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Trevally.
12-17-11, 09:47 AM
New to SH5 and are not sure what mods to use:doh:
Here are some of the main mod types.


You must first ensure that you are updated to SH5 v1.2
The game version number is shown at the top right side of your screen when you are in the main menu.
Goto C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\GU.exe to force an update if the auto update did not work.


The next thing you should consider is your PC.

If you are using a 32bit operating system - adding mods can push your machine over its memory limits (http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1775953&postcount=11) and cause CTD. You can take some steps to reduce this happening. This is done by following this guide to enable a 3gig switch that will allow your system to give itself more memory.
3gig switch info (http://www.subsim.com/radioroom/showpost.php?p=1751607&postcount=316)


***Edit: - as it turns out, SH5.exe is alraedy set to use the full allocation of memory. As such, using the 4 gig patch will reverse this - so DO NOT USE in SH5. I will leave the link as it may be handy for other games 4gig switch info (http://www.ntcore.com/4gb_patch.php) ***


If your PC is good and you have a 64bit os - SH5 with mods should work fine.

How to install mods.

When installing mods for SH5 you should use JSGME. This is a small app that will make adding mods both easier and safer. Ensure you also read the guide to using JSGME or watch a vid tutorial here (http://www.subsim.com/radioroom/showpost.php?p=1629507&postcount=26)

JSGME and guide (http://www.subsim.com/radioroom/showthread.php?t=171237) and more info here (http://www.subsim.com/radioroom/showthread.php?t=204593) (by Mikemike47)

Gaps "Tip of the day" (http://www.subsim.com/radioroom/showpost.php?p=1984867&postcount=4) for installing JSGME


When to install mods.

Only install mods when you are off your boat. So when in the bunker save your game and exit. Install mods and then reload game and your saved game.
This is because most of the information is preloaded in you docs/sh5 as part of your save game and will be read by the game during the whole patrol. If some information changes when on patrol (by adjusting you mod list) ctds can happen.

Some mods can be installed when you are on your boat - read the mods installing instructions to see if this is the case.

Bug Fixes

AI & Human Historical Gun Fix (http://www.subsim.com/radioroom/showthread.php?t=198510)
This fixes some of the issues found with the stock game with guns. It applies a general rebalance of armaments /ammo / zones and armour.
(by Gap)

Torpedo Speed Fix (http://www.subsim.com/radioroom/showthread.php?t=169477)
This fixes a bug when you give promotion points to your torpedo man. This makes your torps run faster. The bug is that your TDC does not know your torps are now running faster so does not offset to take this into account. Installing this fix will reset your torps to the original speed.
NOTE: you do not need this fix if you never give your torp man points or use any mods that remove your crews special abilities.

Hydro ctd (http://www.subsim.com/radioroom/showthread.php?t=174778)
This bug causes a ctd when you listen to enemy subs in the hdro station.
NOTE: You do not need this fix if you use TDWs Ui mod or OHII.

SH5.exe patches to fix bugs and add functionality (http://www.subsim.com/radioroom/showthread.php?t=181433)
This bug in the hydro reduces the bearing range that you hydro can pick up contacts. It means that there is only a very narrow bearing when you can hear ships. This fix increases the bearing range where you can hear contacts.
CO2 bug fix is for the schnorkel that you can use with TDWs UI mod. This stops CO2 increasing when schorkel is in use.
Dud torp fix will enable duds
Mag torp fix will allow the magnetic detonators to work (to the range specified in the torpedoes .sim file).
Fixes the resupply bug where you were only allowed to use once per patrol. Now you can resupply again if a tanker has the stores.
Automatic closing/opening of sub's internal compartment doors when battlestations ability (key F7)
Added a new patch - Crew wakeup - that 'wakes up' the crew and makes them do their job (contact spotting/reporting)
Independent engine controls
Contact reports wolfpack patch - where BtU may send a wolfpack to attack contacts that you report
NOTE: this fix will not work for steam users. The fix is applyed by running a patcher app to update your SH5.exe

See here for a guide (http://www.subsim.com/radioroom/showthread.php?t=197960) for how to install and use the patcher

Boat can't maintain depth (http://www.subsim.com/radioroom/showthread.php?t=179746) and Download here (http://www.gamefront.com/files/service/thankyou?id=21093845)
This bug will not let your boat hold depth when you are very deep and have no speed.
Note:***under review - TDW may add this to his UI mad as an add-on***

Radar Fix (http://www.subsim.com/radioroom/showthread.php?p=2070162&posted=1#post2070162) by Jace11 - this WIP mod will fix the games broken AI radar for all ships and aeroplanes





Mods
There are many great mods out there but I am only going to cover some of them for the key areas of the game.



Crew Mods
These will imporove how your crew move, act and look

MightyFine Crew Mod (http://www.subsim.com/radioroom/showthread.php?t=163591&highlight=SUB_hyd_fix_SH5)
This great mod is the most downloaded mod from the subsim download area.

and

More Crew Commands by Dialog (MCCD) (http://www.subsim.com/radioroom//downloads.php?do=file&id=1671)
This mod will allow you to give command your boat by talking to your crew.

and

Reworked Morale & Abilities (http://www.subsim.com/radioroom/showthread.php?t=195193)
This great mod will fix your crews abilities allowing for better use of the promotion points you award.



Environment Mods
These will enhance your view outside your boat.

Real Environment (http://www.subsim.com/radioroom/showthread.php?t=166178&highlight=real+environment)
New weather and much more.

or

Dynamic Environment (http://www.subsim.com/radioroom/showthread.php?t=182377)
New weather and much much more



UI Mods
These will give you better control over your boat and crew

Multiple UIs for SH5 with TDC and Automation (http://www.subsim.com/radioroom/showthread.php?t=166093)
This is the big one with so many features even the author can't remember them all. This mod comes with an options editor where you can pick the features you do want and leave out the ones you don't. Can be set to SH3, 4 or 5 styles.

or

CSP Magui Interface for SH5 (http://www.subsim.com/radioroom/showthread.php?t=181370)
Looks fantastic and has a very well organised layout.

or

Ui-Boat (http://www.subsim.com/radioroom/showthread.php?t=173147)
A whole new layout of controls with many very handy crew commands



Equipment
This will give you extra equipment

Equipment and Upgrades by TheBeast (http://www.subsim.com/radioroom/showthread.php?t=182194)
Adds many new upgrades to the equipment that you can buy (with renown points) for your boat.

and

R.S.D. - Reworked Submarine Damage (http://www.subsim.com/radioroom/showthread.php?t=207093)
As it says on the tin - now your boat will take damage as it should



AI Improvments
Gives the AI many new tactics for killing you

IRAI (http://www.subsim.com/radioroom/showthread.php?t=171973)
Improves the AI for Warships, Merchants and Aeroplanes. Can be adjusted to your skill level

and

Depth charge water disturbances (http://www.subsim.com/radioroom/showthread.php?t=181539)
Gives you a short window where enemy hydro is less effective after a depth charge attack.



New FX
Adds new explosions and other effects to your game.

FX Update (http://www.subsim.com/radioroom/showthread.php?t=174511)
Fire, smoke, better sinking and much more.



U-Boat Skins
Some great new looks for your boat.

NOZAURIO'S SKIN (U-Boot-Type-VIIB & VIIC) (http://www.subsim.com/radioroom/showthread.php?t=182873)
Fantastic quality.

or

SH5 Tarnmatte Anechoic Coating (SH5 Type-VIIC) (http://www.subsim.com/radioroom/showthread.php?t=171478&highlight=new+skins)
Looks great - even has missing tiles and rust stains

or

Danevang's Paint Shop 1.0 (skin pack Type-VIIC) (http://www.subsim.com/radioroom/showthread.php?t=164424&highlight=new+skins)
Lots to choose from


Campaign Mods
These will change your stock campaign

Lite campaign LC (http://www.subsim.com/radioroom/showthread.php?t=164601&highlight=campaign)
This will reduce the amount of tonnage you require for objectives in the stock campaign.

or

Open Horizons II (http://www.subsim.com/radioroom/showthread.php?t=189818)
This one changes all the ojectives from the stock campaign. Adds full campaign to 1945, ships and much, much, much more



Sounds Mods
New and better sounds

Capthelms Audio Mod (http://www.subsim.com/radioroom/showthread.php?t=163530)
Good quality and easy to install

or

Stormy`s DBSM collection SH5 (http://www.subsim.com/radioroom/showthread.php?t=164552)
New speech, sounds and much much more (requires german speech (http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23))

or

Venatore's SHV Mod Bunker (http://www.subsim.com/radioroom/showthread.php?t=173371)
Better sounds for just about everything



Interior Mods
These will change the look of the inside of your boat.

SteelViking's Interior Mod (http://www.subsim.com/radioroom/showthread.php?t=171415)
Very good quality interior that also fixes many dials to work correctly (perhaps should be in the bug fix section)

Sobers reduced textures (http://www.gamefront.com/files/23378...x+Redone%29.7z) addon for those with video issues (whire out screen) with Steels mod.

and

Naights Submarine Textures (http://www.subsim.com/radioroom/showthread.php?t=171658)
Like your boat dark and scary - this one is for you.


Balanced Mod List
Getting a good balanced list should be your aim when you start out. I cannot emphasize this enough.
The more mods from each type that you add, the greater the chance that a mastake is made and you will join the ctd gang.

So to make a mod list using each of the above mod types - it should look something like this:-
This is also the correct order for install (where it matters)


MightyFine Crew Mod (http://www.subsim.com/radioroom/showthread.php?t=163591&highlight=SUB_hyd_fix_SH5)
Reworked Morale & Abilities (http://www.subsim.com/radioroom/showthread.php?t=195193)
Dynamic Environment (http://www.subsim.com/radioroom/showthread.php?t=182377)
SH5 Tarnmatte Anechoic Coating (SH5 Type-VIIC) (http://www.subsim.com/radioroom/showthread.php?t=171478&highlight=new+skins)
Equipment and Upgrades by TheBeast (http://www.subsim.com/radioroom/showthread.php?t=182194)
FX Update (http://www.subsim.com/radioroom/showthread.php?t=174511)
IRAI (http://www.subsim.com/radioroom/showthread.php?t=171973)
German U-Boat Crew Language Pack (http://www.subsim.com/radioroom/showthread.php?t=173371)
Stormy`s DBSM collection SH5 (http://www.subsim.com/radioroom/showthread.php?t=164552)
Multiple UIs for SH5 with TDC and Automation (http://www.subsim.com/radioroom/showthread.php?t=166093)
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=179746) <<<<<may be within TDWs UI mod as an add-on soon
Open Horizons II (http://www.subsim.com/radioroom/showthread.php?t=189818)



Happy Hunting :salute:


Some stable mod lists that have been tested

Sjizzle's mod list (based on CSP Magui interface)
http://www.subsim.com/radioroom/showthread.php?t=204308

Fifi's mod list (includes small, med and large lists)
http://www.subsim.com/radioroom/showthread.php?t=203711

Sobers List
See this thread here (http://www.subsim.com/radioroom/showthread.php?t=192374) - it also has all the links and information on how to setup.
Nice one Sober:)

Some wise words - please read this if your wish to make your own mod list (http://www.subsim.com/radioroom/showpost.php?p=2119977&postcount=26)

Or

My current mod list 18/01/14.

In time you can than add to your balanced list with some of the other mods out there. You should only do this one mod at a time and then test for a good few days/weeks, ensuring there are no issues before adding any more - This will help in the long run.

