PDA

View Full Version : Essential Mods


Brodie9666
09-13-11, 02:25 PM
Hello everyone,

Firstly let me break the rules by immediately going off topic on my own thread and saying a massive hello, this is my first post of many in this community.
I would also like to say a thank for all the help you gave me when playing SH3 although you never knew it, i was lurking silently in the background reading your forums and gleening hints and tips from you all :D

Ok now back on topic.

I played SH3 for a while. years ago and really liked but the world of MMO's pulled me away and i started playing Lord of the Rings Online.
A week ago whilst trawling through Amazon.co.uk i come across a copy of SH5 for a few pound and was suddenly transported back to my SH3 days and in a moment of nostalgia bought it.
It arrived a few days ago and after the initial shock at seeing the massive changes that have occured in my absence i was immediately sucked back into the SH world.
Now i know these games are never perfect upon launch, in fact it can often take several years to get them ship shape, this is part of the appeal for me strangely enough. I also know that you hard working people put a lot of time, effort and love into making fantastic mods etc to improve the game for everyone else.

So here is my question and the reason for this thread.

What, in your expert opinion, are the essential mods for Silent Hunter 5 and why?

Now i know its based on personal preference and game play style.
Well i dont exactly play on the most realistic settings, in fact if it creeps up beyond 30 % im bricking it. I do however like beautiful graphics, additional missions, history and atmosphere, (i remember a mod years ago which would allow you to listen to actual radio broadcasts on your radio as and when they happened if you tuned in on the correct dates - things like that are right up my alley!).
Oh and something to stop the crew spinning around when im talking to them would be nice.

Thanks

Brodie.

Paajtor
09-13-11, 03:01 PM
hi, and welcome!
...allthough you already seem to feel at home for a while.:)

I guess you are a little overwhelmed by all the mods outthere, as I am.
I too bought the game recently, and after I finally finished a new gaming-rig this weekend, I'm about to submerge into SH5.

After spending some time in the mods-section, I think it's wise for you to go have a read here:

- 1st, a list of mod-loadouts (http://www.subsim.com/radioroom/showthread.php?t=173193) that players have posted.

- and 2nd, 2 links to a couple of larger super-mods, that are a collection of great stuff that modders have created:

Magnus Opus (MO) (http://www.subsim.com/radioroom/showthread.php?t=176123)

AVC 2 (http://174.123.69.202/%7Esubsimc/radioroom/showthread.php?t=180415)

happy hunting!

Cold_Gambler
09-13-11, 03:03 PM
Hey Brodie,

seems like a number of us new Kaleun's have had the same experience (seeing the screenies prompting impulse buy of discount-bin SH5).


I've tried TheDarkWraith's Magnum Opus mega-mod + his New UI mod but stopped using it because I found the AI too rigorous for my taste (I've since discovered that they can be toned down to be much less aggressive). MO is a comprehensive mod pack and well worth giving a try.

I've currently using Obelix's AVC 2 mod pack and really like the way everything is presented... more "period" than MO, but it's a matter of subjective taste. I'm not into very high difficulty settings, so perhaps try AVC first and see how you like it.

I haven't tried up Open Horizons yet (I want to give the stock career a full run-through first) but it looks like another "must have" on the mod list to me.

Other than that, I like the Critical Hits mods for torps and guns which, to me seems to implement a more realistic range of torpedo and shell damage. The nice thing about JSGME is that it's fairly easy to come up with one's own "mod soup". :)
Happy hunting,
C_G

mia389
09-13-11, 03:36 PM
Hey Brodie,

I've tried TheDarkWraith's Magnum Opus mega-mod + his New UI mod but stopped using it because I found the AI too rigorous for my taste (I've since discovered that they can be toned down to be much less aggressive). MO is a comprehensive mod pack and well worth giving a try.


You can always run IRAI and adjust the difficulty of AI before enabling the mod.

lazlow
09-14-11, 10:20 AM
First off welcome.

I am also recently playing sh 5 and have had a few headaches re- mods, i wont play without them though so sticking to it,apparently it seems theres a correct order to install some mods so it might be worth asking/researching what order to install youre chosen mods.

Other than that id say essential mods for me are open horizens II ,magnus op,churchs nav map,critical hits >torpedos,equip upgrades,ohII light campaign radio messages and finaly newui`s by the dark wraith.

