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View Full Version : No mega mods!!!!!!


clayp
01-13-12, 05:50 PM
Why does it say there are no mega mods for SH5? Where is the mod D/L section for 1.5?...Think I'll stick with 1.4.......:hmmm:

Damo
01-13-12, 08:06 PM
There aren't any mega mods for SH5, apart from maybe Magnum Opus, but that's kind of outdated now due to most of the contained mods being updated since it's release. However, it's possible to build your own 'mega mod' by putting all the major (and some not so) mods together to create your own personal gameplay experience. I came from SH3 where although you had mega mods like GWX, NYGM and LSH, it was rare not to add a number of other mods to enhance things like graphics, ui or gameplay. As a result of this it was often required to dive into certain config files etc and manually edit them to piece things together correctly.

With SH5 though, it's more a case of the modders catering for other mods by either releasing compatibility patches or building in compatibility with the initial release, case in point would be TDW's UI's, IRAI and FX Update that are made to be fully compatible with each other. I have over 50 mods activated on my SH5 and I've not had to manually edit any files to get things to work together, it's more a case of what order you install them with JSGME. While I'm not saying SH3 modders were lazy, it seems SH5 modders are taking greater care to simplify the modding process for the end user like you and myself.

One thing with megamods is that they change so much, it can be a PITA for a modder to eliminate incompatibilities making the path to a perfect 'mod soup' a long and arduous one. In SH3 I probably spent more time in Winmerge and SH3ditor than I did playing, which is something that I'm not sorry to see the back of. There are plenty of resources in this very forum that can guide you to building your own mega mod, 'flavor to taste' as it were.

For a basic rundown of what is available and tips to make them all live in harmony check out Trevally's great 'SH5 Mod guide for beginners' here:

http://www.subsim.com/radioroom/showthread.php?t=190656

And also, you can take a look at other people's mod orders and post your own for advice on if your mod soup is a gamers heaven or a CTD nightmare. Check out 'List your mod loadout/order' thread here:

http://www.subsim.com/radioroom/showthread.php?t=173193

If on the other hand you're too lazy to put in the work you can wait for a mega mod and play stock (eeeewwwwwww...) until one is released, but given how long SH5 has been out, and given that the mega mod section is still empty, I think you can work out the chances.

Regards,
Damo.

Trevally.
01-14-12, 05:33 AM
:Kaleun_Applaud: Good post Damo

Damo
01-14-12, 07:13 AM
:Kaleun_Applaud: Good post Damo

Aww shucks, stoppit.... :oops:

Husksubsky
01-14-12, 02:28 PM
oh yes , good post. I have played a while and I stick to Trevs Mod for "beginners" list . Simple is better :). Trevs been very kind to make his list linkable even:):salute:

THE_MASK
01-14-12, 05:31 PM
i actually dont like a mega mod . I like putting my own mod list together . The one thing letting it all down is the poor state of the download section .

Sailor Steve
01-14-12, 07:46 PM
I've tried my best. Would you like to take over as manager of the Downloads Section?

THE_MASK
01-14-12, 08:13 PM
I've tried my best. Would you like to take over as manager of the Downloads Section?Ok.

quink99
01-14-12, 08:31 PM
We all have are own opinion of the SubSim download section; mine is quite favorable. Remember though that Google is your friend also. If you can't find some MOD you need just enter it in Google with the MOD's actual name, for example;

NewUIs_TDC_6_9_0_ByTheDarkWraith

.....and it will frequently give you several links to try. I've found what I was looking for more often than not.

Additionally, you might check these MOD providing sites;

http://www.silenthuntermods.com/forum/index.php?topic=519.0 (http://www.silenthuntermods.com/forum/index.php?topic=519.0)

http://www.mille-sabords.com/forum/index.php?showtopic=39904 (http://www.mille-sabords.com/forum/index.php?showtopic=39904)

http://www.silenthuntermods.com/forum/index.php?board=41.0 (http://www.silenthuntermods.com/forum/index.php?board=41.0)

http://www.silenthuntermods.com/forum/index.php?topic=702.0 (http://www.silenthuntermods.com/forum/index.php?topic=702.0)

http://www.silenthuntermods.com/forum/index.php?topic=799.0 (http://www.silenthuntermods.com/forum/index.php?topic=799.0)

http://www.silenthuntermods.com/forum/index.php?topic=519.0 (http://www.silenthuntermods.com/forum/index.php?topic=519.0)

Though most of the MODs in the above links seem to be current it is you responsibility to check that.