This is my list - Note: I still only have one of each key mod types installed


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
German U-Boat Crew Language Pack
No Logo Intro Menu_Animation v. 01.00 by AvM
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
Equipment_Upgrades_Fix_v1_4_byTheBeast
Cerberus62 Corrected Depth Charge Projector 1.0
smaller flags for Warships 1_0b
FX_Update_0_0_*_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
SteelViking's Interior Mod V1.2
IRAI_0_0_**_ByTheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
NewUIs_TDC_*_*_*_ByTheDarkWraith
Trevally Automated Scripts
Trevally Harbour & Kiel Canal Pilot
Manos Scopes 8x5
Trevally Tutorial - All v0.2(for OHIIv1.3)
EQuaTool 01.01 by AvM
OPEN HORIZONS II_full
NewUIs_TDC_***_Real_Navigation
R.S.D. - Reworked Submarine Damage

Trevally.
12-17-11, 09:47 AM
Please let me know if I am making any errors with the above guide:)

Some handy links :-
TDWs apps (http://www.subsim.com/radioroom/showthread.php?t=189681)


Also please note tonschk posts below for some tutoral links:)

Sartoris
12-17-11, 10:59 AM
Very useful and well put together! Thank you for your work!:salute:

tonschk
12-17-11, 11:09 AM
Kylania Sober and stoianm have good SH5 tutorials

Trevally.
12-17-11, 11:17 AM
Kylania Sober and stoianm have good SH5 tutorials

Tutorials for ?

can you post links:up:

tonschk
12-17-11, 11:56 AM
HOW TO START A CAMPAIGN: Sober's ultimate tutorial thread
http://www.subsim.com/radioroom/showthread.php?t=180044

A 25MB step by step guide to "how to use the Attack Disk" .
Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\Documentat ion\Attack_Disc_Handbook.pdf

Trevally.
12-17-11, 12:24 PM
HOW TO START A CAMPAIGN: Sober's ultimate tutorial thread
http://www.subsim.com/radioroom/showthread.php?t=180044

A 25MB step by step guide to "how to use the Attack Disk" .
Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\Documentat ion\Attack_Disc_Handbook.pdf

:up:

tonschk
12-17-11, 12:34 PM
Sorry Trevally I forgot this ....... http://www.subsim.com/radioroom/showthread.php?t=178048 (http://www.subsim.com/radioroom/showthread.php?t=178048)


and this ......... stoianm video tutorials ............ http://www.subsim.com/radioroom/showthread.php?t=181538 (http://www.subsim.com/radioroom/showthread.php?t=181538)


Trevally tutorials ...... http://www.subsim.com/radioroom/showthread.php?t=177725 (http://www.subsim.com/radioroom/showthread.php?t=177725)


TheDarkWraith SH5 applications and programs ........http://www.subsim.com/radioroom/showthread.php?t=189681 (http://www.subsim.com/radioroom/showthread.php?t=189681)

jason210
12-18-11, 02:56 PM
Thanks for this can't you get it as a sticky?

Husksubsky
12-18-11, 07:44 PM
This was great stuff Trev. I tried to copy lists before from heavyweighters but they were usually very long and sometimes tweaked to fit .Thx dear..I mean m8:D
Should Irais no hydrophone on surface be added?

Hartmann
12-18-11, 10:05 PM
Real Environment (http://www.subsim.com/radioroom/showthread.php?t=166178&highlight=real+environment)
New weather and much more.
Dynamic Environment (http://www.subsim.com/radioroom/showthread.php?t=182377)
New weather and much much more


which is the best ?? :88) or what differences have ?

I´m a veteran from sh3 but i´m moving to sh5 now and i need some information to choose some mods :D

Husksubsky
12-18-11, 10:16 PM
Real Environment (http://www.subsim.com/radioroom/showthread.php?t=166178&highlight=real+environment)
New weather and much more.
Dynamic Environment (http://www.subsim.com/radioroom/showthread.php?t=182377)
New weather and much much more


which is the best ?? :88) or what differences have ?

I´m a veteran from sh3 but i´m moving to sh5 now and i need some information to choose some mods :D
I d choose Dynamic. And I will do now.Some might disagree :).
I think wclears mod was a part of MO (the megamod that s still a beta from oct 2010) and I was very pleased with the change dynamic mode made.:salute:

dcb
12-19-11, 01:32 AM
Great thread, worth a sticky:salute:

Sloaks
12-19-11, 05:30 AM
Thank you Trevally, this thread is great. I agree should be stickied :yeah::yep:

Sloaks
12-19-11, 05:33 AM
Real Environment (http://www.subsim.com/radioroom/showthread.php?t=166178&highlight=real+environment)
New weather and much more.
Dynamic Environment (http://www.subsim.com/radioroom/showthread.php?t=182377)
New weather and much much more


which is the best ?? :88) or what differences have ?

I´m a veteran from sh3 but i´m moving to sh5 now and i need some information to choose some mods :D

I really like both and had a hard time choosing which one to use, but after testing both i went with the Dynamic for the weather effects and the choppy storms :arrgh!: it was right for me!

Herr-Berbunch
12-19-11, 10:22 AM
Obviously you'd go for the Dynamic mod, as that has much, much more, as opposed to the Real mod, which only has much more.

Thanks Trevally - I've no excuses now not to start playing a modded 5. :yeah:

Husksubsky
12-19-11, 12:23 PM
Erm whers IRAI_0_0_32_ByTheDarkWraith I can find 30 with 31 patch:hmmm:

Trevally.
12-19-11, 12:38 PM
Obviously you'd go for the Dynamic mod, as that has much, much more, as opposed to the Real mod, which only has much more.

:har:
Sorry - I did not want to people to pre judge:D

Thanks Trevally - I've no excuses now not to start playing a modded 5. :yeah:

Jump onboard - SH5 has much to offer:up:

Erm whers IRAI_0_0_32_ByTheDarkWraith I can find 30 with 31 patch:hmmm:

Just use the most upto date version of each mod - my mod list is mine:D

Trevally.
12-19-11, 01:24 PM
Fixed error with post one re: depth bug
(this is not in the FX mod so needs adding to your list)

DaveP63
12-19-11, 06:03 PM
Excellent thread, thank you! :salute:

nikimcbee
12-19-11, 06:10 PM
Hey, I could use a little help. I really want t give SH5 a second chance. I tried some mods for SH5, but it seems like they didn't work for some reason. Is there a mod I could test to make sure the mod is actually working.

Everything seems to install as normal with JSME, so I'm reallyconfused why it's not working.:dead:

The JSME works just fine for SH3 and 4.

Trevally.
12-19-11, 06:33 PM
Hey, I could use a little help. I really want t give SH5 a second chance. I tried some mods for SH5, but it seems like they didn't work for some reason. Is there a mod I could test to make sure the mod is actually working.

Everything seems to install as normal with JSME, so I'm reallyconfused why it's not working.:dead:

The JSME works just fine for SH3 and 4.

Hi nikimcbee:salute:

If you have checked that you are up to v1.2 before any mods, then the next step would be to run this app:-

see here http://www.subsim.com/radioroom/showthread.php?t=187245

It will check you mods and give you a report.
If you paste that here - someone may know what is wrong:up:

nikimcbee
12-19-11, 07:26 PM
Hi nikimcbee:salute:

If you have checked that you are up to v1.2 before any mods, then the next step would be to run this app:-

see here http://www.subsim.com/radioroom/showthread.php?t=187245

It will check you mods and give you a report.
If you paste that here - someone may know what is wrong:up:

Thanks, I'll give it a go when I get off work.:salute:

Screwy
12-20-11, 12:34 AM
Thanks for this thread. Saves me a lot of time. Thanks again. :yeah:

Rongel
12-20-11, 05:34 AM
Great work Trevally!

As we don't have a ultimate megamod yet, this is the next best thing!

(By the way, haven't been in the forums for a while, L.A. Noire took my heart!)

Trevally.
12-20-11, 06:58 AM
I am re-reading the info for using the 4gig patch.
It is for use in 64bit systems when running a 32bit exe

Can anyone confirm that the exe for SH5 is 64bit - therefore not requiring the 4 gig patch. Also how do you tell?

I can't check myself as I am at work:oops:

Magic1111
12-20-11, 10:35 AM
Hi Trevally!

Very good Thread! :yeah:

Best regards,
Magic:salute:

uekel
12-20-11, 10:57 AM
Hi Trevally!

Can anyone confirm that the exe for SH5 is 64bit - therefore not requiring the 4 gig patch.
The sh5.exe is a 32 bit application. You can see, which compatibility modes offered from the OS (if you have just available a sh5.exe :D). So I think the 4-Gig-Patch for SH5 on 64 bit systems is useful.

Trevally.
12-20-11, 12:57 PM
Hi Trevally!

The sh5.exe is a 32 bit application. You can see, which compatibility modes offered from the OS (if you have just available a sh5.exe :D). So I think the 4-Gig-Patch for SH5 on 64 bit systems is useful.

Thanks uekel:up:

Yes - I have just checked in the task manager and the exe is flagged *32

Trevally.
12-21-11, 03:51 PM
Added links to some of the mods in my list where they were not already linked within the post.

Husksubsky
12-21-11, 09:25 PM
Thanks uekel:up:

Yes - I have just checked in the task manager and the exe is flagged *32
I have win 7 64 with 6 gb Ram. I need this patch?what If I get 12 gb Ram?
Last time I brought this up it became concluded that I didn t need it. I m not familiar with these things but my rask manager showed "sh5.exe*32 " and I guess that means 32 bit.
windows 7 s own resource monitor showed approx 2.240 kb reserved for app by os and approx 2.000kb was working. Total in use was approx 3.600 kb and approx 2500 kb was available.
I guess it s that reserved by os that we want up. my gfx is 2 gig as well and according to TDW those 2 gigs will also be reserved.No idea how I can check that.

Trevally.
12-22-11, 01:03 PM
I have win 7 64 with 6 gb Ram. I need this patch?what If I get 12 gb Ram?


Sorry Husksubsky I am confused by this also - perhaps someone could explain this.

I assumed that with our 64bit system (mine is home prem) I could use up to 16GB ram.

But it looks like if the exe is running x86 (32bit) - we only get 4GB
http://img856.imageshack.us/img856/8214/29100573.jpg

Anyone know if this is correct:06:

TheDarkWraith
12-22-11, 03:44 PM
If an app is being ran in 32 bit mode on a 64bit system then by all accounts it should behave like it's running on a 32bit system. I don't know Windows7 architecture all that well but I do know that a 32bit exe cannot run on a 64bit system unless that system switches to 32bit mode for it (the wow64 part of Windows - wow is short for Windows on Windows). Being in 32bit mode then it should only have access to 2^32 or ~4GB of memory.

Husksubsky
12-22-11, 05:30 PM
Yes this disturbs me. I ll buy 12 gig. And I can do some testing. One thing I r4eally wonder about is where are those 2 gigs that my gfx card reserve from my memory? I think like this:
I have 6 GB .
My win 7 uses 1.5 gb (TDW says)
My gfx card uses 2 gig (TDW says) .we re now up to 3,5 and that means I Have
2.5 gb for my sh5.exe. No need for a patch since I don t have more mem to use.

But I fear it doesn t look like this in real life.
For example where does the GFX get its memory?Possible the system reserves in a way that the gfx card take from those 4 gb the sh 5.exe could have have used?

And if you say the 32* files can allredy use 4 gb why then a patch? The patch was for 32 bit systems wasn t it ? where the limit was 3gb? (thus the reason I was told I didn t need the patch last time)

I have win 7 ultimate

sparrs
12-22-11, 05:42 PM
Yes this disturbs me. I ll buy 12 gig. And I can do some testing. One thing I r4eally wonder about is where are those 2 gigs that my gfx card reserve from my memory? I think like this:
I have 6 GB .
My win 7 uses 1.5 gb (TDW says)
My gfx card uses 2 gig (TDW says) .we re now up to 3,5 and that means I Have
2.5 gb for my sh5.exe. No need for a patch since I don t have more mem to use.

But I fear it doesn t look like this in real life.
For example where does the GFX get its memory?Possible the system reserves in a way that the gfx card take from those 4 gb the sh 5.exe could have have used?

And if you say the 32* files can allredy use 4 gb why then a patch? The patch was for 32 bit systems wasn t it ? where the limit was 3gb? (thus the reason I was told I didn t need the patch last time)

I have win 7 ultimate

Same here:- Resource monitor says SH5 takes all available memory plus page file. I used the x64 memory patch, but I see no difference in the logs when I run SH5, although not looked too closely, but the game behaves the same (seemingly) as pre-x86 patch. In fact I upgraded to a x64 system to play this game with full 4Gig memory usage. I think the game, to run its fullest would need at minimum a dual core CPU, a decent GPU (Nvidia 9800 GTX+ onwards) and 4 Gig of RAM. I was running out of memory when I installed the sub interior mod (steelvikings) on the x86 system (I have a 4gig system with a 512MB card), that was the cause of odd stuff happening. FWIW.

THE_MASK
12-22-11, 07:51 PM
http://img408.imageshack.us/img408/2/detection.jpg

I have 8 gigs of memory .

Faamecanic
12-22-11, 09:25 PM
I just re-installed SH5 after upgrading to Win7 64 Home Premium... my "analysis" looks just like Sobers... it is only recognizing 4GB. I have 8 GB + 1GB video RAM. :06:

The other strange item on that same screen is it said my graphics driver is out of date. But I just downloaded the driver from Nvidia this past weekend after putting my rig back together...

Hartmann
12-23-11, 12:03 AM
I just re-installed SH5 after upgrading to Win7 64 Home Premium... my "analysis" looks just like Sobers... it is only recognizing 4GB. I have 8 GB + 1GB video RAM. :06:

The other strange item on that same screen is it said my graphics driver is out of date. But I just downloaded the driver from Nvidia this past weekend after putting my rig back together...

I have the same "problem" with the graphic driver but i didn´t update the drivers and the game runs with no problems.

2500k , and Gforce 560 Ti

Husksubsky
12-23-11, 01:22 AM
googled the video ram thingy and got some complicated answers. seem a gfx card uses addresses in the higher area(above 4 gig for me so I m well off with my 64 bit system). But it uses it s own memory too. I understood it something like it used memory addresses so the normal ram couldn t use it. (I m on thin ice here)There were some cards that was worse than others when it came to stealing memory.some turbocache was blacklisted as well as onboard videocards.

vlad29
12-24-11, 12:47 AM
Hi guys!

Re. driver type detection:
Thats a known issue. Almost all users of nVidia cards now have driver version > 200. The game is old enough was developed for the drivers 190xxxx series. So in the message box (see Sober's post) the information is not displayed correctly. F.e., when I used 238.xx driver version, it was detected as 138.xx:(too oldDL ) But it's just a message (warning) box and have no any influence on the game-running process:yep:.

Re. RAM usage by video: I can confirm my nVidia GTX260 812 mb is stealing RAM. Nevertheless no negative issues (ctd, gamefreeze) detected dispite I've more than 80 mods (including 'heavy' mods earning lot's of RAM) installled:up:

Trevally.
12-24-11, 06:25 AM
Hi guys!

Re. driver type detection:
Thats a known issue. Almost all users of nVidia cards now have driver version > 200. The game is old enough was developed for the drivers 190xxxx series. So in the message box (see Sober's post) the information is not displayed correctly. F.e., when I used 238.xx driver version, it was detected as 138.xx:(too oldDL ) But it's just a message (warning) box and have no any influence on the game-running process:yep:.

Re. RAM usage by video: I can confirm my nVidia GTX260 812 mb is stealing RAM. Nevertheless no negative issues (ctd, gamefreeze) detected dispite I've more than 80 mods (including 'heavy' mods earning lot's of RAM) installled:up:

Thanks for the info Vlad:up:

khdgermany
12-24-11, 07:16 AM
Thank you all from a sh5 newbie!

Trevally.
12-24-11, 07:21 AM
Thank you all from a sh5 newbie!

Welcome to Subsim khdgermany:salute:

Commander Mysenses
12-25-11, 02:32 AM
First post needs a correction,

Bug Fixes
Boat can't maintain depth (http://www.subsim.com/radioroom/showthread.php?t=179746) and Download here (http://www.gamefront.com/files/service/thankyou?id=21093845)
This bug will not let your boat hold depth when you are very deep and have no speed.
Note:***under review - TDW may add this to his UI mad as an add-on***

TDW has included this in his UI mod now!
http://www.subsim.com/radioroom/showpost.php?p=1716371&postcount=62

Trevally.
12-26-11, 06:03 AM
First post needs a correction,



TDW has included this in his UI mod now!
http://www.subsim.com/radioroom/showpost.php?p=1716371&postcount=62

Ah yes - thanks Commander Mysenses:salute:

I think however - it was later removed as some did not want the fix. They thought that their boat should have problems with depth control when deep.

So - I have asked TDW and he has checked his files. The depth fix is out of date for his Ui mod but not enough to cause any issues.
So install depth fix after his Ui if you want the fix.
He will also make the depth fix an add-on with the next v of the Ui - this way it can be kept up to date.:up:

MikiBzh
12-28-11, 12:23 PM
Coming back to SHV after few month (year ?) I would like to thank you for this post, very, very well done and useful !

fsktha
01-02-12, 09:53 AM
Hi

Happy new year. Im fan of all subsim, from the early start w AOD, gave up SHV but have been testing it w/ new mods. And im starting to fall in love again :DL.

But i have a question for you experienced modders, which modds function or do you recommend w AOTD_RDA?

Nufsed
01-05-12, 05:02 AM
Can this post be made sticky?

ustahl
01-05-12, 07:50 AM
Hi

Happy new year. Im fan of all subsim, from the early start w AOD, gave up SHV but have been testing it w/ new mods. And im starting to fall in love again :DL.

But i have a question for you experienced modders, which modds function or do you recommend w AOTD_RDA?

Hi fsktha,

I used AOTD_RDA in the early days for a while, when it seemed fine in the absence of the presently available mods. But today it's outdated :zzz:, and the mods suggested in this thread offer much, much more! :arrgh!:

So I'd say: skip it and use the ones proposed in this thread.

IIR AOTD_RDA was in German language, and if that's what you want, you can convert gameplay with a Trevally-proposed modlist easily by adding Ruby's latest "Deutschmod". :up:

kikoman
01-06-12, 02:16 PM
thanks!!:yeah:

flostt
01-06-12, 03:43 PM
Can this post be made sticky?

I support this.
This is an important thread for all beginners using mods

nikimcbee
01-08-12, 01:34 AM
Hi nikimcbee:salute:

If you have checked that you are up to v1.2 before any mods, then the next step would be to run this app:-

see here http://www.subsim.com/radioroom/showthread.php?t=187245

It will check you mods and give you a report.
If you paste that here - someone may know what is wrong:up:

Blimey, I got everything working:yeah::woot:. Time to go nuts with mods!

Trevally.
01-08-12, 04:57 AM
Blimey, I got everything working:yeah::woot:. Time to go nuts with mods!

:D good luck:up:

CraBBMan
01-16-12, 05:15 AM
Thanks for this, i was wondering what do i need to install :salute:

Damo
01-18-12, 01:26 AM
THIS THREAD NEEDS TO BE STICKIED!!!

:yeah::yeah::yeah::yeah::yeah::yeah::yeah::yeah:
:up::up::up::up::up::up::up::up::up::up:

Please...?

Magic1111
01-19-12, 05:13 AM
THIS THREAD NEEDS TO BE STICKIED!!!


:yeah::yeah::yeah::yeah::yeah::yeah::yeah::yeah:
:up::up::up::up::up::up::up::up::up::up:

Please...?


2nd this....! :yep:

ustahl
01-19-12, 07:33 AM
THIS THREAD NEEDS TO BE STICKIED!!!

:yeah::yeah::yeah::yeah::yeah::yeah::yeah::yeah:
:up::up::up::up::up::up::up::up::up::up:

Please...?
3rd this...!:up:

Magic1111
01-19-12, 09:23 AM
3rd this...!:up:

:haha: :up:

ReallyDedPoet
01-19-12, 10:19 AM
Webster (http://www.subsim.com/radioroom/showthread.php?t=162013) has a similar thread to this. Perhaps the two can be merged or that one can be updated with the stuff from this thread
( some nice stuff here ).

Anyway, I am sure he or one of the other SH5 Mods will chime in on this :yep:

Webster
01-19-12, 01:48 PM
Webster (http://www.subsim.com/radioroom/showthread.php?t=162013) has a similar thread to this. Perhaps the two can be merged or that one can be updated with the stuff from this thread
( some nice stuff here ).

Anyway, I am sure he or one of the other SH5 Mods will chime in on this :yep:

i only have modderator status for the sh5 main forum, not sure why but i was never given modderator status for the sh5 "mods" forum when it was created.

only CCIP by himself has control here so i cannot do anything here in this forum.

in my opinion it whould be better as a seperate sticky because this thread tells you info about the mods and how to properly use them correctly where my thread was more of just a simple list of mods for the game with no direction for using them. i would be happy if he could take over as the go to guy for sh5 mod info.

if trevally or someone else wouldnt mind, i would love it if they could do a new version of the mod making "how to" type of info found on post 1 of my thread. it would be great since its mostly old data and since im not modding sh5 i dont know what is good info or useless info there or what new info is needed.

it is long overdue for someone to make some very basic simple instructions for mission making, mod making, and using mods, as well as what tools and technics to use as well as where to find or access them.

Trevally.
01-19-12, 04:08 PM
if trevally or someone else wouldnt mind, i would love it if they could do a new version of the mod making "how to" type of info found on post 1 of my thread. it would be great since its mostly old data and since im not modding sh5 i dont know what is good info or useless info there or what new info is needed.

it is long overdue for someone to make some very basic simple instructions for mission making, mod making, and using mods, as well as what tools and technics to use as well as where to find or access them.

Hi Webster:salute:
Yes - I will have a go at this:yep:

It will take a long while to finish (the more I think about it the bigger the job gets:o), but im sure there are many here who can correct me and help out with tutorials and suggestions:up:

ReallyDedPoet
01-19-12, 06:26 PM
Nice Trevally :up:

Damo
01-19-12, 07:20 PM
:woot: Congrats Trevally! Well deserved.

Was just thinking, as I know with stickies it's a space issue at the top of the forum, whether the Mission Making guide really belongs in the Mods forum or whether it should be moved to the basic SH5 forum. After all, the mission maker is a game feature and doesn't really fall under the mod category. Just a suggestion as I see the merit in keeping Websters thread and keeping this as it's own separate thread. I think newcomers are more likely to read a few shorter posts than one long multi-subject 'wall of text'.

Regards,
Damo.

Webster
01-19-12, 07:53 PM
:woot: Congrats Trevally! Well deserved.

Was just thinking, as I know with stickies it's a space issue at the top of the forum, whether the Mission Making guide really belongs in the Mods forum or whether it should be moved to the basic SH5 forum. After all, the mission maker is a game feature and doesn't really fall under the mod category. Just a suggestion as I see the merit in keeping Websters thread and keeping this as it's own separate thread. I think newcomers are more likely to read a few shorter posts than one long multi-subject 'wall of text'.

Regards,
Damo.

i tend to dissagree, creating a mission (if done right) can be hard work and is adding a lot to the game just like mods do. yes its not a mod but it serves the same purpose and requires the same dedication to detail that mods do.

as to the sticky situation, it can be cleaned up later as trevally gets things situated so i see the 2 or 3 threads he will make can replace at least 4 or 5 of the ones there now

Punch
01-27-12, 08:34 AM
As a rookie having a hard time finding and deciding which patches to use .........Is there anywhere someone has combined a load of stable patches into one file that can be used as a kind of filter by JSGME as in IL_2 ??

Punch
01-27-12, 10:34 AM
Tried matching Travelly's mods but when I try a campaign I have no movement controls :-?
Mouse view works but W.D.S.A keys do nothing ............
Suppose just a process of elimination as to which mod is causing it ?

Trevally.
01-27-12, 01:00 PM
@ Punch = welcome to subsim:salute:

If you are looking to follow my mod list - you should start by reading the mod authors instructions in post one with each of their threads:up:

Stormfly's sounds is the one that changed your keys:yep:
Now you need to use the arrow keys instead of wsad:up:

Punch
01-27-12, 01:24 PM
Thanx m8 ............One other thing is your mod list in install order ?

Trevally.
01-27-12, 01:37 PM
Yes - install in order that I have them and allow overwrite.
Make sure that you check each one has a data folder inside the mod folder. This shows the mod is ready to install with JSGME:up:

Punch
01-27-12, 03:10 PM
Uninstalled everything ...........Think I need to start again :oops:, Think I'm to used to JSGME for IL_2 where all my mods are in one file and enabled in one go, lol

GeneralLawson
01-27-12, 03:48 PM
Where would SteelViking's or NauticalWolf's interior mod fit in with this? And which one would be better to use?

Punch
01-27-12, 04:49 PM
Tried again and now cant even get game to launch :hmmm:...............dont understand where to put some folders and files so have to stick to stock game I guess

e.g. the NewUIs_TDC_6_9_0_ByTheDarkWraith , Do I put Dials in the root folder of game ? then the readme says "select appropriate 'Dials.dds' and place in 'MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\G ui'. " which ok done that . but then says " If there is a folder inside called 'TDC' then you have to copy the files in that folder to 'MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\G ui\TDC'. There is a folder in there called TDC so copied files in there but is it not saying copy those files to the same location ?????

Punch
01-27-12, 05:26 PM
As soon as I enable NewUIs_TDC_6_9_0_ByTheDarkWraith My game fails to launch ...............

Trevally.
01-27-12, 06:48 PM
Hi Punch:salute:

Put JSGME in you ubi/SH5 folder and run it.
That will made a folder called MODS in your SH5 folder.
Open TDWs NewUIs_TDC_6_9_0_ByTheDarkWraith and look inside it.
Look for folder called MODS and in there you will find a folder called NewUIs_TDC_6_9_0_ByTheDarkWraith.
Copy this folder and paste it in the MODS foldet that was made when you ran JSGME.
Now run JSGME and install NewUIs_TDC_6_9_0_ByTheDarkWraith.

:up:

Punch
01-27-12, 07:56 PM
Hi Punch:salute:

Put JSGME in you ubi/SH5 folder and run it.
That will made a folder called MODS in your SH5 folder.
Open TDWs NewUIs_TDC_6_9_0_ByTheDarkWraith and look inside it.
Look for folder called MODS and in there you will find a folder called NewUIs_TDC_6_9_0_ByTheDarkWraith.
Copy this folder and paste it in the MODS foldet that was made when you ran JSGME.
Now run JSGME and install NewUIs_TDC_6_9_0_ByTheDarkWraith.

:up:

That's what I've done Trevally but as soon as I launch game the red bar goes around half way then just get a black screen and have to ctrl, alt del to see SH5 is not responding

Trevally.
01-28-12, 06:38 AM
That's what I've done Trevally but as soon as I launch game the red bar goes around half way then just get a black screen and have to ctrl, alt del to see SH5 is not responding

sounds like you install of SH5 is corrupt - you may need to reinstall

Punch
01-28-12, 06:49 AM
Still not sure what to do with the dials folder that comes in the NewUIs_TDC_6_9_0_ByTheDarkWraith

Trevally.
01-28-12, 06:53 AM
Still not sure what to do with the dials folder that comes in the NewUIs_TDC_6_9_0_ByTheDarkWraith


You don't need to do anything with that - just install the one I pointed out.:up:

Punch
01-28-12, 07:09 AM
Its not having it m8 ..................with nothing enabled just NewUIs_TDC_6_9_0_ByTheDarkWraith mod it hangs on loading

Trevally.
01-28-12, 07:17 AM
Its not having it m8 ..................with nothing enabled just NewUIs_TDC_6_9_0_ByTheDarkWraith mod it hangs on loading

:hmmm: does SH5 work without any mods:06:
are you patched to v1.2?

Punch
01-28-12, 07:35 AM
Yes just tried CSP Magui Interface Beta v 2.0 and worked fine

Trevally.
01-28-12, 07:37 AM
Yes just tried CSP Magui Interface Beta v 2.0 and worked fine



Could be your download for TDWs new UI is the problem - you should try a fresh download if you want to use that one

Punch
01-28-12, 07:46 AM
Downloaded version 6_3_7 instead of the 6_9_0_ I was trying

von Kinderei
01-28-12, 08:51 AM
WOOOOHOOOO ... :woot:


Finally stickied :yeah:

barnacle999
01-28-12, 06:20 PM
Just getting back into this game. Thanks for the hard work.

Punch
01-29-12, 07:30 AM
Is there another link for this ??

REL]SKIN: SH5 Type-VIIC -Tarnmate Anechoic Coating - by TheBeast

link seems to be broken

Cheers

Trevally.
01-29-12, 07:48 AM
Is there another link for this ??

REL]SKIN: SH5 Type-VIIC -Tarnmate Anechoic Coating - by TheBeast

link seems to be broken

Cheers

Untill TheBeast fixes the link - download here http://www.gamefront.com/files/21255133/SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered.rar
:up:

Punch
01-29-12, 08:24 AM
You're a godsend Travelly ................:salute:
Think I'm getting there now , a few little niggles to get my head round :)

Punch
02-01-12, 12:58 PM
Are things like this caused by MODS or just general game bugs???? :hmmm:

http://www.subsim.com/radioroom/http://i1187.photobucket.com/albums/z385/punch15/Untitled-1.jpghttp://i1187.photobucket.com/albums/z385/punch15/Untitled-1.jpg

Trevally.
02-01-12, 02:39 PM
Do you use OHII - this bug could be from that?

GeneralLawson
02-02-12, 01:08 PM
That's obviously part of Germany's top secret space program. It...er...never really got the kinks worked out.

Magic1111
02-03-12, 06:34 AM
Aaah, I notice that the Thread is "sticky"! :yeah:

Punch
02-09-12, 11:41 AM
Any good tutorials on AOB ? really struggling with this............
watched some videos but seem to contradict .1 saying 360 - scope bearing another, target bearing + scope -180 ..:hmmm:
I am right in thinking its AOB from the target and not my sub?

Trevally.
02-09-12, 12:08 PM
Any good tutorials on AOB ? really struggling with this............
watched some videos but seem to contradict .1 saying 360 - scope bearing another, target bearing + scope -180 ..:hmmm:
I am right in thinking its AOB from the target and not my sub?

Try my in game tutorials - there are two the cover AOB.
Start with Aob practice first then roabf.

Unsure you install the correct one (one for OHII and one for stock campaign).
Read post two for how to run tutorials.
http://www.subsim.com/radioroom/showthread.php?t=177725
:up:

maniac2211
02-09-12, 06:22 PM
nice guide ! thx

meme
02-09-12, 08:14 PM
good starting guide:up:

Trevally.
02-13-12, 11:55 AM
Added Sobers mod list thread to post one:up:

KaleunZippel
02-15-12, 09:17 AM
Thank you for your efforts, trevally

Trevally.
02-15-12, 01:49 PM
Thank you for your efforts, trevally

Welcome to subsim KaleunZippel:salute:

VDay
02-17-12, 12:36 AM
Just got myself a copy of this and this guide was perfect, thanks.

Magic1111
02-22-12, 04:48 AM
nice guide ! thx

good starting guide:up:

Thank you for your efforts, trevally

Just got myself a copy of this and this guide was perfect, thanks.

:salute::salute::salute:Welcome aboard all!!!:salute::salute::salute:

maillemaker
02-23-12, 09:43 PM
OK, I have installed the mod via JSGME, and I have launched the program \data\Applications\OptionsFileEditorViewer\Options FileEditorViewer.exe . But I don't get any tabs of options to change.

What have I done wrong?

http://i.imgur.com/UevAF.gif

pedrobas
02-23-12, 10:08 PM
In "File" you have to select SH5 path

TheDarkWraith
02-24-12, 01:07 PM
First you set the path to the menu.txt (of the mod - in your MODS folder)
Then you set the path to your SH5 installation
Then you click File-->Open and select the mod's (from MODS folder) option file.

dwillo82
02-26-12, 08:18 AM
Thanks very much for this list~!

CVKolm
02-27-12, 02:09 AM
Very nice guide! Thank you!:up:

Trevally.
02-27-12, 12:54 PM
Thanks very much for this list~!

Very nice guide! Thank you!:up:

Thanks:DL and welcome to subsim:salute:

Magic1111
02-28-12, 05:41 AM
Thanks very much for this list~!

Very nice guide! Thank you!:up:

:salute::salute::salute:Welcome aboard both!!!:salute::salute::salute:

Navuhodonosor
03-02-12, 08:27 PM
I like your current mod list,very balanced :yeah: Only do I have to manually tveak some files to work correctly (like menu txt for real navigation)?
And thx for tut,great stuff!:salute:

Trevally.
03-03-12, 04:55 AM
I like your current mod list,very balanced :yeah: Only do I have to manually tveak some files to work correctly (like menu txt for real navigation)?
And thx for tut,great stuff!:salute:

Hi Navuhodonosor:salute:

No - no editing required - just install in that order and allow overwrite.
Some of those mods have a new version - so use the new ones.

I am deep into making OHII v1.8 (has many changes and fixes).
When I am finished - I will update my mod list:up:

misha1967
03-03-12, 06:36 AM
I am deep into making OHII v1.8 (has many changes and fixes).
When I am finished - I will update my mod list:up:

Oh great, Trev, I can start all over AGAIN then!

Just kidding. You're the man! :salute:

Navuhodonosor
03-03-12, 08:07 AM
Great news,and thanks for quick answer,I am really glad to hear that ,It is already much,much better than stock campaign :up:

Pucara
03-08-12, 10:41 PM
Thank you, ecxelente ayuda..

Trevally.
03-09-12, 02:07 PM
It is already much,much better than stock campaign :up:

:har:
:D

Thank you, ecxelente ayuda..

Thanks Pucara:salute:

lvl4F
03-09-12, 07:36 PM
Thx Trevally, excelent job!!

Ravenhold IV
03-10-12, 02:49 PM
Hey i need a little help getting a mod list to work its basically the same as the one in the guide but some stuff has been replaced. That TDW UI is nigh impossible to get working. :damn: My Lamedar :ping: is about to short circuit from all the lameness of getting that UI working.
Here is my list:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\MODS]

MightyFine Crew Mod 1.2.1 Alt faces
Dynamic Environment SH5-V2.1
Equipment_Upgrades_Fix_v1_4_byTheBeast
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_0_byTheBeast
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Lite Campaign LC 1.2

I also want to enable American Dials and SH4 HUD for the UI and i want to put in the following mods. I dont know where they should go though.

RAF Bomber Command Radio Frequency 77.00 MHz
RAF Fighter Command Radio Frequency 66.00 MHz
Luftwaffe Combat Radio Frequency 88.00 MHz

And if you know of any other command radio frequencies, please tell me what and how to enable them.

TheDarkWraith
03-10-12, 03:14 PM
Hey i need a little help getting a mod list to work its basically the same as the one in the guide but some stuff has been replaced. That TDW UI is nigh impossible to get working. :damn: My Lamedar :ping: is about to short circuit from all the lameness of getting that UI working.

In installs just like any other mod. You have to read the included documentation though (data\Documentation) ;)

What troubles are you having?

Ravenhold IV
03-10-12, 04:41 PM
Did that. I cant see the SH5 enhanced HUD. The game HUD is just the same as stock.

TheDarkWraith
03-10-12, 04:45 PM
Did that. I cant see the SH5 enhanced HUD. The game HUD is just the same as stock.

in \data\Applications there is a folder named JSGME mod validator. Run the app contained in that folder. That will tell you whether you installed the mod correctly or not.

Ravenhold IV
03-10-12, 05:40 PM
Didnt work. The mod is installed correctly according to your program but It's still stock HUD. BTW I have SH4 HUD and American metric dials enabled. Is that the problem?

TheDarkWraith
03-10-12, 05:47 PM
Didnt work. The mod is installed correctly according to your program but It's still stock HUD. BTW I have American HUD and American metric dials enabled. Is that the problem?

Can you post a screenshot (ctrl + F11) of your game screen showing the HUD?

chrysanthos
03-11-12, 05:32 AM
the fire damage spread mod is not working in silent hunter 4...i already try it with a merchant and the fire just burns there...about 4 hours...is there something wrong with that?

Trevally.
04-03-12, 12:15 PM
Update post 1 with info for when to install mods:up:

Punch
04-05-12, 02:52 AM
Just when you think you know this game it can surprise you :DL. There I was , in the Med when sensors started picking up multiple contacts . Rubbing my hands together , thought I was in the middle of a large merchant convoy but couldn't find them . Pings moving around me everywhere, started to think game was having a fit when through binoculars saw something break the surface :o. Yup . A school of dolphins following me LOL . Priceless :DL

Punch
04-06-12, 05:57 AM
BTW , remember a mod back in SH3 or 4 where you could control a surface ship. Is this possible in SH5 ??

col_Kurtz
04-09-12, 05:46 AM
Hello Trevally :)

Happy Easter :)

SH5 patched to 1.2 SH5.exe patched too (no real Nav and no colours changes, so this is 1.0 I think).
So I`m a bit confused. I tried to create the same as your list, but... Validator says: Mods are Installed correctly but at the end of the list there is a a lot of conflicts. Each mod conflict with next... Is it ok?

For example this one line:

Validating D:\Games\Silent Hunter 5\SHV MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith
D:\Games\Silent Hunter 5\SHV MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith installed correctly

Determining each mod conflict's conflicting files...

NewUIs_TDC_6_9_0_ByTheDarkWraith conflicts with IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

Best regards,
Kurtz

TheDarkWraith
04-09-12, 12:16 PM
Validator says: Mods are Installed correctly but at the end of the list there is a a lot of conflicts. Each mod conflict with next... Is it ok?

For example this one line:

Validating D:\Games\Silent Hunter 5\SHV MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith
D:\Games\Silent Hunter 5\SHV MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith installed correctly

Determining each mod conflict's conflicting files...

NewUIs_TDC_6_9_0_ByTheDarkWraith conflicts with IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

You have to interpret what the conflicts are. This is telling you that both mods have a UBoot_Sensors.sim file. The -D -A -W and -S are defined in the output of the validator. I don't remember exactly what these mean but I think it's saying dates are not equal, sizes are not equal, and ? Yes I wrote the app but that doesn't mean I remember everything about it :DL

col_Kurtz
04-09-12, 06:11 PM
Huh... :timeout:

Spero
04-10-12, 02:22 PM
Nice little guide, helped me to get into the game again :DL

Jude92
04-11-12, 08:05 AM
Yes, thanks for the guide, I always get confused when using mods in the silent hunter games haha:salute:

Trevally.
04-11-12, 02:27 PM
Nice little guide, helped me to get into the game again :DL

Yes, thanks for the guide, I always get confused when using mods in the silent hunter games haha:salute:

Thanks guys and welcome to subsim:salute:

derickblyth
04-16-12, 09:03 PM
This is the mods i have applied so far.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
MODS
German
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting

I read here that the Magnum_opus was the most imported mod and also Irai by the Dark Wraith.
You don't have Magnum. has this be superseded.
Can anyone tell me which mod list i should update to so i have the most current and up to date list.
Thank you all, appreciate all the work you have all put in to make this sim so realistic.:yeah:

kiwi_2005
04-16-12, 09:31 PM
For anyone wanting a workable mod setup these two work flawlessly

lighter version
http://i1253.photobucket.com/albums/hh591/Frank101z/capture-20120417-142128.png

This one below has the old Open Horizons II v 1.6 change it to 1.8. And has more Dynamic Environment addons.

http://i1253.photobucket.com/albums/hh591/Frank101z/capture-20120406-162735.png

derickblyth
04-16-12, 10:07 PM
Thanks Kiwi 2005
Is the Magnum_Opus_v0_0_1 mod out of date ?
Also what are the main differences between your two setups.
New to SH5 and would like all the mods and cons.
My game style at the moment is to have fun but not get too involved with the technical side of the torpedoes.
Having saying that i like the option when i have time to play with the TDC controls.
When i am in the middle of a convoy i am not quick enough or confident to use TDC and revert back to the circles to help.
Different when there is only one or two ships.
As i said i am still learning.

kiwi_2005
04-17-12, 12:34 AM
Thanks Kiwi 2005
Is the Magnum_Opus_v0_0_1 mod out of date ?
Also what are the main differences between your two setups.
New to SH5 and would like all the mods and cons.
My game style at the moment is to have fun but not get too involved with the technical side of the torpedoes.
Having saying that i like the option when i have time to play with the TDC controls.
When i am in the middle of a convoy i am not quick enough or confident to use TDC and revert back to the circles to help.
Different when there is only one or two ships.
As i said i am still learning.

Did you add the patch for Magnum_Opus. Add the MO patch after the main one.

Patch 2
http://www.gamefront.com/files/17773690/Magnum-Opus-v0-0-1-Patch-2.7z/

Nothing much difference between the two, apart from one has more Dynamic Environment added & Open Horizion II v1.6 the other has v1.8.

derickblyth
04-17-12, 01:32 AM
I copy the mod file from Magnum_Opus_v0_0_1_Patch_2 into Magnum_Opus_v0_0_1 before installing.
This was the direction giving from one of the threads on this forum.
Downloaded all the other files as directed and installed them using GME V2.
They did suggest modifying some of the files using notepad, but havn't done that as i just wanted to play.

This is want i ended up with.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
MODS
German
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting

Am happy with the game but before i play anymore missions should i delete mods and go with your setup or the one mention on the start of this thread. am i upto date with the best configuration minus a few mods or do i need to start again?

kiwi_2005
04-17-12, 12:05 PM
Am happy with the game but before i play anymore missions should i delete mods and go with your setup or the one mention on the start of this thread. am i upto date with the best configuration minus a few mods or do i need to start again?

Its up to you, if you are happy with the setup stick with it for a while till you get more confident with the game then start adding more mods as you play. You can save/load each mod setup in the mod enabler -Tasks - Save mod Profile or load mod profile. That way you can have different mod combinations for different occasions.
Just incase you dont know the Open Horizon mod extends the campaign to 1945 and you can start any campaign by typing in 'silentotto' without the quotes, in the part where you choose the campaign - silentotto to unlock them.

derickblyth
04-18-12, 03:25 AM
I think i might need to find out what the mod i have install covers.
I was more concerned about weather i had the necessary mods to be able to get the most out of the game. the other mods such as stripes ect are self explanatory.
Mods like Magnum_Opus & IRAI_0_0_30_ByTheDarkWraith cover so much that i don't want to double up.
I thought these two file were mostly system files and were crucial to the game.
When i notice at the top of the thread that they never covered the Magnum mod nor do you! i was curious to know why i needed it.

cfc3612
04-18-12, 07:12 PM
HELP how do I add all these mods to my game am kinda of lost.

THE_MASK
04-18-12, 09:49 PM
HELP how do I add all these mods to my game am kinda of lost.

http://www.subsim.com/radioroom/showthread.php?t=163447

kiwi_2005
04-18-12, 10:37 PM
I was more concerned about weather i had the necessary mods to be able to get the most out of the game.


To get the most out of the game IMO no you dont you need more mods

IRAI 0 0 30

OpenHorizon II v1.8 Campaign will last up to 1945

Mighty fine crew mod 1.2.1 stock with beards

NewUI_TDC_6.9.0 by DarkWraith

Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
German U-boat Crew Language Pack (if game is installed in english and you enable Stormys DBSM mod you need this package so you will get Das Boot type sounds from his mod in german, crash dive, crew talking, etc. Your messages and all that will still be in english.

MCCD 1.4 = this gives more command options when you click on a crew member.
MCCD 1.4 MFCM 1.2.1 compatible

Equipment upgrades Fix v1.4 by the beast
& Patch 1 and Patch 1 hotfix for the beast mod
(fixes your subs upgrades)

Depth keeping problem HB 2_0_0 TheDarkWraith

Rubini Crash Dive fix for MCFM 1.2.1.

Dynamic Environment SH5 Basemod v2.1 (optional)

Skrauters Automated Scripts
STrevally Automated Scripts v0.6
(with Darkwraiths UI mod mention above you can enable very cool scripts - eg when attacking a convoy, Hydrophone listening, Emergency Evasion from depth charge attack and so on.)

I haven't played Magnum_Opus for a long time and can't remember if the above mods are included in the mod. Best to ask DarkWraith if the MO mod is all you need.

derickblyth
04-19-12, 06:57 AM
Thanks again Kiwi 2005 for your input have search for mods you have listed and yes it seems that some of the larger mods cover a lot of the little mods.
Makes it very confusion for us beginners.
but starting to make sense the more i ask and your input has been very helpful. Input from people like yourself is what makes this forum. "Thank you! :salute:"

What do you mean by scripts ?
(with Darkwraiths UI mod mention above you can enable very cool scripts - eg when attacking a convoy, Hydrophone listening, Emergency Evasion from depth charge attack and so on.)

derickblyth
04-19-12, 06:59 AM
Hey i have been promoted!
I am now a NUB!
Very excited!

kiwi_2005
04-19-12, 04:06 PM
What do you mean by scripts ?
(with Darkwraiths UI mod mention above you can enable very cool scripts - eg when attacking a convoy, Hydrophone listening, Emergency Evasion from depth charge attack and so on.)

Scripts are automated once you enable one in TheDarkWraith's NewUIs_TDC_6_9_0 by clicking on the icon on the right side of the UI.

For instance if I were in my patrol zone and wanted to do a hydrophone listen every couple of hours then I would enable the script and the sub would do this by itself - just sit back and watch - it will dive to 80 feet stop all engines listen for contacts maneuver 360 turn go to persicope depth raise perscope for a 360 check then surface and move a couple of hundred miles and repeat. Or if I had just attacked a convoy submerged and wanted to get away I can use the evasive action script, the sub will do a 180 turn dive deep at low speed & maneuver to avoid depth charge while doing turns.
You can take control anytime by just turning off the script. Its quite cool to watch your sub act it out and enabling the script is not hard its all set out so all you do is just choose the one you want and run it. :up:

Here's a better explanation from Trevally's readme

EVASION

Pesky Aeroplanes! - This will issue a crash dive, hydro sweep, re-set depth 50m, slow speed, stay under for 30mins, check scope for all clear, surface . If scope detects contacts, script will end. If not then boat will surface, radar on and manned flak guns ready for next encounter.

Sneak Away 180 - This is for use after you have fired your torps. It will help you escape before torps hit and escorts start looking. With min noise this will turn 180 deg from current heading and dive to 80m. By the time escorts start looking you will be on silent running at 1 knot. (you can then go deeper if your boat is undamaged)

Sneak Away - This is the same as the above but without the 180 deg turn.

Dont panic 1 (port) - Use this when DDs are raining death on you. This will drop noise maker, knuckle right 45 deg, rise 30m all at flank. Drop another noise maker and finally knuckle left ending with you -90 Deg from you original course and back to a silent 1knot with enough coasting speed for you to slip back down to original depth.

Dont panic 2 (starboard) - Use this when DDs are raining death on you. This will drop noise maker, knuckle left 45 deg, rise 30m all at flank. Drop another noise maker and finally knuckle left ending with you 90 Deg from you original course and back to a silent 1knot with enough coasting speed for you to slip back down to original depth.

SEARCH ON PATROL

PreSurface Check - This is for use after an attack and you feel you are far enough away to surface and do an end around. It will update sound contact and then sweep scope and surface. If scope spots a contact the script will end and allow you to take over where you can surface or stay under. Note 40m to 50m depth prior to this script will give better results.

Suspect Distant Contact - This one is for those of us who cheat and watch for a slow clock at high TC. It will dive to 30m and send you to hydrophone station for a detailed sound check (if contact found script will abort and set boat heading to contact). Otherwise surface boat.

Search on Patrol (looped) - This is for High TC patrolling where you will dive, listen, look, surface and check radar if installed. After 1hour another rader and uzo check (game will pause and inform for contacts) then another 1hour will pass before a loop will kick in and start the process again (x12). Game will pause after 12 loops (24hrs)

No Station Hydrophone (looped) - This is again for high TC. A very basic down, listen and surface. This will loop every 2hrs x 12. This one will not react other than drop to you options.py setting TC level, you must intervene with contacts detected.

Hydrophone Four Bearings Method - This will dive and listen (instation for first reading) allowing a contact line to be plotted (clock will appear so click start to keep an eye on your timings). This is followed by 2 more sound contact reports at 10min intervals giving 3 of the four bearings required. Boat will turn to contact and set off surfaced at a 45deg angle for 10 more mins. A final dive and listen will give you your fourth bearing for range and speed of target. (after each 10min gap you must ensure you are marking the same target).


SURFACE ATTACK

Deck Gun with Zigzag - This is for use when you need to finish off that wounded target. It will fire deck guns whilst carring out a zigzag maneuver to avoid return fire. (for best results you should be heading at contact)

derickblyth
04-20-12, 01:30 AM
Scripts sound really cool and cant wait to try one out. Still downloading all updates and mods again as per Sobers list.
http://www.subsim.com/radioroom/showthread.php?t=192374
I decided to go this way as he has also put the links down for each mod.
This makes it easier as i was going by the one you listed and was having trouble finding all the mods, especially the stormy weather ones.
still working my way round.

Dum question "What does UI stand for and where is it located"

kiwi_2005
04-20-12, 11:10 AM
Scripts sound really cool and cant wait to try one out. Still downloading all updates and mods again as per Sobers list.
http://www.subsim.com/radioroom/showthread.php?t=192374
I decided to go this way as he has also put the links down for each mod.
This makes it easier as i was going by the one you listed and was having trouble finding all the mods, especially the stormy weather ones.
still working my way round.

Dum question "What does UI stand for and where is it located"

The UI mod is included in Sobers list-NewUIs_TDC_6_9_0_ByTheDarkWraith.

The link to Dark Wraiths mod
http://www.subsim.com/radioroom/showthread.php?t=166093

^ if you go to post 5 you will see how the Dark Wraith UI looks, it has 3 styles - SH3style, SH4style and Sh5 enhanced. Default is SH5 enhanced. In his first post he explains how to change the UI to the other styles if you wish. UI stands for Uboat Interface (I think) could be wrong maybe it stands for Uber Interface. :D

Anyway you chose a good list. :yep:

Edit: silly me I just remembered of the MyMegaMod he has all the mods for download in 5 parts, the AIO download option.
http://www.subsim.com/radioroom/showthread.php?t=192236 (http://www.subsim.com/radioroom/showthread.php?t=192236)

derickblyth
04-22-12, 01:41 AM
Have change my mod list to the one that Sober has posted up.
Thought i start with a clean slate and reinstall the game.
Made sure i when and deleted all files after uninstalling.
Re installed. Played the tutorial and then saved when in bunker. I then added GME to the Silent hunter folder, downloaded all the mods and installed though GME and none of my mods are showing up when i load the game.

Went back to my old list and still no luck

Old List

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
MODS
German
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting

New List

Accurate German Flags
RemoveLogoIntroTheDarkWraith
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)
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
sobers better terrain v3 SH5
sobers best ever fog V10 SH5
sobers best ever waves V2 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SAS special abilities simplified V4 (MCCD) SH5
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_Real_Navigation
Manos Scopes-patch for 16x9
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
OPEN HORIZONS II_full v1.8
OHIIv1.8 Full patch2 - Copy
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
sobers green crew training V3 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Fuel Gauge WoGaDi_SteelViking's Interior
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
MadMaxs_SH5_Subdiesel
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5

THE_MASK
04-22-12, 02:16 AM
You downloaded and extracted the mod enabler with 7zip and placed it in your SH5 main game folder . Ok , so jsgme (mod enabler) then created a folder in your main SH5 game folder which is called MODS when you double clicked on the yellow icon . In this folder called MODS you placed all the mods that you want to enable . These mods that you place in there have to follow a certain folder structure . IE: sobers waves mod / data / Env etc .

Read this , there is a thread on mod enabler if you scroll down a bit .
http://www.subsim.com/radioroom/showthread.php?t=180044

derickblyth
04-22-12, 02:41 AM
Sober, thanks for your response.
I have done that and the funny thing is i have had it working before.
The only thing i can think of that i have done differnet is i install the 4Gig_patch 1st.

When you install GME this must modify the exe file and direct it to load the mods.

Have uninstalled again and know i am reinstalling.
Was impressed with your mod list but had some trouble finding some of them but will contact you latter about that.

You will see the files that are missing from the list i posted previously.

derickblyth
04-22-12, 05:07 AM
Not sure why but seems to be working this time round.
have been modding all day and still not finished!
Looking forward to playing this game soon.

derickblyth
04-23-12, 02:32 AM
After reinstalling tried my first mod list using the turtioal by http://dangerdogz.com/forums/tutorials/article/21-modding-silent-hunter-5/
This mod works fine and can notice the differences once loaded by the menu displaying Trevally Tutorial and the difference in the German flags.

When i change this to Sobers mod list.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
RemoveLogoIntroTheDarkWraith
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)
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
sobers better terrain v3 SH5
sobers best ever fog V10 SH5
sobers best ever waves V2 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SAS special abilities simplified V4 (MCCD) SH5
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_Real_Navigation
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
TDW_No_Hydrophone_On_Surface_1_1_0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Manos Scopes-patch for 16x9
OPEN HORIZONS II_full v1.8
OHIIv1.8 Full patch2 - Copy
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 HOTFIX 3
sobers green crew training V3 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Four (Dark Comp. Light Rud)
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
MadMaxs_SH5_Subdiesel
AMMO_v1.0_SH5_by_Raven_2012
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5

I notice that i am back to normal.
I am sure some of the mods have kick in such as the green spinning thing but not much else.
Cant see my crew in the bottom box and not sure what to do next.

I am making sure when installing mods that i am going through the directory right up to the data files prior to adding.

Not sure if it makes a different but i have not brought the CD but brought online and downloaded the game.

Have been at this for two days please help!

salac_78
04-24-12, 12:58 PM
Why don't you guys make mega mod out of all these mods.It is a little daunting for the new guys.I haven't visited sub sim for quite some time,but was expecting few mega mods by now.What gives:06:

derickblyth
04-24-12, 06:34 PM
Sorry Sober i appreciate all the time you put into getting that list and listing all the links.
Must of taken some time as i know it took me along time going through it all and downloading.
Not a waist of time because i did learn a few things and now have all the mods that i will mix up a bit and in the end i will have a good combination.

But anyway have gone back to Stoianm tutorial which also was fantastic and recomend other newbi to try it out.

http://dangerdogz.com/forums/tutorials/article/21-modding-silent-hunter-5/

My Mod List.

Have upgraded Magnum _Opus And Iari by copying the new data file into the original mod prior to importing with JSGME.
Stoianm explains this in his tutorial.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement ModLR
NewUIs_TDC_6_9_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

If anyone could give me some input into importing this and adding any new patches that i am unaware of would be much appreciated.

Keep up the good work guys loving it.

Kuss
04-29-12, 10:56 AM
nice ty

TitaniumRR
05-07-12, 05:55 PM
Why don't you guys make mega mod out of all these mods.It is a little daunting for the new guys.I haven't visited sub sim for quite some time,but was expecting few mega mods by now.What gives:06:

I second that.
I have just heard DRM is off and decided to buy SH5
I am an SH3 veteran having got used to GWX mega-MODS.
I would really appreciate if you guys made this.
rather than getting shocked at tinkering with 50 little mods
ending up with ctd if not installed in the correct order

GWX-like SH5 megamod, plz!

pamelka
05-17-12, 11:53 AM
you are fantastic.thanks very much for your job.
keep going please
greetings for all of You

Trevally.
05-17-12, 12:05 PM
you are fantastic.thanks very much for your job.
keep going please
greetings for all of You

:shucks:

Welcome to subsim Pamelka:salute:

sarkhumar
05-21-12, 04:35 PM
Hi all,

I return to the war after 1.5 years......but I see mod list quite different that iI see around....any idea about my list ? any improvement ? as always...hard start. Again need to review tutorial videos :o


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Spanish
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 16x9
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
AirTorpedoes
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
NewUIs_TDC_6_5_1_Real_Navigation
Church's SHV 1.01 Keyboard Commands v1.1
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
AOB slide ruller for TDW UIs and MO by stoianm
Critical hits 1.1 Torpedos
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.5
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally TDC Help v2
gap - HD 1 deg Scope Bearing v 1.0
SOAN - ship data
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_2
Lite Campaign LC 1.2
Black_Skin_albrecht
Nauticalwolf's_Torpedo_Textures_v1.2
Radio_Gramophone_Skin
TDC Graphics by Naights v1.0
Patch1_Terrain_harbour_flags_Mod_v1_2_1
Periscope_and_antenna_historical_fix_1.0.2
SH5Lifeboats_2.0
Enhanced FunelSmoke_by HanSolo78
Equipment_Upgrades_Fix_1_2_byTheBeast
Das Boot Crew Mod For SH5
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Sounds V2.1
Depth_Dependent_Hydrophone_1.0.0
SteelViking's Bunker Fixes V1.0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

Trevally.
05-22-12, 12:55 PM
Updated post1 with the new bug fixes

Capt. Monroe -FIN-
05-23-12, 05:36 PM
Hi guys!

According to Sobers(?) campaign starting tutorial I should be able to talk to the sub-upgrade guy and actually take a look at the upgrades and torpedo loadout after applying the modd, but I can't, can you help me? My modlist is as follows and installed in that order:


MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
German U-Boat Crew Language Pack
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
FX_Update_0_0_19_ByTheDarkWraith
DBSM_Music_1_0_4
NewUIs_TDC_6_9_0_ByTheDarkWraith
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Accurate German Flags
Das Boot Departure Theme


Oh, and it's a Steam version of the game. My guess is the mightyfine crew mod, but i really don't know. Could you help me out?

TheDarkWraith
05-23-12, 05:54 PM
Updated post1 with the new bug fixes

I see an error:

Mag torp fix will allow the magnetic detonators to work up to 4m.

Incorrect. Mag torp fix will allow the magnetic detonators to work to the range specified in the torpedoes .sim file :up:

LisaAzra
05-23-12, 06:41 PM
I can get some of the mods to work, thanks for the tips but changing the UI such as dials and TDC nothing. What am I doing wrong. Installing all recommended mods with JGSME, always faced with stock SH5 HUD, nearly bald please help!!!!!!!!!
As far as I know it is NOT the steam version as I was able to patch the SH5.exe as instructed in the patch document

TheDarkWraith
05-23-12, 06:45 PM
I can get some of the mods to work, thanks for the tips but changing the UI such as dials and TDC nothing. What am I doing wrong. Installing all recommended mods with JGSME, always faced with stock SH5 HUD, nearly bald please help!!!!!!!!!
As far as I know it is NOT the steam version as I was able to patch the SH5.exe as instructed in the patch document

Look at every mod (folder) in your MODS folder. If the first folder you see when you open up each mods folder isn't data the mod isn't installed correctly.

Trevally.
05-24-12, 11:15 AM
Hi guys!

According to Sobers(?) campaign starting tutorial I should be able to talk to the sub-upgrade guy and actually take a look at the upgrades and torpedo loadout, but I can't, can you help me? My modlist is as follows and installed in that order:


MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
German U-Boat Crew Language Pack
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
FX_Update_0_0_19_ByTheDarkWraith
DBSM_Music_1_0_4
NewUIs_TDC_6_9_0_ByTheDarkWraith
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Accurate German Flags
Das Boot Departure Theme


Oh, and it's a Steam version of the game. My guess is the mightyfine crew mod, but i really don't know. Could you help me out?

Before you talk to the upgrade guy - save/load game.
You have to do this at the start of each new campaign :up:

Trevally.
05-24-12, 11:18 AM
I see an error:

Mag torp fix will allow the magnetic detonators to work up to 4m.

Incorrect. Mag torp fix will allow the magnetic detonators to work to the range specified in the torpedoes .sim file :up:

Fixed:up:

Capt. Monroe -FIN-
05-24-12, 01:16 PM
Before you talk to the upgrade guy - save/load game.
You have to do this at the start of each new campaign :up:

That did the trick, thanks! Already sunk a 4 ship convoy off the Coastal waters.

LisaAzra
05-24-12, 01:52 PM
Hi again, thanks for the info about folders, I think that may have been one problem. I followed u-tube tutorial, installed opus/UI/ etc followed exactly, on start up menu have windows open, one about recording entries in journal with check boxes and another (can't see) neither windows will close and if I try to start the game under new, can't get silentotto feature and crashes back to windows. re-installed game, vs 1.2patch, etc just put on DW's New UI mod, same. I've checked the player option py script can't see why happening

Ok I reloaded the mod with just the TDC hidden changed from false to true and things are working. Must say it looks fantastic, so big kiss to all of you who have turned a major disappointment into something worthy of the name. Guess now it is a matter of tinkering with the py script. Is there a tutorial on the attack dial? I'm guessing it is similar to the AOB calculator available for SH4?

Sorry guys, being blonde I found the manual, ooops and I'm now in charge of a sub!

SturmJagdtiger
05-25-12, 09:22 PM
Thank you, I am new and having so much fun!! :DL

TheDarkWraith
05-26-12, 12:14 AM
Ok I reloaded the mod with just the TDC hidden changed from false to true and things are working. Must say it looks fantastic, so big kiss to all of you who have turned a major disappointment into something worthy of the name. Guess now it is a matter of tinkering with the py script. Is there a tutorial on the attack dial? I'm guessing it is similar to the AOB calculator available for SH4?

Nothing wrong with Blondes!

It is not advisable to edit the options file by hand. Use the app I made for editing it. It can be found in \data\Applications\OptionsFileEditorViewer

Documentation on the attack disk can be found in the \data\Documentation folder.

Trevally.
05-27-12, 12:01 PM
Added the new resupply bug fix to post1

Thanks TDW:yeah:

conthefruiter
06-24-12, 05:30 PM
good job helped lots.

pariahjaide
07-05-12, 12:08 AM
As a noob to the game and community, this thread is very helpful, as I definately want to mod SH5 into a better state. So thanks a bunch for putting the info out there.

ahwuestenfuchs
07-05-12, 01:40 AM
I'm thrilled. Great work, thanks to many ....

Pi4
07-13-12, 11:49 AM
Great guide! Thank you! :yeah:

Bosnian
07-22-12, 01:54 PM
Thanks for this guide. :up:

Trevally.
07-22-12, 02:35 PM
Thanks for this guide. :up:

Welcome to subsim Bosnian:salute:

Paco
07-22-12, 03:07 PM
Thanks for this guide. :up:


Welcome to subsim:)

martinko
07-24-12, 08:23 AM
Stock Sh 5 just doesn't cut it. This is very helpful topic Thanks

Magic1111
07-24-12, 08:53 AM
Stock Sh 5 just doesn't cut it. This is very helpful topic Thanks

:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

Creeden
07-25-12, 07:37 PM
Thanks for making this thread, I would be so lost without it... and thank you so much for everyone's hard work here at Subsim... you guys are great! :salute:

Magic1111
07-26-12, 02:03 AM
Thanks for making this thread, I would be so lost without it... and thank you so much for everyone's hard work here at Subsim... you guys are great! :salute:

:salute::salute::salute:Welcome aboard Creeden!!!:salute::salute::salute:

Bosnian
07-29-12, 12:52 PM
Hi I am trying to run this mod list:

Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\MODS]

Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
SUB_hyd_fix_SH5
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
Reworked Morale and Abilities v.1.01
German U-Boat Crew Language Pack
No Logo Intro Menu_Animation v. 01.00 by AvM
Dynamic Environment SH5 Basemod (light) V2.1
sobers best ever fog V12 SH5
sobers real trees
SteelViking's Interior Mod V1.2
FX_Update_0_0_19_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_7_1_0_ByTheDarkWraith
EQuaTool 01.01 by AvM - Kriegsmarine Golden Style
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
Equipment_Upgrades_Fix_v1_4_byTheBeast
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v1.9.5
OHII_traffic_speed_Fix_v2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11

All was working fine for a week or so then the game would not load, showing a black screen after the loading bar.

I messed with the mods and found that NewUIs_TDC_7_1_0_ByTheDarkWraith was causing the issue. I remove this mod and the game loads ok.

I have tried using 6_9_0 but still the same issue. I also used trevally's may loadout exactly (although the above is still based on it) and again the same results. Ive removed some vc++ installations ( i saw this in another thread) to try and see if this made any difference, but no.

i normally run with Dynamic Environment SH5 Basemod (normal) V2.1 plus some minor patches, but i just want the above working.

what is the conflict? am i doing something wrong? why would it just suddenly happen?
please help i can run the game and play without newUIs but im so used to playing with this mod now it feels wrong without it

Ta
Boz

Trevally.
07-29-12, 01:20 PM
I have a good spec pc and the loading time for me is about 2 mins. (black screen)

Try giving it more time to load:up:

Bosnian
07-29-12, 01:34 PM
Try giving it more time to load:up:

If it is just my impatience then i think ill cry :wah:

im sure ive left it to make a cup of tea and still black screen upon return, my machine is a good spec.

I will give it more time as u suggested tho cheers.