Without these i probebly wouldnt play so its worth saying thanks to the modders for thier efforts,im planning on adding more mods some enviroment mods and such but i want to get my current mod soup stable first, with some ( see a lot :D ) help from these guys here im getting there.

Herr-Berbunch
09-14-11, 10:25 AM
Welcome aboard at last :salute:

I'm keeping an eye on this one, as I bought SHV several months ago and haven't actually done anything but the training :nope:

0rpheus
09-14-11, 10:52 AM
Install orders can be checked for validity with TDW's SH5 Validator:

http://www.subsim.com/radioroom/showthread.php?t=186975

If you're using any combination of IRAI, FX Update & TDW's New UIs, they should be installed in that order. The rest of it is just common sense for the most part - remember that whatever is installed later will overwrite any earlier versions - so if you install two different wave mods, for example, you'll only see the effect of the last one, as they both use the same file and the last will overwrite the first.

In terms of 'must have' mods, opinions differ of course. I have a list in my sig containing the mods I'm running at the moment, in the right order, and Sober and Mia both have good lists too.

For quick reference, all of these I consider essential:

Magnum Opus
IRAI
FX_Update 019
New UIs with TDC 6.7.0
Open Horizons II campaign mod
Dynamic Environment pack

I also really favour KZS' Hull Wetness mod, Vorkapitan's Enhanced Caustics and Mia's Real Sink. All of these can be found in the Mods forum with a little searching.

Finally, you'll also need TDW's SH5 Exe patcher regardless of what mods you use (this fixes the broken Hydrophone), and the D3D Antilag file that improves fps. Neither of these last use JSGME, just follow the instructions included:

http://www.subsim.com/radioroom/showthread.php?t=181433
http://www.subsim.com/radioroom/downloads.php?do=file&id=2871

:salute:

mia389
09-14-11, 01:09 PM
Install orders can be checked for validity with TDW's SH5 Validator:

http://www.subsim.com/radioroom/showthread.php?t=186975

If you're using any combination of IRAI, FX Update & TDW's New UIs, they should be installed in that order. The rest of it is just common sense for the most part - remember that whatever is installed later will overwrite any earlier versions - so if you install two different wave mods, for example, you'll only see the effect of the last one, as they both use the same file and the last will overwrite the first.

In terms of 'must have' mods, opinions differ of course. I have a list in my sig containing the mods I'm running at the moment, in the right order, and Sober and Mia both have good lists too.

For quick reference, all of these I consider essential:

Magnum Opus
IRAI
FX_Update 019
New UIs with TDC 6.7.0
Open Horizons II campaign mod
Dynamic Environment pack

I also really favour KZS' Hull Wetness mod, Vorkapitan's Enhanced Caustics and Mia's Real Sink. All of these can be found in the Mods forum with a little searching.

Finally, you'll also need TDW's SH5 Exe patcher regardless of what mods you use (this fixes the broken Hydrophone), and the D3D Antilag file that improves fps. Neither of these last use JSGME, just follow the instructions included:

http://www.subsim.com/radioroom/showthread.php?t=181433
http://www.subsim.com/radioroom/downloads.php?do=file&id=2871

:salute:

:sign_yeah::sign_yeah::sign_yeah::sign_yeah:

I will just add if AI is to hard you can tweak their settings in the IRAI mod. The file is called init.aix and found here
C:\Ubisoft\Silent Hunter 5\MODS\IRAI_0_0_30_ByTheDarkWraith\data\Scripts\AI

Below I have what I use. At first I just could not get away from escorts until I changed this.

################################################## ###############
###################### Difficulty parameters ####################
# Note: difficulty is in range 0 - 100 with 0 being no difficulty (sensor doesn't exist)
# all the below get divided by 100 in code
# for non-merchants
VISUAL_DIFFICULTY_MIN = 85;
VISUAL_DIFFICULTY_MAX = 95;
HYDROPHONE_DIFFICULTY_MIN = 65;
HYDROPHONE_DIFFICULTY_MAX = 85;
RADAR_DIFFICULTY_MIN = 85;
RADAR_DIFFICULTY_MAX = 95;
SONAR_DIFFICULTY_MIN = 65;
SONAR_DIFFICULTY_MAX = 85;

sidslotm
09-15-11, 08:30 AM
Open Horizons II is a must

Jacke
11-03-11, 11:11 PM
I will just add if AI is to hard you can tweak their settings in the IRAI mod. The file is called init.aix and found here
C:\Ubisoft\Silent Hunter 5\MODS\IRAI_0_0_30_ByTheDarkWraith\data\Scripts\AI

Below I have what I use. At first I just could not get away from escorts until I changed this.

################################################## ###############
###################### Difficulty parameters ####################
# Note: difficulty is in range 0 - 100 with 0 being no difficulty (sensor doesn't exist)
# all the below get divided by 100 in code
# for non-merchants
VISUAL_DIFFICULTY_MIN = 85;
VISUAL_DIFFICULTY_MAX = 95;
HYDROPHONE_DIFFICULTY_MIN = 65;
HYDROPHONE_DIFFICULTY_MAX = 85;
RADAR_DIFFICULTY_MIN = 85;
RADAR_DIFFICULTY_MAX = 95;
SONAR_DIFFICULTY_MIN = 65;
SONAR_DIFFICULTY_MAX = 85;
# for merchants
VISUAL_DIFFICULTY_MERCHANT_MIN = 85;
VISUAL_DIFFICULTY_MERCHANT_MAX = 100;
HYDROPHONE_DIFFICULTY_MERCHANT_MIN = 85;
HYDROPHONE_DIFFICULTY_MERCHANT_MAX = 100;
RADAR_DIFFICULTY_MERCHANT_MIN = 85;
RADAR_DIFFICULTY_MERCHANT_MAX = 100;
SONAR_DIFFICULTY_MERCHANT_MIN = 85;
SONAR_DIFFICULTY_MERCHANT_MAX = 100;


What about the merchant difficulties (stock values now included in the example)? Does this lead to the merchants easily spotting your sub and eventually making effective attacks difficult?

Gerald
11-03-11, 11:18 PM
@ Svart! Welcome to SubSim, :up:

Jacke
11-03-11, 11:20 PM
@ Svart! Welcome to SubSim, :up:
...and the 85 degree slope learning curve! :) Thanks.

TheDarkWraith
11-03-11, 11:36 PM
What about the merchant difficulties (stock values now included in the example)? Does this lead to the merchants easily spotting your sub and eventually making effective attacks difficult?

If you increase their difficulty settings then yes, they will be more difficult to attack. They may spot you sooner, them may call in air support sooner, they may fire guns sooner, who knows. That's the random nature of IRAI :up:

Jacke
11-03-11, 11:48 PM
If you increase their difficulty settings then yes, they will be more difficult to attack. They may spot you sooner, them may call in air support sooner, they may fire guns sooner, who knows. That's the random nature of IRAI :up:

Increase ?!?!? Stock in IRAI they have the same difficulty settings as those escorts that mia389 had to tone down to be able to escape at all.

I'm going to set the merchants to the same vales mia389 turned the non-merchants down to.

TheDarkWraith
11-04-11, 09:15 AM
Increase ?!?!? Stock in IRAI they have the same difficulty settings as those escorts that mia389 had to tone down to be able to escape at all.

The stock settings in IRAI will provide a very challenging experience. You have to be an exceptional captain if you want to live. Most people will want to tone those settings down for warship. Having merchant at stock value is ok though.

Sartoris
11-04-11, 11:04 AM
TDW, are there some instruction you could give us for staying alive? I intend to leave the difficulty untouched, to get the full experience you intended, so I'd appreciate it if you could share some of your tricks with us.:salute:

TheDarkWraith
11-04-11, 05:01 PM
TDW, are there some instruction you could give us for staying alive? I intend to leave the difficulty untouched, to get the full experience you intended, so I'd appreciate it if you could share some of your tricks with us.:salute:

Don't be the captain that just has to have this kill no matter what. Plan your attack. If you cannot do the attack without being detected it isn't worth doing. IRAI forces you to plan or you die. Improper attack techniques will result in your death. There is no 'instant gratification' with IRAI - you have to earn it. With IRAI sometimes you will have to let a target go because the risk outweighs the reward. Attacking warships for 'the fun of it' is an excellent way to die with IRAI :yep:

Sartoris
11-04-11, 05:40 PM
Thank you! It does seem that once you are detected, it's pretty much over, at least in my case. I find it extremely difficult to shake off my pursuers. The last time I played I sunk a warship for 13k tons, but then seven destroyers all converged on me. One of them was almost motionless on the surface, it just sat there pinging me while the others used his signal (I guess) to locate me and depth charge me to pieces. I tried running at 0.5 knots and dropping down to 150 meters, and using decoys, but it didn't do any good unfortunately. Seems that the only defense is not to get detected.

I watched some of stoianm's tutorials, and it definitely seems like a good idea to attack escorted targets from a great distance, and to fire torpedoes with the intention of sinking them while they are at your (for example) 350 bearing, and not your 0 bearing (if you're using the fast 90 technique), because if you fire when the target is on your 0 bearing you don't have enough time to escape while the escorts are rushing to inspect. I hope I understood that correctly.

TheDarkWraith
11-04-11, 05:48 PM
Thank you! It does seem that once you are detected, it's pretty much over, at least in my case. I find it extremely difficult to shake off my pursuers. The last time I played I sunk a warship for 13k tons, but then seven destroyers all converged on me. One of them was almost motionless on the surface, it just sat there pinging me while the others used his signal (I guess) to locate me and depth charge me to pieces. I tried running at 0.5 knots and dropping down to 150 meters, and using decoys, but it didn't do any good unfortunately. Seems that the only defense is not to get detected.

The best offense is the best defense - to not be detected.
The unit sitting there motionless is the Director. His purpose is to just listen and direct the others to you. He is your worst enemy. The director is only present in HK groups of greater than a certain size. Once a director 'latches' onto you it's pretty much over. That was the purpose of HK groups though - hunt and kill uboats.

0rpheus
11-04-11, 10:13 PM
The stock settings in IRAI will provide a very challenging experience. You have to be an exceptional captain if you want to live. Most people will want to tone those settings down for warship. Having merchant at stock value is ok though.

After Ducimus' DD's in SH4, this level of threat is the only thing that feels realistic anymore! :O:

kylania
11-04-11, 10:21 PM
Which mod adds flares and searchlights?

0rpheus
11-04-11, 10:31 PM
Which mod adds flares and searchlights?

FX Update adds distress flares, though they make my system hang something rotten. As for searchlights, I've always assumed that most ships have them as stock, but maybe that's FX update as well?

kylania
11-04-11, 10:45 PM
That's odd. I have FX mod, but don't get any flares or search lights or sirens.

TheDarkWraith
11-04-11, 10:53 PM
That's odd. I have FX mod, but don't get any flares or search lights or sirens.

then a mod has overwritten FX_Update's ship eqp files and/or FX_Update's \data\Zones.cfg

0rpheus
11-04-11, 10:54 PM
That's odd. I have FX mod, but don't get any flares or search lights or sirens.

That is odd... this link shows the code to disable flares within FX Update, might be worth a look in the code to see what your settings are... but default is on, I think. Odd indeed!

http://www.subsim.com/radioroom/showpost.php?p=1647116&postcount=275

EDIT: ahh, it's in the ships .eqp file..., not the zones.cfg (everything else is right tho). Must be an old post, still worth looking in the code though, or as TDW says it might be overwritten by something else?

kylania
11-04-11, 11:07 PM
then a mod has overwritten FX_Update's ship eqp files and/or FX_Update's \data\Zones.cfg

OH II 1.4 Full seems to be the culprit than, it overwrote the Zones.cfg and a few eqp files.

That's odd. Just had a tanker shoot up a flare. o.O

Trevally.
11-05-11, 06:08 AM
OH II 1.4 Full seems to be the culprit than, it overwrote the Zones.cfg and a few eqp files.

That's odd. Just had a tanker shoot up a flare. o.O

OHII uses the zone.cfg from TDWs FX0.19:up:

Only the LL and large steamers will fire a white star shell and sound whistles.
This happens when you are spotted by them.

The red flare is fired by most ships when sinking:yep:

Huovi
11-06-11, 03:07 PM
Hello,

Just got into using the mods. Quite overwhelming.

Regards

Huovi