Good Luck!

USS Drum
01-14-12, 08:48 PM
For some reason I believe he's talking about SH4 as you can see he said 1.5 and 1.4 which means he is talking about SH4 clayp SH5 is not the same thing is 1.5, 1.5 is a patch for 1.4 and has no relation to SH5.

Webster
01-16-12, 08:23 PM
Why does it say there are no mega mods for SH5? Where is the mod D/L section for 1.5?...Think I'll stick with 1.4.......:hmmm:

actually clay its more true that there are no download section for v1.4


97% of all mods listed for sh4 are for v1.5 only and very very few of those are made to work for v1.4

i have a few 1.4 mods still out there as well as some others but i would say less then a dozen are left and all the 1.4 mega-mods were left in unfinished condition with unresolved issues.

v1.5 fixed so much stuff everyone started over modding new with v1.5 and never looked back and the mega-mods were all updated and redid themselves to be v1.5 only

clayp
01-17-12, 05:36 AM
actually clay its more true that there are no download section for v1.4


97% of all mods listed for sh4 are for v1.5 only and very very few of those are made to work for v1.4

i have a few 1.4 mods still out there as well as some others but i would say less then a dozen are left and all the 1.4 mega-mods were left in unfinished condition with unresolved issues.

v1.5 fixed so much stuff everyone started over modding new with v1.5 and never looked back and the mega-mods were all updated and redid themselves to be v1.5 only

Webster thanks for taking the time. What would you suggest for mods for 1.5?..:D

USS Drum
01-17-12, 11:25 AM
Webster thanks for taking the time. What would you suggest for mods for 1.5?..:D

Well I will make a recommendation TMO+RSRDC for TMO.

Ducimus
01-17-12, 12:23 PM
Personally, the lack of a mega mod is one thing that keeps me away from this game. I don't care to have to find, and then read readme's for all these little mini mods, to address every little issue in the game. Id much rather have a all in one, big honking "patch" so i don't have to screw with any of it.

The problem with enabling a crap ton of mini mods is they invariably have file conflicts, and a lot of files are interrelated in subtle ways.

Give you a few examples that are not far fetched:

- An environmental mod that try's to fix rolling and pitching. How now were into the sim/zon files for the submarine.
- Realistic physics mod for submarines. This taps into the sim/zon files. Instant file conflict already.
- Someone else makes some sensor adjustments. They did so for the vanilla game, odds are they won't work as advertised with the env mod since they weren't tuned for it.

- A realistic ship physics/sinking mod. This will tap into the zones.cfg file, creating new damage zones and what not.
- At some point, someone makes new units for the game. Enable this with the ship sinking mod, and because their both dependant on the same file, you'll get unpredictable results.
- worse yet, someone makes some "realistic torpedeo" mod, which ups the damage on the torpedo. Do you think the ship sinking mod will still work as advertised? Nevermind the aforementioned units that were added that are dependent on a file that is not tuned for them.

- Someone makes some realistic debris/flotsom.
- someone else makes some realistic smoke. Both tap into the same two files. (materials and particles). yet another file conflict.


I could probably sit here all day and think of examples. The only real problem with supermods, is the designers have a vision that they pursue, and not all end users agree with the envisioned game. Here is where CHOICE of supermod is a great thing. Don't like one? Play the other. SH5 doesn't really have any choice. It's just mod soup that will yield as far as im concerned, unpredictable results. This is why I don't play SH5. I don't care to sit here and go through each and every one of these modlets to make sure they work correctly when used together. At that point, I may as well be making a supermod, and ive done that song and dance. No thanks, too much work.

TheDarkWraith
01-17-12, 12:26 PM
SH5 is still changing too much. People are still learning new things. I'm going to open the door to the GR2 file here very soon. Point is it's just way too early still :yep:

USS Drum
01-17-12, 12:33 PM
He's talking about SH4 he got mixed up with 1.5 and SH5.

clayp
01-17-12, 02:27 PM
He's talking about SH4 he got mixed up with 1.5 and SH5.

No I mean 1.5

USS Drum
01-17-12, 03:20 PM
No I mean 1.5

DO YOU UNDERSTAND 1.5 IS SH4 and has NO relation to SH5.

Hartmann
01-17-12, 03:32 PM
Personally, the lack of a mega mod is one thing that keeps me away from this game. I don't care to have to find, and then read readme's for all these little mini mods, to address every little issue in the game. Id much rather have a all in one, big honking "patch" so i don't have to screw with any of it.

The problem with enabling a crap ton of mini mods is they invariably have file conflicts, and a lot of files are interrelated in subtle ways.

Give you a few examples that are not far fetched:

- An environmental mod that try's to fix rolling and pitching. How now were into the sim/zon files for the submarine.
- Realistic physics mod for submarines. This taps into the sim/zon files. Instant file conflict already.
- Someone else makes some sensor adjustments. They did so for the vanilla game, odds are they won't work as advertised with the env mod since they weren't tuned for it.

- A realistic ship physics/sinking mod. This will tap into the zones.cfg file, creating new damage zones and what not.
- At some point, someone makes new units for the game. Enable this with the ship sinking mod, and because their both dependant on the same file, you'll get unpredictable results.
- worse yet, someone makes some "realistic torpedeo" mod, which ups the damage on the torpedo. Do you think the ship sinking mod will still work as advertised? Nevermind the aforementioned units that were added that are dependent on a file that is not tuned for them.

- Someone makes some realistic debris/flotsom.
- someone else makes some realistic smoke. Both tap into the same two files. (materials and particles). yet another file conflict.


I could probably sit here all day and think of examples. The only real problem with supermods, is the designers have a vision that they pursue, and not all end users agree with the envisioned game. Here is where CHOICE of supermod is a great thing. Don't like one? Play the other. SH5 doesn't really have any choice. It's just mod soup that will yield as far as im concerned, unpredictable results. This is why I don't play SH5. I don't care to sit here and go through each and every one of these modlets to make sure they work correctly when used together. At that point, I may as well be making a supermod, and ive done that song and dance. No thanks, too much work.


This also make very difficult trace files conflicts and CTD s for new players , and can be caused by a lot of different things or files. :hmmm:

clayp
01-17-12, 07:58 PM
DO YOU UNDERSTAND 1.5 IS SH4 and has NO relation to SH5.

I GIVE UP!!!!!!!..One day its one thing and next something else..How can 1.5 be 1.4???????????????????..I'll stay where I'm at...:timeout:

USS Drum
01-17-12, 09:15 PM
I GIVE UP!!!!!!!..One day its one thing and next something else..How can 1.5 be 1.4???????????????????..I'll stay where I'm at...:timeout:

1.5 is and upgrade to 1.4 and adds a lot of cool stuff to the game while keeping everything else, okay?

clayp
01-17-12, 09:40 PM
1.5 is and upgrade to 1.4 and adds a lot of cool stuff to the game while keeping everything else, okay?

And 1.5 is on the gold disk?....:damn:

USS Drum
01-17-12, 09:58 PM
And 1.5 is on the gold disk?....:damn:

No, you can find it and but it off ebay or Amazon.

Sailor Steve
01-18-12, 12:42 AM
No, you can find it and but it off ebay or Amazon.
YES, SH4 Gold comes complete with 1.5 U-Boat missions on it.

Damo
01-18-12, 01:03 AM
This also make very difficult trace files conflicts and CTD s for new players , and can be caused by a lot of different things or files. :hmmm:

One thing you need to realize, by making a mega mod it takes the author/s a long time to do as you say above, by keeping all mods as separate mini-mods, it takes the community a hell of a lot less time to do the same debugging. Of course, once a collection of mods has been proven to work together there's is absolutely nothing to stop you from placing them all into their own folder called 'My first mega mod' and enabling it via JSGME.

At the end of the day, whether you use a collection of mods or one big mod, it's going to have the same issues and the same bugs in the beginning which will require people to read a lot of text and maybe edit a few files. Personally, I think people that ask for mega mods are too lazy to do the above themselves and it's predominantly these people that fill the forums with questions we've all heard and answered hundreds of times before.

Using mods isn't a right, it's a privelege, one that's provided by the modders here, but using those mods is a learning process in itself, so embrace it.

And @ clayp:

Silent Hunter 1
Silent Hunter 2
Silent Hunter 3
Silent Hunter 4 <<< You are here.
Silent Hunter 5 <<< The rest of us are here.

Please see the SH4 Modding forum here;

http://www.subsim.com/radioroom/forumdisplay.php?f=219

fromhell
01-18-12, 02:34 AM
clayp your in the wrong forum!

go to silenthunter 4 mods forum.:03: