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pedrobas
02-06-12, 08:45 PM
MMM - MyMegaMod (BETA version for testing/feedback purposes, released)

YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!

================================================== ===========================================
10/02/2012 v0.1
18/02/2012 v0.2 ==> Whatīs new in this version: http://www.subsim.com/radioroom/showthread.php?t=192619
29/02/2012 v0.3
08/03/2012 v0.4 ==> Whatīs new in this version: http://www.subsim.com/radioroom/showthread.php?t=193178
08/03/2012 "MMM v0.4 AIO" (all in one) ==> http://www.subsim.com/radioroom/showthread.php?t=193225
14/03/2012 v0.5 RELEASED ==> Whatīs new in this version: http://www.subsim.com/radioroom/showthread.php?p=1854918#post1854918
17/03/2012 : "MMM v0.5 AIO" (all in one) RELEASED ==>http://www.subsim.com/radioroom/showthread.php?t=193521

DOWNLOAD:

Download: MMM v0.5 (in parts) by pedrobas (http://www.mediafire.com/?eh8qyrbe85yim)

Download: MMM v0.5 AIO by pedrobas (http://www.mediafire.com/?w2kbggoinmjdn)


http://img259.imageshack.us/img259/1981/mmmv05.jpg
http://img851.imageshack.us/img851/2301/allmods.jpg
http://img109.imageshack.us/img109/8929/keyboardbinds.jpg

This was made originally for my own use but since, every day here, i can see the frustation of many new users or new backcomers (like it was my case) asking for help, i decided to share it with the only purpose of saving a lot of their time and effort looking for the mods here and at the same time to serve like a guide in case you want to build your own MegaMod. Also to have a new thread here where we can share our "findings" of what mod is better and why. So we all can learn a bit more every day. Iīll be happy if i get it.

This is a compilation of the most up to date mods you can find here in subsim. ALL CREDIT GOES TO THE AUTHORS OF THE MODS (all Readme are included so you can see who is the author). What i did was just spent hundreds of hours (like everybody else with SH5) "tunning" the mod soup.

MyMegaMod is made of seven parts. I decided this after check that this way is a lot more flexible in many ways, as you will see. Also is easier to update if some new mod apear or if there is an upgrade of an existing one. Besides that, each part would be independient from the others, this way you can install only the parts you want.

As TheDarkWraith said in his thread of "Magnum Opus" (which was my first inspiration):
"Realize that I have to edit some of these mods to make them compatible with the others. I also have edited some of them to my liking thus they may appear just slightly different from their stand-alone mod." So is not a matter of copy one mod after another to make a "one big mod".

For intallation notes see post 2

My computer specs:
Intel Core2 Quad CPU Q9550 2,83GHz overclock to 3,00 GHz
Ram 4GB
ATI 4850 X2 (dual GPU) in crossfire, driver is the last 12.1, graphic RAM 2 Gb
OS: win7 ultimate x64



They are 6 parts : All Enable via JSGME

MMM p1 - Dynamic Environment v0.5
MMM p2 - Graphics-FX-IRAI v0.5
MMM p3 - TDW UI v0.5
MMM p4 - Sounds - Tweaked SDBSM v0.5
MMM p5 - Upgrades & Weapons & Skins v0.5
MMM p6 - OHII+Lifeboats (OHII 1.7) v0.5

Other compatible mods
- "No Magic Skills MMM v0.5 compatible"
- "My Sub VIIC41 for OHII v1.7 v0.5"

================================================== =====
PART 0 --> Not released (use your own)
Here is what the compilation is comprised of:

01 - DBSM_Music_1_0_4
02 - Radio Paris French Music Vol I
03 - Rel_SH4_BBC_1939_to_1945
04 - Grossdeutscher Rundfunk
05 - Gramophone GWX

================================================== ======
So the packs now include the following mods:
================================================== ======

PART 1: "MMM p1 - Dynamic Environment v0.5"
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p1 - Base Mod v0.5 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p1 - Base Mod v0.5" is comprised of:
01 - Dynamic Environment SH5 Basemod (realistic version) V2.1
02 - Dynamic Environment SH5 Waves (realistic version) V2.1
03 - Dynamic Environment SH5 Atlantic Floor V2.1
04 - Dynamic Environment SH5 Undersea (temperate and polar) V2.1
05 - Dynamic Environmental SH5 Realistic Colors V2.1

************************************************** ************************************
PART 2: "MMM p2 - Graphics-FX-IRAI v0.5"
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p2 - Base Mod v0.5 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p2 - Base Mod v0.5" is comprised of currently:
- IRAI for non Merchants: all min 95

01 - MMM v0.3 No Logo & Menu
02 - SteelViking's Interior Mod v1.2 => http://www.subsim.com/radioroom/showthread.php?t=171415
03 - SteelViking's Interior Mod patch v1.2.2
04 - Fuel Gauge WoGaDi_SteelViking's Interior by BIGREG
05 - Fix clock rear torpedo room VIIA by BIGREG
06 - KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
07 - SD_MapCourseLine_tiny_arrows
08 - SD_MapLocationNameFix_v1_2
09 - Accurate German Flags
10 - Window_Lights_Redone_V1
11 - Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
12 - Alternative adult content
13 - Pascal-sh5-Crew-Uniforms. 12.2011
14 - MightyFine Crew Mod 1.2.1 Alt w beards
15 - MCCD_1.04_MFCM_1.2.1_compatible
16 - FX Update 0.0.19_ByTDW
16.1 - I want sound on a ship!
16.2 - I want the starshell gun on a ship!
17 - TDW FX Fix for Sobers chimney smoke V2 by pedrobas
18 - IRAI_0_0_30_ByTheDarkWraith
19 - IRAI_upgrade_to_v_0_0_31
20 - TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
21 - Enhanced FunelSmoke1.2_by HanSolo78
22 - SubFlags_0_0_8_by TheDarkWraith
23 - Super Shadow Improvement Mod by tonschk (from EXTRA\Shadows) Thread => http://www.subsim.com/radioroom/show...5&postcount=14
24 - SubExhaust_1_0_5_byTheDarkWraith
25 - Cerberus62 Corrected Depth Charge Projector 1.0
26 - sobers NO water drops V1
27 - Small_trees_SH5_V1
28 - SteelVikings Bunker Fixes V1.0
29 - Compatible Conus00's Graphic Mod+SV's work
30 - Shoot at periscope by Rongel (scripts\AI\ship weapons)
31 - Chart Colour Scheme 3 (from EXTRA\Maps)

************************************************** ************************************
PART 3: "MMM p3 - TDW UI v0.5"
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p3 - Base Mod v0.5 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p3 - Base Mod v0.5" is comprised of:
- aplied SHValidator_v2_0_5_0
- OptionsFileEditorViewer_v_1_0_25_0
- Options for TDW UI to my taste (Make a backup of yours, just in case you donīt like this one). Donīt blame on me if you donīt do it.

01 - NewUIs_TDC_6_9_0_TheDarkWraith
02 - NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
03 - NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
04 - NewUIs_TDC_6_9_0_jimimadrids_map_tools
05 - NewUIs_TDC_6_9_0_New_radio_messages_German
06 - Church's Compass Dials Mod v2.2 - Option Two
07 - 1 degree bearing RibAr
08 - TDC Graphics by Naights v1.0
09 - EQuaTool 01.01 by AvM - Large Style
10 - Krauters_Scripts_Updated_by_TDW
11 - Trevally Tutorial - All v0.2(for OHIIv1.3)
12 - Trevally Harbour & Kiel Canal Pilot v2.9
13 - Trevally Automated Scripts v0.6
14 - Speech fixes and additions (german version)

************************************************** ************************************
PART 4: "MMM p4 - Sounds - Tweaked SDBSM v0.5"
Unrar and you will see 2 folders
- Documentation
- MMM p4 - Base Mod v0.5 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p4 - Base Mod v0.5" is comprised of:
01 - Stormys DBSM SH5 v1.3 Basemod
02 - Stormys DBSM SH5 v1.3 additional crew sounds beta6
03 - Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
04 - Stormys DBSM SH5 v1.3 optional louder engine sounds
05 - Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
06 - Stormys DBSM additional creaks and noises 1.0
07 - Wordeees' Thunder

NOTES:
Link to thread: http://www.subsim.com/radioroom/showthread.php?t=164552

I just got the game and have the mods working. Is there a way i can change the text from german to english? or change to english voices without messing the mod up? Thanks, Clemens U-319
The text can be in English but the voices must be in German:

SDBSM Version 1.3

This sound mod compilation requires SH5 v1.2 with german voice pack installed !
(german voice pack is selectable by SH5 custom install, works with english text)
also aviable from Venatore -> http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23





************************************************** ************************************
PART 5: "MMM p5 - Upgr&Weap&Skins&Emblm V0.5"
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p5 - Base Mod v0.5 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p5 - Base Mod v0.5" is comprised of:
01 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast =>http://www.subsim.com/radioroom/showthread.php?t=182194
02 - NOZAURIO'S SKIN (included in Equipment_Upgrades_Fix_v1_4)
03 - R.E.M_by_Xrundel_TheBeast_1.2 (including "pedrobas Hydrophone Fix") => http://www.subsim.com/radioroom/showthread.php?t=184224
04 - A Fistful of Emblems v1.51
05 - Crictical Hits Torpedos v 1.1
06 - AMMO_v1.0_SH5_by_Raven_2012

In the "EXTRAS" folder youīll find:
including UPGRADES
You have possibility to choose what kind of Equipment Upgrade do you want:

1- With Date & Renown Cost
2- With Date & No Renown Cost
3- No Date & Renown Cost
4- No Date & No Renown Cost

************************************************** ************************************

PART 6:"MMM p6 - OHII+Lifeboats (OHII 1.7) v0.5" (No "Harbour Enahancments" and No "mnts")
Unrar and you will see 3 folders
- Documentation
- EXTRAS
- MMM p6.1 - Base Mod v0.5 ==>> THIS IS THE ONE YOU HAVE TO COPY INTO THE "MODS" FOLDER and enable it via JSGME

"MMM p6 - Base Mod v0.5" is comprised of:
01 - OPEN HORIZONS II_full v1.7
02 - SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
03 - Rongelīs Hospital Ship lights

In the "EXTRAS" folder youīll find:
OPTIONAL - OH II Minefield map
OPTIONAL - TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)



================================================== =====================
Since V0.4 You can enable all parts together one after another and put optional mods at last (after all packages). This way it will be easier to test new mods or remove optional ones without having to unenable the Base mods. I made a "No Magic Skills MMM v0.5 compatible" so you can enable it last.

OPTIONAL MODS that "you" can enable last

- "My Sub VIIC41 for OHII v1.7 v0.5"
- "Manos Scope patch" for your screen resolution
- "No Magic Skills MMM v0.5 compatible"
- "sobers see thru wake fix"
- "NewUIs_TDC_6_9_0_Real_Navigation"
- "smaller flags for Warships 1_0b by Uekel"
- "Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english"
- "MyKey" (your special keys here, if any) ==> For Keyboard conflicts please read http://www.subsim.com/radioroom/show...&postcount=118
Best tool to change commands.cfg : http://174.123.69.202/~subsimc/radio...d.php?t=168297


================================================== ========================

This is a BETA version, so i want your feedback, comments and suggestions. If i left some nice mod behind, if something you think is in the wrong order, etc..
!! Letīs try to make between all of us, and specially the great "gurus" here, a better game !!

And of course i have to wait the permit of the authors to include their mods in this compilation. (Last thing i want to do is to annoy someone here).

Kind Regards
Pedro
:salute:

pedrobas
02-06-12, 08:56 PM
SOME IMPORTANT NOTES for install this: YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!

1- Best to do is to reinstall the game, to have a "clean" copy. Many of the problems i see here in the forum may be for corrupted files "left over" after so many "mods soup" reordering. I want to say that i had that problem and didnīt knew. I had the "grey sky" problem in Dynamic evironment and tried everything to solve it with no luck. So, since everything else looked to work properly i decided to reinstall the game to start from the beginning and... voila, no more blue sky, that made the trick. And since then i have a 99% "stable" SH5, ...no more CTDs.(fingers crossed).

2- My game is installed in English with voices in German. You need the voices in German for Stormflyīs mods to work, (MyMegaMod p4 - Enhance SOUNDS). So, if you reinstall the game use that configuration, if not, you will have to use the "German U-Boat Crew Language Pack" and enable before "MyMegaMod p3 - tdw UI" because in this iīve used "Speech fixes and additions (german version)" .See thread here: http://www.subsim.com/radioroom/showthread.php?t=164552

3- To fix the Hydrophone you need to Patch the SH5.exe file using " TDW_SH5_patcher v1.0.21".
- See How to do it: http://www.subsim.com/radioroom/showpost.php?p=1735615&postcount=7773
- to learn more about this: http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1
- Warning! see this: http://www.subsim.com/radioroom/showpost.php?p=1833142&postcount=9

4- Patch the SH5.exe file to be able to use more of 2 GB, (the 4GB patch). See how here: http://www.subsim.com/radioroom/showpost.php?p=1580737&postcount=717

5- Install JSGME
- See How to do it: http://www.subsim.com/radioroom/showthread.php?t=163447

6- Unrar the files whereever you want and copy them to the MODS folder just created by JSGME

7- Enable Mod parts + Optionals. => in the right order, see below for an example

8- To check that every part is ok just load p1 and try to Start a "New Carrier", skip the tutorial. Notice that the first time you load the bunker, no options for equipment are available, you have to save game and load it again to make it work, the sub then appears from underwater and you can proceed. If it works ok exit game, load p1+p2 and do the same. If ok oad p1+p2+p3 and so on. After enable p5 you have to know what is said in the OHII thread: http://www.subsim.com/radioroom/showthread.php?t=189818

IMPORTANT NOTES (from OHII thread)

Starting New Career
Just click "New Campaign" - enter your name and select the first campaign "Baltic Operations". Skip the tutorial.

When starting a new campaign using OHII - DO NOT PLAY THE TUTORIAL - you will get a ctd when returing to Kiel at the end of the tut. Select "Skip Tutorial" when starting.
If you are not getting an option to skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:

HasCompletedTutorial=false
with
HasCompletedTutorial=true

9- Please to check what is explained in number 8 donīt use optional mods, and start new carrier every time.
If all toghether work ok you can start to add your optional mods in the right order. My advise: add only one optional mod each time. This way if something goes wrong you will know where the problem comes from. Good luck.

10- For Keyboard conflicts please read http://www.subsim.com/radioroom/showpost.php?p=1837185&postcount=118
Best tool to change commands.cfg : http://174.123.69.202/~subsimc/radioroom/showthread.php?t=168297

11- If after a CTD youīre having problems to reload your save game try this: http://www.subsim.com/radioroom/showpost.php?p=1842867&postcount=209

12- The OPTIONAL MODS described in post 1 are the only one that have been tested to asure compatibility. I canīt and I wonīt give support for other combinations, so itīs up to you to use others, you do it at your own risk.

Please report your feedback, comments and suggestions.


================================================== ===========================================
10/02/2012 v0.1
18/02/2012 v0.2
29/02/2012 v0.3
07/03/2012 v0.4
14/03/2012 v0.5
17/03/2012 v0.5 AIO
Parts 1 to 6 ready for TESTING at my signature

IF YOU ENABLE ALL THE PARTS IS LIKE IF YOU WOULD HAVE ENABLED MORE THAN 65 OF THE BEST MODS AVAILABLE AT THE MOMENT
================================================== ===========================================

THE_MASK
02-06-12, 09:27 PM
nice :yeah:

Hartmann
02-06-12, 10:01 PM
Great news :up:

DrJones
02-07-12, 02:22 AM
Great News....Great Idea to create big mod Packages wich works together :yeah::yeah::yeah:

Best Regards

DrJones:salute::salute:

Stormfly
02-07-12, 04:07 AM
Hi, thanks for investing so much time testing mods.

it would be fine if you could post your system spec`s also...

...i see you have SDBSM`s additional crew sounds beta in use, did you saw any short crew animation interrupts and or warpings together with crew chat sound sample interrupt then (just some random interrupt`s of the current playing crew animation and chat sound sample until the next chat is triggered then)

...do you use a mod for a more real surfaced boat hight (lower profile), pitch and role behavior ? (i have a fine tuned personal special version customized by Stoianm here, it maybe need to be merged with TDW`s revisions for KZS Hull wetness for U-Boats + co tower and deck.)

...there should be an option for "Naights Submaine Textures (internal)", this interrior mod is next to Steel Vikings the most used one.

...plz note that "06 - Dynamic Environment SH5 Sounds V2.1" use only 2 channel inviroment sounds, they overwrite some SDBSM`s quatrophonic enviroment sounds. It`s of course only noticeable if you use more than 3 speakers. (i wanted to help Stoianm making his new enviroment sounds also quatrophonic but didnt have the time atm. :oops:)

...also "05 - Stormys DBSM SH5 v1.3 optional NavMap babelling" is not loved by all, should be optional.

limkol
02-07-12, 05:33 AM
Great work:up:
I agree with Stormfly regarding Naight's Submarine textures internal. Many Nvidia card users (including myself) have had problems with flat yellow internal lights. I have also had problems with Sober's See Thru Wake Fix.
It would also be nice to have Stoianm's Pitch and Roll.
Congratulations and thanks for the amount of work you have put into this compilation.

Magic1111
02-07-12, 05:40 AM
WOW:o, very nice!!!:rock::rock:

Iīm looking forward to an release of your great MOD-Compilation! :yeah:

Best regards,
Magic:salute:

flostt
02-07-12, 06:22 AM
Hi pedrobas

I am not sure but I think that Part 2 / 4 - NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 is already included in Part 6 / 04 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast

TBear
02-07-12, 07:34 AM
this is awsome. When done fidling my mod for SH4 im going back to SH5 abit :) and you just made that 10000000000 times easyer :)

:salute:

Txema
02-07-12, 08:22 AM
Very nice work, pedrobas !

Thank you !

Gracias !! :salute:


Txema

pedrobas
02-07-12, 08:39 AM
Thank you very much for your suggestions and information Stormfly, thatīs exactly want i was expecting. Specially when they come from "the author"of the mod, and in this case one of the "must have" mods of the compilation.
Hi, thanks for investing so much time testing mods.

it would be fine if you could post your system spec`s also...
Iīll do later on, just canīt remenber some specīs now.

...i see you have SDBSM`s additional crew sounds beta in use, did you saw any short crew animation interrupts and or warpings together with crew chat sound sample interrupt then (just some random interrupt`s of the current playing crew animation and chat sound sample until the next chat is triggered then) To tell you the truth i havenīt noticed anything strage.

...do you use a mod for a more real surfaced boat hight (lower profile), pitch and role behavior ? (i have a fine tuned personal special version customized by Stoianm here, it maybe need to be merged with TDW`s revisions for KZS Hull wetness for U-Boats + co tower and deck.) No, and is one of the mods i wanted to ask to the people for. I was a little bit confused about what is the best here. So if youīre so kind you could you send it to me?.

...there should be an option for "Naights Submaine Textures (internal)", this interrior mod is next to Steel Vikings the most used one. Added like OPTIONAL in part 2

...plz note that "06 - Dynamic Environment SH5 Sounds V2.1" use only 2 channel inviroment sounds, they overwrite some SDBSM`s quatrophonic enviroment sounds. It`s of course only noticeable if you use more than 3 speakers. (i wanted to help Stoianm making his new enviroment sounds also quatrophonic but didnt have the time atm. :oops:) Didnīt know. Just removed then

...also "05 - Stormys DBSM SH5 v1.3 optional NavMap babelling" is not loved by all, should be optional. Remove from base pack and added like OPTIONAL in part 4

pedrobas
02-07-12, 08:43 AM
Hi pedrobas

I am not sure but I think that Part 2 / 4 - NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 is already included in Part 6 / 04 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast

Yes but Iīve removed it from "Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast" so itīs only in part 2

Thanks for comment.

pedrobas
02-07-12, 02:30 PM
First post corrected with previous suggestions.
:salute:

Stormfly
02-07-12, 02:38 PM
My computer specs:
Intel Core2 Quad CPU Q9559 2,83GHz overclock to 3,00 GHz
Ram 4GB
ATI 4850 X2 (dual GPU) in crossfire, driver is the last 12.1, graphic RAM 2 Gb

thanks for posting you specs, also important to know what kind of OS your using, XP32bit, XP64, Vista32, Vist64, Win7 32bit, Win7 64bit... ???

Trevally.
02-07-12, 02:42 PM
Good solution to a tricky problem - well done pedrobas:yeah:

vlad29
02-07-12, 02:53 PM
Hi Pedro! Great challenge! :salute: Did You really tuned all this mods to be compatible?

One note: there are two versions of Enhansed funnel smoke by HanSolo (1 is for mtns recommended). May be to add 'mtns' compatible version also?

And what about SubExaust - may be to ask TDW to merge it? Frankly speaking this is the only mod from MagnumOpus I'm missing so much:yep::06:

pedrobas
02-07-12, 03:00 PM
Hi Pedro! Great challenge! :salute: Did You really tuned all this mods to be compatible? I hope so :yep:

One note: there are two versions of Enhansed funnel smoke by HanSolo (1 is for mtns recommended). May be to add 'mtns' compatible version also? iīm using the mnts recommended, is in part 2

And what about SubExaust - may be to ask TDW to merge it? Frankly speaking this is the only mod from MagnumOpus I'm missing so much:yep::06: Me too, to tell you the truth i donīt know what this mod does that is imposible for me to make it compatible with mnts :nope:. I hope that TDW can help us when he finish his actual project.

vlad29
02-07-12, 03:27 PM
Thank you. And a couple of more questions:
1. If I'm not mistaken on the forum there was mentioned that Sober's deck spray mod is already included in Dynamic Env. basemod, and StoianM confirmed this. If so then we have double overwriting:06:
2. Have You tested all parts of megamods applied together. I've tried many combinations, some were very much the same, and the game was not stable, esp. starting career/ending patrol issues (our discussion in mtns+OHII thread):ping:

stoianm
02-07-12, 03:41 PM
06 - sobers 3D deck spray mod V7
07 - sobers NO water drops V1

are already in Dynamic environement

pedrobas
02-07-12, 04:14 PM
06 - sobers 3D deck spray mod V7
07 - sobers NO water drops V1

are already in Dynamic environement Thanks for the info, removing them. What about your pitch and roll, canīt find it.

THE_MASK
02-07-12, 04:15 PM
06 - sobers 3D deck spray mod V7
07 - sobers NO water drops V1

are already in Dynamic environementI think smaller water drops are in dynamic environment , not no water drops as i changed it . How are you stoianm .

THE_MASK
02-07-12, 04:18 PM
Just be aware that you need these 4 mods in this order .

No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version) or german version

stoianm
02-07-12, 04:20 PM
yes u are right... i am busy in general, tnx for asking... and u mate?

I think smaller water drops are in dynamic environment , not no water drops as i changed it . How are you stoianm .

stoianm
02-07-12, 04:21 PM
it is already included in tdw new ui
Thanks for the info, removing them. What about your pitch and roll, canīt find it.

pedrobas
02-07-12, 04:29 PM
it is already included in tdw new ui
Thanks again.
:salute:

pedrobas
02-07-12, 04:31 PM
Changing first post again with las suggestions and info.

Trevally.
02-07-12, 04:47 PM
Hi Pedrobas,


01 - VIIC41 - Start with in beginning of campaign for OHII

I think this mod may need an update (I have not seen it in any mod lists for some time). In the last version of OHII - the flottila base moves were changed by date.
If you check with winmerge - look for dates.
Also may I suggest this be an optional mod - I like my VIIB:D


08 - TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)

can I also suggest this as an optional mod.:D

THE_MASK
02-07-12, 04:53 PM
There are a couple of good radio stations here .
http://www.subsim.com/radioroom/showthread.php?t=173371&highlight=radio

THE_MASK
02-07-12, 05:01 PM
re no magic skills .
might i suggest to give the player , the cook magic meals from the beginning of the game when using silentotto or skipping the tutorial .
No magic skills v1.5 MCCD compatible\data\UPCDataGE\UPCCrewData\SpecialAbili ties

change the first points cost for the COOK to zero points for passive and active abilities . Its easy just use notepad . Its about three quarters of the way down the page .

pedrobas
02-07-12, 05:02 PM
Hi Pedrobas,


Quote:
01 - VIIC41 - Start with in beginning of campaign for OHII
I think this mod may need an update (I have not seen it in any mod lists for some time). In the last version of OHII - the flottila base moves were changed by date.
If you check with winmerge - look for dates.
Also may I suggest this be an optional mod - I like my VIIB


Quote:
08 - TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
can I also suggest this as an optional mod

They both will be optionals.

vlad29
02-07-12, 05:26 PM
May be also to add Sobers SAS (where you posting re No magic skills mod) and Green Crew Training as optional after Part1? I use both witn no any technical issues:salute:

pedrobas
02-07-12, 05:34 PM
May be also to add Sobers SAS (where you posting re No magic skills mod) and Green Crew Training as optional after Part1? I use both witn no any technical issues:salute:
If so i supose that there wonīt be any problem in doing that. Weīll have to test it anyway.

tonschk
02-07-12, 06:41 PM
SOME IMPORTANT NOTES for install this:

I had the "grey sky" problem in Dynamic evironment and tried everything to solve it with no luck. So, since everything else looked to work properly i decided to reinstall the game to start from the beginning and... voila, no more blue sky,.

2.

A small mistake, I think you mean "no more grey sky" . Thank you a lot for this hard work :DL Pedrobas :salute: :yeah: Muchas gracias

von Kinderei
02-07-12, 06:57 PM
This should be nice ... :yeah:

Stormfly
02-07-12, 07:09 PM
This should be nice ... :yeah:

i had this gray sky problem 1st time today, as i started a new patrol but was forced duo to a test of the new OHII wolfpack mission to went out straight, without docking immediately as i normaly always do after starting a new campaign, beeing able then to equip the boat to my likings and prevent bugs like not rendering harbor structures and piers...

Silent Steel
02-08-12, 02:49 AM
First - impressive and epic work :rock:

A few question though -
For all those that prefer another UI - would it be possible to have this as an option?
If yes, where to apply it?
And if this is possible - where to apply the 'Pitch and Roll'?

This should convince all those mates who find creating a working load order that SH5 really is the best Silent Hunter version and bring them back. :up:

Thanks for your fabulous work, Pedro!!

thoomsn
02-08-12, 03:26 AM
And another one comes linking in to say THANK YOU!
I started SH5 a week ago (didn't want to become another Ubisoft DRM slave) and the first thing I did was the usual I do since SH2: Check Subsims mods workshop to find out what the Leitende Ingenieure (Chief Modders) of this great community have already fixed. Honestly I hoped to find something like the Grey Wolves Expansion mod (or at least a team of modders with that aim). And here we go! :yeah:

That's what makes Subsim a friendly and always helpful dockyard to us subsimmers: it's people!

thoomsn

Michael13
02-08-12, 03:43 AM
PART 6
Here is what the compilation of "MyMegaMod p6 - My Submarine" is comprised of:

03 - Crictical Hits v 1.2
04 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast

Critical hits mod changing only one file: ...\data\library\Shells.zon which is also changed in Equipment_Upgrades_Fix for his guns. So it's not compatible.

pedrobas
02-08-12, 04:00 AM
Critical hits mod changing only one file: ...\data\library\Shells.zon which is also changed in Equipment_Upgrades_Fix for his guns. So it's not compatible.
Youīre right, i have to look at this. :hmmm:

Cooper93
02-08-12, 04:07 AM
Fne work Pedrobas, great selection of mods that enhance sh5 greatly, thanks for the time and effort, gives people a great looking sh5, well done mate.

Ablemaster
02-08-12, 04:13 AM
I second Cooper's remarks, nice choice of mods will put people straight in with an excellent working sh5, well done and many thanks.

Reece
02-08-12, 05:12 AM
I am watching this with great interest, finally a move in the right direction, great stuff pedrobas!:up:

Michal788
02-08-12, 06:04 AM
Its cool that you make a megamod. But is it also possible for th ui-boat interface mod?

Magic1111
02-08-12, 07:59 AM
My computer specs:
Intel Core2 Quad CPU Q9559 2,83GHz overclock to 3,00 GHz


...Q9550 (the same as I have, see my 2nd little Sig), not Q9559!

But mine is OC to 3,23 Ghz...:O: :haha:

Best regards,
Magic:salute:

pedrobas
02-08-12, 09:24 AM
...Q9550 (the same as I have, see my 2nd little Sig), not Q9559!

But mine is OC to 3,23 Ghz...:O: :haha:

Best regards,
Magic:salute:

Youīre right, iīm getting mad with this MMM :88):doh:. Iīve tried to overclock it higher but it gets unstable.:down:

Magic1111
02-08-12, 09:46 AM
Iīve tried to overclock it higher but it gets unstable.:down:

Mmmh, for me it works fine, no problems in each games!

But Iīve OC my PC from a "Profi" in an PC-Store, it cost me ~50,00 EUR, but thatīs was me worth!

Best regards,
Magic:salute:

pedrobas
02-08-12, 10:16 AM
I want your opinion about these two mods, shoud be included in MMM ? I have some doubts. :hmmm:

- Pascal-sh5-Crew-Uniforms. 12.2011
- Compatible Conus00's Graphic Mod+SV's work

pedrobas
02-08-12, 10:31 AM
First - impressive and epic work :rock:

A few question though -
For all those that prefer another UI - would it be possible to have this as an option?
If yes, where to apply it?
And if this is possible - where to apply the 'Pitch and Roll'?

This should convince all those mates who find creating a working load order that SH5 really is the best Silent Hunter version and bring them back. :up:

Thanks for your fabulous work, Pedro!!

For the moment only for TDW UI if we get to have this working properly , then will see.

Magic1111
02-08-12, 10:32 AM
I want your opinion about these two mods, shoud be included in MMM ? I have some doubts. :hmmm:

- Pascal-sh5-Crew-Uniforms. 12.2011
- Compatible Conus00's Graphic Mod+SV's work

For me yes! :up:

Iīve both MODS enabled in my MOD-Soap!

Best regards,
Magic

pedrobas
02-08-12, 10:42 AM
For me yes! :up:

Iīve both MODS enabled in my MOD-Soap!

Best regards,
Magic

What i mean is what "extra" enhancements do they aport to what we have already, specially Conus00, iīve tried in MMM and canīt notice any significant difference.
About Pascalīs uniforms, the problem i see is that the people in the Lifeboats use the same clothes than aour crew so you see all those poor "Brits" dressed in German clothes :haha:

pedrobas
02-08-12, 01:56 PM
Some update on how things are going on.

Yesterday was a quite frustrating day, the good thing was all your feedback and suggestions, the bad is that after change something to comply with this everything started to give problems and.... one CTD after another.:nope:
Then as always: Roll back to the begining. MMM p1...OK, MMM p1+p2...oK and so on till MMM p1+p2+p3+p4+p5+p6 CTD no way. Took off p6 and all works but the loading times are so long (more than 15 minutes to go into submarine) that is very time consuming to change things and test them again. After several hours testing i notice something strange the ROD ANTENNA had disappeared. More tests... more hours....nothing solved the problem. Then i remembered my own advise in first post =>REINSTALL, so i copied from my other computer with a "clean" SH5 intallation, and again.... problem solved, after been lost at least 7 hours.
In resume i have what i know is a stable configuration. But thereīs a compatiblity problem between part 6 and part 5. That is where iīm working now, hopefully iīll solve it soon.

THE_MASK
02-08-12, 02:50 PM
To load faster if using antilag change this setting to FPSlimit=0
and in your ingame graphic settings untick the vertial sync .

pedrobas
02-08-12, 03:02 PM
To load faster if using antilag change this setting to FPSlimit=0
and in your ingame graphic settings untick the vertial sync .
Thanks for this tips Sober. :up:

THE_MASK
02-08-12, 03:12 PM
Also i think that half the ctds are because there is something wrong with the dynamic shadows . They go all weird just before a ctd . I turn them off in the ingame graphic settings if testing . You can turn them on and off anytime during gameplay .

pedrobas
02-08-12, 03:35 PM
Also i think that half the ctds are because there is something wrong with the dynamic shadows . They go all weird just before a ctd . I turn them off in the ingame graphic settings if testing . You can turn them on and off anytime during gameplay .
I donīt know where you say, i donīt have any dynamic shadow in graphic settings, do yo mean the environmental effects?

pedrobas
02-08-12, 04:11 PM
Things are going better today. i isolated the problem (still donīt know why this happens) but got everything working together again.:rock: The DarkWraith gave his permit to use his mods here, also Sober, Trevally, Stormfly and Stoianm. Weīll wait some more while still doing tests. I hope to have this ready very soon for some testers. Worst thing is to upload files because of my crap connection, so be patient.:yeah:

pedrobas
02-08-12, 04:22 PM
Anyone knows where can i download this skin from TheBeast ?
skin "Alberich Black Panther" for VIIC/41

http://s1.postimage.org/atjoyd38/user253051_pic2427_1278213287.jpg (http://postimage.org/image/atjoyd38/)

frigokar
02-08-12, 04:22 PM
FINALY!! Cant wait till this mod becomes operational.The submarine level in my blood has fallen to a dangerous level...

Trevally.
02-08-12, 05:01 PM
Anyone knows where can i download this skin from TheBeast ?

http://www.gamefront.com/files/21255133/SKIN_SH5_Type_VIIC_Tornmatte_Coating_Weathered_rar

:up:

pedrobas
02-08-12, 05:21 PM
http://www.gamefront.com/files/21255133/SKIN_SH5_Type_VIIC_Tornmatte_Coating_Weathered_rar

:up:
Thanks Trevally
:yeah:

Luken
02-09-12, 06:15 AM
Pedrobas, if you would do something like this but with Ui-Boat, you would be officially a god among man. Just saying :D .

ustahl
02-09-12, 08:10 AM
I propose to concentrate all resources on making the present MMM version with TDW's UI functional first, before considering alternative UI approaches.

pedrobas
02-09-12, 08:41 AM
I propose to concentrate all resources on making the present MMM version with TDW's UI functional first, before considering alternative UI approaches.
Thatīs exactly what iīm doing.:up:

pedrobas
02-09-12, 09:14 AM
I want your opinion about these two mods, shoud be included in MMM ? I have some doubts. :hmmm:

- Pascal-sh5-Crew-Uniforms. 12.2011
- Compatible Conus00's Graphic Mod+SV's work
Still waiting for info about these two. :wah: Anyone ???? :hmmm:

Michael13
02-09-12, 10:05 AM
04 - Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith <==not sure if we need this. I think itīs included in TDW UI 0.6.9
It's not. http://www.subsim.com/radioroom/showpost.php?p=1817073&postcount=87

pedrobas
02-09-12, 10:30 AM
It's not. http://www.subsim.com/radioroom/showpost.php?p=1817073&postcount=87

Thanks for info Michael, actually i donīt have it enable and not notiicing any problems with mantaining the depth. iīll test it more.:salute:

Michael13
02-09-12, 11:51 AM
Thanks for info Michael, actually i donīt have it enable and not notiicing any problems with mantaining the depth. iīll test it more.:salute:
Well the problems starting at ~180 meters depth if your boat not moving. But because it's quite realistic - many people don't install this mod.

pedrobas
02-09-12, 12:07 PM
Well the problems starting at ~180 meters depth if your boat not moving. But because it's quite realistic - many people don't install this mod. So what do you think, should be optional?

Michael13
02-09-12, 12:53 PM
So what do you think, should be optional?
Well, yes, I think so. You can read whole thread where it was discussed http://www.subsim.com/radioroom/showthread.php?t=179746&page=2

flostt
02-09-12, 01:38 PM
Still waiting for info about these two. :wah: Anyone ???? :hmmm:

I have installed both.

I feel the uniforms are nice eye-candy

Compatible Conus00's Graphic Mod is a must in my opinion (working dials, condensation, color scheme, rust, lighting, reworked shadows, KM Binos......)

pedrobas
02-09-12, 02:34 PM
I have installed both.

I feel the uniforms are nice eye-candy

Did you noticed this: "About Pascalīs uniforms, the problem i see is that the people in the Lifeboats use the same clothes than aour crew so you see all those poor "Brits" dressed in German clothes"

flostt
02-09-12, 02:44 PM
Did you noticed this: "About Pascalīs uniforms, the problem i see is that the people in the Lifeboats use the same clothes than aour crew so you see all those poor "Brits" dressed in German clothes"

Aaah, I get your point...would not be a problem for me....as you won't be looking at lifeboats all the time....

BIGREG
02-09-12, 04:03 PM
Hi pedrobas :salute:

I see you we prepare in a good soup. http://dl.dropbox.com/u/8655607/Soup.gifYum !

Just a small thing, for graphic interior mods, the better it is to install them after the mod: SteelViking's Interior Mod Patch v1.2.2
(Watch in this mod there are additional textures that will not be replaced by another mod, and there can be needles that do not correspond to gauge more after installing another mod!)


BigReg/BigRegOne

http://dl.dropbox.com/u/8655607/marin.gif

"It's still in the navy he has the most mariners."

Proverbe Shadock

THE_MASK
02-09-12, 04:21 PM
and remember to only use 2 blind beta testers and release only 2 patches .

pedrobas
02-09-12, 04:24 PM
Hi pedrobas :salute:

I see you we prepare in a good soup. http://dl.dropbox.com/u/8655607/Soup.gifYum !

Just a small thing, for graphic interior mods, the better it is to install them after the mod: SteelViking's Interior Mod Patch v1.2.2
(Watch in this mod there are additional textures that will not be replaced by another mod, and there can be needles that do not correspond to gauge more after installing another mod!)

Do you mean this order is wrong ?

1 - No Logo Intro Menu_Animation v. 01.00 by AvM
2 - SteelViking's Interior Mod 1.2
3 - SteelViking's Interior Mod patch v1.2.2
4 - NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
5 - KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
6 - Magnun Opus Shadow Improvement Mod
7 - Accurate German Flags
8 - SubFlags_0_0_9_by TheDarkWraith
9 - Window_Lights_Redone_V1
10 - Alternative adult content
11 - Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
12 - MightyFine Crew Mod 1.2.1 Alt w beards
13 - MCCD_1.04_MFCM_1.2.1_compatible
14 - MightyFine Less Annoying Footsteps 1.0
15 - FX Update 0.0.20_ByTDW
15.1 - I want sound on a ship!
15.2 - I want the starshell gun on a ship!
15.3 - TDW FX Fix for Sobers chimney smoke V2
16 - IRAI_0_0_30_ByTheDarkWraith
17 - IRAI_upgrade_to_v_0_0_31
18 - TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
19 - Enhanced FunelSmoke1.2_by HanSolo78

THE_MASK
02-09-12, 04:37 PM
Just something to think about . The ship funnel smoke that is included with FX mod actually blows the right way . You can tell which way a ship is travelling if you look at the smoke which is realistic i think .

BIGREG
02-09-12, 04:44 PM
The order is good, but if someone wants to use another mod interior (Conus00's Graphic Mod, Dark_Interior_V1_by_Xenomerv etc ...) he'll do after StellViking mod :03:

BigReg/BigRegOne

http://dl.dropbox.com/u/8655607/marin.gif

"In the Navy, we do not do much but we do it early."

Proverbe Shadock

ustahl
02-09-12, 05:03 PM
Quote:
Originally Posted by pedrobas http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1836081#post1836081)
Did you noticed this: "About Pascalīs uniforms, the problem i see is that the people in the Lifeboats use the same clothes than aour crew so you see all those poor "Brits" dressed in German clothes"

Aaah, I get your point...would not be a problem for me....as you won't be looking at lifeboats all the time....
Attn. pedrobas :salute:

I think exactly the same way.:up:
I'm using Pascal's uniforms and remember noticing that lifeboat crew glitch, but it's definitely not a show stopper. Had already forgotten abt. it.:yawn:
We look at the U-Boot crew all the time, and that's the important part.:arrgh!:
The lifeboat clothing issue is microscopic by comparison.:dead:
Conclusion: Pascal's uniform should be included.:know:

pedrobas
02-09-12, 05:09 PM
Attn. pedrobas :salute:

I think exactly the same way.:up:
I'm using Pascal's uniforms and remember noticing that lifeboat crew glitch, but it's definitely not a show stopper. Had already forgotten abt. it.:yawn:
We look at the U-Boot crew all the time, and that's the important part.:arrgh!:
The lifeboat clothing issue is microscopic by comparison.:dead:
Conclusion: Pascal's uniform should be included.:know:
There we go... to include it:up:
But for the moment iīll leave it like optional after part 2

Magic1111
02-09-12, 05:43 PM
The lifeboat clothing issue is microscopic by comparison.:dead:
Conclusion: Pascal's uniform should be included.:know:

Yes, I agree with that! :yep:

ustahl
02-09-12, 08:04 PM
Pedro,

pls have a look at uekel's new mod to replace those stupid looking HUGE stock warship flags by smaller ones, looking much more realistic. :yeah:

Yoy'll find it in this thread: http://www.subsim.com/radioroom/showthread.php?t=191894

I've just tested it, and it works and looks superb! I won't play without it! :woot:
I guess it would fit in nicely into Part 2 of your upcoming MMM. I trust uekel will give his blessing.:yep:

BIGREG
02-10-12, 03:05 AM
Hi Pedrobas http://dl.dropbox.com/u/8655607/hello.gif

I think I'm writing a stupidity ! :oops:

After rereading the topic of SteelViking: http://www.subsim.com/radioroom/showthread.php?t=171415
there is a chapter for the installation of other mods and it was well before the need to install additional interior mods
Sorry for the mistake, but my brain is a little rusty http://dl.dropbox.com/u/8655607/mdr.gif

BigReg/BigRegOne

http://dl.dropbox.com/u/8655607/marin.gif

"Only by continually trying, we finally succeeded
Or, in other words: the more it misses, the greater the chance that it works ..."

Proverbe Shadock

pedrobas
02-10-12, 07:33 AM
10/02/2012 : v0.1
Parts 1 to 5 ready for TESTING Here:

http://www.gamefront.com/files/user/pedrobas

ustahl
02-10-12, 08:50 AM
Hi Pedro,:salute:

have downloaded all parts except p4 Sounds, which seems to be missing.

Quote
"The file you are looking for seems to be unavailable at the moment. Please come back later."
Unquote

Once I get that p4, too, I'll take it all for a spin.:yep:

Thanks so far!

pedrobas
02-10-12, 08:51 AM
Hi Pedro,:salute:

have downloaded all parts except p4 Sounds, which seems to be missing.

Once I get that p4, too, I'll take it all for a spin.:yep:

Thanks so far!

:hmmm: Iīm having problems uploading that part, donīt know why. :hmmm:
Iīve divided p4 in three parts and uploading now. Be patient, crap connection here.

ustahl
02-10-12, 08:56 AM
No worry, it's a big chunk. Take your time, amigo.:|\\

ustahl
02-10-12, 11:24 AM
Got the 1st part (261 MB) of part 4 in abt 2 minutes.:up:
Waiting for the rest...

pedrobas
02-10-12, 11:44 AM
Got the 1st part (267 MB) of part 4 in abt 2 minutes.:up:
Waiting for the rest...
looks like now the "full" p4 is online, anyway to clarify for other people iīve uploaded this same file in 3 parts.

You can download p4 in just 1 big file or in 3 parts. "You only need one or another"
:salute:
Waiting here for some feedback.:yawn:

ustahl
02-10-12, 11:50 AM
Question re p4 (SOUNDS):

Isn't that big 261 MB chunk the same as p4 parts 1-3 together? They add up to the same file size.:hmmm:

Crisscrossing messages...:88)

Newinger
02-10-12, 11:53 AM
Downloading right now -- I have a well working modded SH5 incl. many of the mods you use, but as I rely on Magnum Opus, yours could perhaps be more recent. :DL

pedrobas
02-10-12, 12:34 PM
Looks like there is a problem with the texture of the moving cranes.:hmmm: Iīll have to look at this. The rest seems to be working ok.

uekel
02-10-12, 12:36 PM
Looks like there is a problem with the texture of the moving cranes.:hmmm: Iīll have to look at this. The rest seems to be working ok.Can you make a screenshot?

ustahl
02-10-12, 01:34 PM
Pedro, loaded p1-p5 with JSGME on a fresh SH5 1.2 and never got it working. Starting a new campaign via silentotto and a historical single mission caused CTD every time.:cry:
Tried it both with and without my own special keyboard mod added last, same fate every time.:cry:
Can't see the reason.:06:

pedrobas
02-10-12, 01:49 PM
Pedro, loaded p1-p5 with JSGME on a fresh SH5 1.2 and never got it working. Starting a new campaign via silentotto and a historical single mission caused CTD every time.:cry:
Tried it both with and without my own special keyboard mod added last, same fate every time.:cry:
Can't see the reason.:06:
Do me a favour please. Just load p1 and try. If it works load p1+p2 and try and so on. With no optional ones and starting a new carrier every time, would you please?

ustahl
02-10-12, 02:40 PM
Do me a favour please. Just load p1 and try. If it works load p1+p2 and try and so on. With no optional ones and starting a new carrier every time, would you please?

Started new campaign via silentotto with only p1 installed (nothing else) - CTD on each of 3 attempts.

Strange visual detail: the center of the campaign selection screen was all white, no campaign icons, and campaign names barely visible.

Sorry for negative news.:wah:

Tolkemec
02-10-12, 03:13 PM
Don't know what silentotto is, but I installed p1 without problem here. Tried new campaign, and new campaign skipping tutorial, both loaded ok. An historical mission also loaded correctly. I tried p1 and p1 + sobers fog + sobers wake. Ok everytime. Only got one problem when CTD saving in the initial sequence of the tutorial. All other saves ok.

P1+P2 (no extras) turns main screen black (no bunker visible in the background), but the options are visible and the campaign loads and saves ok. Only minor problem (but always there) is that the first time you load the bunker, no options for equipment are available, you have to load it again to make it work, the sub then appears from underwater and you can proceed.

Single mission loads and saves ok.

pedrobas
02-10-12, 05:31 PM
Started new campaign via silentotto with only p1 installed (nothing else) - CTD on each of 3 attempts.

Strange visual detail: the center of the campaign selection screen was all white, no campaign icons, and campaign names barely visible.

Sorry for negative news.:wah:

Ustahl can you tell me what campaign do you try to install via silentotto? Have you tried to load normaly (not silenotto). Really is very strage because p1 only have Dynamic Evironment a a couple of mods from Sober with no special tweek.
May be that the file downladed is corrupted? :hmmm: iīll download it now to try and see.

pedrobas
02-10-12, 05:38 PM
Don't know what silentotto is, but I installed p1 without problem here. Tried new campaign, and new campaign skipping tutorial, both loaded ok. An historical mission also loaded correctly. I tried p1 and p1 + sobers fog + sobers wake. Ok everytime. Only got one problem when CTD saving in the initial sequence of the tutorial. All other saves ok.

P1+P2 (no extras) turns main screen black (no bunker visible in the background), but the options are visible and the campaign loads and saves ok. Only minor problem (but always there) is that the first time you load the bunker, no options for equipment are available, you have to load it again to make it work, the sub then appears from underwater and you can proceed.

Single mission loads and saves ok.
Silentotto is a comand you type in campaing loading screen and unblock all of them. The black screen is part of the "No logo and intro" mod, just to try to save resources: http://www.subsim.com/radioroom/showthread.php?t=174641 . So itīs the way it must be. The no options in the bunker first time you load is a known bug in SH5. Just save and reload and is ok, i do the same every time i start a new campaing.

pedrobas
02-10-12, 09:26 PM
Looks like there is a problem with the texture of the moving cranes.:hmmm: Iīll have to look at this. The rest seems to be working ok.
Checked this again, is not a MMM-p5 problem, it is this way in the original mod of HanSolo78. http://www.subsim.com/radioroom/showthread.php?t=166104. In the youtube video he has there you can apreciate that. :o

Silent Steel
02-11-12, 02:20 AM
This massive work of yours is evolving at an incredible pace, impressive. :yep:

I haven't had the possibility to read all posts yet so I don't know if this has been discussed but I still am wondering if it will be possible to run the MMM with another UI like the Ui-boat or CSPMagui.

What do you think?

Thanks again for all your efforts. :salute:'

arnahud2
02-11-12, 03:06 AM
Many many thanks, much appreciated :yeah:

Newinger
02-11-12, 04:31 AM
This massive work of yours is evolving at an incredible pace, impressive. :yep:

I haven't had the possibility to read all posts yet so I don't know if this has been discussed but I still am wondering if it will be possible to run the MMM with another UI like the Ui-boat or CSPMagui.

What do you think?

Thanks again for all your efforts. :salute:'

I second the UI question :)

Tolkemec
02-11-12, 04:45 AM
p1+p2+p3+p4+p5 locked and loaded. No problems after a kiel tour. I docked, saved, went to main screen, loaded for a second patrol, ok!

The only trouble I got was CTD while loading the bunker scene with sobers fog and wake enabled after p1. I loaded both after p5 (in desperation, of course, and now I got a sh5 working (for now) with:

P1
P1.1 no magic skills
P2
P2.1 io strategic map fot tdw690
P2.2 german u boat language pack
P3
P4
P5
P5.1 sobers fog
P5.2 sobers wake

Thx pedro

Newinger
02-11-12, 05:34 AM
So far it works ok, but plotting course is hard, because of the following:

https://lh3.googleusercontent.com/-F4moXR52yZw/TzZD9tm-lwI/AAAAAAAADko/ZJ7FquqsOXg/s800/plotting_offset.png

Any idea about this?

ustahl
02-11-12, 05:50 AM
Ustahl can you tell me what campaign do you try to install via silentotto? Have you tried to load normaly (not silenotto). Really is very strage because p1 only have Dynamic Evironment a a couple of mods from Sober with no special tweek.
May be that the file downladed is corrupted? :hmmm: iīll download it now to try and see.

Pedro, I must appologize. My problems turned out to be an obviously corrupted installation of SH5 v1.2. :oops::oops::oops::damn::/\\chop
I'm so sorry to have wasted your time.:cry:

Will test MMM again later with another installation to be verified OK before testing.:salute:

Clemens U-319
02-11-12, 06:06 AM
I just got the game and have the mods working. Is there a way i can change the text from german to english? or change to english voices without messing the mod up? Thanks, Clemens U-319

pedrobas
02-11-12, 07:30 AM
So far it works ok, but plotting course is hard, because of the following:

https://lh3.googleusercontent.com/-F4moXR52yZw/TzZD9tm-lwI/AAAAAAAADko/ZJ7FquqsOXg/s800/plotting_offset.png

Any idea about this?
Yes i know why this happens. Can you put here your mods soup, you must have put a mod that changes something in MMM p3

Anyone else having this issue??

pedrobas
02-11-12, 07:37 AM
I just got the game and have the mods working. Is there a way i can change the text from german to english? or change to english voices without messing the mod up? Thanks, Clemens U-319

SDBSM Version 1.3



This sound mod compilation requires SH5 v1.2 with german voice pack installed !
(german voice pack is selectable by SH5 custom install, works with english text)
also aviable from Venatore -> http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23




Links to thread: http://www.subsim.com/radioroom/showthread.php?t=164552

Sorry it is this way. But i use to had it in English and after a while you get use to have it in german and now i prefare it quite a lot.

pedrobas
02-11-12, 07:51 AM
This massive work of yours is evolving at an incredible pace, impressive. :yep:

I haven't had the possibility to read all posts yet so I don't know if this has been discussed but I still am wondering if it will be possible to run the MMM with another UI like the Ui-boat or CSPMagui.

What do you think?

Thanks again for all your efforts. :salute:'

Iīve never tried. But the mod is done in parts to have this possibilitie in mind. Just use you favorite UI instead of MMM p3 and if itīs compatible with TDW FX it should work. So you could try and tell us something.

Till everything here is working:
I propose to concentrate all resources on making the present MMM version with TDW's UI functional first, before considering alternative UI approaches.

pedrobas
02-11-12, 08:05 AM
Recived new PM from Uekel, as i think is very relevant i publish it here:
Hey Pedro! :salute:

Sorry, was my mistake, Iīve compare the wrong ships. All what I looked today was ok. :up:

On this way I discovered an error in my Fix. AdditionalTerrain.mis must be copied in the folder campaign....\turningpoint. Itīs a new folder only exist in OHII. My traffic I have bring in, but the layer from harbour_enhancement, Iīve forgot. :oops: Would be also fixed in the new version with the adaption to OHII 1.7. Yes i was going to tell you today because yestarday i was checking campaing by campaing MMM p5 alone and works in all except in Turningpoint (the enhance harbour, i mean). I also discovered some mistakes in p5 so iīll relased a new version too, without TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6) as suggested by Trevally.
Thank you very much for your help Uekel

More work to do :rock:

Newinger
02-11-12, 09:07 AM
Yes i know why this happens. Can you put here your mods soup, you must have put a mod that changes something in MMM p3

Anyone else having this issue??

Well :oops: Never mind, it seems it was just a messed up SH5 installation. Now it works again.

Newinger
02-11-12, 09:39 AM
Another thing I noticed: The help screen (shown when I press F1) tells me I can press L for bringing up the clock. But when I do so, this does not happen. Instead, the small message window in the right corner is toggled. Many other keys also don't do what is shown on the help screen.

Is this just me?


Edit: This refers to the files

data/Menu/Gui/keyboard_binds.dds

and

data/Menu/Gui/keyboard_binds_shift.dss

Michael13
02-11-12, 10:00 AM
Another thing I noticed: The help screen (shown when I press F1) tells me I can press L for bringing up the clock. But when I do so, this does not happen. Instead, the small message window in the right corner is toggled. Many other keys also don't do what is shown on the help screen.

Is this just me?


Edit: This refers to the files

data/Menu/Gui/keyboard_binds.dds

and

data/Menu/Gui/keyboard_binds_shift.dss

L button for clock is from SDBSM mod (as many other buttons, which wasn't used in vanilla game).
Also, "L" is defined to hide/show message box in TDW's UI.

So TDW's ..\data\Scripts\Menu\TheDarkWraithUserOptions.py should be changed to be compatible with SDBSM mod, pedrobas, if you still didn't it. There quite much conflicting hotkeys.

uekel
02-11-12, 10:04 AM
Recived new PM from Uekel, as i think is very relevant i publish it here:


More work to do :rock:Hi pedrobas!

I would wait till the OHII 1.7 is public. "Turning point" nobody play now. And then let me made part5. When I have the mods, I can do more than only with the OHII+mtns+harbour_fix (delete files, etc). Meanwhile I can also fix the cranes.

I think itīs that:

http://img20.imageshack.us/img20/9089/cranesmall.jpg

Looks up in this image something strange, but it is because he is animated.

pedrobas
02-11-12, 10:15 AM
Another thing I noticed: The help screen (shown when I press F1) tells me I can press L for bringing up the clock. But when I do so, this does not happen. Instead, the small message window in the right corner is toggled. Many other keys also don't do what is shown on the help screen.

Is this just me?


Edit: This refers to the files

data/Menu/Gui/keyboard_binds.dds

and

data/Menu/Gui/keyboard_binds_shift.dss

Those are things you can configure in TDW UI options and with your own commands cfg, these ones are to my taste. I would like to change the keyboard_binds.dds but donīt have time for that now. Iīll explain in post 1 when have some time what my TDW UI options and commands cfg does.

pedrobas
02-11-12, 10:19 AM
Hi pedrobas!
Meanwhile I can also fix the cranes.

I think itīs that:

http://img20.imageshack.us/img20/9089/cranesmall.jpg

Looks up in this image something strange, but it is because he is animated.
Yes that is but:
Checked this again, is not a MMM-p5 problem or a mnts problem, it is this way in the original mod of HanSolo78. http://www.subsim.com/radioroom/showthread.php?t=166104. In the youtube video he has there you can apreciate that. :o

pedrobas
02-11-12, 10:23 AM
L button for clock is from SDBSM mod (as many other buttons, which wasn't used in vanilla game).
Also, "L" is defined to hide/show message box in TDW's UI.

So TDW's ..\data\Scripts\Menu\TheDarkWraithUserOptions.py should be changed to be compatible with SDBSM mod, pedrobas, if you still didn't it. There quite much conflicting hotkeys.
Iīve done it in mine. Iīll explain in post 1, when have some time, what my TDW UI options and commands cfg does. In the meanwhile you can edit your own.

uekel
02-11-12, 10:35 AM
Yes that is but:I know thatīs an objekt from Harbour_enhancement mod. Why canīt be fixed?

pedrobas
02-11-12, 10:42 AM
I know thatīs an objekt from Harbour_enhancement mod. Why canīt be fixed?
Iīm sure you will do it. :up:
:salute:

Newinger
02-11-12, 12:12 PM
Iīve done it in mine. Iīll explain in post 1, when have some time, what my TDW UI options and commands cfg does. In the meanwhile you can edit your own.

Changing TDW UI style is not a problem -- the problem is that the keybindings in your mod collection don't fit the included keybinding help files. So perhaps include a list of the keybindings of your mod, then everything is good.

Typhaon
02-11-12, 06:15 PM
Well I just got SH5 (patched) and installed this mod... but I won't work for me...

I can activate parts 1-4 without problems, but when I try to activate part 5, the game freezes just after the loading bar and I never get into the game...

Specs:

AMD Phenom 9750 Quadcore
Nvidia Geforce GTS 250
2 GB RAM

Is it possible, that my system is simply not capable of running these mods, or is it something else?
As I said its all about part 5... which I want most...

pedrobas
02-11-12, 06:21 PM
Well I just got SH5 (patched) and installed this mod... but I won't work for me...

I can activate parts 1-4 without problems, but when I try to activate part 5, the game freezes just after the loading bar and I never get into the game...

Specs:

AMD Phenom 9750 Quadcore
Nvidia Geforce GTS 250
2 GB RAM

Is it possible, that my system is simply not capable of running these mods, or is it something else?
As I said its all about part 5... which I want most...

From first post:

First thing you notice using this part is that the game loading time is quite longer. In my machine it takes about 7 minutes to load a "New campaign". Not big issue, (just take a coffee, OR THREE , in between). Once started , to load a "saved game" takes less than 2 minutes.
Sometimes it takes 10 minutes to load, so just give it time. :03:

Edit: Sorry i saw now your 2 GB of Ram , i think you simply canīt load part 5 with so few Ram. Even with 4 GB there are issues. Good luck.

Typhaon
02-12-12, 12:34 AM
And that does show before actually starting a game already? I thought I should at least get to the main menu no matter what....

youpi
02-12-12, 02:04 AM
Waow exactly what I'm trying to do yesterday...I had not seen your post before ! Great works so many thanks...

Just a few question do I need these mods and where can I put them in that case ?

-Historical Ship Equipment 1.3
-AirTorpedoes
-A Fistful of Emblems v1.51
-Black_Skin_albrecht
-Church's NavMap v1.0
-Icebergs v2.4
-Officers skin by Naights
-Old Style Explosions V1.1
-SteelViking&Community's Underwater Mod
-SD_MapCourseLine_tiny_arrows_ocred
-SD_MapLocationNameFix_v1_2
-Emtgufs Aspect ratio 16_9
-SAS special abilities simplified
-AOB slide ruller for TDW UIs and MO by stoianm
-Kriegsmarine Grid Map for MO and TDW UIs by stoianm
-sobers realistic hydrophone operator SH5

There is a translation FR for the Open Horizon 2 where can I put it ? (yes I'm french).

Thank you

Tolkemec
02-12-12, 02:18 AM
Typhaon, imaybe you could try to install only OHII instead of all p5... Mtns is really demanding. Mtns is the cherry on top of the cake, but I would call OHII the cake. And be pation on the loading screen. Getting to the main menu can take some time, and the screen will be black, have faith. THEN, when you select a new campaign, you will have to wait the 7 minutes pedro is talking about. For me, getting to my sub usually takes me 15 minuts! Good luck!

Stormfly
02-12-12, 02:36 AM
L button for clock is from SDBSM mod (as many other buttons, which wasn't used in vanilla game).
Also, "L" is defined to hide/show message box in TDW's UI.

So TDW's ..\data\Scripts\Menu\TheDarkWraithUserOptions.py should be changed to be compatible with SDBSM mod, pedrobas, if you still didn't it. There quite much conflicting hotkeys.

not shure if my options files for TDW NewUI`s 6.9.0 is part of MMM but i highly recommend using it, maybe also just as a base for customizing, because it spare much work then (Message box hotkey should have allready another combination with this, but isnt needed anyway because of auto hiding menue elements...)

Download Stormy`s options files for NewUi`s 6.9.0 and SDBSM
(Helpful config files for TDW`s NewUI`s 6.9.0 and SDBSM)
http://subsim.armedassault.eu/Stormy...ions_files.rar (http://subsim.armedassault.eu/Stormy/Stormys_DBSM_SH5_v1.3_optional_TDW_UI%206.9.0_opti ons_files.rar)

Newinger
02-12-12, 07:08 AM
the game freezes just after the loading bar and I never get into the game...

Maybe the game only seems as if it would freeze. With 4 GB RAM, after the loading bar, it takes about 1 minute where there's only a black screen and a strangely looped sound, but after that the main menu appears. Perhaps with 2GB you just need to wait even a little longer?

Typhaon
02-12-12, 12:57 PM
Maybe the game only seems as if it would freeze. With 4 GB RAM, after the loading bar, it takes about 1 minute where there's only a black screen and a strangely looped sound, but after that the main menu appears. Perhaps with 2GB you just need to wait even a little longer?

Yeah, I think a must train my patience... I thought the looping sound indicated a freeze... but eventually I get into the menu...
I also messed around with the mods included and discovered some strange things... I tried to load those single mods which I thought might be best for gameplay experience from this mod pack and the following things happened:

1. Loading OHII (even light) causes graphic glitches (strange texture overlays or blinding bloom) in the submarine bunker... getting into the sub when starting a mission solves this issue... even if I go on deck in the bunker again... strange.

2. Loading my favourite mod loadout (OHII with MTNS and several other small mods) make the game CTD when loading a new champaign.

3. Strange enough using this mega mod, which includes all these mods along with several more mods does not cause a CTD...

This is very strange indeed, since I though that using the single mods (and less mods overall) would improve things...

Well I will just try on till I find my solution...

pedrobas
02-12-12, 01:20 PM
From the first post:
As TheDarkWraith said in his thread of "Magnum Opus" (which was my first inspiration):
"Realize that I have to edit some of these mods to make them compatible with the others. I also have edited some of them to my liking thus they may appear just slightly different from their stand-alone mod." So is not a matter of copy one mod after another to make a "one big mod".

If you want to use mnts+OHII you should read this: http://www.subsim.com/radioroom/showthread.php?t=192061
:salute:

pedrobas
02-12-12, 03:53 PM
Im working now on version 0.2 of MMM after the new OHII v1.7 (thanks Trevally) and the new update of mnts for OHII (many thanks to Uekel, who did almost all my work for part 5). This night iīll start the tedious process of uploading, due to my crap connection.
:salute:

pedrobas
02-12-12, 08:08 PM
Included "Compatible Conus00's Graphic Mod+SV's work" in part 2
:salute:

pedrobas
02-12-12, 09:15 PM
And also included in part 2 is "Pascal-sh5-Crew-Uniforms. 12.2011"

Newinger
02-13-12, 07:19 AM
Im working now on version 0.2 of MMM after the new OHII v1.7 (thanks Trevally) and the new update of mnts for OHII (many thanks to Uekel, who did almost all my work for part 5). This night iīll start the tedious process of uploading, due to my crap connection.
:salute:

Thanks for your work! :) Already looking forward to updating.

pedrobas
02-13-12, 08:37 AM
After have been testing with silenotto, iīve found several problems that iīm trying to correct, so v0.2 will be uploaded when everything is ok. Sorry.
:salute:

Newinger
02-13-12, 09:57 AM
After have been testing with silenotto, iīve found several problems that iīm trying to correct, so v0.2 will be uploaded when everything is ok. Sorry.
:salute:

No problem -- take all the time you need :) :salute:

blkdimnd
02-14-12, 03:09 AM
I'm having trouble getting 1 part of this mod to work. It's in bold below.

PART 6
Here is what the compilation of "MyMegaMod p6 - My Submarine" is comprised of:

01 - Crictical Hits Torpedos v 1.1
02 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast
03 - R.E.M_by_Xrundel_TheBeast_1.2 (including TDW UBoot_Sensors.sim for R.E.M. version 1.2)
04 - Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith <== http://www.subsim.com/radioroom/show...1&postcount=66

I downloaded it, and patched it but I still CTD. Here's my currrent Mod Soup.
Maybe I'm still using an old version, can someone link it please?

Any help would be appreciated.

P.S.
Would you like to see the debug log as well??

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

DBSM_Music_1_0_4
Carotio_IntercontinentalRadioPack
d3d_antilag101
MyMegaMod p1 - Dynamic Environment
No magic skills v1.5 MCCD compatible
sobers see thru wake fix
sobers best ever fog V4 SH5
Compatible Conus00's Graphic Mod+SV's work
MyMegaMod p2 - Graphics-FX-IRAI
Dark_Interior_V1
nVidia missing lights
MyMegaMod p3 - tdw UI
NewUIs_TDC_6_9_0_Real_Navigation
AOB slide ruller for TDW UIs and MO by stoianm
MyMegaMod p4 - Enhance SOUNDS
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
sobers talking conning crew mod
MyMegaMod p5 - OHII+mtns+Lifeboats
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
VIIC41 - Start with in beginning of campaign for OHII
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally TDC Help v2
Trevally TDC Checker
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Krauters Automated Scripts (v5_0_0 compatible)
Patrol Routine Scripts v. 01.02 by AvM
D-Day Langings
Shoot at Periscope

pedrobas
02-14-12, 03:47 AM
I donīt see it in your soup. :hmmm:

From first post:

I had to edit some of these mods to make them compatible with the others. I also have edited some of them to my liking thus they may appear just slightly different from their stand-alone mod. So is not a matter of copy one mod after another to make a "one big mod".

You must remove:
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith

and use "MyMegaMod p6 - My Submarine" instead.

blkdimnd
02-14-12, 11:17 AM
I donīt see it in your soup. :hmmm:

From first post:



You must remove:
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith

and use "MyMegaMod p6 - My Submarine" instead.

Oops, I posted the mod soup were I took it out. (It was 0300 here when I made the post.
I did have it right after the Equipment Upgraded Fix HotFix.
I could not find a link to download "MyMegaMod p6 - My Submarine".
Is there a link where I can get it?

Thanks

pedrobas
02-14-12, 11:55 AM
Uploading now, iīll tell you when is ready, :up:

blkdimnd
02-14-12, 12:10 PM
THANKS!!!!

pedrobas
02-14-12, 12:32 PM
THANKS!!!!

Done. Part 6 uploaded. Same link: http://www.gamefront.com/files/user/pedrobas
:salute:

I also uploaded:
"VIIC41 - Start with in beginning of campaign for OHII 1.7 Compatible"

youpi
02-14-12, 01:20 PM
Thank you :up:

blkdimnd
02-14-12, 02:19 PM
So far it's working great!:yeah:

One question, how do I get the rudder/compass gauge to show? Clicking the center of the heading at the bottom doesn't bring it up.

TheDarkWraith
02-14-12, 02:21 PM
So far it's working great!:yeah:

One question, how do I get the rudder/compass gauge to show? Clicking the center of the heading at the bottom doesn't bring it up.

Can you post a screenshot just to ensure you're clicking on the right thing? By all means it should show. If it doesn't then something overwrote some of my .py files and if that happened a CTD will happen eventually, guaranteed.

Luken
02-14-12, 02:30 PM
So far it's working great!:yeah:

One question, how do I get the rudder/compass gauge to show? Clicking the center of the heading at the bottom doesn't bring it up.

I also had a bug like that with this compass (but with the ui alone, not MMM), but I figured out how to "unlock" it with something, if I remember correct, it was hiding and showing that heading indicator at the bottom (using that small button). After that it started to work normal for the rest of the game-session.

TheDarkWraith
02-14-12, 02:43 PM
I also had a bug like that with this compass (but with the ui alone, not MMM), but I figured out how to "unlock" it with something, if I remember correct, it was hiding and showing that heading indicator at the bottom (using that small button). After that it started to work normal for the rest of the game-session.

ah yes, that could be it also. If you have that little button enabled then you are on click to heading mode. If that little button is not enabled then it's shows the heading/rudder dial. Might be vice-versa for the little button enabled/disabled. Don't remember as I'm working on the GR2 Editor/Viewer too much :-?

pedrobas
02-14-12, 02:48 PM
It works as intended by TDW UI, nothing overwrites any .py
:salute:

blkdimnd
02-14-12, 02:48 PM
That was it... Thanks for the help.

Also you must click a bit to the left of center to get the dials to pop up.

pedrobas
02-14-12, 02:51 PM
That was it... Thanks for the help.

Also you must click a bit to the left of center to get the dials to pop up.
Yes :up:

vlad29
02-14-12, 02:57 PM
Hi Pedro and thanks for Your work! Please clearyfy is p5 consists of new version 1.7 of OHII, mtns+fix or just stayed as previous:06:

pedrobas
02-14-12, 03:01 PM
Hi Pedro and thanks for Your work! Please clearyfy is p5 consists of new version 1.7 of OHII, mtns+fix or just stayed as previous:06: is the previous, Iīm still testing new version.

vlad29
02-14-12, 03:03 PM
is the previous, Iīm still testing new version.

Ok, thanks. Nevertheless the previous is worth to be testing:up:

SH5 Fan
02-14-12, 03:43 PM
How to play your Mega Mod in German? Can you show, what mods I must modify to play it with German Dialogs and Speeches?

pedrobas
02-14-12, 05:30 PM
How to play your Mega Mod in German? Can you show, what mods I must modify to play it with German Dialogs and Speeches?I will have to look at it, never used "all" in German, but i think that all you have to do is change menu.txt in MMM part3.
"TDW UI" have a file for that in a folder called "TEXT", but is not include in MMM. Look in the original "NewUIs_TDC_6_9_0_TheDarkWraith.7z".
Also in MMM part 5 have to change in data\roster\names.cfg for the same in German. (not included in MMM) so look for it in Uekel original mod.
I think thatīs all.
Iīll put this in my to do list, to include this posiblity in the final release of MMM.
If you get to do it please confirm me what you do to know it, Thanks.
:salute:

TheDarkWraith
02-14-12, 05:43 PM
I will have to look at it, never used "all" in German, but i think that all you have to do is change menu.txt in MMM part3.
"TDW UI" have a file for that in a folder called "TEXT", but is not include in MMM. Look in the original "NewUIs_TDC_6_9_0_TheDarkWraith.7z".
Also in MMM part 5 have to change in data\roster\names.cfg for the same in German. (not included in MMM) so look for it in Uekel original mod.
I think thatīs all.
Iīll put this in my to do list, to include this posiblity in the final release of MMM.
If you get to do it please confirm me what you do to know it, Thanks.
:salute:

You need the German RadioMessages folder also from Ruby2000

pedrobas
02-14-12, 05:48 PM
You need the German RadioMessages folder also from Ruby2000
Thanks for the info.:up:

TheDarkWraith
02-14-12, 05:49 PM
Thanks for the info.:up:

User option for radio message language has to be set to German also

lesec74
02-16-12, 07:09 AM
hello,

I've a problem with my subflag (frozen).What can I do?
thanks for answer:salute:

pedrobas
02-16-12, 07:51 AM
hello,

I've a problem with my subflag (frozen).What can I do?
thanks for answer:salute:
Never happened to me, iīve got sometimes frozen flags in ships but not in sub. Did you tried to unenable all the mods and enable then again?. Whatīs your mod soup?

lesec74
02-16-12, 08:37 AM
Never happened to me, iīve got sometimes frozen flags in ships but not in sub. Did you tried to unenable all the mods and enable then again?. Whatīs your mod soup?

hello pedrobas,

here my list
accurate german flag
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
MyMegaMod p1 - Dynamic Environment
MyMegaMod p2 - Graphics-FX-IRAI
MyMegaMod p3 - tdw UI
MyMegaMod p4 - Enhance SOUNDS
MyMegaMod p5 - OHII+mtns+Lifeboats
TDW FX Fix for Sobers chimney smoke
MyMegaMod p6 - My Submarine

another problem:no diesel sound in motor room and exterior.
can I activate reboot's water drips and rebbot's hot soup?

many thanks pedrobas for answer.

pedrobas
02-16-12, 09:34 AM
hello pedrobas,

here my list
accurate german flag
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
MyMegaMod p1 - Dynamic Environment
MyMegaMod p2 - Graphics-FX-IRAI
MyMegaMod p3 - tdw UI
MyMegaMod p4 - Enhance SOUNDS
MyMegaMod p5 - OHII+mtns+Lifeboats
TDW FX Fix for Sobers chimney smoke
MyMegaMod p6 - My Submarine

another problem:no diesel sound in motor room and exterior.
can I activate reboot's water drips and rebbot's hot soup?

many thanks pedrobas for answer.
-accurate german flag => is included in part 2 so you donīt need it
-TDW FX Fix for Sobers chimney smoke => is included in part 2 so you donīt need it
-reboot's water drips and rebbot's hot soup=> is included in part 2 so you donīt need it it comes with steelvikings interior sub

The sound problem and the frozen sub flag looks like a corrupted download or file. First unenableall mods, and enable only p1 to p6 and tell me please.
:salute:

mikaelanderlund
02-16-12, 09:54 AM
FX Update 0.0.20_ByTDW is this released:06:

pedrobas
02-16-12, 09:58 AM
FX Update 0.0.20_ByTDW is this released:06:
No, i call that because it includes also "TDW FX Fix for Sobers chimney smoke"

pedrobas
02-16-12, 12:32 PM
A wee update on v0.2.
The more i work on this version the less i understand how i could make v0.1 to work. Iīve discovered quite a lot of incompatibilities that i dinīt know then. Perhaps was a miracle !! who knows, well the things so far are like this:

-MyMegaMod p1 - Dynamic Environment Untouched, although i have some ideas for the future.
Anyway iīll call it: "MMM p1 - Dynamic Environment v0.2"

-MyMegaMod p2 - Graphics-FX-IRAI, now include:
20 - Cerberus62 Corrected Depth Charge Projector 1.0
21 - Real_Sink_1.0
22 - Compatible Conus00's Graphic Mod+SV's work
23 - Pascal-sh5-Crew-Uniforms. 12.2011
24 - Crictical Hits Torpedos v 1.1
25 - Critical hits v 1.2
Some other improvements like small bubbles, etc...
Iīll call it: "MMM p2 - Graphics-FX-IRAI v0.2" that way it will be easier to distinguise.

-MyMegaMod p3 - tdw UI: now include:
17 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast =>http://www.subsim.com/radioroom/showthread.php?t=182194
18 - R.E.M_by_Xrundel_TheBeast_1.2 (including TDW UBoot_Sensors.sim for R.E.M. version 1.2) => http://www.subsim.com/radioroom/showthread.php?t=184224

Really this is the "hard bone" here. The more i work on MMM the more i admire TDW for his work. THANKS TDW, without all your tools like "SHValidator_v2_0_5_0" and "JSGMEModValidator_v1_0_11_ByTheDarkWraith" and "TDW_SDL_Editor_v1_2_0" , this work would be nearly imposible, so thanks a lot.
Iīll call it: "MMM p3 - tdw UI v0.2"

-MyMegaMod p4 - Enhance SOUNDS : very few minor tweeks. Iīve removed the farts sound (sorry stomfly, i hated those sound when listenig to the Hydrophone, changed the level of some sounds: the band in the harbour, the flags, etc..
Iīll call it: "MMM p4 - Enhance SOUNDS v0.2"

-MyMegaMod p5 - OHII+mtns+Lifeboats: i donīt know why but iīm having a lot of problems this time to make it compatible with the other parts, still testing but i think it will be ok soon. (Thanks Uekel for all your help)
- "TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)" will be now OPTIONAL by Trevally suggestion.
- "OH II Campaign Radio Messages v4" is no longer used with OHII 1.7
Iīll call it: "MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2"

- MyMegaMod p6 - My Submarine. Now only include
- VIIC41 - Start with in beginning of campaign, (has been revised to asure compatibility with OHII v1.7)
The rest of the mods have been moved to the previous parts to make them compatible, specially with TDWīs. itīs done and
Iīll call it simply: "VIIC41 - for OHII 1.7"

So testing everything together now, and it looks like is working ok now, I need to do some more test to be sure but i think it would be possible to release it for the weekend. :rock:

Kind Regards
Pedro

lesec74
02-16-12, 12:41 PM
hello pedrobas,

I've disable all the mods and started a new carrer, every thing seems ok(subflag,diesel sound), but I'vent seen icebergs and I know that icebergs is included in OH, what's the problem?

many thanks for help and for your great job:yeah:

pedrobas
02-16-12, 01:07 PM
hello pedrobas,

I've disable all the mods and started a new carrer, every thing seems ok(subflag,diesel sound), but I'vent seen icebergs and I know that icebergs is included in OH, what's the problem?

many thanks for help and for your great job:yeah:
Iīm glad you solved it. To tell you the truth i havenīt seen any icebergs yet, but iīm all day here testing this and starting campaign after campaing,but iīm sure they are there... somewhere :03:

The General
02-16-12, 02:12 PM
Iīm glad you solved it. To tell you the truth i havenīt seen any icebergs yet, but iīm all day here testing this and starting campaign after campaing,but iīm sure they are there... somewhere :03:I have looked at it in the Mission Editor and you cannot select the icebergs and adjust their parameters for some reason. My guess is they haven't been added as a seperate layer. I don't think they'll show up in the game as it is.

bart
02-16-12, 02:20 PM
Hi Pedrobas,

Good work you're doing here......thanks a lot.

I'm getting my new rig on Monday so will be downloading v2 of your megamod and firing it up early next week :rock: looking forward to it.

:salute:

pedrobas
02-16-12, 02:24 PM
I have looked at it in the Mission Editor and you cannot select the icebergs and adjust their parameters for some reason. My guess is they haven't been added as a seperate layer. I don't think they'll show up in the game as it is.
Iīve done nothing here, is a OHII feature, so best thing we can do is to ask in OHII thread. Trevally will tell us something about this.:yeah:

pedrobas
02-16-12, 04:05 PM
I have looked at it in the Mission Editor and you cannot select the icebergs and adjust their parameters for some reason. My guess is they haven't been added as a seperate layer. I don't think they'll show up in the game as it is.
Asked to Trevally for this. See here: http://www.subsim.com/radioroom/showpost.php?p=1840295&postcount=693

pedrobas
02-17-12, 08:09 AM
hello pedrobas,

I've disable all the mods and started a new carrer, every thing seems ok(subflag,diesel sound), but I'vent seen icebergs and I know that icebergs is included in OH, what's the problem?

many thanks for help and for your great job:yeah:

HO...HO...HO :sunny:
http://img26.imageshack.us/img26/9488/ice1m.png


http://img109.imageshack.us/img109/2172/ice2v.png


:up:
Thanks for the images Trevally.
:yeah:

The General
02-17-12, 08:28 AM
That's good news about the icebergs Pedrobas.

I wanna just say thank you for putting together this SuperMod.:salute: I am currently testing it out and it's the closest I've seen yet to the way SH5 should be. With the work TDW and others are doing on GR2 files, there should be amazing things ahead.

pedrobas
02-17-12, 08:41 AM
That's good news about the icebergs Pedrobas.

I wanna just say thank you for putting together this SuperMod.:salute: I am currently testing it out and it's the closest I've seen yet to the way SH5 should be. With the work TDW and others are doing on GR2 files, there should be amazing things ahead.
You donīt need anymore an Hex editor, see this: http://www.subsim.com/radioroom/showpost.php?p=1840143&postcount=269

lesec74
02-17-12, 08:54 AM
hello pedrobas,

many thanks for icebergs, that is to say , they exist but where and what mission? arctic convoys,

thanks

pedrobas
02-17-12, 09:21 AM
hello pedrobas,

many thanks for icebergs, that is to say , they exist but where and what mission? arctic convoys,

thanks You should ask that in OHII thread, i really donīt know.;)

uekel
02-17-12, 09:43 AM
Hi lesec74!


many thanks for icebergs, that is to say , they exist but where and what mission? arctic convoys,
They exist in every campaign, also included mediterran campaigns. If you sail far enough to north, probably youīll see some.

pedrobas
02-17-12, 10:43 AM
Hi lesec74!

They exist in every campaign, also included mediterran campaigns. If you sail far enough to north, probably youīll see some.
Thanks for answer Uekel. :up:

lesec74
02-17-12, 11:02 AM
hello and many thanks at all for yours answers, but I've another question:
since I use mmm by pedrobas , I've sometimes somme crashes without doubt a FPS problem;I'va antilag and this my value

Renderaheadlimit=3
FPSlimit=36

These value are correct or to modify?

thanks for all:salute:

pedrobas
02-17-12, 11:09 AM
hello and many thanks at all for yours answers, but I've another question:
since I use mmm by pedrobas , I've sometimes somme crashes without doubt a FPS problem;I'va antilag and this my value

Renderaheadlimit=3
FPSlimit=36

These value are correct or to modify?

thanks for all:salute:Yes they are allright, but it depends on what you want. My values actually are:
Renderaheadlimit=2
FPSlimit=26
Iīm not sure but i think that Antilag is culprit of some CTD, when i take it off i have less CTD but got stuters and mouse lag.:salute:

bart
02-17-12, 11:15 AM
Hi pedrobas,

Just downloaded your v0.2 files but don't see your MMM p4 - Enhance SOUNDS v0.2 download on there yet? As I understand it we are still using your original part 1 and v0.2 parts 2,3,4,5 and 6?

Thanks for the great work :rock:

pedrobas
02-17-12, 11:25 AM
Hi pedrobas,

Just downloaded your v0.2 files but don't see your MMM p4 - Enhance SOUNDS v0.2 download on there yet? As I understand it we are still using your original part 1 and v0.2 parts 2,3,4,5 and 6?

Thanks for the great work :rock:Iīm uploading it right now, but yes you can use the original without any problem.

lesec74
02-17-12, 12:02 PM
hello pedrobas and many thanks for all,

just another question:where can I find the mmm party o music;radio;gramophone;bbc etc..and for download?

:salute:

Trevally.
02-17-12, 01:25 PM
I have looked at it in the Mission Editor and you cannot select the icebergs and adjust their parameters for some reason. My guess is they haven't been added as a seperate layer. I don't think they'll show up in the game as it is.

Hi TheGeneral:salute:

The icebergs are set using direct spawn as groups.
So the reason you can't see their parameters is because you are clicking on many icebergs when you click on the group. You need to zoom in and select the group leader to see the setting:up:

Newinger
02-17-12, 01:37 PM
Thanks for the update, pedrobas! Downloading it now, testing soon :D


Edit: Some general suggestions:

1. You should change your first posting in this thread accordingly, when you release a new version. So far, it still shows 0.1.

2. Add new features only in the noneven (odd) releases, like 0.3, 0.5 -- use even releases like 0.4, 0.6 for removing bugs or incompatibilities :)

traumcombi
02-17-12, 02:04 PM
Hello pedrobas

I can install this mod as the last?
DeutschMod 1.0.4

look here >http://forums-de.ubi.com/showthread.php/23459-Magnum-Opus-v0-0-1-Mod

Silent Steel
02-18-12, 01:52 AM
hello and many thanks at all for yours answers, but I've another question:
since I use mmm by pedrobas , I've sometimes somme crashes without doubt a FPS problem;I'va antilag and this my value

Renderaheadlimit=3
FPSlimit=36

These value are correct or to modify?

thanks for all:salute:

Salut lesec,

I've had no problems with the Antilag mod and I think your problem could occur because the included enhanced shadow mod (Tonschk HD Shadow Improvement in Pack 2). Or even lack of memory.
Try to turn your Shadows setting in the Options Menu.
You could even try the 4Gb Patch; http://www.ntcore.com/4gb_patch.php

Please tell your computer's config.

lesec74
02-18-12, 02:48 AM
hello silentsteel:salute:

my computer config:
windows xp pack3,cpu 2x3000,main memory 2304,direct9.0x,video memory 512mb,
ati radeon hp 3850.

many thanks for answer

The General
02-18-12, 05:35 AM
Hi TheGeneral

The icebergs are set using direct spawn as groups.
So the reason you can't see their parameters is because you are clicking on many icebergs when you click on the group. You need to zoom in and select the group leader to see the setting Thanks Trevally, loving your work by-the-way :up: I have just tried out SH5 after a year off and I'm very impressed by the improvemements you guys have made.

I would like to get the Hydrophones station working as it should (kind of important in a Subsim!!). I have looked at TDW's Thread, but I found it hard to follow. I downloaded his Patcher programme but couldn't open the SH5.exe with it. He makes reference to a 'Hex Editor', but I don't know what he's talking about :-?

pedrobas
02-18-12, 08:35 AM
hello pedrobas and many thanks for all,

just another question:where can I find the mmm party o music;radio;gramophone;bbc etc..and for download?

:salute:
I havenīt uploaded it yet, itīs too big, use youīre own in the meanwhile.

pedrobas
02-18-12, 08:41 AM
Thanks for the update, pedrobas! Downloading it now, testing soon :D


Edit: Some general suggestions:

1. You should change your first posting in this thread accordingly, when you release a new version. So far, it still shows 0.1.

2. Add new features only in the noneven (odd) releases, like 0.3, 0.5 -- use even releases like 0.4, 0.6 for removing bugs or incompatibilities :)

:o My goodnes what a mistake !! :damn:
Just for your info v0.2 is not officialy release yet. :03:

pedrobas
02-18-12, 08:44 AM
Thanks Trevally, loving your work by-the-way :up: I have just tried out SH5 after a year off and I'm very impressed by the improvemements you guys have made.

I would like to get the Hydrophones station working as it should (kind of important in a Subsim!!). I have looked at TDW's Thread, but I found it hard to follow. I downloaded his Patcher programme but couldn't open the SH5.exe with it. He makes reference to a 'Hex Editor', but I don't know what he's talking about :-?

Did you see this?
You donīt need anymore an Hex editor, see this: http://www.subsim.com/radioroom/showpost.php?p=1840143&postcount=269

pedrobas
02-18-12, 06:11 PM
18/02/2012 : v0.2
Parts 1 to 6 ready for TESTING/FEEDBACK Here:

http://www.gamefront.com/files/user/pedrobas

-MyMegaMod p1 - Dynamic Environment Untouched, although i have some ideas for the future.
Anyway iīll call it: "MMM p1 - Dynamic Environment v0.2"

-MyMegaMod p2 - Graphics-FX-IRAI, now include:
20 - Cerberus62 Corrected Depth Charge Projector 1.0
21 - Real_Sink_1.0
22 - Compatible Conus00's Graphic Mod+SV's work
23 - Pascal-sh5-Crew-Uniforms. 12.2011
24 - Crictical Hits Torpedos v 1.1
25 - Critical hits v 1.2
Some other improvements like small bubbles, etc...
Iīll call it: "MMM p2 - Graphics-FX-IRAI v0.2" that way it will be easier to distinguise.

-MyMegaMod p3 - tdw UI: now include:
17 - Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast =>http://www.subsim.com/radioroom/showthread.php?t=182194
18 - R.E.M_by_Xrundel_TheBeast_1.2 (including TDW UBoot_Sensors.sim for R.E.M. version 1.2) => http://www.subsim.com/radioroom/showthread.php?t=184224

Really this is the "hard bone" here. The more i work on MMM the more i admire TDW for his work. THANKS TDW, without all your tools like "SHValidator_v2_0_5_0" and "JSGMEModValidator_v1_0_11_ByTheDarkWraith" and "TDW_SDL_Editor_v1_2_0" , this work would be nearly imposible, so thanks a lot.
Iīll call it: "MMM p3 - tdw UI v0.2"

-MyMegaMod p4 - Enhance SOUNDS : very few minor tweeks. Iīve removed the farts sound (sorry stomfly, i hated those sound when listenig to the Hydrophone, changed the level of some sounds: the band in the harbour, the flags, etc..
Iīll call it: "MMM p4 - Enhance SOUNDS v0.2"

-MyMegaMod p5 - OHII+mtns+Lifeboats:
(Thanks Trevally for OHII, what a great addon for SH5!!!)
(Thanks Uekel for all your help)
- "TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)" will be now OPTIONAL by Trevally suggestion.
- "OH II Campaign Radio Messages v4" is no longer used with OHII 1.7
Iīll call it: "MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2"

- MyMegaMod p6 - My Submarine. Now only include
- VIIC41 - Start with in beginning of campaign, (has been revised to asure compatibility with OHII v1.7)
The rest of the mods have been moved to the previous parts to make them compatible, specially with TDWīs. itīs done and
Iīll call it simply: "VIIC41 - for OHII 1.7"

Here is an example of one of the possible combinations ( DEPENDS OF YOUR "OPTIONAL" MODS), in RED are the BASE packs
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

MyMegaMod p0 - Menu music-Radios-Gramophone =>for the moment make your own.
MMM p1 - Dynamic Environment v0.2
sobers see thru wake fix
No magic skills v1.5 MCCD compatible
MMM p2 - Graphics-FX-IRAI v0.2
Dark_Interior_V1
MMM p3 - tdw UI v0.2
NewUIs_TDC_6_9_0_Real_Navigation
MMM p4 - Enhance SOUNDS v0.2
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2
MMM p6 - My Sub VIIC41 for OHII v1.7 v0.2
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
MyKey


Read thread for info and install instructions: http://www.subsim.com/radioroom/showthread.php?t=192236
Please report your feedback, comments and suggestions in that thread.

Enjoy

Kind Regards
Pedro

pedrobas
02-18-12, 06:34 PM
With this MMM v0.2 we have now a very decent game. There are still some minor problems with it but instead of telling you i expect you to discover them, so waiting here for your feedback, comments and suggestions.

And now is time for me to play a little and enjoy myself since these last weeks have been all work. :yeah:
:salute:

Stormfly
02-19-12, 07:03 AM
18/02/2012 : v0.2

-MyMegaMod p4 - Enhance SOUNDS : very few minor tweeks. Iīve removed the farts sound (sorry stomfly, i hated those sound when listenig to the Hydrophone, changed the level of some sounds: the band in the harbour, the flags, etc..
Iīll call it: "MMM p4 - Enhance SOUNDS v0.2"



thanks for choosing the right sound mod compilation but "Enhanced SOUNDS v0.2" isnt the right name for this module... as "SDBSM Sound collection" is very known and popular, it would be nice using it`s name and original forum thread link so ppl wont forget which sound modders are involved with it.

maybe "MMM p4 Sounds - Tweaked SDBSM v0.2" -> original Project here (http://www.subsim.com/radioroom/showthread.php?t=164552)

pedrobas
02-19-12, 07:35 AM
thanks for choosing the right sound mod compilation but "Enhanced SOUNDS v0.2" isnt the right name for this module... as "SDBSM Sound collection" is very known and popular, it would be nice using it`s name and original forum thread link so ppl wont forget which sound modders are involved with it.

maybe "MMM p4 Sounds - Tweaked SDBSM v0.2" -> original Project here (http://www.subsim.com/radioroom/showthread.php?t=164552)
Ohps, sorry Stormfly, nothing further is my intention to annoy you, so no problem. Iīll change the name for next version. Also the link to you thread in in first post:
================================================== ===
PART 4
Here is what the compilation of "MyMegaMod p4 - Enhance SOUNDS" is comprised of:

01 - Stormys DBSM SH5 v1.3 Basemod
02 - Stormys DBSM SH5 v1.3 additional crew sounds beta6
03 - Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
04 - Stormys DBSM SH5 v1.3 optional louder engine sounds
05 - Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
06 - ASDIC_alternate_sound

OPTIONAL MODS that "you" can enable here, (after part 4 and before part 5)
- "Stormys DBSM SH5 v1.3 optional NavMap babelling"
- "Stormys_DBSM_SH5_v1.3_optional_scary_creaks"
- "Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz"
- "Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs"

Links to thread: http://www.subsim.com/radioroom/showthread.php?t=164552
:salute:

Silent Steel
02-19-12, 08:57 AM
hello silentsteel:salute:

my computer config:
windows xp pack3,cpu 2x3000,main memory 2304,direct9.0x,video memory 512mb,
ati radeon hp 3850.

many thanks for answer

Ca va Lesec,

I'm sorry to say that I think you need more RAM to run a big compilation as the MMM. :cry:

Two options
- Get more RAM
- Pick your favourite mods from the packs (0-6)

lesec74
02-19-12, 10:02 AM
hello silentsteel and many thanks for your help,

what's the patch 4gb?is it only for system in 64bits?

thanks:salute:

Silent Steel
02-20-12, 07:13 AM
hello silentsteel and many thanks for your help,

what's the patch 4gb?is it only for system in 64bits?

thanks:salute:

Hi,

You can read about it here; http://www.subsim.com/radioroom/showthread.php?t=185522


http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5349

guims79
02-20-12, 02:19 PM
Hi everybody...

So I m a french begginer to Sh5 . (sorry for my bull**** english)

I knew what was Sh3 and was so disapointed by poor gameplay of Sh5.

So like everybody here I wanted mods and have troubles and ctd since a long time.

But now ALL is RIGHT by the way of this thread...

So just want to say thank you Pedrobas for this wonderfull modlist :it works smooth and good.

I have finished first campaign of open horizons and haven't see troubles and ctd .

It's absolutly beautiful..

thx again.

pedrobas
02-20-12, 06:36 PM
Hi everybody...

So I m a french begginer to Sh5 . (sorry for my bull**** english)

I knew what was Sh3 and was so disapointed by poor gameplay of Sh5.

So like everybody here I wanted mods and have troubles and ctd since a long time.

But now ALL is RIGHT by the way of this thread...

So just want to say thank you Pedrobas for this wonderfull modlist :it works smooth and good.

I have finished first campaign of open horizons and haven't see troubles and ctd .

It's absolutly beautiful..

thx again.
Thanks, I appreciate your kind words and iīm glad it works for you. Enjoy:salute:

bart
02-20-12, 08:47 PM
Hi Pedrobas,

I seem to have a problem...

All is fine until I load part 5 then whenever I load up the game it opens up in the bunker then emidiate crash to desktop!!

Here's what I've got loaded and it works great...

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
MMM p1 - Dynamic Environment v0.2
sobers see thru wake fix
sobers best ever fog V4 SH5
Wordeees' Thunder
MMM p2 - Graphics-FX-IRAI v0.2
Fuel Gauge WoGaDi_SteelViking's Interior
MMM p3 - tdw UI v0.2
MMM p4 - Enhance SOUNDS v0.2
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

If I now load part 5 it crashes upon entering bunker at the start.

Any help would be appreciated.

pedrobas
02-20-12, 09:08 PM
Hi Pedrobas,

I seem to have a problem...

All is fine until I load part 5 then whenever I load up the game it opens up in the bunker then emidiate crash to desktop!!

Here's what I've got loaded and it works great...

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
MMM p1 - Dynamic Environment v0.2
sobers see thru wake fix
sobers best ever fog V4 SH5
Wordeees' Thunder
MMM p2 - Graphics-FX-IRAI v0.2
Fuel Gauge WoGaDi_SteelViking's Interior
MMM p3 - tdw UI v0.2
MMM p4 - Enhance SOUNDS v0.2
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

If I now load part 5 it crashes upon entering bunker at the start.

Any help would be appreciated.
Please try only the base p1 to p5 (with no others) to see if it works and tell me.

blkdimnd
02-20-12, 10:16 PM
I have just upgraded to MMM v0.2
When trying to start a new campaign I CTD as soon as the sub bunker loads up.
(I can play historical missions fine)

This happened before when I installed the original MMM, I solved it by uninstalling and re-installing SH5.
The thing is, I don't want to have to re-install SH5 every time I want to start a new campaign.

My Mod Soup and system specs are linked in my signature.

Here's a link to my Dbgview log file.
SH5_MMM02.log (http://dl.dropbox.com/u/1377754/SH5_MMM02.LOG)

Any help is appreciated.
Thanks

UPDATE:
Loading only the base p1 to p6 (with no others) works fine.
So looks like it's one of the optional mods.

pedrobas
02-20-12, 10:48 PM
I have just upgraded to MMM v0.2
When trying to start a new campaign I CTD as soon as the sub bunker loads up.
(I can play historical missions fine)

This happened before when I installed the original MMM, I solved it by uninstalling and re-installing SH5.
The thing is, I don't want to have to re-install SH5 every time I want to start a new campaign.

My Mod Soup and system specs are linked in my signature.

Here's a link to my Dbgview log file.
SH5_MMM02.log (http://dl.dropbox.com/u/1377754/SH5_MMM02.LOG)

Any help is appreciated.
Thanks

This is what i can see so far:

DBSM_Music_1_0_4
Carotio_IntercontinentalRadioPack
d3d_antilag101
MyMegaMod p1 - Dynamic Environment
No magic skills v1.5 MCCD compatible
sobers see thru wake fix
sobers best ever fog V4 SH5
Compatible Conus00's Graphic Mod+SV's work ->already included in p2 so donīt use it
MMM p2 - Graphics-FX-IRAI v0.2
Dark_Interior_V1
Shadow Improvement ModLR ->already included in p2 so donīt use it
Fuel Gauge WoGaDi_SteelViking's Interior
MMM p3 - tdw UI v0.2
AOB slide ruller for TDW UIs and MO by stoianm ->i donīt know this, so i donīt know if itīs compatible
NewUIs_TDC_6_9_0_Real_Navigation
MMM p4 - Enhance SOUNDS v0.2
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
sobers talking conning crew mod -> may be incompatible if it overwrites sh.sdl file
MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7) ->already included in p5 so donīt use it
nVidia missing lights
MMM p6 - My Sub VIIC41 for OHII v1.7 v0.2
Trevally Tutorial - All v0.2(for OHIIv1.3) ->already included in p3 so donīt use it
Trevally Automated Scripts v0.6->already included in p3 so donīt use it
Trevally Harbour & Kiel Canal Pilot v2.8->already included in p3 so donīt use it
Patrol Routine Scripts v. 01.02 by AvM
Krauters Automated Scripts (v5_0_0 compatible)->already included in p3 so donīt use it
sobers rusty deck pack SH5
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english

PD you really are a mod addict :haha:

pedrobas
02-21-12, 01:03 AM
For those who use reaperīs UI
I have good news, iīve checked it with MMM and works ok, just use reaperīs UI 5.02 instead of MMM p3. And should work. :yeah:

bart
02-21-12, 05:24 AM
Please try only the base p1 to p5 (with no others) to see if it works and tell me.

Ok, will do. I'll report back as soon as Ive tried it.

Strange though, the extra mods I have in are ones that you recommended are ok to use on the instructions page (page 1), maybe theres an issue with those that we don't know about. Up to part 5 it works great :salute:

khold
02-21-12, 07:56 AM
Update: I use
Generic Mod Enabler - v2.6.0.157
[D:\games\Silent Hunter 5\MODS]

MMM p1 - Dynamic Environment v0.2
No magic skills v1.5 MCCD compatible
MMM p2 - Graphics-FX-IRAI v0.2
MMM p3 - tdw UI v0.2
EQuaTool 01.01 by AvM - Medium Clean Style
MMM p4 - Enhance SOUNDS v0.2
MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2

It works smoothly as said earlier but I have to load the "autosave_enter_base" first and then load my save out on missions otherwise I get a CTD.

Something to look at perhaps?

My rig:
i5-2500k 3.3ghz
8 gb ram
ati 6950 2gb gddr5
win7x64

pedrobas
02-21-12, 10:12 AM
Ok, will do. I'll report back as soon as Ive tried it.

Strange though, the extra mods I have in are ones that you recommended are ok to use on the instructions page (page 1), maybe theres an issue with those that we don't know about. Up to part 5 it works great :salute:

Update: I use
Generic Mod Enabler - v2.6.0.157
[D:\games\Silent Hunter 5\MODS]

MMM p1 - Dynamic Environment v0.2
No magic skills v1.5 MCCD compatible
MMM p2 - Graphics-FX-IRAI v0.2
MMM p3 - tdw UI v0.2
EQuaTool 01.01 by AvM - Medium Clean Style
MMM p4 - Enhance SOUNDS v0.2
MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2

It works smoothly as said earlier but I have to load the "autosave_enter_base" first and then load my save out on missions otherwise I get a CTD.

Something to look at perhaps?

My rig:
i5-2500k 3.3ghz
8 gb ram
ati 6950 2gb gddr5
win7x64

It has been a challenge to put (mnts+ Harbour Enhancements) together with the other parts, actually i was using Magnus Opus +otrher mods before, and since it was imposible to me to make (mnts+ Harbour Enhancements) to work togher with that is why i decided to do my own mega mod. But obviously there are still some problems. I think, and this is my opinion, that the problem comes when the system CTD, and TDW UI canīt close the files it creates properly. I think this is what is happening to bart ( it also happens to me from time to time because iīm all day long trying different mods and combinations for MMM to improve). The walkaround iīve found is that told by khold:

"to load the "autosave_enter_base" first and then load my save out on missions otherwise you get a CTD", this is working for me too.

Another advise i give is: if trying a new mod with MMM causes CTD. Unenable "all" mods (not only the new one) and reenable them without the new one then : "load the "autosave_enter_base" first and then load my save out on missions"

Sorry but till the moment this is the only solution iīve found.

Kind regards
Pedro
:salute:

The General
02-21-12, 10:13 AM
Pedrobas,

can you try and start the download of Pt 1 on Gamefront? It keeps telling me the files are unavailable.

pedrobas
02-21-12, 10:27 AM
Pedrobas,

can you try and start the download of Pt 1 on Gamefront? It keeps telling me the files are unavailable.

Yes, itīs a Game front problem, like yesterday some time, they must be doing some cleaning or some manteinance. When iīll have sometime iīll upload the files also to mediafire. :yeah:

bart
02-21-12, 10:57 AM
I tried the install of parts 1 to 6 without any extras and it worked! so there must be a confliction with some of the other mods I had in the soup as well.

Unfortunately I had a pc issue which stopped me from testing to any degree as I had to do a system recovery to an earlier date which meant I lost sh5 totally!

I'm now having re install issues, The sh5 file was still on the hard drive so I deteted it and did a fresh install but after its downloaded patch 1.2 (a very sloww process!) and I try to run the game it says "launcher error 1" and boots me back to the desktop.....

Any Ideas please??

pedrobas
02-21-12, 11:19 AM
I tried the install of parts 1 to 6 without any extras and it worked! so there must be a confliction with some of the other mods I had in the soup as well.

Unfortunately I had a pc issue which stopped me from testing to any degree as I had to do a system recovery to an earlier date which meant I lost sh5 totally!

I'm now having re install issues, The sh5 file was still on the hard drive so I deteted it and did a fresh install but after its downloaded patch 1.2 (a very sloww process!) and I try to run the game it says "launcher error 1" and boots me back to the desktop.....

Any Ideas please??
Sorry i donīt use the launcher, i use a "patched" version. The only thing i can suggest you is to run the SH5 Validator to see if it is a registry problem. Perhaps some one here can tell you more.:-?

blkdimnd
02-21-12, 11:28 AM
This is what i can see so far:
AOB slide ruller for TDW UIs and MO by stoianm ->i donīt know this, so i donīt know if itīs compatible


Here's the link to the mod:
**Clicky** (http://www.subsim.com/radioroom/downloads.php?do=file&id=3106)

All it does is add a ruler to one of the speed charts. It shouldn't mess with any of the other mods.

It's a faster way to find a ships AOB.

blkdimnd
02-21-12, 12:03 PM
This is what i can see so far:

DBSM_Music_1_0_4
Carotio_IntercontinentalRadioPack
d3d_antilag101
MyMegaMod p1 - Dynamic Environment
No magic skills v1.5 MCCD compatible
sobers see thru wake fix
sobers best ever fog V4 SH5
Compatible Conus00's Graphic Mod+SV's work ->already included in p2 so donīt use it
MMM p2 - Graphics-FX-IRAI v0.2
Dark_Interior_V1
Shadow Improvement ModLR ->already included in p2 so donīt use it
Fuel Gauge WoGaDi_SteelViking's Interior
MMM p3 - tdw UI v0.2
AOB slide ruller for TDW UIs and MO by stoianm ->i donīt know this, so i donīt know if itīs compatible
NewUIs_TDC_6_9_0_Real_Navigation
MMM p4 - Enhance SOUNDS v0.2
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
sobers talking conning crew mod -> may be incompatible if it overwrites sh.sdl file
MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7) ->already included in p5 so donīt use it
nVidia missing lights
MMM p6 - My Sub VIIC41 for OHII v1.7 v0.2
Trevally Tutorial - All v0.2(for OHIIv1.3) ->already included in p3 so donīt use it
Trevally Automated Scripts v0.6->already included in p3 so donīt use it
Trevally Harbour & Kiel Canal Pilot v2.8->already included in p3 so donīt use it
Patrol Routine Scripts v. 01.02 by AvM
Krauters Automated Scripts (v5_0_0 compatible)->already included in p3 so donīt use it
sobers rusty deck pack SH5
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english

PD you really are a mod addict :haha:


I've done all of the changes you suggested, still no luck on begining a new campain.

I then started disabling the mods one by one.
Once I removed MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2, I can start a new campain.

Any ideas?? Do you need to see the log file?
Looks like I'll have to preform a fresh install. ( I better do that before I hit the road for a week)

pedrobas
02-21-12, 12:14 PM
I've done all of the changes you suggested, still no luck on begining a new campain.

I then started disabling the mods one by one.
Once I removed MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2, I can start a new campain.

Any ideas?? Do you need to see the log file?
Looks like I'll have to preform a fresh install. ( I better do that before I hit the road for a week)

Did you see this?
http://www.subsim.com/radioroom/showpost.php?p=1842867&postcount=209

blkdimnd
02-21-12, 12:33 PM
Did you see this?
http://www.subsim.com/radioroom/showpost.php?p=1842867&postcount=209

No I didn't.

""to load the "autosave_enter_base" first and then load my save out on missions otherwise you get a CTD", this is working for me too."

I'm not sure I understand what you mean.
If I'm starting a new campaign there is no "autosave_enter_base".

Wish I saw this post a few minutes ago, I've already started the uninstall.
Going to re-install once finished.

pedrobas
02-21-12, 12:44 PM
12- The OPTIONAL MODS described in post 1 are the only one that have been tested to asure compatibility. I canīt and I wonīt give support for other combinations, so itīs up to you to use others, you do it at your own risk.

This is also important :haha:

blkdimnd
02-21-12, 12:57 PM
I know....I know...I have a problem...:har:

ustahl
02-21-12, 02:04 PM
Hi Pedro,
pls don't forget to add "smaller flags for Warships 1_0b" in v0.3 for better visual realism.:yep:
I've been using it added last after MMM p1-p6 v0.2, and it works just great.:up:

pedrobas
02-21-12, 02:48 PM
Hi Pedro,
pls don't forget to add "smaller flags for Warships 1_0b" in v0.3 for better visual realism.:yep:
I've been using it added last after MMM p1-p6 v0.2, and it works just great.:up:
Iīll do it :yeah:

Shandiir
02-21-12, 07:24 PM
Does your mod have the old SH3 or SH4 UI?

If not, can I use the TDW mod?



Trying to get this right, as I use to get heaps of CTD with other mods and want to start from scratch. I just loved the old interface.

Thanks

pedrobas
02-21-12, 07:35 PM
Does your mod have the old SH3 or SH4 UI?

If not, can I use the TDW mod?



Trying to get this right, as I use to get heaps of CTD with other mods and want to start from scratch. I just loved the old interface.

Thanks
Yes is part of TDW UI 6.9.0, but you have to configure it in the option file that comes with it, but this MMM mode include a lot more mods. If you only want the UI SH3 style you have several possibilities.

1- http://www.subsim.com/radioroom/showthread.php?t=173147
2- http://www.subsim.com/radioroom/showthread.php?t=166093
3- http://www.subsim.com/radioroom/showthread.php?t=181370

Choose the one you prefer.

Shandiir
02-21-12, 08:30 PM
Thanks will try your Mod with TDWs UI.

Will let you know how I go!

pedrobas
02-21-12, 08:35 PM
Thanks will try your Mod with TDWs UI.

Will let you know how I go!
It comes configure with SH5 enhance UI by default, to configure (before enable) go to \Ubisoft\Silent Hunter 5\MODS\MMM p3 - tdw UI v0.2\data\Applications\OptionsFileEditorViewer and execute the exe
If need more help, just ask.
NewUIs with TDC for SH5 by TheDarkWraith
version 6.9.0


Starting with v6.8.0 of the mod an application has been included that gives a GUI for editing/viewing the options file. This app can be found in \data\Applications\OptionsFileEditorViewer\Options FileEditorViewer.exe. This app will only read v6.8.0 or later options files.
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4862

Every option category is listed across the top in tabs. By clicking a tab you'll see what options are available for that category. Double clicking an option or clicking its + sign will expand the option. I clicked the 'UI style used in game' option's + sign to expand it. Once an option is expanded you'll be able to see it's current value, it's default value (as designed value) and it's option name in the options file. Double clicking the current value will open another window to allow you to edit/change the current value.
In addition to allowing you to edit/view every option the app also verifies every option in the options file for correctness. This will help in identifying errors when the options migrator is used to migrate old option's values to the new options file.

NOTE: If you enable a mod and it overwrites this mod's Uboot_Sensors.GR2 and/or Uboot_Sensors.sim and/or Uboot_Sensors.fx and that mod isn't my FX_Update then you will likely CTD sometime in game

v6.9.0 available here: http://www.gamefront.com/files/21026410/NewUIs_TDC_6_9_0_TheDarkWraith_7z

NOTE: If you are going to migrate options files from new versions of the options file (v6.8.0 or later) to new versions of the options file (v6.8.0 or later) you HAVE to use version 1.0.8.0 of the options migrater. I will include this new version of the app in the next version release of the mod (v7.0.0)
v1.0.8.0 of options migrater: http://www.gamefront.com/files/21028536/OptionsMigrater_v1_0_8_0_zip

This new version of the OptionsEditorViewer app has the ability to update ALL SH5 files with the captain's name and uboat hull number chosen by user. To update the SH5 files with your currently set values just double click the uboat hull number option or captain's name option and simply click cancel. It will then ask if you want to update the SH5 files. When setting new values for these click the OK button and then it will ask if you want to update the SH5 files. This new version of the app will be included in next version of the mod (v7.0.0)
v1.0.25.0 of the OptionsEditorViewer app: http://www.gamefront.com/files/21027953/OptionsFileEditorViewer_v_1_0_25_0_zip

Shandiir
02-21-12, 09:12 PM
Can I change colours on teh map screens? That grey is way to hard to see!

pedrobas
02-21-12, 09:19 PM
Can I change colours on teh map screens? That grey is way to hard to see!
Yes download my MMM p2 - Graphics-FX-IRAI v0.2 and inside there are a folder call EXTRAS, there youīll find other folder call MAPS ,choose the one you like more, i use the one called Chart Colour Scheme 3. If you enable MMM p2 - Graphics-FX-IRAI v0.2, it comes already aplied. I advise you greatly to enable this part because the graphical enhancment are amazing. Enable it before MMM p3 - tdw UI v0.2

Shandiir
02-22-12, 02:19 AM
Ok installed all 6 parts, started the game, took 6 mins to get to the menu screen.


Nice look!

Picked new campain, skipped tutorial. Waited for 10 more mins then heard a crew member speak then up popped the Windows 7 error box....

Ok just unistalled all. Will try one part at a time.


Ok 1 to 4 installed and working, only problem I had was in SH4 controls and clicked on the far right crew icon on the bottom bar, it then CTD.

pedrobas
02-22-12, 09:26 AM
Ok installed all 6 parts, started the game, took 6 mins to get to the menu screen.


Nice look!

Picked new campain, skipped tutorial. Waited for 10 more mins then heard a crew member speak then up popped the Windows 7 error box....

Ok just unistalled all. Will try one part at a time.


Ok 1 to 4 installed and working, only problem I had was in SH4 controls and clicked on the far right crew icon on the bottom bar, it then CTD.
Try without part 5, that is the one that causes more problems.

Silent Steel
02-22-12, 11:34 AM
For those who use reaperīs UI
I have good news, iīve checked it with MMM and works ok, just use reaperīs UI 5.02 instead of MMM p3. And should work. :yeah:


Thanks!

:D :up:

pedrobas
02-22-12, 11:49 AM
Thanks!

:D :up:
Please Silent Steel, report if find any problems, iīm still waiting for someone using reaperīs ui to say that itīs working.:salute:

Silent Steel
02-22-12, 12:06 PM
... I lost sh5 totally! :nope:

I'm now having re install issues, The sh5 file was still on the hard drive so I deteted it and did a fresh install but after its downloaded patch 1.2 (a very sloww process!) and I try to run the game it says "launcher error 1" and boots me back to the desktop.....

Any Ideas please??

Maybe this can help; https://rapidshare.com/files/2824839746/Reinstall_SH5.pdf

:hmmm:

Silent Steel
02-22-12, 12:10 PM
Please Silent Steel, report if find any problems, iīm still waiting for someone using reaperīs ui to say that itīs working.:salute:

Will do Sir

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5355

Sepp von Ch.
02-22-12, 01:36 PM
Who can I please download MMM p0 - Menu music-Radios-Gramophone v0.2?

I canīt see this mod on your gamefront page pedrobas.

Can I install IO_StrategicMap?

This mod-A Fistful of Emblems v1.51+A Fistful of Emblems v1.51 (Weathered) is not in MMM?

Could you add please pedrobas in MMM these great mods?

Dooms Decks for VIIABC41 1.4
Uboat visual damage 1.0 - wamphyri
Sub_Exhaust_1_0_5_byTheDarkWraith
no torp bubbles - fx mod compatable- wamphyri
Reboot's Hot Soup 1.1
Cerberus62 Historical Ship Equipment 1.3
Reboot's Water Drips 1.1

pedrobas
02-22-12, 02:19 PM
Who can I please download MMM p0 - Menu music-Radios-Gramophone v0.2?

I canīt see this mod on your gamefront page pedrobas.

This is not uploaded, itīs more than 1GB and my connection is crap, so use your own files

Can I install IO_StrategicMap?

12- The OPTIONAL MODS described in post 1 are the only one that have been tested to asure compatibility. I canīt and I wonīt give support for other combinations, so itīs up to you to use others, you do it at your own risk. Iīm not trying to be rude but as you can understand i canīt try all the mods out there.

This mod-A Fistful of Emblems v1.51+A Fistful of Emblems v1.51 (Weathered) is not in MMM? Iīll test this when have some time to try to include it.

Could you add please pedrobas in MMM these great mods?

Dooms Decks for VIIABC41 1.4
Uboat visual damage 1.0 - wamphyri
Sub_Exhaust_1_0_5_byTheDarkWraith
no torp bubbles - fx mod compatable- wamphyri
Reboot's Hot Soup 1.1
Cerberus62 Historical Ship Equipment 1.3
Reboot's Water Drips 1.1




For the moment iīm trying to solve some problems still present in MMM v0.2 so iīm not going to add anymore mods till these are solved, but you can try all you want in adition to MMM and feedback about if they work or not.
:salute:

BTW: is MMM v0.2 working ok with Reaperīs UI ??

Magic1111
02-22-12, 02:29 PM
Can I install IO_StrategicMap?


Hi my Friend!

Iīm to 99,9 % sure that you can enable this MOD (at last in the MOD-Order)! :up:

guims79
02-22-12, 04:00 PM
Hi everybody.

So Pedrodas as I said, MMM runs near perfect for me..

I say "near" because it will be absolutly perfect when this "lock" window will be TOTALY ERASED...

I saw this mod :http://www.subsim.com/radioroom//showthread.php?t=163562&referrerid=281970
and would like to know what are your advice to add it in the modlist...

Hope that it's possible because now i am bored with this lock window.

Again congratulations for your awsome work.

pedrobas
02-22-12, 04:05 PM
Hi everybody.

So Pedrodas as I said, MMM runs near perfect for me..

I say "near" because it will be absolutly perfect when this "lock" window will be TOTALY ERASED...

I saw this mod :http://www.subsim.com/radioroom//showthread.php?t=163562&referrerid=281970
and would like to know what are your advice to add it in the modlist...

Hope that it's possible because now i am bored with this lock window.

Again congratulations for your awsome work.You can configure it in top right corner menu. In the extended one (press small circle there) and look for "Show lock/break lock". Thatīs a standard TDW UI feature.

pedrobas
02-22-12, 07:26 PM
Can anyone confirm that MMM v0.2 is working ok with Reaperīs UI ?? please. :cry:

impalero
02-22-12, 08:55 PM
Holy Smokes!
That is a ton of mods.
I'm sticking with Sober's setup for now, until I get a handle on everything it has to offer.

pedrobas
02-22-12, 09:05 PM
Holy Smokes!
That is a ton of mods.
I'm sticking with Sober's setup for now, until I get a handle on everything it has to offer.
Welcome here. :salute:

Shandiir
02-23-12, 02:44 AM
Try without part 5, that is the one that causes more problems.

I have done that, works ok till I try to load the game I saved. This game is made each time I tried a new part. It starts to load, showing a Sub sceen, then drops to desktop.

I have tried this on part four and part three, each time with a same result. Any idea's?

Only part that works with saves is part 3.

khold
02-23-12, 05:46 AM
I have done that, works ok till I try to load the game I saved. This game is made each time I tried a new part. It starts to load, showing a Sub sceen, then drops to desktop.

I have tried this on part four and part three, each time with a same result. Any idea's?

Only part that works with saves is part 3.

You have to load the "Autosave_enter_base" save first then load your save.

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

MMM p1 - Dynamic Environment v0.2
MMM p2 - Graphics-FX-IRAI v0.2
MMM p3 - tdw UI v0.2
Manos Scopes-patch for 16x9
EQuaTool 01.01 by AvM - Medium Clean Style
MMM p4 - Enhance SOUNDS v0.2
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1

Without problems so as said the "issues" is within p5.

btw pedrobas: If I wanted to have the equipment costs back where would I edit?

uekel
02-23-12, 07:17 AM
....

Without problems so as said the "issues" is within p5.

...
Have you tried part5 alone, without the other parts?

pedrobas
02-23-12, 08:44 AM
btw pedrobas: If I wanted to have the equipment costs back where would I edit?
Here you have a patch for that:
http://www.gamefront.com/files/21358883/No_Date___Renown_Cost__Original_the_Beast__rar

pedrobas
02-23-12, 08:51 AM
I have done that, works ok till I try to load the game I saved. This game is made each time I tried a new part. It starts to load, showing a Sub sceen, then drops to desktop.

I have tried this on part four and part three, each time with a same result. Any idea's?

Only part that works with saves is part 3.

Try this:
It has been a challenge to put (mnts+ Harbour Enhancements) together with the other parts, actually i was using Magnus Opus +otrher mods before, and since it was imposible to me to make (mnts+ Harbour Enhancements) to work togher with that is why i decided to do my own mega mod. But obviously there are still some problems. I think, and this is my opinion, that the problem comes when the system CTD, and TDW UI canīt close the files it creates properly. I think this is what is happening to bart ( it also happens to me from time to time because iīm all day long trying different mods and combinations for MMM to improve). The walkaround iīve found is that told by khold:

"to load the "autosave_enter_base" first and then load my save out on missions otherwise you get a CTD", this is working for me too.

Another advise i give is: if trying a new mod with MMM causes CTD. Unenable "all" mods (not only the new one) and reenable them without the new one then : "load the "autosave_enter_base" first and then load my save out on missions"

Sorry but till the moment this is the only solution iīve found.

Kind regards
Pedro
:salute:

It looks like if the game would have to rebuild all databases in the port, previous to load a "savegame".

This is working OK for me

pedrobas
02-23-12, 09:42 AM
It's also the only reason I haven't enabled this otherwise excellent mod yet. I know, I can just NOT buy equipment that wasn't historically available, but I just can't deal with having to consult a spreadsheet in order to find out what I should be allowed to buy every time I upgrade.

In MMMv0.3 there will be the possibility to choose what kind of Equipment Upgrade do you want:

1- With Date & Renown
2- With Date & No Renown
3- No Date & Renown
4- No Date & No Renown

This way you can choose what you prefer. :rock:

Magic1111
02-23-12, 10:15 AM
Holy Smokes!
That is a ton of mods.
I'm sticking with Sober's setup for now, until I get a handle on everything it has to offer.

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

@ pedrobas:

I see what I can do to test reapers UI with v0.2 in the next days, but I can give no promise, because Iīve been very busy at the moment...! ;)

Magic1111
02-23-12, 10:16 AM
In MMMv0.3 there will be the possibility to choose what kind of Equipment Upgrade do you want:

1- With Date & Renown
2- With Date & No Renown
3- No Date & Renown
4- No Date & No Renown

This way you can choose what you prefer. :rock:

Thatīs a really good idea!

Btw, is the new version from mtns in v0.2 included? And when do you plan to release v0.3?

Best regards,
Magic

pedrobas
02-23-12, 10:24 AM
Thatīs a really good idea!

Btw, is the new version from mtns in v0.2 included? And when do you plan to release v0.3?

Best regards,
Magic

Yes the last version of mnts is already included in MMM v0.2 :yeah:
Still havenīt got a date for v0.3, i need more testing. :wah: