View Full Version : [REL] Open Horizons II
Trevally.
08-11-12, 10:08 AM
Trevally, is there a limit on how many ramifications/connections between different campaigns we can have in game? :hmm2:
No - I don't think so
# Create Campaign Tree
CampaignTreeRoot = Campaign( "TotalGermany39", 0, PageCampaignSelection_SelectionGroup_CampaignTree_ TotalGermany )
HappyTimesNode = CampaignTreeRoot.AddLink( Campaign( "Happytimes40", 1, PageCampaignSelection_SelectionGroup_CampaignTree_ HappyTimes ), PageCampaignSelection_SelectionGroup_CampaignTree_ TotalGermany_HappyTimes )
MareNostrumNode = HappyTimesNode.AddLink( Campaign( "Marenostrum41", 2, PageCampaignSelection_SelectionGroup_CampaignTree_ MareNostrum ), PageCampaignSelection_SelectionGroup_CampaignTree_ HappyTimes_MareNostrum )
WesternApproachesNode = HappyTimesNode.AddLink( Campaign( "WesternApproaches41", 3, PageCampaignSelection_SelectionGroup_CampaignTree_ EscortSkirmish ), PageCampaignSelection_SelectionGroup_CampaignTree_ HappyTimes_EscortSkirmish )
ArcticConvoyNode = WesternApproachesNode.AddLink( Campaign( "Arcticconvoys41", 6, PageCampaignSelection_SelectionGroup_CampaignTree_ ArcticConvoy ), PageCampaignSelection_SelectionGroup_CampaignTree_ EscortSkirmish_ArcticConvoy )
UnserMeerNode = MareNostrumNode.AddLink( Campaign( "Mediterrana42", 4, PageCampaignSelection_SelectionGroup_CampaignTree_ UnserMeer ), PageCampaignSelection_SelectionGroup_CampaignTree_ MareNostrum_UnserMeer )
OperationDrumbeatNode = MareNostrumNode.AddLink( Campaign( "Operationdrumbeat42", 5, PageCampaignSelection_SelectionGroup_CampaignTree_ OperationDrumbeat ), PageCampaignSelection_SelectionGroup_CampaignTree_ MareNostrum_OperationDrumbeat )
WesternApproachesNode.AddLink( ArcticConvoyNode, PageCampaignSelection_SelectionGroup_CampaignTree_ EscortSkirmish_ArcticConvoy )
WesternApproachesNode.AddLink( OperationDrumbeatNode, PageCampaignSelection_SelectionGroup_CampaignTree_ EscortSkirmish_OperationDrumbeat )
DistantWatersNode = UnserMeerNode.AddLink( Campaign( "DistantWaters42", 7, PageCampaignSelection_SelectionGroup_CampaignTree_ DistantWaters ), PageCampaignSelection_SelectionGroup_CampaignTree_ UnserMeer_DistantWaters )
BlackPitNode = OperationDrumbeatNode.AddLink( Campaign( "BlackPit42", 8, PageCampaignSelection_SelectionGroup_CampaignTree_ AirGap ), PageCampaignSelection_SelectionGroup_CampaignTree_ OperationDrumbeat_AirGap )
OperationDrumbeatNode.AddLink( DistantWatersNode, PageCampaignSelection_SelectionGroup_CampaignTree_ OperationDrumbeat_DistantWaters )
ArcticConvoyNode.AddLink( BlackPitNode, PageCampaignSelection_SelectionGroup_CampaignTree_ ArcticConvoys_AirGap )
TurningPointNode = BlackPitNode.AddLink( Campaign( "TurningPoint43", 9, PageCampaignSelection_SelectionGroup_CampaignTree_ TurningPoint ), PageCampaignSelection_SelectionGroup_CampaignTree_ AirGap_TurningPoint )
DistantWatersNode.AddLink( TurningPointNode, PageCampaignSelection_SelectionGroup_CampaignTree_ DistantWaters_TurningPoint )
ArcticConvoyNode.AddLink( TurningPointNode, PageCampaignSelection_SelectionGroup_CampaignTree_ ArcticConvoys_TurningPoint )
MonsunGruppeNode = DistantWatersNode.AddLink( Campaign( "MonsunGruppe43", 10, PageCampaignSelection_SelectionGroup_CampaignTree_ MonsunGruppe ), PageCampaignSelection_SelectionGroup_CampaignTree_ DistantWaters_MonsunGruppe )
BlackMayNode = TurningPointNode.AddLink( Campaign( "BlackMay43", 11, PageCampaignSelection_SelectionGroup_CampaignTree_ BlackMay ), PageCampaignSelection_SelectionGroup_CampaignTree_ TurningPoint_BlackMay )
MonsunGruppeNode.AddLink( BlackMayNode, PageCampaignSelection_SelectionGroup_CampaignTree_ MonsunGruppe_BlackMay )
As long as TotalGermany (CoastalWaters) is first and BlackMay (TheFinalYear) is last we can add as many as we like
Sepp von Ch.
08-11-12, 10:09 AM
The Black See campaign should be a separate (non limited for only 4 months) campagne. And I wait for the true IIB model with modernized tower for the Flak.
I do not like when sailing in SH5 with the type VII and only modified data for type IX...
Just my personal opinion friends!
I'd rather adjust until all errors - what about AI XIV Milk Cows, multiple networks to the ports, Fido torpedo for allied crafts, (http://en.wikipedia.org/wiki/Mark_24_Mine) , "sharper" Hunter-Killer Groups in 1943 - 45, Swordfish, Liberators, Wellingtons, Catalina etc. with ASV Radar, rockets and Leight Light?
Would be really "amazing"!!!:rock:
Sepp von Ch.
08-11-12, 10:11 AM
anyway in my opinion the most logical place for "The Battle of the St. Lawrence"should be after Operation Drumbeat, since both were fought on the Western Front.
Hallo gap. I agree. I really love the hunt with my lovely VIIC at the american coast in american and canadian waters...
Trevally.
08-11-12, 10:17 AM
Any new campaign does not have to fit within the dates blocks of others - so any campaign suggestions can be as long as required.
This would mean they could only be linked to the next campaign if it had not yet passed its start date:up:
The General
08-11-12, 10:26 AM
@Trevally
Yay, I got it working smoothly. I did a fresh install of the game and Bob's your mother's brother :salute:
Trevally.
08-11-12, 10:33 AM
@Trevally
Yay, I got it working smoothly. I did a fresh install of the game and Bob's your mother's brother :salute:
Glad you got it fixed TheGeneral:woot:
The Black See campaign should be a separate (non limited for only 4 months) campagne. And I wait for the true IIB model with modernized tower for the Flak.
The German offensive on the Black Sea lasted from October '42 to Sepetmber '44, following the aftermath of King Michael's Coup that led Romania to switch side.
Potentially we could design a 2 years long campaign. But are we sure that there would be so much to do in that small pool (quoting Volodya) to justify such a long campaign? :hmmm:
The short Black Sea campaign proposed by me has two main pourposes: filling a gap left in OHII between Arctic Convoys and Turning Point, and giving us a taste of what routinary 30th flotilla's tasks in an unexplored spot of SH5 map had to be, before a more exciting assignment is getting available.
There are 2 drawbacks though:
the current lack of a tye II U-boat
the lack of Soviet units. Especially air units. :yep:
Trevally.
08-11-12, 10:46 AM
I'd rather adjust until all errors - what about AI XIV Milk Cows,
Do you have a model you could send me Josef and know who owns it:06:
I could test and ask permision to use:yep:
There are 2 drawbacks though:
the current lack of a tye II U-boat
http://www.subsim.com/radioroom/showpost.php?p=1741387&postcount=6
There is still hope:D
the lack of Soviet units. Especially air units. :yep:
Que Uekel:D
Do you have a model you could send me Josef and know who owns it:06:
I could test and ask permision to use:yep:
privateer was working on that model, and had it semi-finished:
http://www.subsim.com/radioroom/showthread.php?t=170937&page=6
During a recent private discussion he told me that he could consider finishing and releasing it. I just hope that his proposal will come true sometime soon :)
http://www.subsim.com/radioroom/showpost.php?p=1741387&postcount=6
There is still hope:D
yes, maybe not in two weeks, but I am confident too :O: :D
Que Uekel:D
yes, I am sure there's more that one piece of Soviet technology lost in some of the megamods released for SH3/4 and waiting for us to ask for permission to port it to SH5 :rolleyes:
Que Uekel:DArrived! :D
Here I agree with gap: yes, I am sure there's more that one piece of Soviet technology lost in some of the megamods released for SH3/4 and waiting for us to ask for permission to port it to SH5 :rolleyes:
But a two year campaign should be too long, due the player must pass through the whole campaign and canīt transfer in this time.
Arrived! :D
:up:
I see Trevally likes keeping you busy, but admitted the we get the permission to convert any existing aircraft, don't exitate to ask for my support , especially if you feel that some model may need a good repainting. :D
And by the way, have you read this thread (http://www.subsim.com/radioroom/showthread.php?t=197496)? Many aircraft uncorrectly duplicated with different names in SH5 should be replaced with their correct models, if possible.
But a two year campaign should be too long, due the player must pass through the whole campaign and canīt transfer in this time.
Yep, it was just an example: a two years long campaign would be totally unbalanced, whatevere it is. :)
And by the way, have you read this thread (http://www.subsim.com/radioroom/showthread.php?t=197496)? Many aircraft uncorrectly duplicated with different names in SH5 should be replaced with their correct models, if possible.For the first, I remember for the catalina I made new GR2-models (two engines). Only the files
FloatingPlane.GR2 and
FloatingPlane_LOD.GR2
(file date 05. June 2012)
for the model
and maybe
AS_USFloatEarlyWar.sns
AS_USFloatEarlyWar.eqp
must be exchanged from stock to OHII.
Yep, it was just an example: a two years long campaign would be totally unbalanced, whatevere it is. :)if you like the two years (I know, example :D) can be splitted in two parts, same like mediterran.
Trevally.
08-11-12, 03:02 PM
For the first, I remember for the catalina I made new GR2-models (two engines). Only the files
FloatingPlane.GR2 and
FloatingPlane_LOD.GR2
(file date 05. June 2012)
for the model
and maybe
AS_USFloatEarlyWar.sns
AS_USFloatEarlyWar.eqp
must be exchanged from stock to OHII.
Ahh -I had this noted down as a bug:oops:
Your files are in OHII as the float plane:hmmm:
...
Your files are in OHII as the float plane:hmmm:
Yes, I had changed only the models. The file names are still the same and thus also the entry in the *.cfg. :yep:
For the first, I remember for the catalina I made new GR2-models (two engines). Only the files
FloatingPlane.GR2 and
FloatingPlane_LOD.GR2
(file date 05. June 2012)
for the model
and maybe
AS_USFloatEarlyWar.sns
AS_USFloatEarlyWar.eqp
must be exchanged from stock to OHII.
Ahh -I had this noted down as a bug:oops:
Your files are in OHII as the float plane:hmmm:
Sorry, it was my bad thinking that you kept using the GR2 model by mistake.
I see now that you've removed the central propeller from the vanilla model:up:
Nevertheless my suggestion is to retrieve back the dat model for use as PBY Catalina, since it is a much more accurate reproduction of the actual thing, and to use the GR2 model with some differnt adjustment (removing the side propellers and keeping just the central one, if possible) for the italian hydroplane Z501 that is currently sharing the same model with the Sunderland, though not resempling it even by far...
PS1:Hope I made myself clear: after reading my post I almost failed to understand it myself... :D
PS2:currently digging into the past for some extra aircraft models... :O:
Iīve tested the dat model. It canīt be shut down, Iīve tried many, add a DMG_col node with the entire model and correct some zones - with no improvement. Thatīs why I had the idea to use the vanilla with two engines.
Trevally.
08-11-12, 04:12 PM
Iīve tested the dat model. It canīt be shut down, Iīve tried many, add a DMG_col node with the entire model and correct some zones - with no improvement. Thatīs why I had the idea to use the vanilla with two engines.
Thanks Uekel - yes now I remember:doh:
Trevally.
08-11-12, 04:14 PM
Refuelling
http://img228.imageshack.us/img228/4984/refuelh.jpg
Here is a HogIsland as a resupply ship.
So this means all I need is a model:up:
Iīve tested the dat model. It canīt be shut down, Iīve tried many, add a DMG_col node with the entire model and correct some zones - with no improvement. Thatīs why I had the idea to use the vanilla with two engines.
Okay, I see.... what a pity :-?
Can you at least duplicate the GR2 model, and bring into it the changes I mentioned in my previous post, for using it with the Z501?
...
Can you at least duplicate the GR2 model, ...Not easy, itīs GR2 :huh:. If the Z501 look likely the catalina :06:, why not build the Z501 from the dat? Itīs not an enemy plane and must not shut down. I hope that I was right here. :hmmm:
Not easy, itīs GR2
Wouldn't duplicating the whole folder with a different name do the trick? Does a GR2 file contain a reference to its own folder? :hmmm:
:huh:. If the Z501 look likely the catalina :06:, why not build the Z501 from the dat? Itīs not an enemy plane and must not shut down. I hope that I was right here. :hmmm:
Yes your idea is good, and the two are quite similar, but the Z501 got only one central propeller, and this is quite a loud detail...
by the way, have you seen if damage zones defined in the catalina zon file have their counterpart in Zones.cfg?
Cybermat47
08-12-12, 03:07 AM
Just wondering, will the new traffic work for mare nostrum in the light version?
Trevally.
08-12-12, 04:35 AM
Just wondering, will the new traffic work for mare nostrum in the light version?
No - The light version will only change the mission ojectives so that you do not have to hunt capital ships (old OHII style) and will add the campaign Turning Point and The Final Year.
It does not have MG or anything else.
You should try using OHII v2 base
It is not too bad for low spec PCs - post your mod list if you are having slowdowns and we can have a look. It could be that an eviron or graphic mod is killing your fps:up:
Trevally.
08-12-12, 07:40 AM
Added to post 1 - All Sounds Included (sh.sdl)
by Volodya61
This sh.sdl included all sounds from all mods which add own sounds to the game
i.e. SubFlags, SH5Lifeboats, FX Update, new OHIIv2.0, Harbour Addition Environment, Stormys DBSM etc.
volodya61
08-12-12, 10:19 AM
Thank you, sir! :salute:
oscar19681
08-12-12, 04:50 PM
Do i have to start a new campaing when installing v 2.0? I currently have OHII and dont want to start over again..
Maki4444
08-13-12, 01:55 AM
Well here are my two cents. I think we should wait for a sub, Type II or IX to be completed. That way you won't have too fix bugs twice. Also I just like things to be the way they are, but that's just me :)
How difficult would it actually be to remodel the subs interior in the SH5 engine?
Kalleblom
08-13-12, 04:04 AM
Do i have to start a new campaing when installing v 2.0? I currently have OHII and dont want to start over again..
I think you diddnīt.
See her:
Yes - Wait until you are at port and save the game when you are on land. Install the new version and load that save game.
Some changes will happen straight away - others will happen when you get to the next stage (campaign).
:salute:
oscar19681
08-13-12, 03:34 PM
Well here are my two cents. I think we should wait for a sub, Type II or IX to be completed. That way you won't have too fix bugs twice. Also I just like things to be the way they are, but that's just me :)
How difficult would it actually be to remodel the subs interior in the SH5 engine?
I think it will take a long time to model the type II or IX.
oscar19681
08-13-12, 03:35 PM
I think you diddnīt.
See her:
:salute:
Hmm i thinkt that still didnt awnser my question.
Cybermat47
08-13-12, 06:05 PM
No - The light version will only change the mission ojectives so that you do not have to hunt capital ships (old OHII style) and will add the campaign Turning Point and The Final Year.
It does not have MG or anything else.
You should try using OHII v2 base
It is not too bad for low spec PCs - post your mod list if you are having slowdowns and we can have a look. It could be that an eviron or graphic mod is killing your fps:up:
That's funny, I was just about to ask you about that!
Cybermat47
08-13-12, 06:08 PM
I think it will take a long time to model the type II or IX.
But... The type II is in OHII.
Cybermat47
08-13-12, 07:41 PM
I installed OHII full, and it works fine, but when I started patrol 2 and opened the map, a CTD occurred. Here are some possible reasons:
I had just finished Baltic operations(not a likely reason) not as tutorial.
I had just added a new emblem
I had just gotten a new torpedo loadout.
Also, no units were visible in Kiel but me.
Cybermat47
08-13-12, 10:51 PM
I figured out why the game was CTD-ing. It was the upgrades.
Well, this'll suck later in the war.
Maybe I'll just play one career with full and another with light!
Cybermat47
08-13-12, 11:00 PM
Hey trevally,
Would you mind giving me the flotilla dates?
Thanks
Kalleblom
08-14-12, 03:01 AM
Hmm i thinkt that still didnt awnser my question.
Iīm confused.:hmmm:
I thought your questions was, if you have to start an new campaign.
And i said you did not start a new campaign. You have to be in the bunker, but some changes will work immediately, some after you finished a part like "Costal Waters" "Western Approaches".
Sorry my english isnīt well, but i hope i answer now your question.:salute:
Trevally.
08-14-12, 12:20 PM
But... The type II is in OHII.
and stock SH5:up:
Ah - yes, but it is a hollow shell with no inside
oscar19681
08-14-12, 12:41 PM
Iīm confused.:hmmm:
I thought your questions was, if you have to start an new campaign.
And i said you did not start a new campaign. You have to be in the bunker, but some changes will work immediately, some after you finished a part like "Costal Waters" "Western Approaches".
Sorry my english isnīt well, but i hope i answer now your question.:salute:
But i did start a new campaign.
oscar19681
08-14-12, 12:42 PM
is it normal for the aircraft to ignore me even if they see me? I saw this only in stock sh-5 and i thought there was a fix for it . But OHII did not fix this?
Trevally.
08-14-12, 12:49 PM
But OHII did not fix this?
No - TDWs IRAI will fix it:up:
Trevally.
08-14-12, 12:51 PM
INFO
If anyone is using TDWs SH5.exe patcher and is testing the "AI_Crew_Damage_Control_Testing" - ensure you install it after OHII
OHII also has a zone.cfg file (based on TDWs FX) - so overwrite this with the one from TDWs patcher
:up:
volodya61
08-14-12, 12:53 PM
Hi Trevally!
Did you saw this post? - http://www.subsim.com/radioroom/showpost.php?p=1921260&postcount=16
Trevally.
08-14-12, 01:26 PM
Hi Trevally!
Did you saw this post? - http://www.subsim.com/radioroom/showpost.php?p=1921260&postcount=16
yes:) - just packing up the mission now:up:
Trevally, I have a question for you:
what's up with the IJN Air Fleet issued by you and Uekel for the Monsun Gruppe campaign? I remember you posted some screenies showing several of its aircraft in action, and I can see their names in names.cfg, but when I open the Air folder (OHII v2 full) only the Mitsubishi G4M "Betty" is at its place :hmmm:
Hirohito is very annoyed of this accident and menaces to do harakiri :o
Trevally.
08-14-12, 01:53 PM
Trevally, I have a question for you:
what's up with the IJN Air Fleet issued by you and Uekel for the Monsun Gruppe campaign? I remember you posted some screenies showing several of its aircraft in action, and I can see their names in names.cfg, but when I open the Air folder (OHII v2 full) only the Mitsubishi G4M "Betty" is at its place :hmmm:
Hirohito is very annoyed of this accident and menaces to do harakiri :o
:hmmm:
Spot the error
[Unit]
ClassName=NormalAirBaseJP
3DModelFileName=data/Land/LAB_NormalAirBaseJP/LAB_NormalAirBaseJP
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1
[AirGroup 1]
StartDate=19430101
EndDate=19451231
Squadron1Class=G4MBetty
Squadron1No=4
Squadron2Class=LBSH6K
Squadron2No=2
Squadron3Class=H8K
Squadron3No=2
:hmmm:
Spot the error
[Unit]
ClassName=NormalAirBaseJP
3DModelFileName=data/Land/LAB_NormalAirBaseJP/LAB_NormalAirBaseJP
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1
[AirGroup 1]
StartDate=19430101
EndDate=19451231
Squadron1Class=G4MBetty
Squadron1No=4
Squadron2Class=LBSH6K
Squadron2No=2
Squadron3Class=H8K
Squadron3No=2
ops sorry... I had totally missed the H6K and H8K :oops:
Dunno why, but I was sure that there was more than these 3 airplanes. Maybe because I saw their entries in names.cfg file
[Air]
LBB17Fortress=B17 Flying Fortress
TBAvenger=TBF Avenger Torpedobomber
FBCorsair=Vought F4U-4 Corsair
USDiveBomber=Douglass SBD-3 Dauntless
FBP51Mustang=Northamerican P-51 Mustang
FBP47=Republic P-47 D Thunderbolt
FBP38=P 38 Jagdbomber
FW190a5=****e Wulf FW 190
FSAR196=AR-196 Shipborne Search Plane
FSF1M=F1M Pete Shipborne Search Plane
LBSH6K=H6K Search Plane
DBD3A1=D3A1 Val Dive Bomber
A6M2Zero=A6M2 Zero Fighter
B5N2Kate=B5N2 Kate Torpedo Bomber
USDiveBomber=Dive Bomber
KyushuQ1W1=Kyushu Q1W1
G4MBetty=G4M Betty
H8K=H8K Search Plane
USFighter=Fighter
FHurricaneMkI=Hurricane Mk.I Fighter
FBHurricaneMkIIc=Hurricane Mk.IIc Fighter Bomber
USTorpedoBomber=Torpedo Plane
USHeavyBomber=Long Range Bomber
LBSUSSearchPlane=Search Plane
SSunderland=Sunderland Patrol Plane
FBBeaufighter=Beaufighter Fighter Bomber
LBSAnson=Anson Patrol Bomber
SBV138=Long Range Reconnaissance BV 138
TBBeaufort=Beaufort Torpedo Bomber
FFulmar=Fulmar Fighter Bomber
FBf109=Bf 109 Fighter
LBSFW200=Fw 200 Condor Long Range Patrol Plane
DBJu87Stuka=Ju 87 Stuka Dive Bomber
LBJu88=Ju 88 Bomber
LTBSM79Sparviero=SM 79 Sparviero Medium Bomber
FC200=Macchi C.200 Fighter
LBJu290=Junkers Ju 290 Bomber
LBWellington=Wellington Medium Bomber
LBSUSEarlyWar=Light Bomber
LBSUSMedWar=Light Bomber
LBSUSLateWar=Light Bomber
SUSFloatEarlyWar=PBY5 Catalina
SUSHeavyBomberMedWar=Heavy Bomber
SUSHeavyBomberVLR=Heavy Bomber (VLR)
SZ501=Z.501 Patrol Plane
TBSwordfish=Swordfish Torpedo Bomber
TBUSCVLateWar=Torpedo Bomber
FBMosquitoMkXVIII=Mosquitto FB Mk.XVIII Tsetse Fighter Bomber
FBMosquitoMkVI=Mosquitto FB Mk.VI Fighter Bomber
Trevally.
08-14-12, 02:26 PM
I think that the name.cfg came from Uekel - so those planes will be in his mod MTNS/SlowRide mod:up:
I think that the name.cfg came from Uekel - so those planes will be in his mod MTNS/SlowRide mod:up:
SlowRide? :hmmm:
What's that? Did I miss a new mod by Uekel? :o
volodya61
08-14-12, 03:04 PM
@Trevally
Is this normal?
http://s19.postimage.org/ver84o0sf/SH5_Img_2012_08_12_08_56_59.jpg (http://postimage.org/image/ver84o0sf/)
on the my screen balloons is so light
http://s19.postimage.org/dk6vdmqkf/96245504.jpg (http://postimage.org/image/dk6vdmqkf/)
and on the yours - much darker
oscar19681
08-14-12, 03:06 PM
No - TDWs IRAI will fix it:up:
I have IRAI 0.37 installed and it seems to have no effect.
SlowRide? :hmmm:
What's that? Did I miss a new mod by Uekel? :o
Trevally means "Shleighfahrt" mod I quess:).
Trevally.
08-14-12, 03:58 PM
@Trevally
Is this normal?
http://s19.postimage.org/ver84o0sf/SH5_Img_2012_08_12_08_56_59.jpg (http://postimage.org/image/ver84o0sf/)
on the my screen balloons is so light
http://s19.postimage.org/dk6vdmqkf/96245504.jpg (http://postimage.org/image/dk6vdmqkf/)
and on the yours - much darker
Hi Volodya
Yes the lighter one - look more silver in my game:hmmm:
Anyway - the darker one was the one that I prefered but was not like the pictures.
I may switch the colour back to the darker one:hmmm:
SlowRide? :hmmm:
What's that? Did I miss a new mod by Uekel? :o
Yes - see here http://forums-de.ubi.com/forumdisplay.php/83-Silent-Hunter-5-Mods-amp-Projekte?amp;-Projekte= (http://forums-de.ubi.com/forumdisplay.php/83-Silent-Hunter-5-Mods-amp-Projekte?amp;-Projekte)=
here http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812
here:hmmm: http://de.wikipedia.org/wiki/Schleichfahrt_(Computerspiel)):o
Trevally means "Shleighfahrt" mod I quess:).
I have my browser set to auto translate and it translates as "Slow Ride":06:
volodya61
08-14-12, 04:33 PM
Hi Volodya
Yes the lighter one - look more silver in my game:hmmm:
Anyway - the darker one was the one that I prefered but was not like the pictures.
Here is the more silver one
http://s19.postimage.org/tj0az53i7/SH5_Img_2012_08_15_01_18_37.jpg (http://postimage.org/image/tj0az53i7/)
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 DarkerNights
Dynamic Environmental SH5 Realistic Colors V2.1
now enabled
previous one was with
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 DarkerNights
Sobers Depth of Field V2 SH5
enabled
I may switch the colour back to the darker one:hmmm:
Never mind.. it's not a big problem..:)
:salute:
Hi Volodya
Yes the lighter one - look more silver in my game:hmmm:
Anyway - the darker one was the one that I prefered but was not like the pictures.
I may switch the colour back to the darker one:hmmm:
http://www.airartists.co.uk/airartists16.jpg http://www.sciencephoto.com/image/354021/350wm/T6200035-Barrage_balloon_floating-SPL.jpg
If you look at original pictures they were more silver grey with light blue reflections than dark grey, well actully a bit darker than in the screenshot posted by volodya, but by far brighter than the ones shown on the first page. If possible, their material should be given a lot more of reflection, so to increase the contrast between bright and dark areas.
If you like it, Trevally, I can try to create a new texture for them, so to give them a bit more of detail :)
Yes - see here http://forums-de.ubi.com/forumdisplay.php/83-Silent-Hunter-5-Mods-amp-Projekte?amp;-Projekte= (http://forums-de.ubi.com/forumdisplay.php/83-Silent-Hunter-5-Mods-amp-Projekte?amp;-Projekte)=
here http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812
here:hmmm: http://de.wikipedia.org/wiki/Schleichfahrt_(Computerspiel)):o
I have my browser set to auto translate and it translates as "Slow Ride":06:
funny, on my browser it gets translate either to "slow speed" or "levelling" :haha:
the correct translation for "Schleichfahrt" is "Silent Running" :yeah: ( in relation to SH5)
Trevally.
08-15-12, 09:50 AM
Do i just install using the jsgme or is it more difficult than that?Been reading sobers mega mod page and accoriding to him there is alot of stuff to do before it will work?
Thanks guys
Yes - just install with JSGME and play game
You can play the tutorial if you like - that is fixed now
When you run SH5 in campaign - always save/load the game in the bunker when you start a new campaign (each campaign box -i.e. Total Germany, HappyTimes etc)
:up:
Trevally.
08-15-12, 09:53 AM
If you like it, Trevally, I can try to create a new texture for them, so to give them a bit more of detail :)
Yes - please do Gap
If you can get it half as good as your whales:woot:
funny, on my browser it gets translate either to "slow speed" or "levelling" :haha:
Yes - I get that too - sometimes Crawl Speed:shifty:
Trevally.
08-15-12, 09:53 AM
the correct translation for "Schleichfahrt" is "Silent Running" :yeah: ( in relation to SH5)
Thanks Flostt:yeah: - now I understand:D
AJ94CAP
08-15-12, 11:10 AM
I just bought SH5 today and really want OHII, but one quick question; do I need to install earlier versions and then V2 or is V2 stand-alone?
Thanks
volodya61
08-15-12, 11:11 AM
I just bought SH5 today and really want OHII, but one quick question; do I need to install earlier versions and then V2 or is V2 stand-alone?
Thanks
v2.0 only.. stand-alone..
AJ94CAP
08-15-12, 11:24 AM
v2.0 only.. stand-alone..
Shwew, that's what I was hoping.:rock:
Yes - please do Gap
If you can get it half as good as your whales:woot:
Yesterday I had a look to your model in Wings 3D. UV mapping seemed messed up, but it can depend on the settings I used for exporting it to obj format. Now I am not at home an have not my laptop with me, but I'll have a better look into it once back at home, in a few days. In the meanwhile you coul send to me your native model for me to use it as base for my experiments instead of the dat exported model: the more conversion passages the higher the probability of corruptions anf weird thigs that may happen. ;)
oscar19681
08-15-12, 02:55 PM
Did a test with IRAI 037 and OHII and the aircraft still ignore me in the early part of the campaign . I had 6 or 7 flights of aircraft which had me in visual range with good weather in broad daylight and they didnt even blink and totally ignored me like an airliner . How come?
Maki4444
08-15-12, 03:12 PM
Did a test with IRAI 037 and OHII and the aircraft still ignore me in the early part of the campaign . I had 6 or 7 flights of aircraft which had me in visual range with good weather in broad daylight and they didnt even blink and totally ignored me like an airliner . How come?
It's early. The British are confused and ill prepared.
Trevally.
08-15-12, 03:38 PM
What plane was it?
TheDarkWraith
08-15-12, 05:27 PM
Did a test with IRAI 037 and OHII and the aircraft still ignore me in the early part of the campaign . I had 6 or 7 flights of aircraft which had me in visual range with good weather in broad daylight and they didnt even blink and totally ignored me like an airliner . How come?
Either the mod is not installed correctly, the plane has no guns or loadout, or the plane is out of ammo. Those would be the only reasons a plane wouldn't attack you with IRAI.
THE_MASK
08-15-12, 05:34 PM
Made it into scapa for the raid , sunk a battleship . No problems at all . waited till night and cruised on surface when i could . Went to decks awash when torpedo boats were close . Decided to try to escape thru the historical route :roll:
I'm up to November 28, 1939 in the first camapign and no aircraft have attacked up to and including this date. I'm headed west out of the Channel and just encountered a dozen Swordfish, and they didn't even blink an eye as us on the surface. Reason... no ordinance that I could see on the outbound or inbound aircraft.
http://img.photobucket.com/albums/v64/GT182/Swordfishat11Oclock28-11-1939.jpg
The General
08-16-12, 03:45 AM
Made it into scapa for the raid , sunk a battleship . No problems at all . waited till night and cruised on surface when i could . Went to decks awash when torpedo boats were close . Decided to try to escape thru the historical route :roll:I too did this mission yesterday and was suprised how easy it was to escape. Shouldn't all hell break loose once the Battleship (afterall, a major asset) went up like a Roman Candle? It was the dead of night (I'd never make a run like that in broad daylight :o) and I figured it would take sleeping crews time to react, but still. I'd atleast expect to see every searchlight in the vicinity to come on and torp boats to rush to the scene.
Maki4444
08-16-12, 03:50 AM
I too did this mission yesterday and was suprised how easy it was to escape. Shouldn't all hell break loose once the Battleship (afterall, a major asset) went up like a Roman Candle? It was the dead of night (I'd never make a run like that in broad daylight :o) and I figured it would take sleeping crews time to react, but still. I'd atleast expect to see every searchlight in the vicinity to come on and torp boats to rush to the scene.
http://en.wikipedia.org/wiki/Scapa_Flow
:up:
The General
08-16-12, 03:52 AM
I'm up to November 28, 1939 in the first camapign and no aircraft have attacked up to and including this date. I'm headed west out of the Channel and just encountered a dozen Swordfish, and they didn't even blink an eye as us on the surface. Reason... no ordinance that I could see on the outbound or inbound aircraft.
http://img.photobucket.com/albums/v64/GT182/Swordfishat11Oclock28-11-1939.jpgI notice you have crosshairs in this screenshot. With the Mods you should be using, they shouldn't be there, unless you specifically chose to keep them.
The General
08-16-12, 03:57 AM
http://en.wikipedia.org/wiki/Scapa_Flow
:up:'Oh, I see' said the blind man :D. Wow, it really went down like real life. Great job everybody, as you were :salute:
I was sorry to hear about the 833 men though :nope:
Who said computer games can't be educational? That Battle of Jutland was a hell of a thing! :o
Which reminds me, there should be more historic wrecks in this game. The ones seen at Pearl, in Wolves of the Pacific, added great atmosphere.
General, yeah I kept the crosshairs. This view is with the binoculars.
The General
08-16-12, 08:22 AM
General, yeah I kept the crosshairs. This view is with the binoculars.Well, to be fair, I started a new Campaign yesterday and no aircraft have turned towards me yet either. I have only seen them at night, but I was within their visual range.:hmm2:
TheDarkWraith
08-16-12, 09:36 AM
Well, to be fair, I started a new Campaign yesterday and no aircraft have turned towards me yet either. I have only seen them at night, but I was within their visual range.:hmm2:
Were you surfaced or decks awash :hmmm:
The General
08-16-12, 10:08 AM
Were you surfaced or decks awash :hmmm:Fully surfaced. I am playing right now and I've had several plane encounters since I wrote the above, and still they are not attacking (I think they've all been at dawn, dusk and night. No blatant daylight encounters yet) This game'll drive you nuts, just when it looked as though everything was working pretty good, something else crops up :Kaleun_Mad:
The recognition manual is nowhere to be found either. All the other charts are there. Has it been removed from the latest version of your UI?
Kalleblom
08-16-12, 10:16 AM
Moin general,
get angry isnīt good for heart. :har:
You can try to call attention to yourselve to test if they respond. Some salvo or something. :D
In the last patrol the planes got on my nerves. Every time there was a plane it comes down to attack me, every time i get critical hits and have to go to port.
On the one hand i can understand your problem, for me itīll be an alleviation.
The General
08-16-12, 10:30 AM
In the last patrol the planes got on my nerves. Every time there was a plane it comes down to attack me, every time i get critical hits and have to go to port.
Herr Kalleblom,
I was always suprised by the amount of damage aircraft machine-gun fire did to the pressure hull. One straffing run and it could be down 50% integrity! Surely this is unrealistic? If the Hurricane was carrying depleted Uranium shells maybe.
Update: An enemy Coastal patrol, disguised as fishing trawler, just called in the RAF when he spotted me. It was mid day, bright blue skies. I personally jumped on the flak-gun and took some pot-shots at him, but the pilot just waved as he flew on by. Weird.
:Kaleun_Binocular:
Maki4444
08-16-12, 11:39 AM
Well perhaps it's just another bug discovered. Every time a new mod comes out there is a period of testing. This is actually very good because it helps with the making of a patch.
This is all great info for Trevally, gap and all the others. I know it can be frustrating because we all want to play the game and get stuck on various bugs. But it's just a process to make the game more and more better :)
So, keep a stiff upper lip old chap :sunny:
I dont know if i have it installed correctly either .On the main screen the open horizons is displayed,so does this mean all is working?Just dont see any difference ,Planes dont attack me either and dont see any whales or sthe other stuff the mod has.
THE_MASK
08-16-12, 11:02 PM
When it says patrol the specified area , would it be possible to put a radius on that map note . IE: 100 klms etc .
Trevally.
08-17-12, 07:16 AM
When it says patrol the specified area , would it be possible to put a radius on that map note . IE: 100 klms etc .
I can't put an object on the map for these missions other than the mission icon.
I could either make all radius the same (say 100 or 200km) or had it posted in the captains orders what the radius is. Thoughts:06:
Sartoris
08-17-12, 07:33 AM
I think it would be enough to have it written under captain's orders for the particular mission.
Maki4444
08-17-12, 08:33 AM
I can't put an object on the map for these missions other than the mission icon.
I could either make all radius the same (say 100 or 200km) or had it posted in the captains orders what the radius is. Thoughts:06:
+1 for captains orders
Herr Kalleblom,
I was always suprised by the amount of damage aircraft machine-gun fire did to the pressure hull. One straffing run and it could be down 50% integrity! Surely this is unrealistic? If the Hurricane was carrying depleted Uranium shells maybe.
Ofcourse General this is unrealistic:D We've discussed this item before and if I'm not mistaken the problem is not fixed yet. The most realistic behaviour is if a plane without bombs or torp. on board should keep a safe distance from U-boat:yep: Don't know if it is possible to make such cnanges in IRAI f.e.:hmmm:
TheBeast
08-17-12, 06:01 PM
Herr Kalleblom,
I was always suprised by the amount of damage aircraft machine-gun fire did to the pressure hull. One straffing run and it could be down 50% integrity! Surely this is unrealistic? If the Hurricane was carrying depleted Uranium shells maybe.
Ofcourse General this is unrealistic:D We've discussed this item before and if I'm not mistaken the problem is not fixed yet.
Not to mention Ship Flak Guns doing the same amount or more damage to the Hull as aircraft do.
Pretty bad when a 20mm flak round can sink a sub if you are not carefull.
I do not think these more powerfull guns are native to SH5 but most likely are changed by a popular mod.
THE_MASK
08-17-12, 06:56 PM
I can't put an object on the map for these missions other than the mission icon.
I could either make all radius the same (say 100 or 200km) or had it posted in the captains orders what the radius is. Thoughts:06:What about a radio message in red triggered by a map zone that says " be aware of mines in this area " . Repeatable every 24 hours while in the map zone if possible .
I was always suprised by the amount of damage aircraft machine-gun fire did to the pressure hull. One straffing run and it could be down 50% integrity! Surely this is unrealistic? If the Hurricane was carrying depleted Uranium shells maybe.
Ofcourse General this is unrealistic:D We've discussed this item before and if I'm not mistaken the problem is not fixed yet.
Not to mention Ship Flak Guns doing the same amount or more damage to the Hull as aircraft do.
Pretty bad when a 20mm flak round can sink a sub if you are not carefull.
I do not think these more powerfull guns are native to SH5 but most likely are changed by a popular mod.
Wich popular mod, other than IRAI, deals with planes and plane's armaments? Where shell damages are defined? Do aircraft mounted and FLAK guns share the same settings :06: :hmmm:
On a side note, has anyone tested Wamphyri's Plane Attack Mod (http://www.subsim.com/radioroom/showthread.php?t=164452)?
from its readme:
- All planes either from an air base of any nation or a carrier may or may not attack. Based on their main use during the war.
- Damage of all plane cannons have been adjusted
- fixed a small stock input error that prevented depth charges dropped by planes from doing any damage.
- AI should be able to hit with all AA guns (except maybe verling.. haven't looked at it yet)
- carriers should be harder to get to if any of their planes have spotted you as they can send out attack planes.
- Removed 20mm ammo bar that was blocking sights.
- Adjusted ROF of all AA guns to more accurate values. *see below*
- Reduced the chance of a plane at night.
If it proves effective in reducing damage caused by aircraft guns, I think it can be made compatible with TDW's IRAI.
The most realistic behaviour is if a plane without bombs or torp. on board should keep a safe distance from U-boat:yep: Don't know if it is possible to make such cnanges in IRAI f.e.:hmmm:
Do you mean that aircrfat should keep away from U-boats when they have just gun ammo left?
I am pretty sure that IRAI is making planes to return to base and to avoid further engegements when they are out of ammo at all. We should ask TDW if he can modify their behaviour according to your suggestion...
TheDarkWraith
08-18-12, 11:45 AM
IRAI's planes will continue to attack if they have:
- guns available
- bombs available
- torpedoes available
They will call off the attack if the player submerges > some depth (you have to go deeper than periscope depth)
IRAI's planes will continue to attack if they have:
- guns available
- bombs available
- torpedoes available
They will call off the attack if the player submerges > some depth (you have to go deeper than periscope depth)
If needed, could you make them to retreat when they have no more bombs/torpedoes left, no matter if they have still gun shells available?
Tonci87
08-18-12, 12:05 PM
If needed, could you make them to retreat when they have no more bombs/torpedoes left, no matter if they have still gun shells available?
Why shouldnīt Planes perform gun runs on U-Boats?
Wich popular mod, other than IRAI, deals with planes and plane's armaments? Where shell damages are defined? Do aircraft mounted and FLAK guns share the same settings :06: :hmmm:
Aircraft shell damages are defined in the shells.zon file in data/library. It's very easy to change them to what ever you wish!
Most airplanes use 20mm AP shell, so that is the value you want to change.
Why shouldnīt Planes perform gun runs on U-Boats?
someone complained about the fact that planes are relying too much on their guns against U-boats, whereas historically these guns were only a secondary and lesser effective weapon than the ones modelled in SH5, used for self defence while the planes where approching U-boats position for descharging their load.
I didn't check personally the validity of those assumption though, and I might have misunderstood them; this is why I premised "if needed" in my previous post.
See below the complaints that I am referring to, and judge by yourself. :)
Aircraft shell damages are defined in the shells.zon file in data/library. It's very easy to change them to what ever you wish!
Most airplanes use 20mm AP shell, so that is the value you want to change.
Thank you Rongel! :salute:
I have not idea on what kind of damage those shells should be doing to our U-boat armour, so if some of the people who camplained about the current damage want to have a look at it, they have now all the information for fixing the issue. :)
stoianm
08-18-12, 12:45 PM
I installed the OH II full v2... i have 2 quest.:
1) i did not noticed anny buouy in Kiel area
2) i am in the costal waters campaign.. here i chosed my first patroll: EASTERN BRITSH COSTAL WATERS - i do not have anny tonage request - just to patrol that area - it is ok?
tnx
volodya61
08-18-12, 01:05 PM
Sounds like you didn't started a new campaign
EDIT: first mission is Baltic Operations
I installed the OH II full v2... i have 2 quest.:
2) i am in the costal waters campaign.. here i chosed my first patroll: EASTERN BRITSH COSTAL WATERS - i do not have anny tonage request - just to patrol that area - it is ok?
This is how Trevally has set the new objectives from v2: no longer tonnage requests :up:
stoianm
08-18-12, 01:24 PM
Sounds like you didn't started a new campaign
EDIT: first mission is Baltic Operations
I modified the cfg to eject that mission for purpose because i do not like:)
stoianm
08-18-12, 01:25 PM
This is how Trevally has set the new objectives from v2: no longer tonnage requests :up:
And he eliminate the bouys from full version of the mod?.. i saw some whales in the pictures.. he puted whales in the mod?
And he eliminate the bouys from full version of the mod?.. i saw some whales in the pictures.. he puted whales in the mod?
No idea about buoys, it might depend on the version you have installed (full, base or light).
If you are using the full version, or the base version + the new units submod, you should be able to see the recently added whales. But only in the right places and at the right times. :D
The closest spot for watching them should be along the nord western coasts of Scotland and Ireland, during the summery months.
See here :up:
http://www.whales.org.au/discover/hump/migration.gif
stoianm
08-18-12, 01:56 PM
No idea about buoys, it might depend on the version you have installed (full, base or light).
If you are using the full version, or the base version + the new units submod, you should be able to see the recently added whales. But only in the right places and at the right times. :D
The closest spot for watching them should be along the nord western coasts of Scotland and Ireland, during the summery months.
See here :up:
I found the buoys (in the mod) and in the game too:D... about the whales i want to ask trevally.. i know for sure that when i wanted to put whalles in game for zedy i had problems because they were made like ''uboats'' and when u spot them u will have ctd all the time.. in that time we were not able to solve that problem (was the same problem like tdw, privater& CO solved for the hydro for uboats long time ago).
Do you mean that aircrfat should keep away from U-boats when they have just gun ammo left?
I am pretty sure that IRAI is making planes to return to base and to avoid further engegements when they are out of ammo at all. We should ask TDW if he can modify their behaviour according to your suggestion...
Yes, and mostly for fighters with machineguns. It is extremely unbelievable that in 1939 the U-boat could take serious hull-damage and went to bottom after a pair of early Hurricanes (Mk-IIA) will make 3 attacks circles on it:doh:
As for the 20mm> plane guns - they were more effective ofcourse, but the ammo amount was limited also. Personally I've never faced the historical proovements that they were widely used by fighters specially for basting the boats and fighters without bombs rushed for attack on U-boat 'till the last shell' and got success on destroing it completely.
Yes, and mostly for fighters with machineguns. It is extremely unbelievable that in 1939 the U-boat could take serious hull-damage and went to bottom after a pair of early Hurricanes (Mk-IIA) will make 3 attacks circles on it:doh:
As for the 20mm> plane guns - they were more effective ofcourse, but the ammo amount was limited also. Personally I've never faced the historical proovements that they were widely used by fighters specially for basting the boats and fighters without bombs rushed for attack on U-boat 'till the last shell' and got success on destroing it completely.
Okay, thank you Vlad,
personally I doubt like you that a fighter would have taken any action against an U-boat other than reporting its position: their main purpose was patrolling operation areas and ensuring air superiority.
Anyway afaik we cannot have different AI for different aircraft types and, most important, we should distingish between aircraft behaviour and armament.
Preventing planes from attacking when they have no other weapon left than their guns, wouldn't prevent them to cause heavy damage with their guns while they are approaching us with their load of torpedoes and bombs still aboard. On the other hand, reducing the damage done by their shells wouldn't prevent them from using their gun, even when they have no bombs left, making them easy targets.
Thi is to say that any change to plane guns shuld go together with appropriate changes to their AI, and vice versa.
Before venturing ourselves in those changes, we should be sure about the truthfulness of our assumptions. I would start with a serious survey on the web or everywhere else about guns, ammo loadouts, firepower, rate of fire, etc. of the aircraft featured in game.
I also insist on my pevious question: has anyone tested Wamphyri's Plane Mod? We risk to waste our time on something that was already done. :yep:
Before venturing ourselves in those changes, we should be sure about the truthfulness of our assumptions. I would start with a serious survey on the web or everywhere else about guns, ammo loadouts, firepower, rate of fire, etc. of the aircraft featured in game. - :yeah:, I'll do the same in our segment of I-net
I also insist on my pevious question: has anyone tested Wamphyri's Plane Mod? We risk to waste our time on something that was already done. :yep: - the download link is dead, and it already was before I joined the Subsim I quess:hmmm:
Thanks a lot Gap (see in yellow):salute:
I'll do the same in our segment of I-net
Excellent! :up:
the download link is dead, and it already was before I joined the Subsim I quess
Wamphyri's Plane Mod reuploaded here: :03:
http://www.subsim.com/radioroom/showthread.php?p=1923123
Have a little question - should I always type "silentotto" at the beginning of a campaign or it's just optional?
Will I be able to play any futher campaigns after The Coastal Waters without "silentotto"?
Thanks in advance
volodya61
08-19-12, 01:08 PM
Have a little question - should I always type "silentotto" at the beginning of a campaign or it's just optional?
Will I be able to play any futher campaigns after The Coastal Waters without "silentotto"?
Thanks in advance
Nope.. You could play any campaign using silentotto only..
Without silentotto the Happy Times only (after Coastal Waters)..
Have a little question - should I always type "silentotto" at the beginning of a campaign or it's just optional?
Will I be able to play any futher campaigns after The Coastal Waters without "silentotto"?
Thanks in advance
"silentotto" is just a cheat used by devs (and by Trevally :)) for testing single parts of the campaign without having to go through it.
You can use the same trick, but if you want to play the campaign normally you are not forced to do it. :up:
Targor Avelany
08-19-12, 11:08 PM
hmm... Worked based on sober's mod list. Some I removed, added speach recognition and TDW DC Water disturbances..
For some odd reason, even though following the instructions, can't load out of the bunker, after starting a new campaign and skipping the tutorial. The first load of the campaign in bunker loads fine, but when I save it, exit and try to reload: CTD in the middle of the loading.
TDWs DBViewer ends with this:
[7000] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\OrbitSavegameIO.cpp(178) : Failed to read header for save C:/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/savegames/40fe7cde-c019-48d8-ac2f-7ed2ff0d169c/3/2.save
[7000] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\OrbitSavegameIO.cpp(178) : Failed to read header for save C:/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/savegames/40fe7cde-c019-48d8-ac2f-7ed2ff0d169c/3/3.save
[5788] orbit\helpers\SpawnedBase.cpp (194): Client did not connect within 2 minutes. Shutting down OSI.
[2364] TDWDestroyedMarks: Page set
[2364] TDWDestroyedMarks: SaveName=11
[2364] TDWDestroyedMarks: SaveLocationDate=19 August 2012, 19:02
[2364] TDWDestroyedMarks: SaveMissionName=COASTAL WATERS
[2364] TDWDestroyedMarks: SaveUserProfile=Arturo Ertzik
[2364] TDWDestroyedMarks: Parameters valid=True
[2364] CTrackTag::Flush(): Could not send tag!
[5688] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
[7000] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\EndAfterGameReportJob.cpp(51) : Start did not complete successfully.
Targor Avelany
08-20-12, 02:12 PM
ignore above. Fixed that, even though still not sure wth was that.
But atm I'm having another problem - except for leaving Keil, I haven't seen a single ship in the baltic (doing the first mission in the coastal campaign) - neither visual nor hydrophone. Have spent nearly 3 weeks of game time trying to pick at least smth uop, but all for nothing. Is it nornal or am i still glitching?? And is there a way to check?
Trevally.
08-20-12, 02:51 PM
hmm... Worked based on sober's mod list. Some I removed, added speach recognition and TDW DC Water disturbances..
For some odd reason, even though following the instructions, can't load out of the bunker, after starting a new campaign and skipping the tutorial. The first load of the campaign in bunker loads fine, but when I save it, exit and try to reload: CTD in the middle of the loading.
Can you check that your Ubi launcher is set to offline and the saves are set not to sync (offline)
Targor Avelany
08-20-12, 03:02 PM
Can you check that your Ubi launcher is set to offline and the saves are set not to sync (offline)
yep, that is checked. As soon as I heard that DRM is dead - I killed it :)
Trevally.
08-20-12, 03:31 PM
ignore above. Fixed that, even though still not sure wth was that.
But atm I'm having another problem - except for leaving Keil, I haven't seen a single ship in the baltic (doing the first mission in the coastal campaign) - neither visual nor hydrophone. Have spent nearly 3 weeks of game time trying to pick at least smth uop, but all for nothing. Is it nornal or am i still glitching?? And is there a way to check?
:hmmm: im sure I have posted about this:doh:
anyway
****Spoiler****
http://img21.imageshack.us/img21/1585/40686813.jpg
Trevally.
08-20-12, 03:35 PM
Please excuse my poor choice of map for WW2:D
Targor Avelany
08-20-12, 03:46 PM
Please excuse my poor choice of map for WW2:D
that is pretty much what I figured, as there isn't really any other route.
I'll restart the campaign today again and see what happens.
Targor Avelany
08-21-12, 01:38 AM
hmmm... Interesting. Even though I do have the synchronization off, it still does.. Any ideas?
Kalleblom
08-21-12, 02:22 AM
hello Trevally,
did you fixed the thing in the caribbean sea?
Trevally.
08-21-12, 12:27 PM
hello Trevally,
did you fixed the thing in the caribbean sea?
Hi Kalleblom - here is my notes for fixes in patch1
Fix willemstad and Oranjestad in the common layer for all campaigns
it is set for dutch and needs changed to UK
Fix docked u-boat in bunker - you hit it
Move it over or remove
La Pallice DW
Fix mission in DW
Carabean patrol 01 is stuck with the
event resetting to reach area again
stage 1
look at fix for stormfly - large convoys
Fix balloon colour?? (See Gap)
Blimps - try again
Targor Avelany
08-22-12, 01:23 PM
Trevally., will final-test it today,but I think I figured out my problem finally.
Hit me at 4am finally - I think with the amount of stuff I'm just overloading the memory on my computer. So will try the lighter version (w/o the dat ships) of OH II and see how goes it.
Sachaztan
08-23-12, 04:41 AM
I've got a problem with OH2. I can't see what the objectives constitutes as meaning I have to guess based on the description. Sure, it works for simple tonnage objectives where I can see the bar slowly fill up but for anything more complex it's a hassle to say the least.
Anyone knows what's wrong? If not, is there any place I can check the objectives manually in some file?
http://cloud-2.steampowered.com/ugc/578965377830183880/6D3C73C32E2183D6B56F1836EE5EF1904144FB7C/
THE_MASK
08-23-12, 06:26 AM
Interesting reading . Can something like subarine detection be set up in the campaign around these islands after coastal waters .
http://www.subbrit.org.uk/sb-sites/sites/d/dunnet_head/index.shtml
Trevally.
08-23-12, 07:59 AM
I've got a problem with OH2. I can't see what the objectives constitutes as meaning I have to guess based on the description. Sure, it works for simple tonnage objectives where I can see the bar slowly fill up but for anything more complex it's a hassle to say the least.
:arrgh!:
Patrol the area - sink ships
http://1.bp.blogspot.com/-SrHVfDAYHg8/TjPAFT3S8GI/AAAAAAAABjQ/HrBbWZ7cCMg/s1600/simples.jpg (http://www.youtube.com/watch?v=Hl545RF6dXA)
:D
Trevally.
08-23-12, 08:01 AM
Interesting reading . Can something like subarine detection be set up in the campaign around these islands after coastal waters .
http://www.subbrit.org.uk/sb-sites/sites/d/dunnet_head/index.shtml
that would be great:hmmm:
Sachaztan
08-23-12, 08:47 AM
:arrgh!:
Patrol the area - sink ships
http://1.bp.blogspot.com/-SrHVfDAYHg8/TjPAFT3S8GI/AAAAAAAABjQ/HrBbWZ7cCMg/s1600/simples.jpg (http://www.youtube.com/watch?v=Hl545RF6dXA)
:D
First off that is what I did, but the bar didn't increase so I can only assume it's more to it than that.
Second, are you telling me that every single objective in the mod is based around simply sinking x amount of tonnage? If it is then I obviously wont have a problem, but if not...
Trevally.
08-23-12, 11:31 AM
First off that is what I did, but the bar didn't increase so I can only assume it's more to it than that.
See here for that objective - sink any of these ships in that map zone:up:
http://img208.imageshack.us/img208/9043/39692913.jpg
Second, are you telling me that every single objective in the mod is based around simply sinking x amount of tonnage? If it is then I obviously wont have a problem, but if not...
Most objective is to patrol an area and sink shipping that you meet - if that changes - you will be informed:up:
Sachaztan
08-23-12, 01:41 PM
Cheers mate =)
THE_MASK
08-23-12, 04:53 PM
Interesting reading . Can something like subarine detection be set up in the campaign around these islands after coastal waters .
http://www.subbrit.org.uk/sb-sites/sites/d/dunnet_head/index.shtmlWhat about a couple of destroyers with early radar hanging around these passages after coastal waters to mimic the radar stations .
Captain73
08-24-12, 12:35 AM
:salute: Hi Trevally! But you can correct the historical inaccuracy? The USSR add a red flag? The merchant shipping was the red flag and not the military!
Thank you for your work! :yeah:
http://2.bp.blogspot.com/_0oPW_WedF_M/SDXuensA4jI/AAAAAAAAAH4/DhmycynA3sQ/S220/su-flag1.gif
commercial fleet
http://myarh.ru/uploads/images/news/content/1107/27/11072710050067.jpeg
military fleet
:salute: Hi Trevally! But you can correct the historical inaccuracy? The USSR add a red flag? The merchant shipping was the red flag and not the military!
Thank you for your work! :yeah:
Good point! I think that I made most of the new flags, so it could be my mistake :oops:. I could give the new corrected flags to Trevally next week...
Captain73
08-24-12, 09:03 AM
Good point! I think that I made most of the new flags, so it could be my mistake :oops:. I could give the new corrected flags to Trevally next week...
:woot: Kiitos toveri!!! :up:
Raven Morpheus
08-25-12, 08:57 PM
Hello
I have a quick question re. this mod. Can I install it between career campaigns?
I've only just recently completed Total Germany, having re-started twice, and it's taken me a week to complete it, and I haven't yet started any of the newly available campaigns. So I'm hoping that I can install OHII without having to completely restart my campaign.
Thanks.
9thinfSword
08-25-12, 09:21 PM
Hello
I have a quick question re. this mod. Can I install it between career campaigns?
I've only just recently completed Total Germany, having re-started twice, and it's taken me a week to complete it, and I haven't yet started any of the newly available campaigns. So I'm hoping that I can install OHII without having to completely restart my campaign.
Thanks.
OH II completely rewrites the campaign even among previous version of OH II (ie 1.9 )a new campaign restart is required. Just look at it like the Movie Ground Hogs Day you keep living September 3 1939 over and over again
Raven Morpheus
08-25-12, 09:25 PM
OH II completely rewrites the campaign even among previous version of OH II (ie 1.9 )a new campaign restart is required. Just look at it like the Movie Ground Hogs Day you keep living September 3 1939 over and over again
Oh OK thanks. I'll install OHII at a later date then, perhaps when I've completed the career mode for the first time. Kind of getting sick of redoing the Total Germany campaign and I want to progress a bit further.
9thinfSword
08-25-12, 09:32 PM
Oh OK thanks. I'll install OHII at a later date then, perhaps when I've completed the career mode for the first time. Kind of getting sick of redoing the Total Germany campaign and I want to progress a bit further.
I suggest you finish total germany and then use silent otto to get to happy times, once OH is installed. However you'll lose all progress with regards to promotion points, tonnage totals, Awards, and Medals. But you'll know, I guess that will count enough:arrgh!:
Trevally.
08-26-12, 04:38 AM
OH II completely rewrites the campaign even among previous version of OH II (ie 1.9 )a new campaign restart is required. Just look at it like the Movie Ground Hogs Day you keep living September 3 1939 over and over again
:har::rotfl2:
I suggest you finish total germany and then use silent otto to get to happy times, once OH is installed. However you'll lose all progress with regards to promotion points, tonnage totals, Awards, and Medals. But you'll know, I guess that will count enough:arrgh!:
Yes - this is the best way to do it.
Use silentotto - pick the campaign you want and continue your career from there.
So start at happytimes if you are fed up of coastal waters (I now Sober is:O:).
I am starting my career this time attacking USA in drumbeat:up:
Kalleblom
08-26-12, 04:43 AM
I've tried to install OHII v2 over OHII v1.9. And it works:up:
Without any problems nor negative changes. You must be in the bunker. Some changes act immediately others after you reach the next step, finished a campaign.
You retains all Equipment changes, promotion points, medals and so on:yep:
Trevally.
08-26-12, 05:35 AM
I've tried to install OHII v2 over OHII v1.9. And it works:up:
Without any problems nor negative changes. You must be in the bunker. Some changes act immediately others after you reach the next step, finished a campaign.
You retains all Equipment changes, promotion points, medals and so on:yep:
Thanks Kalleblom:salute:
:up:
Trevally.
08-26-12, 05:37 AM
I anyone having issues downloading this mod:06:
Gamefront is telling me I have no files uploaded:o
Edit: just tested and all is ok :0
I is still telling me I have no files though
I anyone having issues downloading this mod:06:
Gamefront is telling me I have no files uploaded:o
Edit: just tested and all is ok :0
I is still telling me I have no files though
I can confirm: link working here :salute:
volodya61
08-26-12, 08:31 AM
I anyone having issues downloading this mod:06:
Gamefront is telling me I have no files uploaded:o
Edit: just tested and all is ok :0
I is still telling me I have no files though
They tell me the same thing, but all my links are working :hmmm::06:
I think it is time for us to switch to one of the file hosting services suggested by BIGREG in the searchlights thread. Latelly GameFront is not really reliable :hmmm:
Trevally.
08-26-12, 08:54 AM
Yes - I have just put OHII on 4Sync
Looks ok - good download speed 100k+
:yeah:
Kalleblom
08-26-12, 10:07 AM
Moin Trevally,
I have to say that the Baltin operations is a mystery to me.
I had to Start a New campaign and in the First i finished Baltic Operations complete in a few days around the 7th of September. At the second try, i used the Canal pilot and Turn TC to High and crash in land:wah:, i sailed 3 weeks area of "pitch point" and passend only 2 "green" ships:hmmm:
But now i have to sail to Scapa, and leave Baltic behind me :shifty:
on the other hand, it appears to have a great random generator :D:D
Trevally.
08-26-12, 10:28 AM
Moin Trevally,
I have to say that the Baltin operations is a mystery to me.
I had to Start a New campaign and in the First i finished Baltic Operations complete in a few days around the 7th of September. At the second try, i used the Canal pilot and Turn TC to High and crash in land:wah:, i sailed 3 weeks area of "pitch point" and passend only 2 "green" ships:hmmm:
But now i have to sail to Scapa, and leave Baltic behind me :shifty:
on the other hand, it appears to have a great random generator :D:D
Just watch the dates -
[SideEntry 82] ; ////////////////////////////// P O L A N D \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (Merchants, Warships, Ports, Airports, etc; no Merchant nor Naval Units during Nazi Occupation [19391006-19450508])
Country=Poland
Side=0
StartDate=19380101
EndDate=19390831
[SideEntry 83]
Country=Poland
Side=1
StartDate=19390901 ; Invasion of Poland
EndDate=19391005
[SideEntry 84]
Country=Poland
Side=2
StartDate=19391006 ; Battle of Kock: Polish army is defeated; Germany and Soviet Union gain full control over Poland
EndDate=19450508
[SideEntry 85]
Country=Poland
Side=0
StartDate=19450509 ; German Instrument of Surrender: German capitulation
EndDate=19451231
After 5th Oct - it is too late
The pinch point has never let me down yet:hmmm:
***Spoiler****
every 2.6 days a Polish ship will head out:03:
Yes - I have just put OHII on 4Sync
Looks ok - good download speed 100k+
:yeah:
:up:
Kalleblom
08-26-12, 11:08 AM
Thx Trevally,
:salute:
at the moment I'm waiting on prey in scapa. 28. september is probably too early! would have to stay longer in the Baltics. :/\\!!
Edit: Great block ships:yeah::up:, but i notice right that the Ballons should Not be white, or?:06:
If the historic Dates are correct, i seem to be 2 weeks to early.:-?
Kalleblom
08-26-12, 01:56 PM
Scapa seems to become a mysteric too:06:
After go to Baltic and sail from 24to September to the 4th of October, without any contacts:hmm2:, i sail over Skagerrak to the British coast, Also nö ships, up two Scapa flow, there was One Battle ship in the entry, now sailing since 09th to the 12th in Scapa and, NO SHIPS:/\\!!, except two torpedo Boas which burn already:hmmm:,
This cannot be normal. What can cancel my ships away:06::06:
Edit: that's strange. After save and load there are at least 8 Battle ships:rock::rock:
Anyone who can explain that issue:06:
Trevally.
08-26-12, 02:28 PM
Scapa must be done as per dates:-
Breaking The Fortress
10/09/39 - 15/10/39
The campaign ships will be there between those dates and will delete after.
Other ships will come and go the whole time as per convoy, traffic and taskforce spawn commands
:up:
Kalleblom
08-26-12, 03:03 PM
Thx trevally,
But as i say, After Save load there are all ships there, before there are only two burning Torpedo boats.
:hmmm:
Trevally.
08-26-12, 03:06 PM
Thx trevally,
But as i say, After Save load there are all ships there, before there are only two burning Torpedo boats.
:hmmm:
Sorry Kalleblom, I'm not sure what could cause this....
Perhaps Kapitäne Sober was there before you. He likes to be the bull of scapa:O:
0rpheus
08-26-12, 03:14 PM
Isn't there a range restriction on ship spawning? Just going from memory but I seem to remember the same in SH4 - say, fifty nm or so. Closer than that and ships don't spawn...
Could be wrong, but it might explain why save/load fixes it - you're still within 50nm, but the game sets up its 'intial spawns' when a mission is loaded.
Just a thought anyway, could be wrong.
By the way Trevally, am I right in thinking there's a patch for this version of OHII on the way? :salute:
Trevally.
08-26-12, 03:30 PM
Isn't there a range restriction on ship spawning? Just going from memory but I seem to remember the same in SH4 - say, fifty nm or so. Closer than that and ships don't spawn...
Could be wrong, but it might explain why save/load fixes it - you're still within 50nm, but the game sets up its 'intial spawns' when a mission is loaded.
Just a thought anyway, could be wrong.
There could be, but so far I have not seen it in action.:hmmm:
When making the wolfpacks and convoys for the superb(:D) objectives in TheBlackPit - I spawn convoys at 10 to 20 km and U-boats under 5km (you cant see them as they spawn underwater)
By the way Trevally, am I right in thinking there's a patch for this version of OHII on the way? :salute:
Yes there is Orpheus - so far I am just looking at the list and not getting anything done:doh: - I need to be in the right mood:D
Here is the list so far - I will see if it gets any bigger:D
Fix willemstad and Oranjestad in the common layer for all campaigns
it is set for dutch and needs changed to UK
Fix docked u-boat in bunker - you hit it
Move it over or remove
La Pallice DW
Fix mission in DW
Carabean patrol 01 is stuck with the
event resetting to reach area again
stage 1
Balloon colour/texture
Blimps
Kalleblom
08-26-12, 03:52 PM
Sorry Kalleblom, I'm not sure what could cause this....
Perhaps Kapitäne Sober was there before you. He likes to be the bull of scapa:O:
That cause the burning torpedo boats. :o:03:
I try to post in a day some little sreenshots. With the burning torpboat and one Save/load after two big battleships and some merchant and destroyers.:doh:
The Thing with the memory sounds logic, how can i Test? Have only One Monitor!:)
So here are two sreens:
first before save/load game time 14:14:
http://img845.imageshack.us/img845/2672/torpboat.jpg
By kalleblom (http://profile.imageshack.us/user/kalleblom) at 2012-08-27
Iīm innocent, that wasnīt me:06:
and second after game time 14:15
http://img834.imageshack.us/img834/4563/invasionw.jpg
By kalleblom (http://profile.imageshack.us/user/kalleblom) at 2012-08-27
Yes there is Orpheus - so far I am just looking at the list and not getting anything done:doh: - I need to be in the right mood:D
Here is the list so far - I will see if it gets any bigger:D
Hi Trevally! I'll send soon the corrected Soviet Union merchant flag, so you can put it in the next version. And I can check the barrage balloon texture also if you wish, I guess they should be white/whitish or something like that?
Kalleblom
08-27-12, 04:01 AM
And I can check the barrage balloon texture also if you wish, I guess they should be white/whitish or something like that?
Here are the ones on my sreen:
http://img820.imageshack.us/img820/1197/sh5img20120826175624.jpg
By kalleblom (http://profile.imageshack.us/user/kalleblom) at 2012-08-27
Is that as they should be?:06:
Sepp von Ch.
08-27-12, 04:06 AM
Looks still very good!
Hi Trevally! I'll send soon the corrected Soviet Union merchant flag, so you can put it in the next version. And I can check the barrage balloon texture also if you wish, I guess they should be white/whitish or something like that?
Hi Rongel,
a few days ago I've checked Trevally's barrage balloons, and they need their UV mapping to be redone: as it is set now, only plain color textures are possible. :yep:
Besides this, some edges of the 3d model need to be hardened or bevelled, in order to increase their detail level. This is a job I can do in 10 minutes. The hard part is the UV mapping indeed. :yep:
Hi Rongel,
a few days ago I've checked Trevally's barrage balloons, and they need their UV mapping to be redone: as it is set now, only plain color textures are possible. :yep:
Besides this, some edges of the 3d model need to be hardened or bevelled, in order to increase their detail level. This is a job I can do in 10 minutes. The hard part is the UV mapping indeed. :yep:
Oh, okay, I have no experience in 3d modelling, I just thought it was a basic thing to put the texture there. Maybe you can do the whole UV-mapping thingy too? :)
Oh, okay, I have no experience in 3d modelling, I just thought it was a basic thing to put the texture there. Maybe you can do the whole UV-mapping thingy too? :)
I've tried redoing the texture mapping with wings 3d, but that program is not very good as it comes to texturing models. I can give it a second chance anyway, maybe with blender.
Nonetheless, like you I am more a photoshopper than a 3d modelling expert. I think BIGREG is the one with the best skills for remapping those balloons. :D
Hi :salute:
Send me via PM the .Obj with the texture and tonight I will take a look for redo it :03:
Hi :salute:
Send me via PM the .Obj with the texture and tonight I will take a look for redo it :03:
I got the native files (in blender and obj formats) from Trevally. With his permission, I can give you the link.
It would be perfect if you could give them a left/right symmetrical mapping, for both, balloon and fins :up:
Do you want me to do the bevelling/hardening job that I mentioned in my previous post (see pictures below for an example) before you redo the UV mapping, or you can do it by yourself?
before:
http://desmond.imageshack.us/Himg29/scaled.php?server=29&filename=barrageballoon1.jpg&res=landing
after:
http://desmond.imageshack.us/Himg525/scaled.php?server=525&filename=barrageballoon2.jpg&res=landing
Hello to everyone
first of all i want to say thanks to every man who is contributing to make this game a masterpiece.
I have a question :
I tryed last sober's mega mod, but i noticed the merchant traffic was totally absent. I encountered some burning PT boat and some freezed destroyers. The port were empty. So i tryed to install OH II full at the end of the sober's megamod (ver 22-08-2012) and the merchant traffic respawned, but i had CTD and sinking ships at port....where do I mistake? where, when and how exactly do i have to install OH II full instead of the base and the enviro version?
TY
Targor Avelany
08-27-12, 01:08 PM
Hello to everyone
first of all i want to say thanks to every man who is contributing to make this game a masterpiece.
I have a question :
I tryed last sober's mega mod, but i noticed the merchant traffic was totally absent. I encountered some burning PT boat and some freezed destroyers. The port were empty. So i tryed to install OH II full at the end of the sober's megamod (ver 22-08-2012) and the merchant traffic respawned, but i had CTD and sinking ships at port....where do I mistake? where, when and how exactly do i have to install OH II full instead of the base and the enviro version?
TY
this reminds of something I intended to post actually.
I found a semi-correlation between missing traffic and upgrading sensors at the start of your campaign (there is a 360 degree upgrade available right away when you start new campaign, even if you haven't finished the tutorial).
Not sure how connected it is, but every time I have upgraded the sensor - my traffic was screwed up...
Trevally.
08-27-12, 02:00 PM
So here are two sreens:
first before save/load game time 14:14:
By kalleblom (http://profile.imageshack.us/user/kalleblom) at 2012-08-27
Iīm innocent, that wasnīt me:06:
and second after game time 14:15
By kalleblom (http://profile.imageshack.us/user/kalleblom) at 2012-08-27
:hmmm: not sure why there was no BBs in the first pic - could it be that the weather was bad and you could not see them:06:
The burning boats - this must have been a collision at some point from when the units were drawn on the map (you at 30km away). Them when you load a save - all the AI damage is reset
Hi Trevally! I'll send soon the corrected Soviet Union merchant flag, so you can put it in the next version. And I can check the barrage balloon texture also if you wish, I guess they should be white/whitish or something like that?
Thanks Rongel - I will add this to my patch list:up:
Hi :salute:
Send me via PM the .Obj with the texture and tonight I will take a look for redo it :03:
I got the native files (in blender and obj formats) from Trevally. With his permission, I can give you the link.
It would be perfect if you could give them a left/right symmetrical mapping, for both, balloon and fins :up:
Do you want me to do the bevelling/hardening job that I mentioned in my previous post (see pictures below for an example) before you redo the UV mapping, or you can do it by yourself?
before:
after:
Yes please guys, any improvement would be great:up:
Please don't look too close at the model - it was my first attemt:D
Trevally.
08-27-12, 02:13 PM
Hello to everyone
first of all i want to say thanks to every man who is contributing to make this game a masterpiece.
I have a question :
I tryed last sober's mega mod, but i noticed the merchant traffic was totally absent. I encountered some burning PT boat and some freezed destroyers. The port were empty. So i tryed to install OH II full at the end of the sober's megamod (ver 22-08-2012) and the merchant traffic respawned, but i had CTD and sinking ships at port....where do I mistake? where, when and how exactly do i have to install OH II full instead of the base and the enviro version?
TY
:hmmm:ctd at port - this could be a mem issue or the game is looking for something that it can not find (this happens when changing you mod list)
Changing from OHII base to full should be followed by a career restart as all campaign items (eniron in this case im sure) need to be written into the campaign files that are made at the start of a campaign and are saved in your doc lifes.
You can use silentotto to fast forward to any campaign if you do not want to do them again.
this reminds of something I intended to post actually.
I found a semi-correlation between missing traffic and upgrading sensors at the start of your campaign (there is a 360 degree upgrade available right away when you start new campaign, even if you haven't finished the tutorial).
Not sure how connected it is, but every time I have upgraded the sensor - my traffic was screwed up...
Re:taffic issues
The traffic file for full and base are the same - so it cant be this
I suspect it is when you start a campaign - all harbour spawn points are triggered on the first day. This will result in a lot of traffic until they reach their destination (seversl days).
Now the traffic will not spawn again intil the cooldown has run through - this can be anything from 5 to 20 days.
So this could result in a bare patch (day 5 to 10?) until the spawn rates can pass enough time to balance out (a few weeks).
Kalleblom
08-27-12, 02:36 PM
:hmmm: not sure why there was no BBs in the first pic - could it be that the weather was bad and you could not see them:06:
Moin Trevally,
definitely not! Before this screen i sail from the 8th October to the 12th around, across, just everywhere in Scapa Flow and there wasn't any contacts! No merchant or destroyer! I'm no kidding, 4 days without Save/load, without any ships. Just those funny torp boats! :doh:
The burning boats - this must have been a collision at some point from when the units were drawn on the map (you at 30km away). Them when you load a save - all the AI damage is reset
I'd tried it two times to get into Scapa, without Save/load the same funny burning boats alone!
The first time save load, i do in the middle of the tub, save status no damage, then load i start with 4 wounded officers, 17 % shell and three destroyers had me on the lens:o!
As i say, the memory thing sounds logic. Have the sober list, by 4gb RAM. Everything is fine, but it could be that in this point memory is running out of space:hmm2:
Must look for turnip and upgrade my memory:rock::rock:
Kalleblom
08-27-12, 02:50 PM
. I encountered some burning PT boat and some freez. The port were empty.
TY
which Port:06:
Scapa? Then save load after you reached the subnets area!
The freezed destroyers, in this case above, maybe stock ships! :har:
Sorry for my inappropriate joke, but to my problem it would fit.:03:
I got the native files (in blender and obj formats) from Trevally. With his permission, I can give you the link.
It would be perfect if you could give them a left/right symmetrical mapping, for both, balloon and fins :up:
Do you want me to do the bevelling/hardening job that I mentioned in my previous post (see pictures below for an example) before you redo the UV mapping, or you can do it by yourself?
Better after bevelling :03:
Better after bevelling :03:
Okay I'll send you the edited files as soon as possible.
@ Trevally,
wich one of the files you sent me is the latest version? :oops:
Is it okay for you if I separate fins from the main model, as suggested a while ago by Privateer, in order to optimize memory usage? We should be able to assemble the again once inported in the dat file.
Cybermat47
08-27-12, 06:42 PM
Hey trevally, if you want, I could try to edit the crew storyline.
They definitely won't say what the subtitles say, but its better than nothing.
It has something to do with editing the scripts/AI/crew files in the respective campaign folders.
If you could then sentence mix crew dialogue, smooth it over, and assign it as the related sound file in the scripts/AI/crew files, that would work.
What I am proposing is to simply change the subtitles as a stop-gap measure.
So, what do you say?
Cybermat47
08-27-12, 07:57 PM
OH II completely rewrites the campaign even among previous version of OH II (ie 1.9 )a new campaign restart is required. Just look at it like the Movie Ground Hogs Day you keep living September 3 1939 over and over again
Cool. You could kill hitler over and over again!
Cybermat47
08-27-12, 08:03 PM
Hey. I've noticed that in the objective north western approaches on coastal waters, the 70,000 tons is either battleship or destroyer tonnage. This is only apparent on the version of light downloaded from the silenthuntermods forum.
However, on the version downloaded directly from subsim, in which the tonnage is merchant, you cannot attain the type viib! Any way you could fix these problems?
Trevally.
08-28-12, 07:57 AM
Okay I'll send you the edited files as soon as possible.
@ Trevally,
wich one of the files you sent me is the latest version? :oops:
Is it okay for you if I separate fins from the main model, as suggested a while ago by Privateer, in order to optimize memory usage? We should be able to assemble the again once inported in the dat file.
hmm sorry - im not sure what I sent you.
It should be called "barrage balloon cable full":D
Yes - do anything you like to improve it:up:
Hey trevally, if you want, I could try to edit the crew storyline.
They definitely won't say what the subtitles say, but its better than nothing.
It has something to do with editing the scripts/AI/crew files in the respective campaign folders.
If you could then sentence mix crew dialogue, smooth it over, and assign it as the related sound file in the scripts/AI/crew files, that would work.
What I am proposing is to simply change the subtitles as a stop-gap measure.
So, what do you say?
Sounds good Mat - not sure how it will look in game with voice over?
Give it a test:up:
Hey. I've noticed that in the objective north western approaches on coastal waters, the 70,000 tons is either battleship or destroyer tonnage. This is only apparent on the version of light downloaded from the silenthuntermods forum.
However, on the version downloaded directly from subsim, in which the tonnage is merchant, you cannot attain the type viib! Any way you could fix these problems?
I am not too keen to support the light version
I think the minimum people should use is the base version
hmm sorry - im not sure what I sent you.
It should be called "barrage balloon cable full":D
Yes - do anything you like to improve it:up:
Okay thanks Trevally,
hopefully dividing your model in parts will make BIGREG's work on texture mapping much easier too :up:
mishuleu155
08-28-12, 05:29 PM
I have problems with distress flares. I want to remove them. I tried this but it's not working.
n the zone.cfg file, look for and change this:-
;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_es cort, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
Add a ";" to the start of these lines
I don't know what to do.
Cybermat47
08-29-12, 12:08 AM
I am not too keen to support the light version
I think the minimum people should use is the base version
fair enough. I have to play light cos I use a laptop :wah:
I'll just change the campaign cfg files to suit me.
Cybermat47
08-29-12, 12:49 AM
Sounds good Mat - not sure how it will look in game with voice over?
Give it a test:up:
Consider it done.
TheBeast
08-29-12, 03:23 AM
I have problems with distress flares. I want to remove them. I tried this but it's not working.
I don't know what to do.
I think the Distress Flares and Star Shells are added by "FX_Update_0_0_19_ByTheDarkWraith".
You may want to check that forum thread for information about disabling these flares.
I think you must edit .EQP files for all ships in "data\Sea" folder but not sure what to change.
Regards!
TheBeast.
Rickster1
08-29-12, 05:09 AM
Canyou please advise me how to refuel in this operation. As soon as i get to the marker and near to the sub off it goes at full speed. What do i have to do please? Also many thanks for a superb mod also tha latest version seems to tax my pc much less mainly in base.Thanks
Trevally.
08-29-12, 07:16 AM
Canyou please advise me how to refuel in this operation. As soon as i get to the marker and near to the sub off it goes at full speed. What do i have to do please? Also many thanks for a superb mod also tha latest version seems to tax my pc much less mainly in base.Thanks
You need to chase after it - get within 1000m (very close) and you will get this screen
http://img72.imageshack.us/img72/7521/tankerf.jpg
Also - you should update your SH5.exe using TDWs patcher - He fixed an issue where you could only resupply once per patrol. So with his patch - you can now stay on the USA coast for much longer:yeah:
Rickster1
08-29-12, 11:22 AM
Many thanks, I presume when you get this screen you click refit ?
Trevally.
08-29-12, 11:50 AM
Many thanks, I presume when you get this screen you click refit ?
Yes - that is correct:up:......then run away before the tanker tried to ram you:doh::D
Yes - that is correct:up:......then run away before the tanker tried to ram you:doh::D
Trev,
what happens if you click on 'end patrol'? :o
Trevally.
08-29-12, 12:05 PM
Trev,
what happens if you click on 'end patrol'? :o
You are taken over to the tanker and the cook whips up a last meal - then when you are about to dig in - you are dragged outside and hung from the yard arm as a coward:D
I do not think it can be clicked...only refit or postpone:up:
You are taken over to the tanker and the cook whips up a last meal - then when you are about to dig in - you are dragged outside and hung from the yard arm as a coward:D
:rotfl2:
good to know. Though I think you forgot the part where a special sharks call is used before you are hung just above the water surface. ;)
:gulp:
I do not think it can be clicked...only refit or postpone:up:
pity... I liked better the first option :D
Hello everyone.
I installed last sober's megamod as is, applied TDW patches and started a new campaign, coasta water. Going out from kiel for the first patrol i see a German aircraft carrier on my right...:hmmm: is it possible? if i remember nazi never had a carrier, maybe only on paper.
Trevally.
08-29-12, 02:02 PM
Hello everyone.
I installed last sober's megamod as is, applied TDW patches and started a new campaign, coasta water. Going out from kiel for the first patrol i see a German aircraft carrier on my right...:hmmm: is it possible? if i remember nazi never had a carrier, maybe only on paper.
http://upload.wikimedia.org/wikipedia/commons/e/e7/Bundesarchiv_RM_25_Bild-62%2C_Flugzeugtr%C3%A4ger_%22Graf_Zeppelin%22%2C_B au.jpg
http://en.wikipedia.org/wiki/Graf_Zeppelin_class_aircraft_carrier
http://www.combinedfleet.com/fura****a/grafze_f.htm
:yeah:
:oops:
Ok i have to go back on books...
Cybermat47
08-29-12, 08:25 PM
Well, i had a look at the files related to crew dialogue, and... well, lets just say that it was very confusing, so, im sorry to let you down, but i dont think i can do this. if someone can change the subtitles, though, then scentence mixing should be the next step.
scentence mixing has changed this :http://www.youtube.com/watch?v=sp5bi-82Ajs (http://.youtube.com/watch?v=sp5bi-82Ajs) (if link not working, type harrybos grandad into youtube search)
to this:http://www.youtube.com/watch?v=2IzQSnu7rBK (if link not working type rosen has no empathy int youtube search)
So, if you secentence mix dialogue to match the voice to the subtitles then smoothed it over, you cold incorporate it into the mod
Kalleblom
08-30-12, 05:24 PM
Moin Trevally, :salute:
after having CTD's while a mission i unenabled all mod's, copy the Folder to desktop. Then reinstall sh5, patched to 1.2.0 and copy the mods, Not the whole folder, back to the fresh MODS folder, then Running my .mep file and Start.
Now i want to Start a New carreer. And all mission are marked as finished!:hmmm:
:wah:
Do you have an idea?
volodya61
08-30-12, 05:40 PM
Did you removed all your saves located in the folder C:\..\Documents\SH5\data\cfg when you reinstalled the game?
Kalleblom
08-30-12, 05:42 PM
Moin volodya,
yes i did. Wiped out everything, except the Mod Folder on desktop.:06:
volodya61
08-30-12, 05:53 PM
Don't know..:hmmm:
Try to d/l OH-II again and then enable the new one..
Kalleblom
08-30-12, 05:58 PM
I'll try.
Thx
Kalleblom
08-31-12, 04:45 PM
:salute:Trevally,
all good so far, Problems solved:up:
But noticed other interesting thing. Sailing at Baltic See around and get boring because no targets out there, i get agressive :88) and attack Green spotted ship:arrgh!:
And what i noticed, that it counts in my mission bar, two Green ships, 50% up:o
Is this within the meaning of the inventor:hmmm:
Edit: call me pirate of Baltic See:arrgh!:
Have finished the mission with three Hits on swedish mergant.:o
Only Thing that stuck at the moment, no liveboats spawns after 4 hits:wah:
Edit2: spawned:)
:salute:
And what i noticed, that it counts in my mission bar, two Green ships, 50% up:o
Is this within the meaning of the inventor:hmmm:
Thats normal, and could be fixed in future (if needed) by TDW as well as 'CTD-for sinking friendly ship' bug. And by now You're a pirate:arrgh!:
Kalleblom
08-31-12, 05:11 PM
Damn:/\\!!
No flag mod, can't rise my jolly roger.:har:
Mikemike47
08-31-12, 07:42 PM
:salute:Trevally,
But noticed other interesting thing. Sailing at Baltic See around and get boring because no targets out there.:)
I agree for this part. September 1939, the Polish ships fleeing for Britain. Took quite awhile to achieve mission objectives of sinking four ships. Tried this on versions 1.8, 1.9 and 2.0. If that is the reality of war and 1939 times, then so be it.
TheBeast
08-31-12, 07:54 PM
But noticed other interesting thing. Sailing at Baltic See around and get boring because no targets out there, i get agressive :88) and attack Green spotted ship:arrgh!:
Your patrol Area is within 108nm radius around patrol point.
Mikemike47
08-31-12, 08:30 PM
Trevally,
Thanks again for your hard work in making SH5 fun.
The update log under documentation folder did not include OH II version 2.0 changes.
Update 05/08/12
OHII v2.0
Added Barrage Balloons to harbours
Added Whales by Ref/Bigboywooly and upgraded/imported with new look and sounds by Gap
All campaign objectives remade to remove focus on tonnage - now focus is on patrols
Fixed issue with base for campaign TP
Fixed mod to work with TheBeasts equipment mod
Added new boat type IX (stats only) for use in Monsun Gruppe by FromHell
Made more use of the linked campaign objectives - No more long waits to next objective
Made the Bay of Biscay hell from 43
Added lots more air all over from 43
Added speed fix by Uekel
Added block ships to ScapaFlow (type 1+2)
Added actual convoy info to radio messages
Lots of other small bits and bobsI compared the stock version of SH5 1.2 patch to the Open Horizon changes with the mods I used as a comparison using the SH5 Validator by TDW:
OPEN HORIZONS II_full v2
OH II Minefield map for TDWs Ui
OPEN HORIZONS II v2 - TDW_Mines_Subnets_Detectable_in_hydro
Here are the most important changes that I see comparing SH5 1.2 :
Type of 102 defined for SSUndine(200) error. I am only up to playing Mare Nostrum so I have no idea if it is affecting others from playing SH5.
Since the SSUndine version from OHII overrides the stock version maybe it should be corrected in the following files.
Your drive letter:\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Campaign.cfg:
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6] invalid Type of 102 defined for SSUndine(200)
This means:[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Class=SSUndine
Type=102
Has to be changed to:
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Class=SSUndine
Type=200
Your drive letter:\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Cam paign.cfg:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1] invalid Type of 102 defined for SSUndine(200)
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=SSUndine
Type=102
Has to be changed to:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=SSUndine
Type=200
Yor drive letter:\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ca mpaign.cfg:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1] invalid Type of 102 defined for BBRoyalSovereign(11)
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2] invalid Type of 102 defined for BCRenown(10)
Once I corrected these two ships, northwestern approaches under coastal waters never crashed again.
(some references:
I had similar Visual C++ crashes of this thread:
http://www.subsim.com/radioroom/showthread.php?t=197330&page=2
See posts 23, 27,28 and 33 until SH5 Validator solved the real problem for OH II concerning total germany campaign.cfg)
This means:[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=102
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=102
Has to be changed to:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=11
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=10
Compressed Fixes log I created:
I have seen the word shown below as "Asien" and I thought I have seen "Asian" elsewhere. I wonder if that possibly cause problems in Monsun Gruppe ( I have not played that yet.)
Roster errors:
Asien not found in defined countries
Umwelt not found in defined countries
Classes errors:
R:\Silent Hunter 5\data\Air\Barrage_Balloon\Barrage_Balloon.eqp doesn't exist!
R:\Silent Hunter 5\data\Air\Barrage_Balloon\Barrage_Balloon.sns doesn't exist!
R:\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!
R:\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.eqp doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_G1_FL\Buoy_G1_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.eqp doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_O1_FL\Buoy_O1_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_R1_FL\Buoy_R1_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.eqp doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Floating_Mine\Floating_Mine.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain .sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Ch ain_16.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Subnet\Subnet.sns doesn't exist!
R:\Silent Hunter 5\data\Land\AsianVillage\AsianVillage.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\AsianVillage\AsianVillage.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Block_Ship\Block_Ship.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Block_Ship\Block_Ship.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Block_Ship2\Block_Ship2.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Block_Ship2\Block_Ship2.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Christian_Church\Christian_Church.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Christian_Church\Christian_Church.sns doesn't exist!
R:\Silent Hunter 5\data\Land\LAB_LargeAirBaseGB_MG\LAB_LargeAirBase GB_MG.cfg missing!
R:\Silent Hunter 5\data\Land\LAB_NormalAirBaseGB_MG\LAB_NormalAirBa seGB_MG.cfg missing!
R:\Silent Hunter 5\data\Land\LAB_SmallAirBaseGB_MG\LAB_SmallAirBase GB_MG.cfg missing!
R:\Silent Hunter 5\data\Land\Landing_Pier\Landing_Pier.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier\Landing_Pier.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier2\Landing_Pier2.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier2\Landing_Pier2.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier3\Landing_Pier3.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier3\Landing_Pier3.sns doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_LargeTurret\LCD_LargeTurret.sns doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_MediumTurret\LCD_MediumTurret.sns doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_SmallTurret\LCD_SmallTurret.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_SmallTurret\LCD_SmallTurret.sns doesn't exist!
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Campaign.cfg:
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6] invalid Type of 102 defined for SSUndine(200)
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Cam paign.cfg:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1] invalid Type of 102 defined for SSUndine(200)
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Pl ayerBases.mis:
CoastalBoat not defined in \data\Roster\Japan
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ca mpaign.cfg:
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1] invalid Type of 103 defined for LL(102)
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ca mpaign.cfg:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1] invalid Type of 102 defined for BBRoyalSovereign(11)
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2] invalid Type of 102 defined for BCRenown(10)
Once I corrected these two ships, northwestern approaches under coastal waters never crashed again.
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PlayerBases - Copy.mis:
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PlayerBases.mis:
Duplicate entry?
Trevally.
09-01-12, 05:39 AM
:salute:Trevally,
all good so far, Problems solved:up:
But noticed other interesting thing. Sailing at Baltic See around and get boring because no targets out there, i get agressive :88) and attack Green spotted ship:arrgh!:
And what i noticed, that it counts in my mission bar, two Green ships, 50% up:o
Is this within the meaning of the inventor:hmmm:
Edit: call me pirate of Baltic See:arrgh!:
Have finished the mission with three Hits on swedish mergant.:o
Only Thing that stuck at the moment, no liveboats spawns after 4 hits:wah:
Edit2: spawned:)
I agree for this part. September 1939, the Polish ships fleeing for Britain. Took quite awhile to achieve mission objectives of sinking four ships. Tried this on versions 1.8, 1.9 and 2.0. If that is the reality of war and 1939 times, then so be it.
:hmmm:
I will add an extra Polish route to the Baltic campaign in patch 1:up:
Trevally.
09-01-12, 07:05 AM
Trevally,
Thanks again for your hard work in making SH5 fun.
The update log under documentation folder did not include OH II version 2.0 changes.
Hi Mike and thanks for taking the time to make this report - most helpful:salute:
I will ensure that the update log is updated:D:up:
Here are the most important changes that I see comparing SH5 1.2 :
Type of 102 defined for SSUndine(200) error. I am only up to playing Mare Nostrum so I have no idea if it is affecting others from playing SH5.
Since the SSUndine version from OHII overrides the stock version maybe it should be corrected in the following files.
Your drive letter:\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Campaign.cfg:
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6] invalid Type of 102 defined for SSUndine(200)
This means:[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Class=SSUndine
Type=102
Has to be changed to:
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Class=SSUndine
Type=200
Your drive letter:\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Cam paign.cfg:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1] invalid Type of 102 defined for SSUndine(200)
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=SSUndine
Type=102
Has to be changed to:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=SSUndine
Type=200
Yor drive letter:\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ca mpaign.cfg:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1] invalid Type of 102 defined for BBRoyalSovereign(11)
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2] invalid Type of 102 defined for BCRenown(10)
Once I corrected these two ships, northwestern approaches under coastal waters never crashed again.
(some references:
I had similar Visual C++ crashes of this thread:
http://www.subsim.com/radioroom/showthread.php?t=197330&page=2
See posts 23, 27,28 and 33 until SH5 Validator solved the real problem for OH II concerning total germany campaign.cfg)
This means:[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=102
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=102
Has to be changed to:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=11
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=10
I first noticed these unit type errors when looking into the ctd that was common when attacking the BBs in ScapaFlow.
What I found was that ME2 was making these errrors. They were written like this when you insert a unit into a campaign layer by name rather than type (type is the most common way to add units because it will select random units of that type to spawn in game.)
For some missions/objectives I needed to add the named units. What is also written is this "Class=*unit-name*, also it gets "TargetType=0" rather than "=1".
So I think that where a target is set in the campaign.cfg by name the game only reads the class rather than the type (as defined by 1 and not 0)
Anyway - I discussed this at the time with TDW and he updated his validator to look for these type errors in the campaign.cfg
I ran test but it did not fix the ctds when attacking in scapa.
Later it was found that these ctds were caused by an early version of IRAI and was then fixed in its next release (no more ctds in scapa) so I never did make all the changes.
But - with SH5 being such a fickle game - I will change these for patch1 :D
Compressed Fixes log I created:
I have seen the word shown below as "Asien" and I thought I have seen "Asian" elsewhere. I wonder if that possibly cause problems in Monsun Gruppe ( I have not played that yet.)
Roster errors:
Asien not found in defined countries
Umwelt not found in defined countries
:hmmm:
Sorry - I can't see what this is, can you give more info
Classes errors:
R:\Silent Hunter 5\data\Air\Barrage_Balloon\Barrage_Balloon.eqp doesn't exist!
R:\Silent Hunter 5\data\Air\Barrage_Balloon\Barrage_Balloon.sns doesn't exist!
R:\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
R:\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!
R:\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.eqp doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_G1_FL\Buoy_G1_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.eqp doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_O1_FL\Buoy_O1_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_R1_FL\Buoy_R1_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.eqp doesn't exist!
R:\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Floating_Mine\Floating_Mine.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain .sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Ch ain_16.sns doesn't exist!
R:\Silent Hunter 5\data\Sea\Subnet\Subnet.sns doesn't exist!
R:\Silent Hunter 5\data\Land\AsianVillage\AsianVillage.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\AsianVillage\AsianVillage.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Block_Ship\Block_Ship.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Block_Ship\Block_Ship.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Block_Ship2\Block_Ship2.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Block_Ship2\Block_Ship2.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Christian_Church\Christian_Church.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Christian_Church\Christian_Church.sns doesn't exist!
R:\Silent Hunter 5\data\Land\LAB_LargeAirBaseGB_MG\LAB_LargeAirBase GB_MG.cfg missing!
R:\Silent Hunter 5\data\Land\LAB_NormalAirBaseGB_MG\LAB_NormalAirBa seGB_MG.cfg missing!
R:\Silent Hunter 5\data\Land\LAB_SmallAirBaseGB_MG\LAB_SmallAirBase GB_MG.cfg missing!
R:\Silent Hunter 5\data\Land\Landing_Pier\Landing_Pier.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier\Landing_Pier.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier2\Landing_Pier2.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier2\Landing_Pier2.sns doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier3\Landing_Pier3.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\Landing_Pier3\Landing_Pier3.sns doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_LargeTurret\LCD_LargeTurret.sns doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_MediumTurret\LCD_MediumTurret.sns doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_SmallTurret\LCD_SmallTurret.eqp doesn't exist!
R:\Silent Hunter 5\data\Land\LCD_SmallTurret\LCD_SmallTurret.sns doesn't exist!
These are all ok and can be added to your ignor list:up:
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Pl ayerBases.mis:
CoastalBoat not defined in \data\Roster\Japan
This "playerbases.mis" is me being lazy and not tidying up my files:oops:
It is not used in the game as the Asia_PlayerBases.mis is used instead.
I will remove these unused files
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ca mpaign.cfg:
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1] invalid Type of 103 defined for LL(102)
Another target type error:up:
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ca mpaign.cfg:
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1] invalid Type of 102 defined for BBRoyalSovereign(11)
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2] invalid Type of 102 defined for BCRenown(10)
Once I corrected these two ships, northwestern approaches under coastal waters never crashed again.
Not sure why this fixed your ctd as these target type errors are for scapa flow:hmmm:
Anyway - I will change these:up:
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PlayerBases - Copy.mis:
R:\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PlayerBases.mis:
Duplicate entry?
:oops: Lazy Trevally:oops:
HUNterkarabiner
09-01-12, 09:46 AM
Oh, if you have an extra mission. Trevally has already indicated that there is a final task. Escape from Argentina.
The U-530 did, it was a Type IXC/40.
Some may even get around to, say, within a replenishment request, so you have enough fuel to Argentina.
This is such a clever toy to reward your crew rescued from the teeth. :hmm2:
Mikemike47
09-01-12, 11:14 AM
I first noticed these unit type errors when looking into the ctd that was common when attacking the BBs in ScapaFlow.
What I found was that ME2 was making these errrors. They were written like this when you insert a unit into a campaign layer by name rather than type (type is the most common way to add units because it will select random units of that type to spawn in game.)
For some missions/objectives I needed to add the named units. What is also written is this "Class=*unit-name*, also it gets "TargetType=0" rather than "=1".
So I think that where a target is set in the campaign.cfg by name the game only reads the class rather than the type (as defined by 1 and not 0)
Anyway - I discussed this at the time with TDW and he updated his validator to look for these type errors in the campaign.cfg
I ran test but it did not fix the ctds when attacking in scapa.
Later it was found that these ctds were caused by an early version of IRAI and was then fixed in its next release (no more ctds in scapa) so I never did make all the changes.
Not sure why this fixed your ctd as these target type errors are for scapa flow:hmmm:
Anyway - I will change these:up: My crashes may have happened for the scapa flow mission. I remembered these ships, or same class type again, since I found them in a taskforce somewhere close to points of Ireland and Scotland. Maybe I skipped scapa flow in my frustration, not knowing I fixed the class type problem and found the ships in question sailing near Ireland on their way to scapa flow. NO more CTDs with SH5.exe and visual C++. So I probably mixed up the smaller facts. Real life delayed me to send this to you for three weeks!
I have seen the word shown below as "Asien" and I thought I have seen "Asian" elsewhere. I wonder if that possibly cause problems in Monsun Gruppe ( I have not played that yet.)
Roster errors:
Asien not found in defined countries
Umwelt not found in defined countriesSorry - I can't see what this is, can you give more info My mistake then, my memory and more research now has found what I was thinking about. The Asien folder under the roster folder and AsienDEtxt.shp in the location maps folder of SH5. I was comparing it to the AsianVillage you created. Wondering if it was misspelling somewhere.
Silent Steel
09-02-12, 03:28 AM
Damn:/\\!!
No flag mod, can't rise my jolly roger.:har:
Ahoy Kalle,
Of course you can fly the Jolly Roger :yep:
Here you go; SubFlags_0_0_9_byTheDarkWraith (http://www.general-files.com/files-b/bythedarkwraith/)
BTW, heard anything from Lisbet lately? :hmmm:
Serge65
09-02-12, 11:23 AM
Hi, Trevally!
I started a new campaign with OH II v 2.0 and immediately ran into a problem: there is no way to take a secondary mission TG_British_Supplies as StartDate = 19400101, and the file PatrolObjectives_TotalGermany39.cfg StartDate = 19400410??? This is so conceived or a mistake?
Historical dates operations Weserübung-Nord = 9 April - June 8, 1940
I had previously played in a mix OH II v 1.6 and the stock game, as I did not like the emphasis on tonnage, but liked the emphasis on patrol
I suggest the following alternative:
The file Campaign.cfg fix:
ValuePointsRequired=9
ValuePointsMajorVictory=10
TG_Norway_Invasion - EndDate=19400601
The file PatrolObjectives_TotalGermany39.cfg fix StartDate secondary missions
Trevally.
09-02-12, 11:29 AM
Hi, Trevally!
I started a new campaign with OH II v 2.0 and immediately ran into a problem: there is no way to take a secondary mission TG_British_Supplies as StartDate = 19400101, and the file PatrolObjectives_TotalGermany39.cfg StartDate = 19400410??? This is so conceived or a mistake?
Hi Serge
Mistake:D
Historical dates operations Weserübung-Nord = 9 April - June 8, 1940
I had previously played in a mix OH II v 1.6 and the stock game, as I did not like the emphasis on tonnage, but liked the emphasis on patrol
I suggest the following alternative:
The file Campain.cfg fix:
ValuePointsRequired=9
ValuePointsMajorVictory=10
The file PatrolObjectives_TotalGermany39.cfg fix StartDate secondary missions
I will check all these out and add to patch one
Thanks for your feedback:yeah:
Serge65
09-02-12, 12:01 PM
Edited the post, no time
Also fix TG_Norway_Invasion - EndDate = 19400601
start date can not be changedI'll
I write more as you progress through
Madox58
09-02-12, 02:32 PM
Hi Rongel,
a few days ago I've checked Trevally's barrage balloons, and they need their UV mapping to be redone: as it is set now, only plain color textures are possible. :yep:
Besides this, some edges of the 3d model need to be hardened or bevelled, in order to increase their detail level. This is a job I can do in 10 minutes. The hard part is the UV mapping indeed. :yep:
Doing smoothing groups will stop the Game Engine from doing the weird stuff.
This is a well known issue from SH3 and SH4.
:yep:
:salute: Hi
UV is soon finished, it remains the ropes to redo :O:
(problem with the normals...)
Hi Privateer ,what do you mean with : Doing smoothing groups will stop the Game Engine from doing the weird stuff. :hmmm::06:
Kalleblom
09-02-12, 03:06 PM
Ahoy Kalle,
Of course you can fly the Jolly Roger :yep:
Here you go; SubFlags_0_0_9_byTheDarkWraith (http://www.general-files.com/files-b/bythedarkwraith/)
BTW, heard anything from Lisbet lately? :hmmm:
:salute: Steel,
thx for the tip, but this Mod didn't taste fine in my soup. So i had to deaktivate.
Lisbeth is working on a new story and no idea where she hangs out, anyway can't talk about, you know:03:
Madox58
09-02-12, 03:19 PM
:salute: Hi
UV is soon finished, it remains the ropes to redo :O:
(problem with the normals...)
Hi Privateer ,what do you mean with : :hmmm::06:
In SH you can get sharp edges with smoothing groups or detaching some parts.
Detaching was a standard way to do things until some of us started useing smoothing groups.
Smoothing groups is a faster, better way.
To detach, select the faces you want then detach them.
They become a new object.
Smoothing works kind of the same but the faces remain a part of the same object.
Ok, Thank Privateer for the explanation :up:
Madox58
09-02-12, 03:30 PM
I'm 600 hundred miles or more from home for the next 3 months.
I only have a basic system that I just got working to get on the 'Net.
:nope:
Part of the magic used in SH series is the smoothing groups.
It's what gives you sharp edges when you want them.
Detaching gives extra head aches but was a standard way to do things until many got better at 3D work.
I'll admit I was one that did the detaching until I got better at 3D work.
:yep:
I have see this option in TDW .GR2 editor,but But before I wonder what it was used..
the all now, is to try :O:
(if you can tell me what to do to use it :hmmm:... I have 3dsMax 2010...)
Edit:i have found some explanation on the net (and in the 3dsmax help :up: ,but,i have an english version... :O:)
I get try on the barrage balloon...
THE_MASK
09-02-12, 11:50 PM
Playing total germany northern western approaches . I went to the first patrol zone and sunk a fishing trawler LOL . The patrol note disappeared . Do i have to return to base and choose western approaches again on the briefing map to get another patrol zone . The bar never filled when i sunk the fishing boat . I returned to base and chose north western approaches again and got a diffrent patrol zone .
Trevally.
09-03-12, 02:02 PM
Playing total germany northern western approaches . I went to the first patrol zone and sunk a fishing trawler LOL . The patrol note disappeared . Do i have to return to base and choose western approaches again on the briefing map to get another patrol zone . The bar never filled when i sunk the fishing boat . I returned to base and chose north western approaches again and got a diffrent patrol zone .
The objective "North Western Approaches" does not have to be selected. It is just there and if you patrol in that area and sink shipping - it will count towards that objective.
When you "request mission" with the KMO you will get an orange patrol icon within the area for "North Western Approaches". This icon will have an 80km (minimum) radius where you can patrol for 72 hours or sink a ship or two etc. This will award you renown points to upgrade your boat.
Some icons will be replaced with new ones when you achieve them and others wont.
So you do not need to go back to port, but if you are after renown points - this will get you a new icon.
You can also get renown points for sinking ships
:yeah:
oscar19681
09-05-12, 02:07 PM
Planes still dont attack me with OHII 1.9 and wamprys plane mod?
TheDarkWraith
09-05-12, 02:22 PM
Planes still dont attack me with OHII 1.9 and wamprys plane mod?
You need to enable IRAI :yep:
oscar19681
09-05-12, 02:26 PM
I have!
U-Boat Propulsion SFX
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
A Fistful of Emblems v1.51
Church's SHV 1.01 Keyboard Commands v1.1
OPTIONAL-lifeboat_sound
NewUIs_TDC_7_1_0_ByTheDarkWraith
IRAI_0_0_37_ByTheDarkWraith
Accurate German Flags
MightyFine Crew Mod 1.2.1 Alt w beards
Environment Sounds
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.9
Dynamic Environment SH5-V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
sobers 3D deck spray mod V7
mtns - MO&THF Fix english
mtns - more traffic, nations and ships 1_8f
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
mtns - OHII&HarbourAdditon_Fix_1_9a
OHIIv1.9_Patch1
OHII_traffic_speed_Fix_v2
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
AI_sub_crew_1_0_2_TheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
Radio Paris French Music Full Version 1.2
Wamphyri's Plane Mod
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
R.E.M_by_Xrundel_TheBeast_1.2
TheDarkWraith
09-05-12, 04:17 PM
The plane mod is not compatible with IRAI. I believe it overwrites some of IRAI's files :hmmm:
Kalleblom
09-05-12, 04:17 PM
Just detected an enemy merchant in the Kiel Canal :o:hmmm:
But on the way to it, have ctd and after loading wasn't still there.
Targor Avelany
09-05-12, 06:24 PM
Just detected an enemy merchant in the Kiel Canal :o:hmmm:
But on the way to it, have ctd and after loading wasn't still there.
"This is not the enemy you are looking for!: :|\\
leettari
09-05-12, 11:26 PM
Having troubles with this mod.
Followed this topic (http://www.subsim.com/radioroom/showthread.php?t=192374) and did like it says.
Because i play OH2 i dont want to play the tutorial mission .
There are specific instructions you have to follow in starting a career with OH2 .
Delete the SH5 save game folder in my documents would be a start if you have already played a campaign .
Start a new career and then once the tutorial animations start exit the game and go to your sH5 save game folder . Go to Documents\SH5\data\cfg\CareerHistory
Change this line to HasCompletedTutorial=true
Start a new campaign and then once in the bunker exit to the main screen and load the bunker save again .
Go click on the technical officer and make sure you can enter the upgrade screen .
Before clicking on the flotilla comander hit esc and go to the ingame options screen and choose your difficulty options .
Esc and go back to the flotilla comander and choose a mission then start the mission .
You must get a loading screen before being placed on the submarine.
Problem is, I seem to be unable to choose mission after briefing.
Every single time it's over I cannot choose anything on that map, just hit TAB and listen to that briefing again.
I also see this weird glass-ish thingy in middle of the map, that is not in vanilla. I cannot skip or replay briefing on map, those buttons won't work nor any other button either for that matter.
This is frustrating and confusing at same time.
I do have a legit version, just bought it for 14,99 off Steam, fresh install and only after that did I apply those mods in the topic mentioned above.
Re-installed uPlay but still no use.
Googled, looked around forums and couldn't find anything other than it being a trick by Ubisoft against pirated copies but dangit, mine is 100% legit I can give you all transaction IDs, email from Steam or whatever.
I just want to play.
Kalleblom
09-06-12, 02:30 AM
"This is not the enemy you are looking for!: :|\\
Do you mean the ctd:har: or the red marked ship in the canal:06:
Although there was a burning ship in the harbour which roll over his own axes while sinking:o, thatīs the reason i want to sink this bastard :stare: receding to Cuxhaven:arrgh!:
Tonci87
09-06-12, 04:41 AM
Having troubles with this mod.
Followed this topic (http://www.subsim.com/radioroom/showthread.php?t=192374) and did like it says.
Problem is, I seem to be unable to choose mission after briefing.
Every single time it's over I cannot choose anything on that map, just hit TAB and listen to that briefing again.
I also see this weird glass-ish thingy in middle of the map, that is not in vanilla. I cannot skip or replay briefing on map, those buttons won't work nor any other button either for that matter.
This is frustrating and confusing at same time.
I do have a legit version, just bought it for 14,99***8364; off Steam, fresh install and only after that did I apply those mods in the topic mentioned above.
Re-installed uPlay but still no use.
Googled, looked around forums and couldn't find anything other than it being a trick by Ubisoft against pirated copies but dangit, mine is 100% legit I can give you all transaction IDs, email from Steam or whatever.
I just want to play.
There is your problem.
leettari
09-06-12, 10:56 AM
There is your problem.
So I just wasted my money and may as well bury hopes of playing modded SH5?
Cheers.
Targor Avelany
09-06-12, 11:06 AM
So I just wasted my money and may as well bury hopes of playing modded SH5?
Cheers.
are you trying to apply TDW's patches? If yes - don't. They dont work on the Steam's version.
Yes, some of the things you will not be able to make work (i.e. new wolfpack stuff that TDW is working on atm or the independent engine control), but most of the mods should still work; also there are mods that will fix some of the problems (hydrophone) at least partially without patcher.
Rule of thumb for the future: never get games of steam that you intend to mod. I love steam and have a few games on there (including SH3, which actually works out and gets modded not too horribly), but on general note - "want to mod" - "don't get from Steam".
Hope this helps.
Trevally.
09-06-12, 11:15 AM
Having troubles with this mod.
Followed this topic (http://www.subsim.com/radioroom/showthread.php?t=192374) and did like it says.
Problem is, I seem to be unable to choose mission after briefing.
Every single time it's over I cannot choose anything on that map, just hit TAB and listen to that briefing again.
I also see this weird glass-ish thingy in middle of the map, that is not in vanilla. I cannot skip or replay briefing on map, those buttons won't work nor any other button either for that matter.
This is frustrating and confusing at same time.
I do have a legit version, just bought it for 14,99 off Steam, fresh install and only after that did I apply those mods in the topic mentioned above.
Re-installed uPlay but still no use.
Googled, looked around forums and couldn't find anything other than it being a trick by Ubisoft against pirated copies but dangit, mine is 100% legit I can give you all transaction IDs, email from Steam or whatever.
I just want to play.
Hi leettari:salute:
Have you installed your mods correctly - in a MODS folder here:-
C:\Program Files (x86)\Steam\steamapps\common\Ubi???\SH5???\MODS
OHII will play the tutorial ok now so you can install your mods and start a new career.
Play the tutorial if you want or skip.
When you finish the tutorial or click skip - you will enter the campaign selection screen - click on Coastal Waters and click start.
Save and load your game at this stage.
You will then be in the bunker - walk to the KMO and click on him. Select what is my mission and you will see the brief screen.
When it finishes click on the small cross located in the Baltic.
You can then click request mission.
A small orange icon will be placed on the map.
You can now exit "escape key"
Click on the KMO again and select go on patrol.
Your steam version will play ok:yep:
Post a pic of you other issue so we can see what is wrong
Trevally.
09-06-12, 11:16 AM
So I just wasted my money and may as well bury hopes of playing modded SH5?
Cheers.
no that is not correct - you can mod the steam version:up:
Sepp von Ch.
09-06-12, 11:16 AM
Hello Trevally, any news about the Battle of StLawrence?:arrgh!:
Trevally.
09-06-12, 11:21 AM
Hello Trevally, any news about the Battle of StLawrence?:arrgh!:
Hi Josef:salute:
Yes I am tempted to do this:yep:
For now I am playing the campaign again and enjoying the new wolfpacks and extras from TDWs patcher:yeah:
When I have sunk enough ships:D - I will make a patch for v2 and then look at making a new campaign.
Sepp von Ch.
09-06-12, 11:32 AM
Hi Josef:salute:
Hello Herr Kaleun Trevally!:Kaleun_Salute:
Yes I am tempted to do this:yep:
Wonderful news! Many thanks!
For now I am playing the campaign again and enjoying the new wolfpacks and extras from TDWs patcher:yeah:
When I have sunk enough ships:D - I will make a patch for v2 and then look at making a new campaign.
Very well my friend. Sinkīem all!:Kaleun_Los:
http://s13.postimage.org/aflzc205v/img083.jpg (http://postimage.org/image/aflzc205v/)
I'm waiting just for Dr.Jonesīs UI Mod and I will enjoy your great mod (integrated in Schleichfahrt)!
Best regards
Josef
leettari
09-06-12, 06:27 PM
Tried Trevally's and Targor Avelany's tips, still no change.
This is what I'm dealing with here.
http://i.imgur.com/YwHL7.jpg
A screen after briefing.
Briefing works, I can do it multiple times but I never get to choose my mission on map.
Targor Avelany
09-06-12, 06:29 PM
:hmm2:
this looks like incorrectly installed NewUI mod to me...
volodya61
09-06-12, 06:44 PM
I think it looks like incorrectly installed StrategicMap mod..
EDIT:
@ leettari
Show us your mod-soup
leettari
09-06-12, 06:51 PM
Show us your mod-soup
My what now?
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS]
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
DynEnv 2.1 SkyColor Hotfix DarkerNights
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
sobers best ever fog V13 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
NewUIs_TDC_7_1_0_Real_Navigation
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Env_Natural_Wave_Mechanics_byAOTD_MadMax
Sub_Bubbles_v0_0_2a_ byTheBeast
OPEN HORIZONS II_base v2
OPEN HORIZONS II_enviro v2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V4 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V2 SH5
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
This list is not including all TDW's mods because I was told to remove them as they aren't working with Steam version.
volodya61
09-06-12, 07:00 PM
mod-list.. mod-order.. mod-soup..
Targor Avelany
09-06-12, 07:06 PM
My what now?
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS]
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
DynEnv 2.1 SkyColor Hotfix DarkerNights
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
sobers best ever fog V13 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
NewUIs_TDC_7_1_0_Real_Navigation
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Env_Natural_Wave_Mechanics_byAOTD_MadMax
Sub_Bubbles_v0_0_2a_ byTheBeast
OPEN HORIZONS II_base v2
OPEN HORIZONS II_enviro v2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V4 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V2 SH5
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
This list is not including all TDW's mods because I was told to remove them as they aren't working with Steam version.
red above is probably what causing it. Most of the above mods are tailored to work with NewUI mod.
What does not work with the Steam version is the .exe patcher. The mods themselves do.
leettari
09-06-12, 07:07 PM
mod-list.. mod-order.. mod-soup..
Already edited it before your reply.
Targor Avelany
09-06-12, 07:08 PM
mod-list.. mod-order.. mod-soup..
the soup is now turned into borsh :woot:
leettari
09-06-12, 07:08 PM
red above is probably what causing it. Most of the above mods are tailored to work with NewUI mod.
Regardless, I'm getting same problem with NewUI enabled.
Edit:
Again, I'm following this topic (http://www.subsim.com/radioroom/showthread.php?t=192374) and using sober's modfile.
Obviously doing something wrong because it's not working for me as should.
Targor Avelany
09-06-12, 07:14 PM
Regardless, I'm getting same problem with NewUI enabled.
have you followed the instructions on setting up the NewUI's options file, described in sober's post?
edit:
Well, my suggestion is to disable all mods and see if the stock game runs properly.
Than try to not do the edit for the IO map mod (don't edit the options file for NewUi and don't install the mod) and see what happens.
leettari
09-06-12, 07:17 PM
have you followed the instructions on setting up the NewUI's options file, described in sober's post?
That I have not, as I thought I have first to accept mission and get away from bunker before editing that.
But it turns out I had to do it after tutorial, which I skipped and currently am in bunker.
So I edit some files first and after than enable them with GME again, giving it a new go?
volodya61
09-06-12, 07:19 PM
@ leettari
Try to enable mods one by one and you will see where is the problem..
Another solution is using JSGME mod validator located in NewUIs ByTDW\data\Applications..
the soup is now turned into borsh :woot:
:O:
Targor Avelany
09-06-12, 07:24 PM
That I have not, as I thought I have first to accept mission and get away from bunker before editing that.
But it turns out I had to do it after tutorial, which I skipped and currently am in bunker.
So I edit some files first and after than enable them with GME again, giving it a new go?
you need to set up options file for NewUI BEFORE enabling the mod.
sober describes the steps in this post particulary. (http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3) You also can read up on the NewUI settings in the NewUI thread (http://www.subsim.com/radioroom/showthread.php?t=166093)
leettari
09-06-12, 07:31 PM
JSGME Mod Validator v1.0.11.0 by TheDarkWraith
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_7_1_0_ByTheDarkWraith\MODS\NewUI s_TDC_7_1_0_ByTheDarkWraith\data\Applications\JSGM E mod validator\jsgmemodvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items
using Silent Hunter 5
SH5 version is 1.2.0.0
MODS installed:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
DynEnv 2.1 SkyColor Hotfix DarkerNights
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
sobers best ever fog V13 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
NewUIs_TDC_7_1_0_Real_Navigation
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Env_Natural_Wave_Mechanics_byAOTD_MadMax
Sub_Bubbles_v0_0_2a_ byTheBeast
OPEN HORIZONS II_base v2
OPEN HORIZONS II_enviro v2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V4 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V2 SH5
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
Validating mods...
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Accurate German Flags
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Accurate German Flags installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\RemoveLogoIntroTheDarkWraith
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\RemoveLogoIntroTheDarkWraith installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\DBM Background Video
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\DBM Background Video installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers green spinning thing SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers green spinning thing SH5 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\NDB,NDH OM#1 - No Dialog Indicator
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\NDB,NDH OM#1 - No Dialog Indicator installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Basemod (normal ) V2.1
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Basemod (normal ) V2.1 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\stoianm colored exterior mod v2 (low color)
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\stoianm colored exterior mod v2 (low color) installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\DynEnv 2.1 SkyColor Hotfix DarkerNights
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\DynEnv 2.1 SkyColor Hotfix DarkerNights installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Capthelms Audio+SV Touch Ups
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Capthelms Audio+SV Touch Ups installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers better terrain v3 SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers better terrain v3 SH5 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers best ever fog V13 SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers best ever fog V13 SH5\data doesn't exist!
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\North Atlantic Green 1.1
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\North Atlantic Green 1.1 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Small_trees_SH5_V1
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Small_trees_SH5_V1 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers see thru wake fix
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers see thru wake fix installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers_realistic_underwater_FX2
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers_realistic_underwater_FX2 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Window_Lights_Redone_V1
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Window_Lights_Redone_V1 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Pascal-sh5-Crew-Uniforms. 12.2011
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Pascal-sh5-Crew-Uniforms. 12.2011 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\SteelViking's Interior Mod V1.2
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\SteelViking's Interior Mod V1.2 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\SteelViking's Interior Mod V1.2.2 Patch
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\SteelViking's Interior Mod V1.2.2 Patch installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\SH5_7A_Conning_Fix
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\SH5_7A_Conning_Fix installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Fuel Gauge WoGaDi_SteelViking's Interior
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Fuel Gauge WoGaDi_SteelViking's Interior installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\MightyFine Crew Mod 1.2.1 Alt faces
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\MightyFine Crew Mod 1.2.1 Alt faces installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\MCCD_1.04_MFCM_1.2.1_compatible
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\MCCD_1.04_MFCM_1.2.1_compatible\data doesn't exist!
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Speech fixes and additions (english version)
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Speech fixes and additions (english version) installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_byTheBeast
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_byTheBeast installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Eqp_Upgrades_fix_v1.4 dates by sober Patch V2 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\SH5 Longer Repairs v.1
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\SH5 Longer Repairs v.1 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_7_1_0_Real_Navigation
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_7_1_0_Real_Navigation installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Cerberus62 Corrected Depth Charge Projector 1.0
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Cerberus62 Corrected Depth Charge Projector 1.0 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\3D_Deck_Splash_FX_v1_0_0_byTheBeast
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\3D_Deck_Splash_FX_v1_0_0_byTheBeast installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBe ast
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBe ast installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Env_Natural_Wave_Mechanics_byAOTD_MadMax
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Env_Natural_Wave_Mechanics_byAOTD_MadMax installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Sub_Bubbles_v0_0_2a_ byTheBeast
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Sub_Bubbles_v0_0_2a_ byTheBeast installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\OPEN HORIZONS II_base v2
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\OPEN HORIZONS II_base v2 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\OPEN HORIZONS II_enviro v2
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\OPEN HORIZONS II_enviro v2 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Reworked Morale and Abilities v.1.1
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Reworked Morale and Abilities v.1.1 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers green crew training V4 SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers green crew training V4 SH5 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Church's Compass Dials Mod v2.2 - Option Two
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Church's Compass Dials Mod v2.2 - Option Two installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\IO_StrategicMap_4_7_for_TDWv710
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\IO_StrategicMap_4_7_for_TDWv710 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\OH II Minefield map
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\OH II Minefield map installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Grossdeutscher Rundfunk
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Grossdeutscher Rundfunk installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers NO water drops V1
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers NO water drops V1 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\smaller flags for Warships 1_0b
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\smaller flags for Warships 1_0b installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers Lights Cfg V4 SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers Lights Cfg V4 SH5 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Trevally Tutorial - All v0.2(for OHIIv1.3)
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Trevally Tutorial - All v0.2(for OHIIv1.3) installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Trevally Automated Scripts v0.6
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Trevally Automated Scripts v0.6 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Trevally Harbour & Kiel Canal Pilot v2.9
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Trevally Harbour & Kiel Canal Pilot v2.9 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers rusty deck pack SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers rusty deck pack SH5 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers hud sounds V1 SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers hud sounds V1 SH5 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers no footstep sound mod
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers no footstep sound mod installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers DOF V2 SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers DOF V2 SH5 installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\EQuaTool 01.01 by AvM - Large Style
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\EQuaTool 01.01 by AvM - Large Style installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Shadow Improvement ModLR
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\Shadow Improvement ModLR installed correctly
Validating C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers bad weather deck gun V1 SH5
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS\sobers bad weather deck gun V1 SH5 installed correctly
Checking for items to look for...
no items to look for defined
Determining each mod conflict's conflicting files...
Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
DBM Background Video conflicts with RemoveLogoIntroTheDarkWraith
\data\Movies\Intro\Intro.bik -D -A -W +S
stoianm colored exterior mod v2 (low color) conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Filters\ColorCorrection\hdr_exterior.cfg -D -A -W -S
\data\Misc\underwater_disp_map.dds -D -A -W -S
DynEnv 2.1 SkyColor Hotfix DarkerNights conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Env\EnvColors_Polar.cfg -D -A -W -S
\data\Env\EnvColors_Polar_A.cfg -D -A -W -S
\data\Env\EnvColors_Polar_A_luv.cfg -D -A -W -S
\data\Env\EnvColors_Polar_luv.cfg -D -A -W -S
\data\Env\EnvColors_Temperate.cfg -D -A -W -S
\data\Env\EnvColors_Temperate_A.cfg -D -A -W -S
\data\Env\EnvColors_Temperate_A_luv.cfg -D -A -W -S
\data\Env\EnvColors_Temperate_luv.cfg -D -A -W -S
\data\Env\EnvColors_Tropical.cfg -D -A -W -S
\data\Env\EnvColors_Tropical_A.cfg -D -A -W -S
\data\Env\EnvColors_Tropical_A_luv.cfg -D -A -W -S
\data\Env\EnvColors_Tropical_luv.cfg -D -A -W -S
North Atlantic Green 1.1 conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\filters\colorcorrection\hdr_underwater.cfg -D -A -W -S
Small_trees_SH5_V1 conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\6.Tropical Forests\vegetation_tropical.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\7.Savannas\v egetation_savanna_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\7.Savannas\v egetation_savanna_winter.dds -D -A -W +S
sobers_realistic_underwater_FX2 conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Misc\underwater_disp_map.dds -D -A -W -S
SteelViking's Interior Mod V1.2 conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Cfg\Lights.cfg -D -A -W -S
SteelViking's Interior Mod V1.2.2 Patch conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Cfg\Lights.cfg -D -A -W -S
Sub_Bubbles_v0_0_2a_ byTheBeast conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.fx -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.fx -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.FX.fx -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.fx -D -A -W -S
sobers Lights Cfg V4 SH5 conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Cfg\Lights.cfg -D -A -W -S
sobers DOF V2 SH5 conflicts with Dynamic Environment SH5 Basemod (normal ) V2.1
\data\Filters\ColorCorrection\hdr_exterior.cfg -D -A -W -S
sobers see thru wake fix conflicts with sobers best ever fog V13 SH5
OPEN HORIZONS II_base v2 conflicts with sobers best ever fog V13 SH5
sobers green crew training V4 SH5 conflicts with sobers best ever fog V13 SH5
Church's Compass Dials Mod v2.2 - Option Two conflicts with sobers best ever fog V13 SH5
sobers NO water drops V1 conflicts with sobers best ever fog V13 SH5
sobers Lights Cfg V4 SH5 conflicts with sobers best ever fog V13 SH5
sobers rusty deck pack SH5 conflicts with sobers best ever fog V13 SH5
sobers hud sounds V1 SH5 conflicts with sobers best ever fog V13 SH5
sobers bad weather deck gun V1 SH5 conflicts with sobers best ever fog V13 SH5
sobers_realistic_underwater_FX2 conflicts with stoianm colored exterior mod v2 (low color)
\data\Misc\underwater_disp_map.dds -D -A +W +S
sobers DOF V2 SH5 conflicts with stoianm colored exterior mod v2 (low color)
\data\Filters\ColorCorrection\hdr_exterior.cfg -D -A -W -S
Window_Lights_Redone_V1 conflicts with Accurate German Flags
\readme.txt -D -A -W -S
OPEN HORIZONS II_base v2 conflicts with Accurate German Flags
\data\Textures\TNormal\tex\German.dds -D -A -W -S
\data\Textures\TNormal\tex\German_m.dds -D -A -W -S
SteelViking's Interior Mod V1.2 conflicts with NDB,NDH OM#1 - No Dialog Indicator
\data\Textures\TNormal\tex\HumanDialogIndicator.dd s -D -A -W -S
SteelViking's Interior Mod V1.2 conflicts with Pascal-sh5-Crew-Uniforms. 12.2011
\data\Textures\TNormal\tex\binocular_D.dds -D -A -W -S
SteelViking's Interior Mod V1.2.2 Patch conflicts with SteelViking's Interior Mod V1.2
\data\Cfg\Lights.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S
\data\Sound\Metal_Door_5_Close.wav -D -A -W -S
\data\Sound\Metal_Door_5_Open.wav -D -A -W -S
\data\Submarine\Common\Rooms\Room_CR.sim -D -A -W -S
\data\Textures\TNormal\tex\comand_room(1024)_1.dds -D -A -W -S
\data\Textures\TNormal\tex\conning_tower_room_01.d ds -D -A -W -S
\data\Textures\TNormal\tex\CR7_cadrane.dds -D -A -W +S
\data\Textures\TNormal\tex\diesel_engine_room_01.d ds -D -A -W -S
\data\Textures\TNormal\tex\doors_rust.dds -D -A -W +S
\data\Textures\TNormal\tex\electric_engine_room_01 .dds -D -A -W -S
\data\Textures\TNormal\tex\electric_engine_room_02 .dds -D -A -W -S
\data\Textures\TNormal\tex\quarter_room1_01.dds -D -A -W -S
\data\Textures\TNormal\tex\quarter_room1_02.dds -D -A -W +S
\data\Textures\TNormal\tex\quarter_room2_01 .dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_03_N.dds -D -A -W +S
\data\Textures\TNormal\tex\tile_metal_11.dds -D -A -W +S
\data\Textures\TNormal\tex\torpedo_room_01.dds -D -A -W -S
\Documentation\SteelViking's Interior Mod.txt -D -A -W -S
Fuel Gauge WoGaDi_SteelViking's Interior conflicts with SteelViking's Interior Mod V1.2
\data\Submarine\Common\Rooms\Room_DER.GR2 -D -A -W -S
\data\Submarine\Common\Rooms\Room_DER.sim -D -A -W -S
IO_StrategicMap_4_7_for_TDWv710 conflicts with SteelViking's Interior Mod V1.2
\data\Textures\Tnormal\tex\various_books_posters_m aps.dds -D -A -W -S
sobers Lights Cfg V4 SH5 conflicts with SteelViking's Interior Mod V1.2
\data\Cfg\Lights.cfg -D -A -W -S
sobers DOF V2 SH5 conflicts with SteelViking's Interior Mod V1.2
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S
Equipment_Upgrades_Fix_v1_4_byTheBeast conflicts with NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
\Data\Textures\TNormal\tex\Conning_7C_01_O01.dds -D -A -W +S
\Data\Textures\TNormal\tex\Uboat7C_O01.DDS -D -A -W -S
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Ammunition.upc -D -A -W -S
\data\UPCDataGE\UPCUnitsData\UpgradePacks.upc -D -A -W -S
\Documentation\Equip_Upgrade_Dates.jpg -D -A -W +S
\Documentation\Readtme.txt -D -A -W +S
\Documentation\tooltip.jsgme -D -A -W +S
SH5 Longer Repairs v.1 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
Reworked Morale and Abilities v.1.1 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCLocalization\dialogs.tsr -D -A -W -S
\data\UPCDataGE\UPCLocalization\UPCLocalization.ts r -D -A -W -S
3D_Deck_Splash_FX_v1_0_0_byTheBeast conflicts with KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.val -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.val -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.val -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7C41.val -D -A -W -S
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast conflicts with KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.val -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.val -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.val -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7C41.val -D -A -W -S
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast conflicts with 3D_Deck_Splash_FX_v1_0_0_byTheBeast
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.val -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.val -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.val -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7C41.val -D -A -W -S
\documentation\jsgme.jsgme -D -A -W -S
\documentation\Readme.txt -D -A -W -S
OPEN HORIZONS II_base v2 conflicts with Capthelms Audio+SV Touch Ups
\data\Sound\motor_Diesel_LOOP.wav -D -A -W -S
\data\Sound\Submarine_diesel_exterior.wav -D -A -W -S
OPEN HORIZONS II_enviro v2 conflicts with OPEN HORIZONS II_base v2
\data\Air\Barrage_Balloon\Barrage_Balloon.cfg +D +A +W +S
\data\Air\Barrage_Balloon\Barrage_Balloon.dat -D -A +W +S
\data\Air\Barrage_Balloon\Barrage_Balloon_N01.dds -D -A +W +S
\data\Air\Barrage_Balloon\Barrage_Balloon_O01.dds +D +A +W +S
\data\Air\Barrage_Balloon\Barrage_Balloon_T01.dds -D -A +W +S
\data\Campaigns\CampaignProjects\Arctic_Convoys.pj -D -A -W -S
\data\Campaigns\CampaignProjects\Battle_of_Mediter ranean.pj +D +A -W -S
\data\Campaigns\CampaignProjects\Black_May.pj +D +A -W -S
\data\Campaigns\CampaignProjects\Distant_Waters.pj +D +A -W -S
\data\Campaigns\CampaignProjects\Happy_Times.pj -D -A -W -S
\data\Campaigns\CampaignProjects\Mare_Nostrum.pj +D +A -W -S
\data\Campaigns\CampaignProjects\Operation_Drumbea t.pj +D +A -W -S
\data\Campaigns\CampaignProjects\The_Black_Pit.pj +D +A -W -S
\data\Campaigns\CampaignProjects\Total_Germany.pj -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point.pj -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s.pj +D +A -W -S
\data\Land\Block_Ship\Block_Ship.cfg +D +A +W +S
\data\Land\Block_Ship\Block_Ship.dat -D -A +W +S
\data\Land\Block_Ship\Block_Ship_N01.dds -D -A +W +S
\data\Land\Block_Ship\Block_Ship_O01.dds -D -A +W +S
\data\Land\Block_Ship\Block_Ship_shp.dds -D -A +W +S
\data\Land\Block_Ship\Block_Ship_sil.dds +D +A +W +S
\data\Land\Block_Ship\Block_Ship_T01.dds -D -A +W +S
\data\Land\Block_Ship2\Block_Ship2.cfg +D +A +W +S
\data\Land\Block_Ship2\Block_Ship2.dat -D -A +W +S
\data\Land\Block_Ship2\Block_Ship2_N01.dds +D +A +W +S
\data\Land\Block_Ship2\Block_Ship2_O01.dds -D -A +W +S
\data\Land\Block_Ship2\Block_Ship2_shp.dds -D -A +W +S
\data\Land\Block_Ship2\Block_Ship2_sil.dds +D +A +W +S
\data\Land\Block_Ship2\Block_Ship2_T01.dds -D -A +W +S
\data\Library\Mine_Explosion.dat -D -A -W +S
\data\Roster\Environmental\Air\Barrage_Balloon.cfg -D -A +W +S
\data\Roster\Environmental\Land\Block_Ship.cfg -D -A +W +S
\data\Roster\Environmental\Land\Block_Ship2.cfg +D +A +W +S
\data\Roster\Environmental\Sea\Floating_Mine.cfg -D -A +W +S
\data\Roster\Environmental\Sea\Floating_Mine_Chain .cfg +D +A +W +S
\data\Roster\Environmental\Sea\Floating_Mine_Chain _16.cfg -D -A +W +S
\data\Roster\Environmental\Sea\HBWhale.cfg +D +A +W +S
\data\Roster\Environmental\Sea\Subnet.cfg +D +A +W +S
\data\Sea\Dolphin\Dolphin.cfg -D -A +W +S
\data\Sea\Dolphin\Dolphin.dat +D +A +W +S
\data\Sea\Dolphin\Dolphin.dds -D -A +W +S
\data\Sea\Dolphin\Dolphin.dsd -D -A +W +S
\data\Sea\Dolphin\Dolphin.eqp -D -A +W +S
\data\Sea\Dolphin\Dolphin.sim +D +A +W +S
\data\Sea\Dolphin\Dolphin.sns -D -A +W +S
\data\Sea\Dolphin\Dolphin.val +D +A +W +S
\data\Sea\Dolphin\Dolphin.zon +D +A +W +S
\data\Sea\Floating_Mine\Floating_Mine.cfg +D +A +W +S
\data\Sea\Floating_Mine\Floating_Mine.dat +D +A +W +S
\data\Sea\Floating_Mine\Floating_Mine.eqp -D -A +W +S
\data\Sea\Floating_Mine\Floating_Mine.sim -D -A +W +S
\data\Sea\Floating_Mine\Floating_Mine.zon +D +A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. cfg +D +A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. dat +D +A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. eqp -D -A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. sim +D +A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. zon -D -A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.cfg -D -A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.dat -D -A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.eqp -D -A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.sim +D +A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.zon -D -A +W +S
\data\Sea\HBWhale\HBWhale.cfg -D -A +W +S
\data\Sea\HBWhale\HBWhale.dat +D +A +W +S
\data\Sea\HBWhale\HBWhale.dsd +D +A +W +S
\data\Sea\HBWhale\HBWhale.eqp +D +A +W +S
\data\Sea\HBWhale\HBWhale.sim +D +A +W +S
\data\Sea\HBWhale\HBWhale.sns +D +A +W +S
\data\Sea\HBWhale\HBWhale.val -D -A +W +S
\data\Sea\HBWhale\HBWhale.zon +D +A +W +S
\data\Sea\Iceberg01\Iceberg01.cfg +D +A +W +S
\data\Sea\Iceberg01\Iceberg01.dsd -D -A +W +S
\data\Sea\Iceberg01\Iceberg01.sim +D +A +W +S
\data\Sea\Iceberg01\Iceberg01.zon +D +A +W +S
\data\Sea\Iceberg01\Iceberg01_shp.dds -D -A +W +S
\data\Sea\Iceberg02\Iceberg02.cfg +D +A +W +S
\data\Sea\Iceberg02\Iceberg02.dsd +D +A +W +S
\data\Sea\Iceberg02\Iceberg02.sim +D +A +W +S
\data\Sea\Iceberg02\Iceberg02.zon -D -A +W +S
\data\Sea\Iceberg02\Iceberg02_shp.dds -D -A +W +S
\data\Sea\Iceberg03\Iceberg03.cfg +D +A +W +S
\data\Sea\Iceberg03\Iceberg03.dsd +D +A +W +S
\data\Sea\Iceberg03\Iceberg03.sim -D -A +W +S
\data\Sea\Iceberg03\Iceberg03.zon +D +A +W +S
\data\Sea\Iceberg03\Iceberg03_shp.dds -D -A +W +S
\data\Sea\Iceberg05\Iceberg05.cfg -D -A +W +S
\data\Sea\Iceberg05\Iceberg05.dsd -D -A +W +S
\data\Sea\Iceberg05\Iceberg05.sim +D +A +W +S
\data\Sea\Iceberg05\Iceberg05.zon +D +A +W +S
\data\Sea\Iceberg05\Iceberg05_shp.dds -D -A +W +S
\data\Sea\Subnet\Subnet.cfg -D -A +W +S
\data\Sea\Subnet\Subnet.dat -D -A +W +S
\data\Sea\Subnet\Subnet.eqp +D +A +W +S
\data\Sea\Subnet\Subnet.sim +D +A +W +S
\data\Sea\Subnet\Subnet.zon +D +A +W +S
\data\Sound\blow1.wav -D -A +W +S
\data\Sound\blow2.wav +D +A +W +S
\data\Sound\breaching.wav +D +A +W +S
\data\Sound\humpback1.wav -D -A +W +S
\data\Sound\humpback_0-256Hz.wav -D -A +W +S
\data\Sound\humpback_1024-2048Hz.wav -D -A +W +S
\data\Sound\humpback_2048-4096Hz.wav -D -A +W +S
\data\Sound\humpback_256-512Hz.wav -D -A +W +S
\data\Sound\humpback_4096-20000Hz.wav -D -A +W +S
\data\Sound\humpback_512-1024Hz.wav -D -A +W +S
\data\Sound\humpback_hyd_0-256Hz.wav -D -A +W +S
\data\Sound\humpback_hyd_1024-20000Hz.wav -D -A +W +S
\data\Sound\humpback_hyd_256-512Hz.wav -D -A +W +S
\data\Sound\humpback_hyd_512-1024Hz.wav -D -A +W +S
\data\Sound\humpback_wake_fast.wav -D -A +W +S
\data\Sound\humpback_wake_slow.wav -D -A +W +S
\data\Sound\Sh.sdl +D +A +W +S
\data\Sound\tailslap1.wav +D +A +W +S
\data\Sound\tailslap2.wav +D +A +W +S
\data\Textures\TNormal\tex\HBWhale.dds -D -A +W +S
\data\Textures\TNormal\tex\SubNet_Chain.dds +D +A +W +S
\data\Textures\TNormal\tex\SubNet_Steel.dds +D +A +W +S
Reworked Morale and Abilities v.1.1 conflicts with OPEN HORIZONS II_base v2
\data\Campaigns\CampaignProjects\Black_May\Scripts \AI\Dialogs\DT_Bosun_Black_May.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Black_May\Scripts \AI\Dialogs\DT_Chief_Black_May.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Black_May\Scripts \AI\Dialogs\DT_Cook_Black_May.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Black_May\Scripts \AI\Dialogs\DT_Radio_Black_May.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Black_May\Scripts \AI\Dialogs\DT_Sonar_Black_May.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Black_May\Scripts \AI\Dialogs\DT_Watch_Black_May.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Black_May\Scripts \AI\Dialogs\DT_XO_Black_May.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Bosun_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Chief_Turning_Point.aix -D -A +W +S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Cook_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Radio_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Sonar_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Watch_Turning_Point.aix -D -A +W +S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_XO_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Bosun_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Chief_Turning_Point.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Cook_Turning_Point.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Radio_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Sonar_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Watch_Turning_Point.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_XO_Turning_Point.aix -D -A -W -S
IO_StrategicMap_4_7_for_TDWv710 conflicts with OPEN HORIZONS II_base v2
\data\Menu\Gui\StrategicMapNew.dds -D -A -W -S
OH II Minefield map conflicts with OPEN HORIZONS II_base v2
\data\Library\Mine_Explosion.dat -D -A -W +S
\data\Roster\Environmental\Sea\Floating_Mine.cfg -D +A -W +S
\data\Roster\Environmental\Sea\Floating_Mine_Chain .cfg -D +A -W +S
\data\Roster\Environmental\Sea\Floating_Mine_Chain _16.cfg -D -A -W +S
\data\Roster\Environmental\Sea\Subnet.cfg -D -A +W +S
\data\Sea\Floating_Mine\Floating_Mine.cfg -D -A -W +S
\data\Sea\Floating_Mine\Floating_Mine.dat -D +A +W +S
\data\Sea\Floating_Mine\Floating_Mine.eqp -D -A +W +S
\data\Sea\Floating_Mine\Floating_Mine.sim -D -A -W -S
\data\Sea\Floating_Mine\Floating_Mine.zon -D +A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. cfg -D -A -W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. dat -D +A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. eqp -D -A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. sim -D -A -W -S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. zon -D -A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.cfg -D -A -W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.dat -D -A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.eqp -D -A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.sim -D +A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.zon -D -A +W +S
\data\Sea\Subnet\Subnet.cfg -D -A +W +S
\data\Sea\Subnet\Subnet.dat -D -A -W +S
\data\Sea\Subnet\Subnet.eqp -D +A +W +S
\data\Sea\Subnet\Subnet.sim -D -A -W -S
\data\Sea\Subnet\Subnet.zon -D +A +W +S
\data\Textures\TNormal\tex\SubNet_Chain.dds -D -A +W +S
\data\Textures\TNormal\tex\SubNet_Steel.dds -D -A +W +S
IO_StrategicMap_4_7_for_TDWv710 conflicts with NewUIs_TDC_7_1_0_Real_Navigation
\data\Terrain\LocationMaps\ShapeTextures\arrowbody .tga -D -A -W +S
OH II Minefield map conflicts with OPEN HORIZONS II_enviro v2
\data\Library\Mine_Explosion.dat -D +A +W +S
\data\Roster\Environmental\Sea\Floating_Mine.cfg -D -A -W +S
\data\Roster\Environmental\Sea\Floating_Mine_Chain .cfg -D +A -W +S
\data\Roster\Environmental\Sea\Floating_Mine_Chain _16.cfg -D -A -W +S
\data\Roster\Environmental\Sea\Subnet.cfg -D -A +W +S
\data\Sea\Floating_Mine\Floating_Mine.cfg -D -A -W +S
\data\Sea\Floating_Mine\Floating_Mine.dat -D +A +W +S
\data\Sea\Floating_Mine\Floating_Mine.eqp -D -A +W +S
\data\Sea\Floating_Mine\Floating_Mine.sim -D +A -W -S
\data\Sea\Floating_Mine\Floating_Mine.zon -D +A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. cfg -D -A -W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. dat -D +A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. eqp -D -A +W +S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. sim -D -A -W -S
\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain. zon -D +A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.cfg -D -A -W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.dat -D +A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.eqp -D -A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.sim -D +A +W +S
\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Cha in_16.zon -D +A +W +S
\data\Sea\Subnet\Subnet.cfg -D +A +W +S
\data\Sea\Subnet\Subnet.dat -D +A -W +S
\data\Sea\Subnet\Subnet.eqp -D +A +W +S
\data\Sea\Subnet\Subnet.sim -D -A -W -S
\data\Sea\Subnet\Subnet.zon -D +A +W +S
\data\Textures\TNormal\tex\Mine_Chain.dds -D +A +W +S
\data\Textures\TNormal\tex\Mine_Chain_16.dds -D -A +W +S
\data\Textures\TNormal\tex\Mine_Steel.dds -D -A +W +S
\data\Textures\TNormal\tex\Mine_Steel_Chained.dds -D -A +W +S
\data\Textures\TNormal\tex\Mine_Steel_Chained_16.d ds -D +A +W +S
\data\Textures\TNormal\tex\SubNet_Chain.dds -D -A +W +S
\data\Textures\TNormal\tex\SubNet_Steel.dds -D -A +W +S
sobers Lights Cfg V4 SH5 conflicts with SteelViking's Interior Mod V1.2.2 Patch
\data\Cfg\Lights.cfg -D -A -W -S
sobers DOF V2 SH5 conflicts with SteelViking's Interior Mod V1.2.2 Patch
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S
Trevally Automated Scripts v0.6 conflicts with Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Harbour & Kiel Canal Pilot v2.9 conflicts with Trevally Tutorial - All v0.2(for OHIIv1.3)
Seems to have some problems, I'll let you seasoned veterans to help me out as this is a hefty package of mods, probably one of my biggest packages ever for any modded game.
I had to rename couple folders for few mods because they weren't named like sober's modfile required. If it's about this, then why sober haven't updated his post regarding such details and yet giving links to updated topics?
One thing I've found out here is that most of the stuff seems outdated.
Like JSGME, they should have online manual on their website - ops, site doesn't exist anymore.
Targor Avelany
09-06-12, 07:34 PM
Seems to have some problems, I'll let you seasoned veterans to help me out as this is a hefty package of mods, probably one of my biggest packages ever for any modded game.
I had to rename couple folders for few mods because they weren't named like sober's modfile required. If it's about this, then why sober haven't updated his post regarding such details and yet giving links to updated topics?
One thing I've found out here is that most of the stuff seems outdated.
Like JSGME, they should have online manual on their website - ops, site doesn't exist anymore.
nope. Don't see any problems.
And, no offence, but nobody "has" to do anything. :shifty:
leettari
09-06-12, 07:40 PM
And, no offence, but nobody "has" to do anything. :shifty:
True, suppose I'm just a spoiled brat from other modding communities then. :smug:
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