the SH5 game before was released

Hi guys ! first I would like to say that this mod is quite nice to have in SH-5 but I have some questions
1- Does the Type XXI Sub exist in this game ? does this mod unlocks it ?
2- How can I disable skins of this mod ? I actually have a problem with skins when I choose a skin for the sub like Dark Splotches only the Tower gets the paint and not the hull or sometimes they don't work at all :\ even the skins that were working before installing the mod don't work now ._.
Thanks in advance

gap
01-31-14, 11:49 AM
The U-boats of SH5 are more detailed and accurate in comparison with the previous versions of the Silent Hunter series and take more time and work to increase this amount of details, the SH5 developers didnt have enough time and money to completely finish the SH5 game before was released

You are putting it in the right perspective, though I have the feeling that you are somewhat sugaring the pill :O: :up:

Hauptmann Walter Scherf
02-17-14, 12:44 PM
I am at present using Nozaurio's superb U-552 skin,one of the stock updates added 'big' weight to the top front of the conning tower blocking the skin.......I think this is the FuMO 29 Seetakt.

Can anybody tell me what equipment files I need to delete/change to get rid of this ?...........I just prefer a standard conning tower.


Thanks all :salute:

messageboy101
02-17-14, 03:29 PM
The Fumo 29 also comes with stock the equipment fix of The Beast only fixes the not functioning equipment, so getting rid of the Fumo 29 needs to be done in the bunker just install a new radar that will get your normal conning tower back



Friendly greetings liam

Hauptmann Walter Scherf
02-17-14, 03:42 PM
AHHHH.............thanks very much Liam,I really appreciate this buddy :up:



*****EDIT******....................This Fumo 29 was added by one of the stock patches,not Beast's Equipment fix,but as messageboy101 has mentioned it needs to be removed in the bunker.

Hauptmann Walter Scherf
02-18-14, 04:09 PM
After upgrading my SH5 equipment as per the Mod intructions,I have two 'tga'files in my 'Documention folder,should these be there,seems odd.

They are 'conning_stuff_LM.tga' and 'Snorkel_stuff_LM.TGA',and came in the first upgrade 'Equipment_Upgrade_Fix_v1_4_byTheBeast'.

Sorry if I seem to be asking a lot of questions at the moment,but as you can probably tell,I'm upgrading my stock SH5 :salute:

Hauptmann Walter Scherf
02-19-14, 09:25 AM
Friendly greetings liam

Beacause this is my first ever Campaign I realise I can't choose any upgrades..........rrrrgh:/\\!!............so I still can't get rid of that wretched FUMO 29.This really does look appalling,who ever decided on putting this on SH5!,what's amazing is that I can hardly find any photos of U boats using them anyway.It's just very sad that the devs have ruined a superb looking VII.

http://i1098.photobucket.com/albums/g374/fastted/G-1.png

vdr1981
02-19-14, 09:41 AM
Beacause this is my first ever Campaign I realise I can't choose any upgrades..........rrrrgh:/\\!!............so I still can't get rid of that wretched FUMO 29.This really does look appalling,who ever decided on putting this on SH5!,what's amazing is that I can hardly find any photos of U boats using them anyway.It's just very sad that the devs have ruined a superb looking VII.


Why don't you choose "this Captain needs no radar" upgrade pack while in the bunker?

Hauptmann Walter Scherf
02-19-14, 10:53 AM
I would but I have only just begun my first ever Campaign and first mission and I don't think it allows me to make any changes to the sub.

Please,I'd really appreciate it,if you know how I can get round this thanks.

Spitzkligger
02-19-14, 04:42 PM
Hi there

i use the Equipment_Upgrades_Fix with OH II Mod. When i start a new career my VIIa has a 10.5 cm Gun installed. I would like to take the 8.8cm gun back but there is no option for. I would like to edit it manually but need help to find the right cfg or what ever.

Does anybody know what i have to edit? Please help me a bit:)

THX

THEBERBSTER
02-20-14, 04:27 PM
The mod "Warfox Upgrades 0 Renown v1" allows to choose either of the deck guns.

yano1966
02-23-14, 02:45 AM
Hi everybody !

My little modification for Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober :

http://www.mediafire.com/download/c9be16ex7ncbhx3/Equipment_Upgrades_Fix_v1_4_Patch_1+%28available+b y+date%29+V9+by+sober_0Points.7z

Now upgrade for engines cost 0 point of reputation...

Installation :

Replace original mod by "0 Points" mod with JSCME.

Good hunting :)

Aktungbby
03-07-14, 08:45 PM
Welcome aboard Spitzkligger and Mig-23 Flogger!:Kaleun_Salute:

Jimbuna
03-08-14, 05:16 AM
Welcome to SubSim MiG-23Flogger and Spitzkligger :sunny:

brrrät
04-09-14, 06:50 PM
Is there a way to chance the language in german?

THEBERBSTER
04-10-14, 03:44 PM
There are 3 ways you can do this.

German Language dvd (Amazon)

English dvd selecting German Voices from the custom install.

German Language Pack mod

Link here

http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23 (http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23)

brrrät
04-12-14, 08:32 AM
My game is already in german but the new equipment is in english. i mean the descriptions not the voice. you know what i mean? ;)

vladimir bondarenko
04-12-14, 12:09 PM
Captains, I ask for your help. I decided to translate into your Russian of fashions of Equipment and Upgrade Fixes v1.4 - by of Thebeast. As I understand, for this purpose it is necessary to translate the files which are in the UPCLocalization folder. What files still should be translated? ? ?

The people, well nobody knows, what it is necessary translate can still all files in the UPCUnitsData folder? ? ?

dealmeida
05-02-14, 03:52 PM
The link provided for the main download doesn't seem to be working; the
fixes seem to be ok though.

THE_MASK
05-02-14, 04:12 PM
The link provided for the main download doesn't seem to be working; the
fixes seem to be ok though.I just tried it , working properly for me .

7Infanterie19
05-19-14, 12:47 PM
Hi TheBeast,

Unfortunately, I haven't been able to get EUF to work (I posted about this in the OHII thread), but while working on my stuff, I thought of a suggestion:

Since we know there is a patch and a fix required for the main mod, wouldn't it be a good idea to merge those three files (main mod, Patch, and Hotfix) to have one mod file updated as v1.5, then have sober's v9 patch, FX and whatever other mods added after that, so that people no longer have to figure out the mod order? :salute:

Cheers!

benji112
05-19-14, 07:59 PM
So i have the Mod working just fine...but i see the IXB in 1939 on your pic but i am never able to use it? Ive only ever unlocked the VIIC

THEBERBSTER
05-20-14, 06:30 AM
A warm welcome “benji112“ to the Subsim family.:subsim:

You will always find someone here to help you.:)

Link to my SH5 post::salute:

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

GPTeles
06-25-14, 02:48 PM
I`m playing in 1940 (happy Times) but there`s an option to equip a 1943 torpedo (the Kaunkonig) and many other torpedoes and equipament is this a bug or what and how do i correct this?
Thanks.

Katze
06-25-14, 07:03 PM
I`m playing in 1940 (happy Times) but there`s an option to equip a 1943 torpedo (the Kaunkonig) and many other torpedoes and equipament is this a bug or what and how do i correct this?
Thanks.

IIRC that was patched by sober in Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober (at least "mostly", as there is still some equipment that appears before the correct date, like the decoys and some of the radar/sonar absorbing coating skins.)

From sober's mega mod thread (http://www.subsim.com/radioroom/showthread.php?t=192374), these are all the EUF files that should be installed (in this order):

Equipment_Upgrades_Fix_v1_4_byTheBeast
http://www.subsim.com/radioroom/showthread.php?t=182194
Equipment_Upgrades_Fix_v1_4_Patch_1
http://www.subsim.com/radioroom/showthread.php?t=182194
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
http://www.subsim.com/radioroom/showthread.php?t=182194
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
http://www.subsim.com/radioroom/down...o=file&id=3683 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3683)
EUF_UBoat_FX_v0_0_3_ byTheBeast
http://www.subsim.com/radioroom/down...o=file&id=3724 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3724)

If you don't want to re-install your mod list just install the correct equipment on your sub using the chart as your guide:


http://www.subsim.com/radioroom/picture.php?albumid=329&pictureid=4035

moha14881
08-05-14, 10:59 AM
I got an open error in periscope.dds:huh:
Sorry, I forgot the exact message!
But loading bar get stuck at 1/3 and alt+tab get the message!!!
Starting a loaded game takes serious time but fine despite some silly pauses and lagging!!!:88)

moha14881
08-05-14, 11:05 AM
Also snorkel description is missing!!!!:timeout:

TheBeast
08-06-14, 10:41 PM
I`m playing in 1940 (happy Times) but there`s an option to equip a 1943 torpedo (the Kaunkonig) and many other torpedoes and equipament is this a bug or what and how do i correct this?
Thanks.
In version 1.4 dates were not enforced to ensure all equipment was working.

I got an open error in periscope.dds:huh:
Sorry, I forgot the exact message!
But loading bar get stuck at 1/3 and alt+tab get the message!!!
Starting a loaded game takes serious time but fine despite some silly pauses and lagging!!!:88)
See below
Also snorkel description is missing!!!!:timeout:
You may not have installed the MOD correctly
--- or ---
You may have a MOD conflict because of MOD install order.
-- or --
If you are running 32Bit Operating System and have not enable the 4gig patch to SH5.EXE (http://www.subsim.com/radioroom/showthread.php?t=181433), your system may run out of memory space(Environment space).
This can cause some images and even scripts to not load properly. This can be a intermittent issue.

Regards!
TheBeast

Choum
09-04-14, 05:51 AM
Hi all,

I have made a new hotfix for this mod, I just upload it to subsim after TheBeast agreement.

Fix :

Fix Wrong preview image on some upgrades and equipments.
Fix Wrong text and description on some skins.
Fix Uplay/SH5 synchronisation that overwriting some Equipement availability date when playing online or having uplay online.

Download : http://www.subsim.com/radioroom/downloads.php?do=file&id=4540

Correct mod Order :
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2 (date or without date version)


:up:

flashburn
09-25-14, 04:17 PM
the 3.7mm c30 flak gun does not appear for me on either the VIIB or C models. Have not bothered to look at the A or c41 just yet. Any ideas? Everything else appears to be correct. Skimmed the posts but did not spot an answer. All i want is a 3.7mm gun. :wah: :D

ONealmr
11-05-14, 05:10 PM
I followed the order in which the Equipment upgrades fix must be in:

quipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2 (without dates)

I was expecting that, being in 1941, that I would have the quad 20mm anti-aircraft gun. I mean, I am able to get the Acoustic II torpedoes but not the quad 20mm??

Is there something wrong with my order? I placed them last, and while in port. All I want are my tomahawks .....I mean, 20mm AA guns :/\\!! :)

zxKaixz
01-07-15, 01:02 PM
nice mod ;)

vladimir bondarenko
01-23-15, 10:44 AM
TheBest, please tell me. Maud byTneDarkVraytn SubFlags 0.0.9 is compatible with your mod ????

vdr1981
02-01-15, 09:28 AM
Ahoy The Beast!:salute:
I've discovered that "object linked to" function used in your snorkels zon files will most likely induce CTD in situation when unit equipped with snorkel is taking damage.



I took the liberty to create a quick fix...I hope you don't mind.

http://www.subsim.com/radioroom/downloads.php?do=file&id=4605

Meeneemoo_14
02-03-15, 10:11 PM
Hello can anyone help me how to raise the radar.. sorry I'm just a novice in silent hunter 5. and what kind of mod that I use to turn on radio and gramophone? I only want to use radar, radio, and gramophone. I've tried to turn on the radar but it seems like it's stuck below :/\\!! thanks! :) :salute:

moha14881
03-08-15, 04:24 AM
IIRC that was patched by sober in Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober (at least "mostly", as there is still some equipment that appears before the correct date, like the decoys and some of the radar/sonar absorbing coating skins.)

From sober's mega mod thread (http://www.subsim.com/radioroom/showthread.php?t=192374), these are all the EUF files that should be installed (in this order):

Equipment_Upgrades_Fix_v1_4_byTheBeast
http://www.subsim.com/radioroom/showthread.php?t=182194
Equipment_Upgrades_Fix_v1_4_Patch_1
http://www.subsim.com/radioroom/showthread.php?t=182194
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
http://www.subsim.com/radioroom/showthread.php?t=182194
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
http://www.subsim.com/radioroom/down...o=file&id=3683 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3683)
EUF_UBoat_FX_v0_0_3_ byTheBeast
http://www.subsim.com/radioroom/down...o=file&id=3724 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3724)

If you don't want to re-install your mod list just install the correct equipment on your sub using the chart as your guide:


http://www.subsim.com/radioroom/picture.php?albumid=329&pictureid=4035


So, we need to activate all or some???
Is it compatible with tdw 7.5.0 ver 18 or csp magui 3.6??

TheBeast
07-23-15, 01:27 PM
Sorry for not being around for so long. I have been building several 1939-1947 Pickup Trucks. The last one was almost finished, a very nice 1941 Dodge Pickup that had 2001 Dodge Dakota 4x4 frame/power train under it. Body work, paint, body mounted on frame and engine wired when someone came by my shop and bought it on the spot, before it was even complete. I was on the phone ordering a new Hell Cat HEMI and NV4500 tranny for it when this happened. Has a 360 CI with NV3500 tranny when sold. Engine was the only thing wired when sold. That was done to verify the ride.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=8368
Ahoy The Beast!:salute:
I've discovered that "object linked to" function used in your snorkels zon files will most likely induce CTD in situation when unit equipped with snorkel is taking damage.



I took the liberty to create a quick fix...I hope you don't mind.

http://www.subsim.com/radioroom/downloads.php?do=file&id=4605
Thanks!
TheBest, please tell me. Maud byTneDarkVraytn SubFlags 0.0.9 is compatible with your mod ????
I believe it is...
Hi all,

I have made a new hotfix for this mod, I just upload it to subsim after TheBeast agreement.

Fix :

Fix Wrong preview image on some upgrades and equipments.
Fix Wrong text and description on some skins.
Fix Uplay/SH5 synchronisation that overwriting some Equipement availability date when playing online or having uplay online.

Download : http://www.subsim.com/radioroom/downloads.php?do=file&id=4540

Correct mod Order :
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2 (date or without date version)
:up:
I was told about the Uplay issue. UPlay will overwrite files depending if you have unlocked extra skins @ Uplay. Since I renumbered those skin entries UPlay overwrites the wrong equipment upgrades causing some upgrade items to fail. I need to set the unlocked skins numbers back to original numbers.:oops:

I am pretty sure I will not have time to make any changes. Starting work on a 1939 Cadillac Series 60 making it 4x4 keeping same ride height and 95 Cummins 5.9L with Allison tranny and 95 Chevy Diesel HD2500 axles using interior from a 95 Cadillac Brougham.
Estimated Cost to complete: $27,000-$30,000
Estimated Time to complete: One (1) year.
Estimated Resell Value: $65,000-$100,000 maybe more.
Image below is example, not actual image of my car,,,, yet:D
http://upload.wikimedia.org/wikipedia/commons/d/db/1939_Cadillac_Series_60_Special_fr.jpg

VacantName
08-11-15, 11:09 AM
Hey folks, after applying this fix and all its patches, I find that in addition to the problem I see other comments about regarding equipment showing up before it's supposed to be available (IE all BOLD launchers and camo schemes available in september '39), my boat also has a yellow training stripe on the conning tower.

Is this a known issue, and is there something I can do to fix it?

moha14881
08-31-15, 04:41 AM
For some reasons the 10.5 deck gun doesn't show AT ALL in type VIIA. ormal or what???
And for the non appearing snorkel what generic patcher entry causes this bug?? (can upgrade in port with no effects on sea).

THEBERBSTER
08-31-15, 04:59 AM
Hi moha

The 105mm deck gun was not used on the VIIA or VIIB types.
This was on the type IX.
If you want your 88mm deck gun to have more punch then use the "Critical Hits v1.2" mod.

Critical Hits v1.2 (Deck Gun) (Compatible With TWOS) (http://www.subsim.com/radioroom/downloads.php?do=file&id=4668)

The snorkel did not appear until later in the war.
The snorkel in the game can be enabled in TDW's Options File Editor Viewer by selecting the U-boat type or all of them.
You need to disable the main UI mod first before making your changes.

Peter

moha14881
08-31-15, 11:57 AM
Hello Peter,

I'm aware of the historical facts about the deck gun but at least the 10.5 cm deck gun in the mod just adds the AA shells.

Also when equipping the snorkel I expect it to appear and function ( I paid renown for that)!

hawkza
01-04-16, 12:28 PM
hi all i am clearly in need of help

i have read through this thread 1001 times and cant make heads or tales of it

i cant figure out which mods to get and where more importantly then what patches to get and then i believe there is a order to place them in

please if someone could post the download links for the file i need to get this mod working correctly i would be extremely great-full

i apologize if this seems like a ridiculous request but i spent a day almost reading this thread and keep getting confused not to mention finding all the links on different pages some of which i cannot find

THEBERBSTER
01-04-16, 02:57 PM
Hi hawkza
When in doubt check these out as they will always be in the correct order.
Mega Mod with MagUI interface "Wolfes From The Deep" (http://www.subsim.com/radioroom/showpost.php?p=2175369&postcount=1)

Sober Mega Mod Thread (Posts 1-2-3-4-5-6 (http://www.subsim.com/radioroom/showthread.php?t=192374)

Peter

TheBeast
11-16-16, 02:26 PM
Work on Equipment Upgrades and Fixes (EUF) v2.0 is looking pretty good. I still have a couple big items that need to be done.
With winter rolling in I should have more time to work on this.

I am pretty sure I fixed the problem with UPlay overwriting the Equipment.UPC file causing all kinds of problems with availability of in game upgrades in the Bunker.

You know you're getting old when a cold wind hits you and you actually say "Ouch!".

The biggest thing left to do is Merge changes done to
"~\data\Objects\Sensors\NSS_Uboot_Senzors.*"
files by R.E.M. -> FX_Update_0_0_22 -> IRAI_0_0_41 -> New_UIs_0_7_4_2 -> MagUI -> EUF_0_2_0 all into one update.
EUF v2 requires a few changes in these files and I want it to be compatible with those other MODs.

If you know of any other MODs changing these files in SH5 please let me know.

Regards!
TheBeast

vdr1981
11-16-16, 02:51 PM
Work on Equipment Upgrades and Fixes (EUF) v2.0 is looking pretty good. I still have a couple big items that need to be done.
With winter rolling in I should have more time to work on this.
:up:

I am pretty sure I fixed the problem with UPlay overwriting the Equipment.UPC file causing all kinds of problems with availability of in game upgrades in the Bunker.
I don't remember that any of TWoS users was complaining about this issue, any idea why?


Since you're on it, here's few EUF related issues that I remember. Forgive me if I count some which arent actually EUF related (I keep to much mods/files in my head...)

- Stern torpedo tube is always loaded with g7e I steam torpedo , even if replaced in the bunker (this is true for at least two sub types, can't remember which now sry...)
- 105mm deck gun upgrade never worked ?
- Sub paint upgrades totally messed up? (Some will work with default conning tower but not with 2nd twr and vice versa. some wont work at all...)
- Snorkel mounted RWR cant be mounted on top of snorkel (C03 node) ?

TheBeast
11-16-16, 03:18 PM
:up:


I don't remember that any of TWoS users was complaining about this issue, any idea why?


Since you're on it, here's few EUF related issues that I remember. Forgive me if I count some which arent actually EUF related (I keep to much mods/files in my head...)

- Stern torpedo tube is always loaded with g7e I steam torpedo , even if replaced in the bunker (this is true for at least two sub types, can't remember which now sry...)
- 105mm deck gun upgrade never worked ?
- Sub paint upgrades totally messed up? (Some will work with default conning tower but not with 2nd twr and vice versa. some wont work at all...)
- Snorkel mounted RWR cant be mounted on top of snorkel (C03 node) ?
The Loaded Stern Torpedo changing from what you selected in the Bunker after you leave the Bunker is something I've noticed as well with the 7C and 7C41 but I've never touched it.
I do know that once upon a time there was a fix for Torpedo Load outs that actually worked and corrected this problem. I can't find it anymore.

The rest of the problems are caused by UPlay overwriting files...
The problem resulted from me organizing the Equipment.UPC file so all Paint Scheme's are listed in order by submarine type.
Four(4) of the Pain Scheme's (Skins) are Uplay reward packs for completing a entire campaign. Obviously I wrote EUF after completing a campaign and never realized these skins were from a reward pack.
So when I renumbered the equipment in Equipment.UPC, Uplay overwrites those entries putting those four skins back in their original number sequence location and removes the skins(if present) or most of them if you haven't ever completed a campaign.

Test:
With MODs installed. After running the game and connecting to UPlay, do a Winmerge or WinDiff on the MODS Equipment.UPC/UpgradePacks.UPC and compare it with the currently installed Equipment.UPC/UpgradePacks.UPC files.
You will see that they have been changed.

I never encountered this issue when I wrote the MOD because I never connected to UPlay until recently.
One of the users here at Subsim PM'd me and pointed this out to me. It was one of those "WTF" moments.

Regards!
TheBeastBelow

vdr1981
11-16-16, 04:07 PM
The rest of the problems are caused by UPlay overwriting files...


I don't think so since my enabled and Upgradepack.upc file in MODS folder are exactly the same...

Can you confirm that you do not have mentioned issues in your game?
Do you know about any other possible cause for them?

TheBeast
11-16-16, 05:20 PM
Hello The Beast.

I Was wondering If you will create a new patche or a new version of the Equipment upgrade mod ?

Because I have found why and how Uplay overwrite each time this mod if you want to play online (UpgradePacks.UPC.)

The game didn't really overwrite the full file, in fact the game overwrite some line inside the file.
Especially the line refering to the Skin part.

As in the stock game file the uplay skin are register as
[UpgradePack 37] skin VIIA
[UpgradePack 38] skin VIIB
[UpgradePack 39] skin VIIC
[UpgradePack 40] Skin VIID

At each start the game will override the date part of this specific equipment to allow the player that have unlock the skin to use them.

In your mod instead of using new Upgrade pack number you rename or change some equipment name.

So in your mod the :

[UpgradePack 37] = Bold 2
[UpgradePack 38] = bold 3
[UpgradePack 39] = Bold 4
[UpgradePack 40] = bold 5

So at every start all bold are avalaible as the game "think" this is skin equipement.

The fix should be to restore all uplay skin equipment to their default UpgradePack number and use another number for equipement in your mod.

If you don't have time to do that, I think I can fix this myself and make this avalaible for all.

I just have to be sure If the [UpgradePack XX] number is not used in another file as a "link" in another file.

Sincerely,This is when the issue was brought to my attention.
I don't think so since my enabled and Upgradepack.upc file in MODS folder are exactly the same...

Can you confirm that you do not have mentioned issues in your game?
Thank you very much Choum, for this detailed information.
Do you know about any other possible cause for them?
What about the Equipmet.UPC files?

The Radar Warning Receiver not going on top of the snorkel is because bone cfg#C03 is missing from the Type-XXI snorkel and I never completed that part of EUF 1.4.
I had a HDD failure at that time and lost everything I was working on.
I spent almost 9 months working on creating a Playable GR2 Type-IX model that was also lost. I was working with Privateer using a GR2 Exporter he made and a couple specific versions of the GR2 Editor/View that TheDarkWraith made.
I exported all the 3D Objects of a Type-VII GR2 model. Look at/Read the exported Objects and then orientate the matching Type-IX 3D Object to match (manual edit each object) and then import the Type-IX objects back into the GR2 model. Very time consuming process and I was over 75% done.
This is when I like vanished from SubSim for almost 2 years. That system crash really took the wind out of my sails for a while. Three steps forward, two back. I am a Marine and we don't like giving up anything we fought for.
Believe me, "back in the day"::Picture Old guy throwing stones here::, it wasn't just a struggle to change things, it was a fight.

I don't have these issue's as I am not running EUF 1.4, I am running EUF 2.0 now.
And yes all the starting availability dates are are currently set to 1939 for testing so I can verify the upgrades are working.
These dates will remain at 1939 when I first release it so others can also verify the MOD is working for me.
It is easy enough for someone to edit/change the dates/renown costs etc if they want to port into a MegaMOD or something so not to worried about it.

While game saved in Bunker, Using JSGME, you could drop EUF 2.0 in your current WOS game and use it right now.
You just have to delete the folder/files UserPlayerContextGE located in your ~\Documents\SH5\data\cfg and start the game and it will rebuild that folder/files and you can undo by using JSGME to remove EUF 2.0 and deleting that folder again.
But like I said earlier, the NSS_Uboat_Senzors files may cause problems for other MODs (i.e. like IRAI) until I get all those changes merged together.
I haven't looked into these changes yet but it is one of the top items in my Things To Do list. So I really don't know what the impact would be, if any because my source files to base my changes on were from NewUIs_0_7_4_2.

vdr1981
11-17-16, 07:28 AM
Thanks for detailed answer The Beast, I really appreciate it...:up:

I don't have these issue's as I am not running EUF 1.4, I am running EUF 2.0 now.

Can you show me a screenshot of Type VIIA painted in "dark splotches" scheme with EUF 2.0? :hmmm:

Also, it would be very useful if you could wright down some generalized changelog for new EUF update, so we could know what to expect?

TheBeast
11-18-16, 05:50 PM
Can you show me a screenshot of Type VIIA painted in "dark splotches" scheme with EUF 2.0? :hmmm:
I just checked and I don't have the "dark splotches" structure any more. I do have the Conning texture. I have half of all four skins from the original 4 skin reward pack.
I did a clean install a few days ago. So I checked UPlay and now they say the reward pack is only 2 skins.
I am eligible to get the reward but there is no feature to download it and UPlay isn't uploading it to me and "dark splotches" is one of the 2 skins still in the reward pack.:Kaleun_Mad:
I made a "dark splotches" structure for 7A real quick.
http://www.subsim.com/radioroom/downloads/darksplotches_H64.jpg
Also, it would be very useful if you could wright down some generalized changelog for new EUF update, so we could know what to expect?
This is all I have done so far. I most likely left a few things out.
Revision History:
06/15/2016
- Begin EUF 2.0 changes
- Added/Update Item description in UPCLocalization.tsr for language localization.
- Changed UpgradePacks.UPC so Descriptions come from UPCLocalization.tsr for language localization.
- Corrected issue with UPlay rewriting lines in Equipment.UPC file.
- - Adjusted data\UPCDataGE\UPCUnitsData\Equipment.upc so bonus pak skins are back in original positions.
- Add placeholder textures for Type-VIIC Paint Scheme's (Skins) by Nozaurio
- - CamoD U-552
- - CamoE U-69
- - CamoF U-73
- - CamoG U-94
- - CamoH U-96 (Black)
- - CamoI U-96 (Green)
- - Type-VIIC Default Body
- - Type-VIIC Default Structure
- - Type-VIIC Default Deck
- - - Ajusted data\Objects\Sensors\Coatings.sim
- Adjusted data\Objects\Sensors\UBoot_Sensors.sim
- - Corrected SCHNORCHEL_RWR SendorData -> SensorType from Radar to RadarWarning
- - Changed Depth the Radio Rod Antenna start lowing from 25m to 15m.
- - - This allows the Rod Antenna to be raised at Snorkel Depth but it lowers a bit when going to Periscope Depth.
- Change Extend Height for Observation Periscope's from 3 to 5.2 to allow use at Snorkel Depth.
- - - PeriscopeDepth=16 ;<--This setting is in the Sumarine's .CFG file.
- - - SnorkelDepth=14.7 ;<--This setting is in the Sumarine's .CFG file.
- Adjusted data\CFG\Contacts.cfg
- - Changed Decay Rate for Imprecise and Precise Contacts so Radar Contacts display longer.
- - - This is so you dont here "Contact <blah>" every 60 seconds.
- Added Hinged Snorkel for 7A, 7B, 7C, 7C41
- Adjusted Snorkle(s)
- - Add Snorkel Plumbing Pipes.
- - Add Snorkel Brace.
- Added UboatType7aSnorkle to AcceptedTypes for Deck Gun in the Submarine .upcge for VIIA,B,C,C41
- Changed data\UPCDataGE\UPCUnitsData\Equipment.upc to reflect these changes/Additions.
- Changed data\UPCDataGE\UPCUnitsData\UpgradePacks.upc to reflect these changes/Additions.
- Changed data\UPCDataGE\UPCUnitsData\Weapons.upc to reflect these changes/Additions.
- Changed data\UPCDataGE\UPCLocalization\UPCLocalization.tsr to reflect these changes/Additions.
- MENU.TXT
- - Added new entries for the 105mm Deck Gun as noted above.
- - Added new entries needed for changes that can be made by Generic Patch
- - Added new entries for NewUIs_TDC mod compatabilty
06/21/2016
- Commented availability dates so everything is available at campaign start for testing.
- Added new 105mm Deck Gun upgrade options (Future use for Type-IX Uboat)
- Fixed 88mm Star Shell (again) in data\Library\Shells.dat .sim .dsd .zon
- Created 105mm Shells (again) (S, HE, AP, AA) in data\Library\Shells.dat .sim .dsd .zon
- Added Conning Tower Eagle 3D Model as optional FuMO-29 Antenna.
- Added Star Shell to data\UPCDataGE\UPCUnitsData\Ammunition.UPC for the 105mm Deck
- Completed 2 items on the "To do list".
07/12/2016
- Added Information and Notes for FUMO-61 Radar to UPCLocalization.tsr
- Added Information and Notes for FUMO-65 Radar to UPCLocalization.tsr
- Added Information and Notes for FUMB-10 Radar Warning Detect to UPCLocalization.tsr
- Added Information and Notes for FUMB-26 Radar Warning Detect to UPCLocalization.tsr
- Added Information and Notes for FUMB-391 Radar Warning Detect to UPCLocalization.tsr
- Added option to remove currently installed Radar
- Added option to remove currently installed Deck Gun ;<- Required for Hinged Snorkel
- Fixed some issues in Data\UPCDataGE\UPCLocalization\dialogs.tsr
- - Fixed Text being cut short when talking to crew by replacing Single Quotes"`" used in text with apostrophe"'".
- Completed 2 items on the "Things to do list".
11/16/2016
- Put together a Type XXIII Snorkel to use in place of the Type XXI Snorkel.
- - data\Library\Type_23_SNK.dat, .sim, .val, .zon
- - - Placed in Library folder because game was having trouble reading when in Objects folder
- - - Updated Submarine .sns files for the Type XXIII snorkel
11/17/2016
- Fixed a mistake I made when creating the 105mm Deck Gun Ammo in Shells.dat .sim .dsd .zon
- Added items to the "To do list".
11/18/2016
- Added All the possible Paint Schemes for use in the future to data\UPCDataGE\UPCUnitsData\Equipemt.upc and re index.
- Fixed a few issues in data\UPCDataGE\UPCLocalization\UPCLoacalization.ts r
- Added NOTE: about UPlay Paint Scheme reward pack to obtain Camo_A,B,C,D Paint Schemes in the data\UPCDataGE\UPCLocalization\UPCLoacalization.ts r
- - The NOTE: is displayed on Mechanic Upgrade List in Bunker when selecting those Paint Schemes.

vdr1981
11-18-16, 06:51 PM
That's an impressive amount of work The Beast ! :up:
Correct me if I'm wrong, but weren't some the features already included in EUF1.4, like:

- Add placeholder textures for Type-VIIC Paint Scheme's (Skins) by Nozaurio
- - Added Hinged Snorkel for 7A, 7B, 7C, 7C41
- Added Conning Tower Eagle 3D Model as optional FuMO-29 Antenna.
- Added Information and Notes for FUMO-** Radar to UPCLocalization.tsr

... and maybe even some more?


Also, does your upcge/upc files contain any of R.S.D. necessary entries because these two highly complex mods (EUF and RSD) use almost the same files and merging them correctly may be very time consuming and difficult.

Back in the days when I was working on my R.S.D., I developed it on top of EUF 1.4 upcge/upc files taking extra care not to interfere with any of EUF changes.
I made it but it was really hard and time consuming work.
Just don't tell me that EUF 2.0 will be based on stock SH5 files again ?:D
Can we expect some kind of EUF2.0 RSD/TWoS compatible version because I feel somewhat sick when I remember those countless hours of staring in those sea of code called upcge/opc files? :)

EDIT

I made a "dark splotches" structure for 7A real quick.
Very nice! But what do you mean by "structure"?

TheBeast
11-19-16, 02:51 AM
Correct me if I'm wrong, but weren't some the features already included in EUF1.4, like:

- Add placeholder textures for Type-VIIC Paint Scheme's (Skins) by Nozaurio
- - Added Hinged Snorkel for 7A, 7B, 7C, 7C41
- Added Conning Tower Eagle 3D Model as optional FuMO-29 Antenna.
- Added Information and Notes for FUMO-** Radar to UPCLocalization.tsr made new Placeholders images that are text that explain you must add the skin from optional download MOD to actually realize the visual change but that any Bonuses that a skin was suppose to have would be applied but the default Paint scheme will be loaded.
The place holder images will be replaced when/if you add the SubCamoSchemes MOD Option.
When my computed crashed a few years ago I lost everything I was working on. I would also like to point out that there are 2 or 3 EUF1.4 Patch downloads missing from SubSim Downloads. If I remember correctly there were five(5) or six(6) pieces to EUF1.4 but now there is only two(2).
That along with the UPlay re-writing lines in Equipment.upc problem, I decided to start almost totally from scratch.
I had a PM thread going with Neal about this and why almost all of my MODs were deleted from SubSim leaving some MODs in a almost unusable broken state like EUF1.4 for example.
I re-uploaded a few MODs that were still on my laptop but everything else that was on my desktop was lost.Also, does your upcge/upc files contain any of R.S.D. necessary entries because these two highly complex mods (EUF and RSD) use almost the same files and merging them correctly may be very time consuming and difficult.Yeah, tell me about time consuming projects. LOL
The Submarine .upcge files only require the change for the Hinged Snorkel so add one(1) string to DeckGun AcceptedTypes and done with that. You already have that change in TWOS.
I do have some entries in the Equipment.upc that were in TWOS but I do not remember how to edit Menu's to realize/see those changes on the Status/Damage screens, so there is a lack of motivation to bring those changes in. Yes, I am running mainly stock game for now while developing EUF2.0.Back in the days when I was working on my R.S.D., I developed it on top of EUF 1.4 upcge/upc files taking extra care not to interfere with any of EUF changes.
I made it but it was really hard and time consuming work.
Just don't tell me that EUF 2.0 will be based on stock SH5 files again ?:D
Can we expect some kind of EUF2.0 RSD/TWoS compatible version because I feel somewhat sick when I remember those countless hours of staring in those sea of code called upcge/opc files? :)A couple months ago I tried talking to you about some imported models being incomplete or wrong causing CTD's. I even provided information that could have helped to shine a light on where one of the issue's was. You blew me off talking about heavily MOD's game as excuse, basically saying you didn't want to communicate with me. Right after out PM exchange, You even insulted me in the forums saying all I care about is "Eye Candy". If the MODs are done correctly these MODs should be transparent to game performance and that was the point I was driving toward. When you add issue upon issue it snowballs and some times these combined issues surface as a CTD...
BTW, the entire "GAME" is eye candy / Brain food...
So to be honest, at this time I really don't care about your MOD(s). Also, at this time, I really don't care if you want to use EUF2 or not either.

But at the same time, if you have something you want added to EUF2, I am listening. But I am not going to make your MOD for you.
Very nice! But what do you mean by "structure"?
Uboat7<blah>_structure_camo_c.dds is the Paint Coating texture on the Sub between Deck and Hull(Ballast Tanks) for the Dark Blotches Paint Scheme.

vdr1981
11-19-16, 07:02 AM
I do have some entries in the Equipment.upc that were in TWOS but I do not remember how to edit Menu's to realize/see those changes on the Status/Damage screens, so there is a lack of motivation to bring those changes in. Yes, I am running mainly stock game for now while developing EUF2.0.A couple months ago I tried talking to you about some imported models being incomplete or wrong causing CTD's. I even provided information that could have helped to shine a light on where one of the issue's was. You blew me off talking about heavily MOD's game as excuse, basically saying you didn't want to communicate with me. Right after out PM exchange, You even insulted me in the forums saying all I care about is "Eye Candy". If the MODs are done correctly these MODs should be transparent to game performance and that was the point I was driving toward. When you add issue upon issue it snowballs and some times these combined issues surface as a CTD...

I am really sorry the Beast if I have insulted you in any way but that wasn't really my intention at all. My English is far from perfect and indeed my thoughts transferred to forums can sometimes sound more criticizing than I actually feel.

I wont bother you anymore but I just want to share some of my recent findings which you may find interesting...

In TWoS 1.06 I finally managed to catch up with long standing issue of CTDs involved around imported dat air/sea/env units. :yep: (especially noticeable when dealing with light buoys and OHII airplanes).
I was very surprised to find out that, in almost all cases, simple re-saving dsd,sim,val and zon files of problematic unit with goblin editor will resolve CTD issues ?! From some reason, SH5 doesn't like files edited with S3D only, but if you verify the same file by resaving it with goblin, all is OK.

I'm not sure what is going on exactly here but this probably may be the cause of CTD issues accumulated over the years .

I hope you'll find this info useful in your search for unexplained CTD issues.

So to be honest, at this time I really don't care about your MOD(s). Also, at this time, I really don't care if you want to use EUF2 or not either.

But at the same time, if you have something you want added to EUF2, I am listening. But I am not going to make your MOD for you.

Fair enough...But to be hones I'm a bit surprised to hear this because I have never perceived mods in that way ... My entire work involved around SH5 was always aimed towards the single goal. Large, easy to use, unifying SH5 expansion which will unlock full potential of SH5, get rid of hundreds of issues caused by numerous mods incompatibility and make this game the best in the series . I could never watch on something like this as "mine" or "yours"...

Cheers and keep up...:salute:

TheBeast
11-19-16, 08:06 AM
I am really sorry the Beast if I have insulted you in any way but that wasn't really my intention at all. My English is far from perfect and indeed my thoughts transferred to forums can sometimes sound more criticizing than I actually feel.

I wont bother you anymore but I just want to share some of my recent findings which you may find interesting...

In TWoS 1.06 I finally managed to catch up with long standing issue of CTDs involved around imported dat air/sea/env units. :yep: (especially noticeable when dealing with light buoys and OHII airplanes).
I was very surprised to find out that, in almost all cases, simple re-saving dsd,sim,val and zon files of problematic unit with goblin editor will resolve CTD issues ?! From some reason, SH5 doesn't like files edited with S3D only, but if you verify the same file by resaving it with goblin, all is OK.

I'm not sure what is going on exactly here but this probably may be the cause of CTD issues accumulated over the years .

I hope you'll find this info useful in your search for unexplained CTD issues.
I just want to say that my favorite imported model(s) are the Buoys. That is why I was focusing on them when I was trying to tell you about the problems with the imported models.
I wasn't saying remove them permanently, that was just to demonstrate that they were a problem.
The Buoy 3D model is wrong and it is not complete and should be fixed.
There really isn't a light lens on any of the Buoys. They are using the entire 3D model as a lens and then some(3) had caustic controllers so in tern you are putting caustic effect on the RayTracedHalo lights(very bad).
I removed the caustic controller on all 3 Buoys using "GoblinEditor" and most of the CTD problems went away pertaining to Buoys and I could return to port feeling pretty sure I would not CTD.
That is what I was trying to tell you when you got all defensive about the buoys and blew me off.
The Light lens still needs to be cut and made into its own 3D object.
The collusion 3D model should be added as its own 3d model and if you want caustics more 3D models etc.
A lot of the imported models have issues like this. It is more then just using Goblin Editor to re-save everything.
I am glad that you did finally look at this.

THEBERBSTER
11-19-16, 08:06 AM
Hi TheBeast
I have a large store of mods that I started collecting from 2012.
If I have some of yours that you would like to have back and assuming of course that I have them, just let me know and I will upload them for you.
Peter

TheBeast
11-19-16, 08:31 AM
Hi TheBeast
I have a large store of mods that I started collecting from 2012.
If I have some of yours that you would like to have back and assuming of course that I have them, just let me know and I will upload them for you.
Peter
Thank you!
If you have the missing update patches for EUF 1.4 you may want to upload them for others to use.
I was reading through this thread a found a lot of people having issues because those patches are not available for download.

P.S. Just uploaded a Type-XXIII Snorkel (http://www.subsim.com/radioroom/downloads.php?do=file&id=5080) I need someone to test and provide feedback for me.

Regards!
TheBeast

vdr1981
11-19-16, 09:58 AM
Can you confirm The beast that with EUF_UBoat_FX_v0_0_6c_ byTheBeast snorkels can not be raised and that sub exhaust smoke can be seen even with all engines stop? :hmmm:


EDIT

A lot of the imported models have issues like this. It is more then just using Goblin Editor to re-save everything.
I am glad that you did finally look at this.
Yes , I also had to remove/replace some of the problematic particle generators/controllers from env units but in case of regular sea units, goblin trick did the job. You may not believe me on this one but right now, new TwoS version is practically CTD free even with, until now, unprecedented number of added/imported dat units.

Remember when you told me that you like to use outdated OHII Light version in order to avoid CTD's? Those issues are now gone for me...

TheBeast
11-19-16, 11:11 AM
Can you confirm The beast that with EUF_UBoat_FX_v0_0_6c_ byTheBeast snorkels can not be raised and that sub exhaust smoke can be seen even with all engines stop? :hmmm:
I have been adjusting some things in EUF_UBoat_FX for the snorkel smoke like decreasing particle generation rate, decreasing Time To Live, Changing Color from black to gray as speed decreases and increasing dispersal rate.
The smoke has 6 settings to basically match sub throttle.
0 = all stop
1 = Ahead Slow
2 = Ahead One Third
3 = Ahead Standard
4 = Ahead Full
5 = Ahead Flank
Hard to tell if it is working as the smoke is still a little to thick but it appears to be working. Currently in the controller the max is set to 3. Stock sub does 6 knots ahead standard using the snorkel. Anything faster should damage Snorkel and or Scopes anyway.

I also wand to add a SoundSource to the Snorkel Head for Exterior Engine sound.

EDIT

Yes , I also had to remove/replace some of the problematic particle generators/controllers from env units but in case of regular sea units, goblin trick did the job. You may not believe me on this one but right now, new TwoS version is practically CTD free even with, until now, unprecedented number of added/imported dat units.

Remember when you told me that you like to use outdated OHII Light version in order to avoid CTD's? Those issues are now gone for me...
Very good to hear...
Did you ensure/add the UnifiedRenderConller is in all the DAT models?

TheBeast
11-21-16, 11:43 AM
Holy Cow! Just did a all nighter, spending approx 8 hours on just the "Page WeaponsAndSensors.ini" file. This file had some errors in it in the EUF 1.4 MOD that were fixed in one of the last patches I posted for EUF 1.4 that is missing now, so I started from scratch.

I updated the Equipment.upc and UPCLocalization.tsr the other day to allow for more Paint Schemes(Skins) on all UBoats but mainly for the Type-VIIC and Type-VIIC41 UBoats.
Because of this change, It should now possible to have 24 Paint Schemes on each UBoat. Just create the Upgrade Pack in the UpgradePacks.upc to enable new skins for use as upgrade at the Bunker Mechanic.

I made some new Images and and added/re-organized the Image Index. These are the images that are displayed on the Mechanic Upgrade List in port.
The Image index now falls in line with the order Upgrades are categorized and order listed on the Bunker Mechanics Upgrade List.

Hopefully, today or tomorrow I can get started on the UpgradePacks.upc to bring it in line with these changes.

TheBeast
11-23-16, 12:02 PM
Just finished some work on EUF V2.0 UBoat FX v0.0.6d and uploaded the new changes.

Read download page for detailed information.

Download Link: (1.57 MB)
http://www.subsim.com/radioroom/downloads.php?do=file&id=3724

http://www.subsim.com/radioroom/downloads/euf_uboat_fx_demo_pic_31j.jpg

kevinsue
11-23-16, 04:52 PM
Fantastic to see you over your health bump and back into the important things like modding SH5! :Kaleun_Cheers:

TheBeast
11-23-16, 05:02 PM
Fantastic to see you over your health bump and back into the important things like modding SH5! :Kaleun_Cheers:
Had to laugh at your Captain Morgan signature. I ran into that guy a few days ago.:Kaleun_Cheers::haha:

TheBeast
12-10-16, 09:52 PM
Just finished some more work on EUF V2.0 UBoat FX v0.0.6e and uploaded the new changes.

Read download page Revision History for detailed information.

Download Link: (813.7 KB)
http://www.subsim.com/radioroom/downloads.php?do=file&id=3724

http://www.subsim.com/radioroom/downloads/euf_uboat_fx_demo_pic_31j.jpg

Echolot
12-14-16, 01:11 PM
Nice work, TheBeast. Thanks for sharing.

:subsim:

GyozaRamen
01-14-17, 08:19 AM
Hi Beast, I'm very new to the mods of Silent Hunter and i'm using your UEF 1.4 with patches and fixes. I've been looking everywhere on the forum on how to use the snorkel on your mod but i have no such luck. So my question is how do i use the snorkel? I have it in place instead of the deck gun and i see the snorkel on the boat but i have no idea how to raise or use it.

TheBeast
01-22-17, 07:18 AM
Hi Beast, I'm very new to the mods of Silent Hunter and i'm using your UEF 1.4 with patches and fixes. I've been looking everywhere on the forum on how to use the snorkel on your mod but i have no such luck. So my question is how do i use the snorkel? I have it in place instead of the deck gun and i see the snorkel on the boat but i have no idea how to raise or use it.
Sorry about slow response. I've been busy with family and friends since mid December.

You may need to map a Key to toggle Raise/Lower Snorkel.
this is done in file <SH5 Install Root>\data\Cfg\Commands.cfg

Search for the following entry and assign a key if needed. I use the Semi-Colon (;).

[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,";"

Regards!
TheBeast

GyozaRamen
01-22-17, 10:43 AM
Sorry about slow response. I've been busy with family and friends since mid December.

You may need to map a Key to toggle Raise/Lower Snorkel.
this is done in file <SH5 Install Root>\data\Cfg\Commands.cfg

Search for the following entry and assign a key if needed. I use the Semi-Colon (;).

[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,";"

Regards!
TheBeast

Hello again Beasts,

The snorkel works perfectly, minus some smoke and other stuff but it works. Thank you so much.

Regards
GyozaRamen

Aktungbby
01-22-17, 11:20 AM
GyozaRamen!:Kaleun_Salute:

THEBERBSTER
01-22-17, 01:22 PM
A Warm Welcome To The Subsim Community > GyozaRamen
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) << STEAM is not compatible with the essential application TDW’s Generic File Patcher
Steam Conversion Installation Instructions for SH5 Updated Version (http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161)
Highly Recommended SH5 > The Wolves Of Steel Mega Mod > Includes Optional KSDCommander And Working Enigma M4 Machine (http://www.subsim.com/radioroom/showthread.php?p=2165720#post2165720)

GyozaRamen
01-23-17, 02:35 AM
Hi Guys,

Thank you all for the warm welcome, looking forward to trying out more mods for silent hunter.

Quick question though, CO2 level still rises when i use snorkel, there is still no fix for this?

Jimbuna
01-23-17, 08:32 AM
Welcome Aboard Gyoza :Kaleun_Salute:

TheBeast
01-24-17, 01:03 PM
Hi Guys,

Thank you all for the warm welcome, looking forward to trying out more mods for silent hunter.

Quick question though, CO2 level still rises when i use snorkel, there is still no fix for this?
Yes there is a Co2 bug fix using SH5.exe Generic Patch app by TheDarkWraith
http://www.subsim.com/radioroom/showthread.php?t=181433

THE_MASK
01-25-17, 04:16 AM
I go to bed everynight dreaming of just 1 up to date Equipment_Upgrades_Fix instead of
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober

TheBeast
01-25-17, 10:10 PM
I go to bed everynight dreaming of just 1 up to date Equipment_Upgrades_Fix instead of
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
You are missing #Equipment_Upgrades_Fix_v1_4_Patch_2

Me too!

I have been very busy since mid November with life, family and friends.
Things should slow down a bit in a week or two.
The first week if January my house looked like a RV sales lot with only one lane open for traffic going to the end of the road I live on.

THE_MASK
01-25-17, 10:33 PM
You are missing #Equipment_Upgrades_Fix_v1_4_Patch_2

Seriously :hmmm:

TheBeast
01-26-17, 01:47 AM
Seriously :hmmm:
Yes, Patch 2 fixed Bunker upgrade menu option for Radar Warning Receivers to support Snorkel mount.
I wish I still had it because I am having issues in EUF 2.0 getting that working correctly to support cfg#C01, cfg#C02 and cfg#C03 nodes.
The main change being support for a new bone cfg#C03 located on top of the Snorkel to mount a Radar Warning Receiver.

Echolot
01-27-17, 03:13 PM
Hi TheBeast,

I've found a Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix.rar on my Mediafire. Is this the one you are searching for?

Icarus Septim
08-09-17, 11:36 PM
do I need to start a new game for this to work, and if so how long into that campaign until I will start so see new things?

THEBERBSTER
08-10-17, 04:48 AM
A Warm Welcome To The Subsim Community > Icarus Septim
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)

Unless you are told otherwise in the documentation mods are usually enabled and disabled when you are in the bunker.

Icarus Septim
08-10-17, 06:02 PM
Hmm I installed the Mod using JSGME ow ever the new equipment isn't showing up (I'm in early 1940). :hmmm: I've tried reinstalling it and going on patrol and then right back to port but nothing, am I just inept (very likely) or is something up here?

KirinFrost
11-01-17, 10:01 AM
Hello guys, i downloaded this mod years ago i think but right now it no longer works for me and idk why lol.

alr did the changes for the 10.5cm deck gun as stated in the first post.

i always place these two last in my load order but for some reason i cant even choose my torpedo loadout at all. Not even the basic 2 types at the start of the game.

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1

am i now actually missing additional mods? i do remember that it worked for me in the past lol :(

Cyborg322
11-01-17, 10:18 AM
Hello guys, i downloaded this mod years ago i think but right now it no longer works for me and idk why lol.

alr did the changes for the 10.5cm deck gun as stated in the first post.

i always place these two last in my load order but for some reason i cant even choose my torpedo loadout at all. Not even the basic 2 types at the start of the game.

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1

am i now actually missing additional mods? i do remember that it worked for me in the past lol :(

see posts by The Beast and
Sober

THEBERBSTER
11-01-17, 01:51 PM
Hi KF
i cant even choose my torpedo loadout at all. Not even the basic 2 types at the start of the game. From the bunker make a manual game save then exit to the main menu and load your new save.
You will now be able to make the equipment and torpedo changes you want to make if they are available.
Peter

Micius
12-03-17, 12:39 PM
You are missing #Equipment_Upgrades_Fix_v1_4_Patch_2

Me too!

I have been very busy since mid November with life, family and friends.
Things should slow down a bit in a week or two.
The first week if January my house looked like a RV sales lot with only one lane open for traffic going to the end of the road I live on.

Hello,

Unable to find #Equipment_Upgrades_Fix_v1_4_Patch_2 ? Maybe link ? :)

ThankYou

Cyborg322
12-03-17, 01:37 PM
Hello,

Unable to find #Equipment_Upgrades_Fix_v1_4_Patch_2 ? Maybe link ? :)

ThankYou


https://www.mediafire.com/?w86iapklybbsw

All I can find

Dmetal2001
03-11-18, 01:17 PM
I downloaded the mod and the patches, but it is still not showing up in the game

THEBERBSTER
03-11-18, 06:51 PM
A Warm Welcome To The Subsim Community > Dmetal2001
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3-4-5 Tutorials And Other Information Links In My Signature Below

Post #4 JSGME Installing It Correctly (http://www.subsim.com/radioroom/showpost.php?p=2182962&postcount=4)

Post #77 JSGME Enabling Mods Correctly (http://www.subsim.com/radioroom/showpost.php?p=2205226&postcount=77)

Aktungbby
03-14-18, 08:27 PM
Dmetal2001!:Kaleun_Salute:

TheBeast
04-07-18, 02:27 AM
Hmm I installed the Mod using JSGME ow ever the new equipment isn't showing up (I'm in early 1940). :hmmm: I've tried reinstalling it and going on patrol and then right back to port but nothing, am I just inept (very likely) or is something up here?
Your Save Game settings retain all settings from previous equipment and upgrades prior to installing the MOD.
They are located in folder C:\Users\<Local_Account_Name>\Documents\SH5\data\cfg\UserPlayerContextGE
Completely exit the game and remove the files in the folder path shown above.
Restart the game and the game will rebuild these files from the new settings in the MOD.
-= or =- Start a new Career Campaign.

Regards!
TheBeast

mattsp4
03-30-19, 10:20 PM
Sounds very good. Do you have a list of the extra equippment on the mod? Just askink because can´t download it now and it seems there will be some conflicts with MO and stoianm renow costs zero mods.

Btw, does the snorkel work on the game? If not big problem and big bug :down: .

snorkel doesnt work it is missing info and the holder for her snorkel is missing

Aktungbby
03-30-19, 11:00 PM
mattsp4!:Kaleun_Salute:

TheUBoatGirl
11-23-19, 12:17 AM
Hi Guys!

I downloaded all this files and have now 5 different folder.
as i listed them below:

- Equipment_Upgrades_Fix_v1_4_byTheBeast (120 mb)
- Equipment_Upgrades_Fix_v1_4_Patch_1 (131 mb)
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix (14 kb)
- Equip_Upgrades_Fix_1_4_AFFOE_151 (199 kb)
- Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151 (205 kb)


my question now is: i have them all in my JSGME "MODS" folder.
Should i activate them with JSGME as you can see it in the list`above?
or do I have to pay attention to something else which i have to activate
first and last?

Sorry for my confusing (SH5 is a big Bug Mess i know, everyone knows - at least the modder of this super mod! :03: ) but any tip would be fine.

THANKS IN ADVANCE and greetings from deepest russia!
Anastazia aka UBOATGIRL :up:

LesBaker
11-23-19, 05:36 AM
- Equipment_Upgrades_Fix_v1_4_byTheBeast (120 mb)
- Equipment_Upgrades_Fix_v1_4_Patch_1 (131 mb)
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix (14 kb)
- Equip_Upgrades_Fix_1_4_AFFOE_151 (199 kb)
- Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151 (205 kb)





Hi Anastazia,
Yes that's the correct order to enable the mods, but do be aware that if you are using TWoS, these mods are already included plus a few updates made by VDR.


Good Hunting


Les

TheUBoatGirl
11-23-19, 03:55 PM
Hi Anastazia,
Yes that's the correct order to enable the mods, but do be aware that if you are using TWoS, these mods are already included plus a few updates made by VDR.


Good Hunting


Les

Thanks for answering Les! i play this game with the Open Horizons II Mod this time (only a few other mods in the game)
and i also have the TWoS Mod which is deactivated now (i will give this Mod later a try, because i never played the 5 Version,
only a long time SH3 and also a bit SH4). I will activate the Equipment Mods and see what it changes, i think - a lot. :yeah:
Greetings to britain!

U-190
06-11-21, 12:28 PM
:Kaleun_Thumbs_Up:

YourTrueSub
09-06-23, 04:51 AM
Hi there,

Would anyone be so kind as to explain how I could get my hands on the type 9 Sub?

It is March 1940 and I did not receive any prompts to take command of a new sub after a patrol, other than the type 7B.

Thanks.

GrenSo
09-06-23, 08:50 AM
Hi there,

Would anyone be so kind as to explain how I could get my hands on the type 9 Sub?

It is March 1940 and I did not receive any prompts to take command of a new sub after a patrol, other than the type 7B.

Thanks.


In SH5 there is only type VII (a,b,c and c41) and with mod the u-flak available.

Aktungbby
09-06-23, 09:45 AM
YourTrueSub!:Kaleun_Salute:

YourTrueSub
09-24-23, 12:28 PM
In SH5 there is only type VII (a,b,c and c41) and with mod the u-flak available.

Understood and thank you for your help, took a look at the game files and saw type 7s only

YourTrueSub
09-24-23, 03:39 PM
YourTrueSub!:Kaleun_Salute:

Thank you for the warm welcome

castle1875
10-27-23, 09:00 AM
awesome mod, thanks
:Kaleun_Applaud: