View Full Version : Fatigue Mod
In doing some searching I didn't come up with much; I'm looking for a mod that can remove fatigue -but isn't SH3 Commander. Sadly SHC breaks too many of my own custom mods/additions so have decided this time to go without installing it and dealing with all the frustrating of getting my own mods working again.
Has anyone made a mod that erases fatigue like SHC does, just as a standalone mod?
Fish In The Water
10-30-11, 03:10 AM
Not sure about a mod, but it's easy enough to disable fatigue all by your lonesome. :03:
Start by using Notepad to open the Basic.fg file in your 'SH3\data\Cfg' folder. Once you've got it open, use the CTRL-F (Find) function to quickly locate the '[FATIGUE_COEF]' section. It should look similar to this:
[FATIGUE_COEF]
;comp0 tower
RegularFactor00=0.001
SpecificFactor00=0.01
BadWeather0=0.02
;comp1 sonar/radio
RegularFactor10=0.001
RegularFactor11=0.001
SpecificFactor10=0.01
SpecificFactor11=0.01
BadWeather1=0.001
;comp2 command room
RegularFactor20=0.001
RegularFactor21=0.001
SpecificFactor20=0.01
SpecificFactor21=0.01
BadWeather2=0.001
;comp3 diesel
RegularFactor30=0.001
RegularFactor31=0.001
SpecificFactor30=0.01
SpecificFactor31=0.00075
BadWeather3=0.02
;comp4 electric
RegularFactor40=0.001
RegularFactor41=0.001
SpecificFactor40=0.00075
SpecificFactor41=0.01
BadWeather4=0.001
;comp5 bow torp
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02
;comp6 bow rest
SpecificFactor60=-0.0000003
SpecificFactor61=-0.0000003
;comp7 stern rest
SpecificFactor70=-0.0000003
SpecificFactor71=-0.0000003
;comp8 stern torp
RegularFactor80=0.01
RegularFactor81=0.01
SpecificFactor80=0.03
SpecificFactor81=0.04
BadWeather8=0.02
;comp9 deckgun
RegularFactor90=0.001
SpecificFactor90=0.05
BadWeather9=0.02
;comp10 flak
RegularFactor100=0.001
SpecificFactor100=0.05
BadWeather10=0.02
;comp 11 repair station
RegularFactor110=0.001
RegularFactor111=0.001
SpecificFactor110=0.02
SpecificFactor111=0.02
BadWeather11=0
This is where fatigue levels are set for every compartment on your boat. If you want to disable them, simply change all the levels to 0. Good luck, have fun and enjoy your new super crew! :sunny:
irish1958
10-30-11, 11:45 AM
Nice post, Fish:woot:
irish1958
10-30-11, 11:46 AM
In doing some searching I didn't come up with much; I'm looking for a mod that can remove fatigue -but isn't SH3 Commander. Sadly SHC breaks too many of my own custom mods/additions so have decided this time to go without installing it and dealing with all the frustrating of getting my own mods working again.
Has anyone made a mod that erases fatigue like SHC does, just as a standalone mod?
I can't imagine any reason not to use CMDR? Why don't you want to use it?
Thanks, if the game had a better way of doing real crew roation I wouldn't mind having the fatigue. Since its solution is really poor and requires micromanagement on a scale that shouldn't need to be done every few minute (should only need to do it once at the mission start, after that the crew maintains the rotations; of course would be ideal), feel like I'm playing the Sims whenever I'm not engaging ships.
Sailor Steve
10-30-11, 12:53 PM
I'm curious to know what mods SH3C breaks, or how it can even do that. Every function in Commander is optional.
As for perfect crew rotation, SH4 U-boats gives that.
Magic1111
10-30-11, 04:02 PM
For all SH3-Commander Users in regarding to Crew-Fatigue try this MOD for Commander:up::
http://www.mediafire.com/?zbcz2aodldm
Best regards,
Magic
I'm curious to know what mods SH3C breaks, or how it can even do that. Every function in Commander is optional.
As for perfect crew rotation, SH4 U-boats gives that.
The basic way that SH3C starts, by locking down certain files to read only on startup messes up several mods I've made. They change values in the basic.cfg and menu.cfg. While there's a section you can add your changes into SH3C it doesn't seem to want to work on anything I change in the menu.cfg file. Even though I add the mods via jgsme they inevitably get broken. Have tested and (to my disappointment) found that w/o SH3C all the mods work fine.
Its the statup of SH3C that kills it for me, as it re-writes all files to stock; and then applies the modifications specified within SH3C sometimes leading to some mods to not function correctly. Since the crew fatigue model is the real only feature of SH3C I use, its no big loss as long as I can reproduce the no fatigue mod.
@Tessa: If Sh3Cmdr rewrites all files to stock, it seems that you forgot to install the specific configuration file that is required to work correctly with GWX (see http://www.thegreywolves.com/downloads/). Also you should enable auto-rollback. Then all changes are reverted when game ends.
Fish In The Water
10-30-11, 06:57 PM
Nice post, Fish:woot:
Why thank you good sir! :salute:
postalbyke
10-31-11, 04:05 PM
Don't worry, Tessa, you're not the only one who doesn't use commander!
My reason is that no-one has justified it to me yet lol
h.sie's fix pack and my own wits are how i've survived the mod wars :O:
but seriously, I just avoid this problem by judicious use of the map screen (above 64x TC), and I have instituted my own watch rotation when that fails. I assume that the TM's will do maintenance on the torpedos whether or not I've put them in the "torpedo room." And there's no reason to man up every station all the time... I just make sure there's enough crew for a "port" and "starboard" watch cycle (two men for every station, one on duty, one off duty)
Sailor Steve
10-31-11, 04:50 PM
Don't worry, Tessa, you're not the only one who doesn't use commander!
My reason is that no-one has justified it to me yet lol
I guess it comes down to what you want from the game. For me having the huge crew name assortment and the ship names are as important as any supermod. I've also read posts by some who find those things to be absolutely useless.
So I consider it easily as important as, say, GWX, and wouldn't live without it. It, along with the new harbor mods, are the only things that keep me from dropping SH3 entirely in favor of SH4.
One man's meat is another man's poison.
-Lucretius
One man's theology is another man's belly laugh.
-Robert A. Heinlein
One gamer's must-have mod is another gamer's waste of time.
-Me
@Tessa: If Sh3Cmdr rewrites all files to stock, it seems that you forgot to install the specific configuration file that is required to work correctly with GWX (see http://www.thegreywolves.com/downloads/). Also you should enable auto-rollback. Then all changes are reverted when game ends.
Hi h.sie, you've been a big help in getting frustrating mods to work in the past, and I love your realistic ship time mod (forgive me for forgetting the exact mod name, the one that modifies breathing time at silent speed, prevents the sub from moving too fast with the periscope up among several other points from that mod), that's one mod I find I can't live without once I started using it.
As far as the directions go I've installed it correctly each time. First SH3C and then the patch for GWX 3. Part of the problem I believes lies in the autorollback, and its reseting of the basic.cfg at the start of each game. For example, one of the main things I do is change the renown needed for each medal, and for crew medals. W/o SH3C they work properly, with it I have to keep manually changing each time a medal is awarded prematurely (like trying to continually give me a RK on my 3rd patrol) or failing to promote at the proper time. I've spent a lot of time understanding how to make modifications within SH3C so they work properly in game and can get some of my to work, but not the main ones.
I guess it comes down to what you want from the game. For me having the huge crew name assortment and the ship names are as important as any supermod. I've also read posts by some who find those things to be absolutely useless.
So I consider it easily as important as, say, GWX, and wouldn't live without it. It, along with the new harbor mods, are the only things that keep me from dropping SH3 entirely in favor of SH4.
I agree that SH3C adds a great deal of realism and makes dealing with crew management a breeze over manually editing the crew_career files after each patrol or when you want to change a name. It does a lot of very cool things, like I mentioned to h.sie after many long hours of testing and failure I'd ultimately decided its benefits (for me) don't outweigh the cons (breaking several mods each time SH3 is lauched with SHC) and I'll get more enjoyment out of playing the game than futzing around trying to get mods to work with each other properly.
We all have our own preferences in what is important to us and how we like to play, while many of those line up with SH3C has to offer; the ones more important to my area of interest seem to only get impeded by it. Maybe since this time around I'm choosing to play with minimum mods for better stability and speed, plugging in all the mod data into SH3C changes file might work properly and will get the best of both worlds.
irish1958
11-01-11, 07:19 AM
Hi h.sie, you've been a big help in getting frustrating mods to work in the past, and I love your realistic ship time mod (forgive me for forgetting the exact mod name, the one that modifies breathing time at silent speed, prevents the sub from moving too fast with the periscope up among several other points from that mod), that's one mod I find I can't live without once I started using it.
As far as the directions go I've installed it correctly each time. First SH3C and then the patch for GWX 3. Part of the problem I believes lies in the autorollback, and its reseting of the basic.cfg at the start of each game. For example, one of the main things I do is change the renown needed for each medal, and for crew medals. W/o SH3C they work properly, with it I have to keep manually changing each time a medal is awarded prematurely (like trying to continually give me a RK on my 3rd patrol) or failing to promote at the proper time. I've spent a lot of time understanding how to make modifications within SH3C so they work properly in game and can get some of my to work, but not the main ones.
That is strange; I have modified that (and other files) and have had no problem using CMDR.
Perhaps, if that is the only file in question, if you go into the CMDR folder and change the file in the backup folder to your modified file, CMDR would work correctly as it uses these files to roll back.
frau kaleun
11-01-11, 07:58 AM
That is strange; I have modified that (and other files) and have had no problem using CMDR.
Agreed. My understanding is that Auto-rollback in Commander only undoes the changes that Commander made to the game files when it launched that particular session, meaning that when you exit the game the files go back to whatever they were before you launched it, not to their stock unmodded versions (assuming you have modded them manually or with JSGME).
At any rate it's easy enough to make any changes you want to the basic.cfg using Commander itself, which is my preference and which has so far worked perfectly.
One gamer's must-have mod is another gamer's waste of time.
-Me
Philosophy is really amazing!:DL
;)
Cheers SS!
Sailor Steve
11-01-11, 08:48 AM
Philosophy is really amazing!:DL
;)
Cheers SS!
:rotfl2:
Like any good philosophy it's based on observed real-world experience. How many thousands of mods are there, and how often does someone ask "What are the must-haves?" That's all I could think of to say!
I frequently say to my wife - that don't understand more how I yet can play that "submarine saying words in german all the time" - even my kids knows when i'm playing it 2 rooms away - that I learned a lot with this game - now, even, philosophy!:DL
I don't yet have botton signature but I think that now i found one!
Sailor Steve
11-01-11, 09:20 AM
Well thanks, I'm honored. :oops:
Agreed. My understanding is that Auto-rollback in Commander only undoes the changes that Commander made to the game files when it launched that particular session, meaning that when you exit the game the files go back to whatever they were before you launched it, not to their stock unmodded versions (assuming you have modded them manually or with JSGME).
At any rate it's easy enough to make any changes you want to the basic.cfg using Commander itself, which is my preference and which has so far worked perfectly.
That's an intriguing idea, something I never tried or though of. The basic.cfg file isn't the only files changed, the /data/en_menu has a good number of changes; though I change these in through my mod in jgsme anything I seem to save in that files gets erased.
To fix the problem in essence then I'd be tricking SH3C into thinking that the completely modded game is actually the 'stock' version of the game whenever it does a rollback. Which is one thing I never understood; what is the purpose of a rollback? SH3C has the capicity to write data that it outside the parameters of what the stock version can do or in some cases understand. Never understood the reason one needed to use the rollback to keep the game running smooth:06:
frau kaleun
11-01-11, 04:28 PM
That's an intriguing idea, something I never tried or though of. The basic.cfg file isn't the only files changed, the /data/en_menu has a good number of changes; though I change these in through my mod in jgsme anything I seem to save in that files gets erased.
To fix the problem in essence then I'd be tricking SH3C into thinking that the completely modded game is actually the 'stock' version of the game whenever it does a rollback. Which is one thing I never understood; what is the purpose of a rollback? SH3C has the capicity to write data that it outside the parameters of what the stock version can do or in some cases understand. Never understood the reason one needed to use the rollback to keep the game running smooth:06:
A rollback, whether auto or manual, is recommended if you are going to be changing anything in your game files in between sessions (enabling/disabling mods, manual edits, whatever). IMO it's just easier to let Commander rollback all the changes it makes automatically when I exit the game. If you are launching the game with Commander, exiting the game and then changing your game files *without* rolling back Commander, it's just asking for trouble.
I use a lot of mods that would normally overwrite the basic.cfg (and nothing else), and rather than trying to merge them all for use with JSGME or manually editing the file that's already in the game folder, I use the Static Settings.cfg file in Commander and have Commander make the desired changes for me whenever I launch the game. And as far as I know, the ONLY changes Commander makes to the basic.cfg are through that file - it doesn't change anything in the basic.cfg unless the Static Settings.cfg is set up to make it do that.
I know it works, because when I launch the game through Commander the changes are there - when I don't, the changes aren't there. So it definitely undoes them when it does the auto-rollback.
I don't know about en_menu changes, but if you look in the Cfg folder of your Commander installation and open one of the Menu variable_xx.text files you'll see this at the top:
,~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
,This file contains the variable text inserted into SH3 based on the current career
,date. If adding, use same key as en_menu.txt file. New keys must be added to the
,KEYS section. Entries only need to be added to the date that they are to come into
,effect. Use ^ to revert back to default text. This file can be deleted if feature
,unwanted.
,~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Maybe this has something to do with it? Since these files are unnecessary you could try deleting them from your Commander install and see what happens. :hmmm:
A rollback, whether auto or manual, is recommended if you are going to be changing anything in your game files in between sessions (enabling/disabling mods, manual edits, whatever). IMO it's just easier to let Commander rollback all the changes it makes automatically when I exit the game. If you are launching the game with Commander, exiting the game and then changing your game files *without* rolling back Commander, it's just asking for trouble.
In all the manuals/readme Jaeson stresses that a lot; why he recommends rollback after every patrol has always been a mystery (in a normal game)
I use a lot of mods that would normally overwrite the basic.cfg (and nothing else), and rather than trying to merge them all for use with JSGME or manually editing the file that's already in the game folder, I use the Static Settings.cfg file in Commander and have Commander make the desired changes for me whenever I launch the game. And as far as I know, the ONLY changes Commander makes to the basic.cfg are through that file - it doesn't change anything in the basic.cfg unless the Static Settings.cfg is set up to make it do that.
I know it works, because when I launch the game through Commander the changes are there - when I don't, the changes aren't there. So it definitely undoes them when it does the auto-rollback.
I don't know about en_menu changes, but if you look in the Cfg folder of your Commander installation and open one of the Menu variable_xx.text files you'll see this at the top:
Maybe this has something to do with it? Since these files are unnecessary you could try deleting them from your Commander install and see what happens. :hmmm:
After awhile of trial and error I figured out too how to use the static.cfg file to make changes in the basic.cfg. Very easy and nice way to keep all your changes in one spot rather than have 3 or more seperate custom mods to add through JGSME. Hopefully by changing the backup files within SH3C to my modded values the mods that require older folders (that he locks and loads from the backup files/original untouched) will fool it and do the trick. Will let you know how that turns out once I gets the mods in place and see if SHC proceeds correctly:salute:
frau kaleun
11-01-11, 08:02 PM
After awhile of trial and error I figured out too how to use the static.cfg file to make changes in the basic.cfg. Very easy and nice way to keep all your changes in one spot rather than have 3 or more seperate custom mods to add through JGSME.
:yep:
That's what sold me on it.
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