TheDarkWraith
07-29-12, 01:58 PM
If it is just my impatience then i think ill cry :wah:

im sure ive left it to make a cup of tea and still black screen upon return, my machine is a good spec.

I will give it more time as u suggested tho cheers.

run the Dbgview app found in \data\Applications before running the game. It can give a clue as to what's going on :yep:

Bosnian
07-29-12, 02:25 PM
Ive just done a clean boot of my machine loaded SH5 3 minutes later (u must have a better machine trevally:salute:) the menu appeared. this was not the case yesterday....im sure :hmmm:

but hey it works :yeah: must be my machine somehow.

Thank you Both slightly :oops: on my part i think.
DarkWraith that app will definitely come in handy ta

Boz

Bosnian
08-10-12, 06:00 PM
An update on the post above and a question.

After making sure i do a clean boot of my machine I have had some QUALITY hours at sea - i cant express enough how much these mods have made a difference to such a disappointing vanilla game, so thank you to all the mod creators and for this thread. :up:

I still get the issue from my other post, randomly now it seems (i did assume it was a memory issue as windows was caching huge amounts of ram 8gig + after playing other games). I have waited 15 minutes, when it works it takes 3.

I ran the dbgview app and it says "recmanualcategory not found" in numerous cfg files which exist so not sure what this means or even whether its the cause. As i said i can play the game on reboot.
I also get a ctd when opening the torpedo doors via the deck tdc binoculars.

Trevally your list from may has slightly older versions of some mods, how often do u update? or do you have favoured versions for stability?

Trevally.
08-11-12, 04:30 AM
I still get the issue from my other post, randomly now it seems (i did assume it was a memory issue as windows was caching huge amounts of ram 8gig + after playing other games). I have waited 15 minutes, when it works it takes 3.

I ran the dbgview app and it says "recmanualcategory not found" in numerous cfg files which exist so not sure what this means or even whether its the cause. As i said i can play the game on reboot.
I also get a ctd when opening the torpedo doors via the deck tdc binoculars.?

Hi Bosnian,

A way to check what the game is doing when these slow downs happen is to run dbgview at the same time.
I use 2 monitors, so when the game pauses to load somthing - the dbgview on my second screen is telling me what it is doing. For me this is very handy for making automation scripts etc.
You could try this with a single monitor by setting the options to window mode and selecting a very small window. Then reload game and run dbgview in a window beside SH5 window.

With this you may see what is causing your 15min pauses:hmmm:


Trevally your list from may has slightly older versions of some mods, how often do u update? or do you have favoured versions for stability

When I am making a new version of OHII - I keep my old trusty mod list. For me changing this whilst making a mod can cause me many a head ache. I need to know that if a ctd happens when I am modding that it was me and not my mod list.

I am now just updating my list with TDWs new vesions of IRAI and UI as well as adding theBeasts new mods.
When I am finished and happy - I will update post one. My list is still very basic compared to some here - but I like it that way - less headaches and I hate headaches:D

Trevally.
08-11-12, 08:01 AM
Updated post 1 with my new mod list:know:

Bosnian
08-11-12, 12:53 PM
Thanks Trevally, Ill see what i can do, your right i do have single monitor.

Do the missing cfg files mean anything to you or does that happen anyway when applying mods?

Trevally.
08-11-12, 02:54 PM
Do the missing cfg files mean anything to you or does that happen anyway when applying mods?

Yes - most of it is for icebergs, buoys - stuff like that that doesn't need to be in the recmanual

Lonelywolfmother
08-15-12, 02:41 PM
Thank you very much, Trevally. I was looking for a mod list updated and reasonably short but effective, and this is exactly what I wanted.

Thanks.

Kalleblom
08-17-12, 03:12 AM
Moin,

it´s the second time i make an observation after use the 4gig switch and installing several mods.

When the switch is used, the game has ctd while loading a campaign. If i use the backuped .exe it is loading fine and running.

My specs: Intel I7, 4GB memory, Windows / 64bit

I´m not a pro who know how to check how much memory the game is using while running.

Anyone out there who ca help or explain how i can check this?

:salute:
Kalleblom

Edit: No technical chief out there who know about? :06:
Edit2: Apparently not:hmmm: , but for those you wants to know, it seems that the switch is need at more than 4gb ram.

Daytrader
08-18-12, 11:55 AM
Hi, first thx for this mod guide thread, ok a question, i have been told that all these mods can be added to the download version of SH5 from uPlay is this correct ? its just that along time ago i think i read that you needed the shop dvd version, thx

Goliathfan
08-18-12, 12:00 PM
Thanks for making a step for step guide on how to install mods for Silent Hunter 5. :) I look forward to trying out Silent Hunter 5 with your modlist.

Trevally.
08-18-12, 12:13 PM
Hi, first thx for this mod guide thread, ok a question, i have been told that all these mods can be added to the download version of SH5 from uPlay is this correct ? its just that along time ago i think i read that you needed the shop dvd version, thx

Thanks for making a step for step guide on how to install mods for Silent Hunter 5. :) I look forward to trying out Silent Hunter 5 with your modlist.

Hi both and welcome to subsim:salute:

The download version will work fine with all mods:up:
Only the steam download version will not work with this much needed mod TDWs Patches (http://www.subsim.com/radioroom/showthread.php?t=181433)

Kalleblom
08-25-12, 07:12 PM
For those who are interested, I've found something interesting in the German Ubisoft Forums.

"The 4GB patch is at a 32-bit executable in the file header, the bit-Falg ensures that this exe also address memory addresses above the 2GB limit.

The patch works so that it negates the bit is from 0 to 1, is from 1 to 0 1 means the exe can not address more than 2GB, 0 means they can only max. 2G address.

Now, the Romanian Ubisoft Developer and thought along the same SH5.exe with active bitflag compiles*so this game of home address more than 2GB can.

If now the 4GB ironed over it, then from the 1 is a 0, and then for the exe is end of the shaft *at 2GB."

It's translated with google and i Think it sounds logic.

:salute:
Kalle

gap
08-25-12, 07:36 PM
For those who are interested, I've found something interesting in the German Ubisoft Forums.

"The 4GB patch is at a 32-bit executable in the file header, the bit-Falg ensures that this exe also address memory addresses above the 2GB limit.

The patch works so that it negates the bit is from 0 to 1, is from 1 to 0 1 means the exe can not address more than 2GB, 0 means they can only max. 2G address.

Now, the Romanian Ubisoft Developer and thought along the same SH5.exe with active bitflag compiles*so this game of home address more than 2GB can.

If now the 4GB ironed over it, then from the 1 is a 0, and then for the exe is end of the shaft *at 2GB."

It's translated with google and i Think it sounds logic.

:salute:
Kalle

I am not sure to undesrtand tha googlish english, but if the post that you are reporting is just relating to the existence of a 4GB patch, this is old news. :yep:

Thank you anyway Kalle :salute:

Kalleblom
08-25-12, 07:53 PM
Moin Gap,

It's from here:
http://forums-de.ubi.com/showthread.php/121305-4GB-Patch-Funkantenne-einfahren?p=2100936&viewfull=1#post2100936

And i ask about here and got no satisfactory answer, so i thought for those you noticed that, but could not explain why oneself, it's i nice to know. And the declaration in Post One of this thread was misleading, at least for me. :03:

Edit:and threads are often not even read to the end, although it should be.:D
So for the slow-witted like me, trevally can perhaps edit the first post.
:har:

Trevally.
08-26-12, 05:22 AM
Hi Kalleblom:salute:

I am sorry but I do not understand that post in the German forum.

Does it mean:06::-
Ubi made the .exe with a higher address aware.
Using the 4GB patch switches this back to a 2GB limit

So users should not use the 4GB patch

:06:

Kalleblom
08-26-12, 05:40 AM
Moin Trevally,

That's what i understand in German. The 4gig switch limit the exe back to 2gb.

There's a editor with one you can check the exe and you can see the changes the switch will make allready is changed in the stock. I think it's this CFF Explorer. But i must confess that my knowledge about this is too low to verify.:oops:

:salute:
Kalle

gap
08-26-12, 06:19 AM
Moin Trevally,

That's what i understand in German. The 4gig switch limit the exe back to 2gb.

There's a editor with one you can check the exe and you can see the changes the switch will make allready is changed in the stock. I think it's this hex editor. But i must confess that my knowledge about this is too low to verify.:oops:

:salute:
Kalle

As far as I can understand from the automatic translation you have posted, I think that the original post on Ubi forum simply explains how the 4 gig patch is working.
But I can be wrong indeed. Any german speaking forum member should be able to unravel our doubts...

Kalleblom
08-26-12, 06:46 AM
As far as I can understand from the automatic translation you have posted, I think that the original post on Ubi forum simply explains how the 4 gig patch is working.
But I can be wrong indeed. Any german speaking forum member should be able to unravel our doubts...

The first part explain how it works, the second part explain what happens, when you install the the 4gig Switch over the exe, which has already the changes in it. the result is that the switch back the file into the state you want to change.

So you want the switch to achieve that the exe adress 4 gb instead of 2GB, but exactly the opposite is happen.

In german i understand how it works, but i cannot explain it better in english:/\\!!

Sorry, i'm at my wits end!

Trevally.
08-26-12, 06:51 AM
I just tried pushing above the 2GB to test but this was as high as I could get (running around kiel firing AA guns and torps)

http://img196.imageshack.us/img196/1977/27068586.jpg

Kalleblom
08-26-12, 07:06 AM
:hmmm:

And are you running that after the switch or without?

On the site of NTcore there is the following declaration:
"Why things are this way on x64 is easy to explain. On x86 applications have 2GB of virtual memory out of 4GB (the other 2GB are reserved for the system). On x64 these two other GB can now be accessed by 32bit applications. In order to achieve this, a flag has to be set in the file's internal format. This is, of course, very easy for insiders who do it every day with the CFF Explorer. "

When you look with the CFF Explorer in the stock exe, so i understand the German post, you should see you don't have to set a flag in the file's internal format. It's already been set. :up:

Trevally.
08-26-12, 07:14 AM
I am running without the switch.

So SH5.exe is already set to use more then 2GB in 64 bit systems.
Using the switch - will now turn this off (so dont use the switch)

What about the 3gig switch for 32 bit systems - does this mean it too is already set:06:

:doh:
:D

Daytrader
08-26-12, 07:17 AM
I just tried pushing above the 2GB to test but this was as high as I could get (running around kiel firing AA guns and torps)

http://img196.imageshack.us/img196/1977/27068586.jpg

How do you get to desktop and bring up task manager while in game ? cheers

Trevally.
08-26-12, 07:22 AM
I use two monitors:up:

Kalleblom
08-26-12, 07:28 AM
Using the switch - will now turn this off (so dont use the switch)

which is consistent with my experiences. When use it ctd, without everything Fine, i have only 4gb!


What about the 3gig switch for 32 bit systems - does this mean it too is already set:06:

:doh:
:D

that exceeds my horizon:wah:

Trevally.
08-26-12, 07:37 AM
which is consistent with my experiences. When use it ctd, without everything Fine, i have only 4gb!

Thanks Kalleblom - I will edit post 1:up:

So I guess that if anyone is using it - they should restore their backup .exe


that exceeds my horizon:wah:
:D mine too :doh:

gap
08-26-12, 07:40 AM
So SH5.exe is already set to use more then 2GB in 64 bit systems.
Using the switch - will now turn this off (so dont use the switch)

:doh:
That wouldn't be old news at all. Peraphs TDW can confirm it...

Sorry for misunderstanding your first post, Kalle :oops: :D

Daytrader
08-26-12, 07:44 AM
I use two monitors:up:
Ah i see!

azimmm
08-31-12, 07:25 AM
Thanks for the thread, helped me much.

Trevally.
08-31-12, 11:43 AM
Thanks azimmm and welcome to subsim:salute:

vlad29
08-31-12, 02:15 PM
Thanks Kalleblom - I will edit post 1:up:

So I guess that if anyone is using it - they should restore their backup .exe


Great news re. 4gb patch, Trevally, bloody great news:/\\!!
Each time I've patch my sh5.exe with 4Gb on Win7-64 I was proud I didn't forget to do it. And each time it seemed for me the game is running better after that:har:.
Anyway thanks, I didn't make the backup of my exe.file so the installation disk is in the DVD-drive already (for the 1001 time I quess:Kaleun_Sleep:

Trevally.
08-31-12, 02:43 PM
Anyway thanks, I didn't make the backup of my exe.file so the installation disk is in the DVD-drive already (for the 1001 time I quess:Kaleun_Sleep:

Ah - we live and learn:D:up:

THE_MASK
08-31-12, 03:08 PM
Click on it to tell you how much memory the game uses .
Silent Hunter 5\Support\DetectionTool

Magic1111
08-31-12, 04:08 PM
Thanks for the thread, helped me much.

:salute::salute:Welcome aboard!!!:salute::salute:

pagansmudge
09-03-12, 08:45 AM
Great thread, helped a lot with getting me started on my set up. thanks

Kloef
09-05-12, 06:32 AM
I tried to install the modlist like in the first post, but some mods are greyed out. I started again and came up with this list that seems to be running ok:

1) Reworked Morale and Abilities
2 )Dynamic Environment
3) FX Update
4) IRAI
5) New UI and TDC

I haven't had much time testing but they seem to work well and the next one i will be adding is Open Horizons.

Will this be stable guys?

Trevally.
09-05-12, 07:02 AM
Great thread, helped a lot with getting me started on my set up. thanks

Glad it helped pagansmudge:salute:

I tried to install the modlist like in the first post, but some mods are greyed out. I started again and came up with this list that seems to be running ok:

1) Reworked Morale and Abilities
2 )Dynamic Environment
3) FX Update
4) IRAI
5) New UI and TDC

I haven't had much time testing but they seem to work well and the next one i will be adding is Open Horizons.

Will this be stable guys?

Yes OHII will go last on your list there and that will be stable - it will warn you about overwritting many of TDWs files and this is ok to do as OHII uses the same files a TDWs :up:

Kloef
09-05-12, 08:36 AM
Ok thanks i'll install OH and then play for a while see if things go well:up:

volodya61
09-05-12, 11:57 AM
To Kloef

Don't forget one thing..
You should enable Reworked Morale and Abilities after OHII..

:salute:

Kloef
09-06-12, 08:11 AM
Thanks, will do..

For now i have a different problem, the mods don't seem to work..

I uninstalled everything and starting all over again.

Did the tutorial and got the green tick, and created a new save file.

Then i installed all the mods again, and at the end OHv2, when i sail out of the pen everything looks as before, no carrier no pilotships nothing...

I am missing something here, some mods are greyed out in the list but seem to be activated.

Help?

EDIT: Stupid me i had this root:

D:\ Silent Hunter 5\JSGME\MODS

Deleted all the maps and started over again to end up with:

D:\ Silent Hunter 5\ MODS

As usual i just copy and paste all the files from JSGME into the SH5 root folder, deleted the MODS map to let it create its own.

Imported all the mods and installed them according to the list i made before and now they work just fine, i sea beards on my new crew, there is a little OH title thingy added to the menu and i can choose to play untill 1944 and i see little shiny things on the waves.

Still it's different to SH4, and i was working along the lines of that root, which is D:\ Silent Hunter 4\JSGME\MODS

And that works just fine, i don't get it what's the difference?

Trevally.
09-06-12, 10:57 AM
Imported all the mods and installed them according to the list i made before and now they work just fine, i sea beards on my new crew, there is a little OH title thingy added to the menu and i can choose to play untill 1944 and i see little shiny things on the waves.


Glad you got it working:woot:

Kloef
09-06-12, 11:00 AM
Glad you got it working:woot:

I'm just going to enjoy this so much:arrgh!::rock:

Thanks for all your fine mods, and the other members too this is just awesome!:woot:

GT182
09-09-12, 06:20 PM
If mods don't work it could be the SH5 1.2.0 Patch isn't installed or didn't install correctly. If it is installed as it should be it will show in the upper rght corner of the game screen. I've had that problem up until my last reinstall of SH5. It never showed being installed before that.... and I have the patch downloaded to use, which I've done everytime I've reinstalled.

Trevally.
09-23-12, 03:28 AM
Added a guide for using TDWs SH5 patcher:sunny:

Piacesi
10-06-12, 07:07 PM
trevally your balanced mod list need overwhrite some '' 80 %'' of all folders of this mods is ok or not?


:confused:

Trevally.
10-07-12, 04:05 AM
trevally your balanced mod list need overwhrite some '' 80 %'' of all folders of this mods is ok or not?


:confused:

This is ok to do :yeah:

Piacesi
10-07-12, 06:57 AM
This is ok to do :yeah:

thanks men my game is NOW so funny, you is my captain and fan i like your mods and patches. Congratulations, or in my linguage PARABÉNS

Piacesi
10-07-12, 07:05 AM
And trevally in my opinion you should creat a new guide for beginners but in sh4 and sh3 pages, and creat a guide for experients for all the silent hunter serie sh3 to 5

Piacesi
10-30-12, 12:09 PM
Trevally, you have a mod list of the sh4?? Pls creat a new guide for beginners to the sh4 or topic and put your mod lists....

:rock:

pls help and answer me if you creat or not other...

walter_solito
11-19-12, 05:21 PM
Hi at all!

Thanks for this exceptional guide to add mods at this great game!

Hope to don't exagerate but it'll be very difficult chioce because all modders here have released a true collection of amazing things!!!

Thanks to all involved!

Tim1981
12-13-12, 07:06 AM
Hi there, I am new to this forum and to the game.I was hoping I have installed these mods correctly but did I need to do anything else with the open Horizons 2 mod.All I have done is installed the mod and started a new career.Did I need to edit anyhting manually?Here is a picture of my mods.I am posting this because some of them are greyed out.

http://i190.photobucket.com/albums/z203/TimJ147/JSME.jpg

volodya61
12-13-12, 07:53 AM
Disable Reduced mission tonnage.. it's not compatible with the OHII..
Put Reworked morale & abilities after OHII..

PS: Welcome aboard! :salute:

Fish In The Water
12-13-12, 03:18 PM
PS: Welcome aboard! :salute:

Indeed. Welcome aboard Tim! :sunny:

Tim1981
12-13-12, 07:18 PM
Thanks for the help and the welcome.I have installed these mods from Sobers mega mod thread and am getting low frame rates (between 19 and 28fps)

http://i190.photobucket.com/albums/z203/TimJ147/Jsme2.jpg

I have tried all the graphic settings ingame on the highest settings and all turned down as low as they can go.My results are the same fps what ever I change.I assume this must be one of the mods I installed causing the low frames?

My system specs are:

Quad 8400 cpu @ 3.2 ghz
ATI 6950 2gb
8gb Ram
Asus P5K Mobo

Any help, much appreciated

Starfy71
12-16-12, 05:22 AM
Good morning to all, Commenders. I am a newcomer here in subsim and I don't have experience in modding SH5...however I will read your advices, even if...starting from the beginning they are sooooo much...I bet it's a bit confusing, and the mistake is around the corner. Anyway, I will complete the tutorial following the exact orders of the game, patched to 1.2. After this I will install the latest JSGME, and I will insert into it the list of mods you advice (but what list?...what is the latest "cool" list?) then I will enable it while docked at Kiel. I have tried for myself, and installed and de-installed the mods and the game 3 or 4 times...I hope this is the right way. Anyway, whatever I will be able to mod the game correctly or not, thank you in advance for ALL your excellent works, contributions, and advices. Good hunting. Starfy71 - Davide - Italy

Starfy71
12-16-12, 05:51 AM
1) Mods must be activated "one at a time" or can be activated all together? 2) Is there a mod for players like me, which gives on the periscopes the right firing solutions (to make an example...in SH3 it shows "000" when you have the right lead angle to fire your torpedoes and hit the target) ? :hmmm:
This is because I have not the skills, at least for now, to calculate target type, mast height, distance, speed, and so on...I would prefer an automatic firing solution...it is less demanding and boring...

Thank you again to all. :)

Fish In The Water
12-16-12, 03:03 PM
Hi Starfy, and welcome to Subsim! :sunny:

If you're looking for a 'cool' mod list you probably want to check out this one by sober:

http://www.subsim.com/radioroom/showthread.php?t=192374

Also, if you'd rather install in bulk, instead of one at a time, you can check out MMM right about here:

http://www.subsim.com/radioroom/showthread.php?t=192236

Good luck and I hope to see you on the leader board soon! :arrgh!:

Trevally.
12-29-12, 09:06 AM
Added Gap's tip of the day (http://www.subsim.com/radioroom/showpost.php?p=1984867&postcount=4) :D

zypher146
01-01-13, 11:07 AM
Thank you great post

Fish In The Water
01-01-13, 04:56 PM
Thank you great post

Welcome aboard zypher, and Happy New Year! :sunny:

gap
01-01-13, 05:26 PM
Added Gap's tip of the day (http://www.subsim.com/radioroom/showpost.php?p=1984867&postcount=4) :D

:sunny: :shucks: :smug:

among the things that make me fond of this community, the most singular is probably the fact that you can become an hero just for having read a readme down to the end :yep:

don't you believe me? :-?

...well, compare the bold texts in the following posts then :03: :D

My "tip of the day"...

I usually follow another method:


I extract/install JSGME wherever I want,
then I create a shortcut of its executable and I place it in the main SH5 folder,
I right click on the shortcut and in the 'Start in' field (under 'Shortcut' window, see image below) I type the path to sh5.exe. In my case: "C:\Ubisoft\Silent Hunter 5"
The first time I doubleclick on the shortcut, it will create a MODS subfolder in the same folder as specified in the previous step


http://siking.files.wordpress.com/2011/07/eclipse_shortcut_properties.png

following the steps from 2 to 4, JSGME can be configured to work with any other game, without having to install/extract it again for each new game :up:

...but something was telling me that I had borrowed it from somewhere else... where?

...this is the original JSGME download page
(sorry, had to shorten it a bit)

DOWNLOAD JSGME here in SUBSIM Downloads (http://www.subsim.com/radioroom/downloads.php?do=file&id=3559)

v2.6.0 Latest and last version

This is the JonesSoft Generic Mod Enabler, a vital program for installing and running mods for virtually any game. It lets you install with the click of a switch, warns you of potential conflicts and uninstall them again if you don't like them..

[...]

==1. CENTRAL INSTALLATION==
You can install the JoneSoft Generic Mod Enabler (JSGME) to a central location and point it to each of your games through creating shortcuts. To do this:

install JSGME to a central location (for example, “C:\Games\Generic Mod Enabler”). Keep the “Create a desktop icon” option selected in the installer
once installed, DO NOT RUN! Copy and paste the newly created JSGME desktop shortcut as many times as you have games and change the “Start in” folder of each shortcut to point to each game’s base folder. To change the “Start in” folder, right-click the shortcut, select “Properties” and then the “Shortcut” tab.
rename each shortcut to something meaningful, such as “JSGME - GameName1”, “JSGME - GameName2”, “JSGME - GameName3” and so on. To rename a shortcut, simply right-click the shortcut and select “Rename”
Using JSGME with subsequently installed games is simply a matter of copying, pasting and editing an existing shortcut (steps 2 and 3 above). And whenever JSGME is updated, you only need to install it once.

[...]



Conclusion?

I have a better tip today:
READ INSTRUCTIONS GUYS!!! :know: :D

volodya61
01-01-13, 06:16 PM
I have a better tip today:
READ INSTRUCTIONS GUYS!!! :know: :D

:haha: :up:

This is the best tip at all times!

Trevally.
01-01-13, 07:16 PM
I have a better tip today:
READ INSTRUCTIONS GUYS!!! :know: :D

Ohh nooo:wah::wah:

Thants what my wife keeps saying...even if I buy a new toaster:hmph:

Fish In The Water
01-02-13, 03:54 AM
I have a better tip today:
READ INSTRUCTIONS GUYS!!! :know: :D

Sure, no problem. But that's only when all else fails. Right? :D

elve84
01-03-13, 09:35 AM
I got a new PC, and installed SH5 on it. it should run smooth now. so i am gonna try out some mod's. Ill start with this list:

MightyFine Crew Mod (http://www.subsim.com/radioroom/showthread.php?t=163591&highlight=SUB_hyd_fix_SH5)
Reworked Morale & Abilities (http://www.subsim.com/radioroom/showthread.php?t=195193)
Dynamic Environment (http://www.subsim.com/radioroom/showthread.php?t=182377)
SH5 Tarnmatte Anechoic Coating (SH5 Type-VIIC) (http://www.subsim.com/radioroom/showthread.php?t=171478&highlight=new+skins)
Equipment and Upgrades by TheBeast (http://www.subsim.com/radioroom/showthread.php?t=182194)
FX Update (http://www.subsim.com/radioroom/showthread.php?t=174511)
IRAI (http://www.subsim.com/radioroom/showthread.php?t=171973)
German U-Boat Crew Language Pack (http://www.subsim.com/radioroom/showthread.php?t=173371)
Stormy`s DBSM collection SH5 (http://www.subsim.com/radioroom/showthread.php?t=164552)
Multiple UIs for SH5 with TDC and Automation (http://www.subsim.com/radioroom/showthread.php?t=166093)
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=179746) <<<<<may be within TDWs UI mod as an add-on soon
Depth charge water disturbances (http://www.subsim.com/radioroom/showthread.php?t=181539)
Open Horizons II (http://www.subsim.com/radioroom/showthread.php?t=189818)

Fish In The Water
01-03-13, 06:53 PM
I got a new PC, and installed SH5 on it.

Welcome to SH5! Have fun and good hunting! :arrgh!: