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CaptJulius
08-28-13, 08:44 AM
Well Done mate :up:

Santini
08-28-13, 09:48 PM
Don't know if anyone else had this issue, but my sobers fog seemed to be a mod within a mod?

Fifi
08-29-13, 12:24 AM
Don't know if anyone else had this issue, but my sobers fog seemed to be a mod within a mod?

Yes, you have to extract it until you find the right path once installed in JSGME: Sober best ever fog/data etc...
Often with Sober's mods.

Santini
08-29-13, 02:58 AM
oh crud, a bunch of them are like that

Heh

Edit: Yeah, at least 5 of the sober mods weren't installed correctly

whoops

Santini
08-29-13, 06:31 AM
Anyone had an issue with stuck AI escorts?

Had an escort that was just impossible to shake... quit, turned on the map updates, tried again, and saw that even outside his detection range for an hour or so he'd come zooming in to my exact location, like a heat seeking missel.

Even manuvering, from 15km out the escort would change track to run it's itty bitty hydro detection over me.

Got rather pissed after 5 tries, gave my sub a nuclear powerplant, sailed submerged all the way back to port at 7 knots (heh, for 4 days)

Escort followed me the whole way at a 10km distance (never once actually reacquiring me on hydro), then got in a gunfight with the harbor defense and was sunk.

WTF.

... is that IRAI behavior?

volodya61
08-29-13, 06:40 AM
... is that IRAI behavior?

No, that's old stock bug.. maybe some day TDW will fix it too..

Santini
08-29-13, 06:48 AM
Well, at least it is definitely a bug... I was about to throw up from frustration xD

Down to 180 meters, dead quiet, popping up to 30 meters to toss decoy's, etc, nothing at all was working

Fifi
08-29-13, 04:05 PM
Strangely, i had those following escort when first playing, but never saw them again with OHII 2.2...
Only way to get rid of them was to exit/reload...

Santini
08-29-13, 04:42 PM
Strangely, i had those following escort when first playing, but never saw them again with OHII 2.2...
Only way to get rid of them was to exit/reload...

Yeah, this one...

So I saved when I had finally shook him off (or so I thought... 18km distant), then had a crash, and when I loaded, that mother****er would beline right for me from 18km out, even when I was at dead slow and silent running, even if I changed my position etc

It was like he was rubberbanded to me or something

:shifty:

lygens
08-31-13, 10:00 AM
well i bought this game over a 2 years ago, then this game sucks.
Now I can not get away from playing, thx Sober great job:)

Warkry777
08-31-13, 04:12 PM
Hello everyone :)

After a few months i decided to reinstall SOber's list of mod with the new updates on it (thanks for that incredible work!). I started from a fresh installation, followed all the instructions on how to activate the mods in exact order and start a new campaign, but i have a set of weirds things in my game.

- My UI is all messed up, as you can see in the screenshot bellow

http://img13.imageshack.us/img13/4092/2rad.jpg

- My underwater view is all black. Half a second when i look underwater, it's okay , but it quickly fades to complete darkness.

I'm unable to tell where these bugs are coming from. Anybody could help?

Note i didn't do the tweaks on the save games.

THE_MASK
08-31-13, 04:29 PM
Unenable the sobers_realistic_underwater_FX3

Check the New Ui install instructions . Don't eneble the whole thing . Read the readme .

THE_MASK
08-31-13, 06:49 PM
added sobers 1000 01092013 .
Vecko's Type VIIb -battery recharging propulsion fix .
Load the new MEP file and carry on with the current campaign .

Warkry777
09-01-13, 02:18 AM
Unenable the sobers_realistic_underwater_FX3

Check the New Ui install instructions . Don't eneble the whole thing . Read the readme .

Hi Sober,

Thanks for taking time to answer me. The realistic underwater removal indeed solved the problem.

But for the new UI, can you help me a bit morE? I followed exactlmy what you asked to activate, but this mod is such a daunting one i absolutly don't know where to look to solve my problem.

vdr1981
09-01-13, 07:58 AM
Hello Sober, i must say that i'm proud to see my mod in your famous modlist:cool: but i think it's better solution to use Submarine's .sim&.cfg (modified for engine ratio + independent control patches) from Volodya. There are all ready included my two fixes for VIIb (speed drop and reverted engine control fix) together with some other tweaks.

Or maybe you prefer my new revision of Volodoya's Submarine's .sim&.cfg (modified for engine ratio + independent control patches) with further adjusted sub's speeds and draugh ?:doh:

THE_MASK
09-01-13, 03:38 PM
Hello Sober, i must say that i'm proud to see my mod in your famous modlist:cool: but i think it's better solution to use Submarine's .sim&.cfg (modified for engine ratio + independent control patches) (http://Submarine's .sim&.cfg (modified for engine ratio + independent control patches)) from Volodya. There are all ready included my two fixes for VIIb (speed drop and reverted engine control fix) together with some other tweaks.

Or maybe you prefer my new revision of Volodoya's Submarine's .sim&.cfg (modified for engine ratio + independent control patches) with further adjusted sub's speeds and draugh ?:doh:That link doesn't work .

vdr1981
09-01-13, 04:00 PM
That link doesn't work .

http://www.subsim.com/radioroom/showpost.php?p=2105631&postcount=106

volodya61
09-01-13, 04:11 PM
http://www.subsim.com/radioroom/showpost.php?p=2105631&postcount=106

That's previous version..
Here is the latest - http://www.subsim.com/radioroom/showpost.php?p=2107080&postcount=109

THE_MASK
09-03-13, 12:17 AM
sobers 1500 03092013
added
Submarine's .sim&cfg (modified for engine ratio + independent control patches) (latest version)

vanjast
09-03-13, 04:05 PM
Hi Sober.. Not sure whether there's been any problem with this mod, but it's crashing my system bad.
This might just be a OS/system thing, but I've spent the best part of a week (part-time) going through all the mods.

I thought that it might be a memory overrun..etc.
I has 61 mods , and finally, via ellimination, came down to nummer 60, and whammo (60_sobers bad weather deck gun V5 SH5)

I 'back-tracked' 5 mods and tried nummer-60 = CTD at the bunker, as usual.
I left out nummer-60 and all is well in the bunker.

To further the process, i deleted the 'Library' and 'Object' sections of the mod. There was still a CTD on either option.

The CTDs happen as you enter the bunker, consistently.

Anyway.. I'll sail without the mod for the time being.
Thanks for the mods
:up:

THE_MASK
09-03-13, 04:11 PM
Hi Sober.. Not sure whether there's been any problem with this mod, but it's crashing my system bad.
This might just be a OS/system thing, but I've spent the best part of a week (part-time) going through all the mods.

I thought that it might be a memory overrun..etc.
I has 61 mods , and finally, via ellimination, came down to nummer 60, and whammo (60_sobers bad weather deck gun V5 SH5)

I 'back-tracked' 5 mods and tried nummer-60 = CTD at the bunker, as usual.
I left out nummer-60 and all is well in the bunker.

To further the process, i deleted the 'Library' and 'Object' sections of the mod. There was still a CTD on either option.

The CTDs happen as you enter the bunker, consistently.

Anyway.. I'll sail without the mod for the time being.
Thanks for the mods
:up:Not sure why the ctds from this mod . It is one of the best mods for realism . I can use it with no ctds . Oh well , just don't use it .
Are you using the latest mod list sobers 1500 03092013 ?
Try downloading the mod again . Maybe it got corrupted .

vanjast
09-03-13, 04:33 PM
Are you using the latest mod list sobers 1500 03092013 ?

Is there a direct link..
as i recently downloaded the 'latest' just to make sure, but same result....

It's probably a 'system' thing ..
- I've installed the game as a User (I only use my admin for 'admin')
- Installed the game outside the system folders (eg C:\Games\sh5 )

Not a problem.. but I'll work on it.. between patrol
:arrgh!:

THE_MASK
09-03-13, 04:49 PM
Is there a direct link..
as i recently downloaded the 'latest' just to make sure, but same result....

It's probably a 'system' thing ..
- I've installed the game as a User (I only use my admin for 'admin')
- Installed the game outside the system folders (eg C:\Games\sh5 )

Not a problem.. but I'll work on it.. between patrol
:arrgh!:Enable the mod after your first save , see if that works .

Skardiez
09-05-13, 08:18 AM
hello sober. can you tell me where I can find the MFCMCCDlite.

Chigley
09-05-13, 03:47 PM
Are you guys renaming files before adding them to your mem files; as against using the download titles.

e.g, download title: IRAI_0_0_39_ByTheDarkWraith_Patch_1
this unzips to : IRAI_0_0_39_ByTheDarkWraith (the same title as the main mod) yet the mem file lists: IRAI_0_0_39_ByTheDarkWraith_Patch_1

are you renaming the unzipped file to: ........ _Patch_1 before adding it to the SH5/Mods list and then using the renamed file in the mem file?

Fifi
09-05-13, 08:24 PM
Are you guys renaming files before adding them to your mem files; as against using the download titles.

e.g, download title: IRAI_0_0_39_ByTheDarkWraith_Patch_1
this unzips to : IRAI_0_0_39_ByTheDarkWraith (the same title as the main mod) yet the mem file lists: IRAI_0_0_39_ByTheDarkWraith_Patch_1

are you renaming the unzipped file to: ........ _Patch_1 before adding it to the SH5/Mods list and then using the renamed file in the mem file?

Yes, you have to rename this one, because it has same name as main IRAI mod :up:

Luken
09-06-13, 12:01 PM
Just a little question. Why "sobers see thru wake fix" disappeared from the list? I thought It was fixed somewhere else, but I can still see this bug unfortunately. :hmmm:

gap
09-06-13, 06:19 PM
Just a little question. Why "sobers see thru wake fix" disappeared from the list? I thought It was fixed somewhere else, but I can still see this bug unfortunately. :hmmm:

On some systems, and especially with NVidia gfx cards, it tends to give artifacts. :yep:

THE_MASK
09-06-13, 11:58 PM
On some systems, and especially with NVidia gfx cards, it tends to give artifacts. :yep:What is needed is a proper fix .

Fifi
09-07-13, 12:13 AM
:agree:

plj
09-12-13, 12:47 PM
o/


Let me start with thanking you for providing the what seems to be awesome collection of mods to make silent hunter the game I had hoped it to be. Much appreciated!
I've downloaded the all-in-one collection from a link provided to me in chat, and have been collecting missing mods/renaming slightly different named mods in my MODS folder (the one for Generic Mod Enabler)

I managed to get stuff cleared when I load your MEP file, except for 2 mods:

MFCMCCDLite => no link in your download list, cant find it ? Is this still needed ? Or is it replaced and is this MEP listing in there while it shouldnt ?
RPM Hydrophone v2.2.1 => is the replacement mod for the download link you provided to RPM Hydrophone merchants 2.1 -for OHII full v2.2- .. can I use that one ?

Otherwise I think I managed to work around stuff that changed compared to your guide, but I feel hesitant to make a call on something I have no knowledge about and possibly having to redo it :oops:

I get the feeling I'm not using the correct all-in-one download compared to the MEP file ... I'm using:

Sober_all_n_one28082013.rar
sobers 1500 03092013.7z

..the dates dont match.. but for some reason I dont have access to the bonus area, altho I did donate .. send a PM over that. But in the mean time .. would I do wise to abort my attempt at mixing and matching using manual downloads of mods not matching the MEP file or is the worst that could happen a CTD after which I can unload all mods to remedy the situation ?

I rather not uninstall/reinstall the game again :p


Any help would be appreciated! :)

adrians69
09-13-13, 05:27 PM
I would like to thank both you, and all the other modders who made all the mods for this game. It would not be the same without you!! Thanks for the Mega Mod list, it made it so much easier to get together a stable collection of mods, especially as there are so many out there, it's hard to know which ones to use.

Great work and thanks to modders everywhere!! :subsim:

adrians69
09-13-13, 05:31 PM
o/


Let me start with thanking you for providing the what seems to be awesome collection of mods to make silent hunter the game I had hoped it to be. Much appreciated!
I've downloaded the all-in-one collection from a link provided to me in chat, and have been collecting missing mods/renaming slightly different named mods in my MODS folder (the one for Generic Mod Enabler)

I managed to get stuff cleared when I load your MEP file, except for 2 mods:

MFCMCCDLite => no link in your download list, cant find it ? Is this still needed ? Or is it replaced and is this MEP listing in there while it shouldnt ?
RPM Hydrophone v2.2.1 => is the replacement mod for the download link you provided to RPM Hydrophone merchants 2.1 -for OHII full v2.2- .. can I use that one ?

Otherwise I think I managed to work around stuff that changed compared to your guide, but I feel hesitant to make a call on something I have no knowledge about and possibly having to redo it :oops:

I get the feeling I'm not using the correct all-in-one download compared to the MEP file ... I'm using:

Sober_all_n_one28082013.rar
sobers 1500 03092013.7z

..the dates dont match.. but for some reason I dont have access to the bonus area, altho I did donate .. send a PM over that. But in the mean time .. would I do wise to abort my attempt at mixing and matching using manual downloads of mods not matching the MEP file or is the worst that could happen a CTD after which I can unload all mods to remedy the situation ?

I rather not uninstall/reinstall the game again :p


Any help would be appreciated! :)

You can use this mod: MCCD_1.04_MFCM_1.2.1_compatible (here) https://docs.google.com/file/d/0B1LmxY4Vx1fBQWtQaEhTZVhJN3M/edit instead of the lite version and yes the RPM Hydrophone 2.2.1 mod works perfectly too!!

plj
09-14-13, 07:41 AM
You can use this mod: MCCD_1.04_MFCM_1.2.1_compatible (here) https://docs.google.com/file/d/0B1LmxY4Vx1fBQWtQaEhTZVhJN3M/edit instead of the lite version and yes the RPM Hydrophone 2.2.1 mod works perfectly too!!

Yay .. used an older snapshot of Sober's list .. and the new MEP file .. gave me some issues.

When finaly done, it started complaining about the exe patcher which I installed as mod .. copied some more stuff over, tried again .. and yay .. I'm lost on the navmap :salute:

plj
09-14-13, 08:33 AM
Have you tried ADM. FIFI's mod list in the quote post just above yours in this thread. It's strait-forward, in proper order, and designed for newbys or complete computer disfunctionals like myself. and he responds to all questions. Start there; have fun; THEN get adventurous and experimental as you dog-paddle in the subsim mod soup!:arrgh!:
I'm not sure what you mean by ADM ?

Sober's modpack is the first I tried .. cuz it seems to be what I wanted, without me having to iron out issues that I know nothing about :p

There is an issue with my member area access tho, therefore I cant get the up-to-date all-in-one and I'm using the previous .. possibly giving bugged behaviour, but I got it to work, including the .exe patcher.

LMD
09-15-13, 04:08 AM
Hey, sober!

Noticed you have broken D/L link to SteelViking's Interior Mod V1.2.2 Patch - it leads to nowhere.

Hope it helps:up:

THE_MASK
09-15-13, 07:58 PM
I cannot access SH5 after changing my uplay password .

Fifi
09-16-13, 02:20 AM
I'm not sure what you mean by ADM ?


I think he meant Admiral Fifi :haha::up:

THE_MASK
09-19-13, 01:16 AM
sobers 1500 19092013
added R.S.D. - Reworked Submarine Damage v2 by vdr1981
Start a new campaign
Start a new campaign
Start a new campaign

gap
09-19-13, 04:25 AM
I cannot access SH5 after changing my uplay password .

Have you solved? :hmm2:

THE_MASK
09-19-13, 05:10 AM
Have you solved? :hmm2:Yeah , I just back to my older name/password .

blkdimnd
09-19-13, 10:32 AM
sobers 1500 19092013
added R.S.D. - Reworked Submarine Damage v2 by vdr1981
Start a new campaign
Start a new campaign
Start a new campaign

SO...
Do I need to start a new campaign??:D:D:D

gap
09-19-13, 10:39 AM
SO...
Do I need to start a new campaign??:D:D:D

Better asking sober first :03:

SnipersHunter
09-19-13, 10:58 AM
Hello Sober just a little question why you dont use the No magic skills mod?

THE_MASK
09-19-13, 03:10 PM
Hello Sober just a little question why you dont use the No magic skills mod?Reworked Morale and Abilities v.1.1

plj
09-19-13, 04:15 PM
Heya,


Thanks again for this wonderfull compilation that is saving me months to sort through all available mods. You :rock:


I run into a few issues tho, prolly PEBKAC, but I cant figure out what I'm doing wrong.

- My TAI is borked. I play at full realism + free camera to check what that torp is doing as I'm still learning how to fire those well. My nav officers possition updates dont show on the TAI. I need to plot courses and attacks on the navmap, or use the TAI as a blank piece of paper, and not bother with where exactly I am .. which is fine as we are working with relative positions .. but still .. any obvious things I could be doing wrong ?

- My nav map does not show these nice colored pencils and tools in the corner .. just the regular normal nav map. Same question here: something obvious I'm missing ?

- If I teleport around I sometimes find myself unable to release camera control from the attack scope, leaving me unable to get a range ? I need to press Esc. and then I find myself on the observation deck instead of next to my attack scope :hmmm: If I then walk over to the attack scope, things go back to normal .. if I teleport there again, repeat...

- The game really dislikes friendly fire ... it rewards it with a total lockup. Got this twice now. Once while taking shots at harbor cruisers while exiting port, the other while finaly thinking I had a contact ... a destroyer even ... lined it up at well over 2km ... badaboom! ... closing in with the camera to see this odd black pattern on what should be a Polish flag ... oops :oops:
When I went into the screen where it tells you your mission and mission tonnage and such, game freeze. Is this normal and do I deserve this for sinking German destroyers ?

- My non working TAI makes the hydrophone kinda useless, or do I need to learn how a hydrophone works before I make an ass out of myself with this one ? I guess I coul manually plot stuff ... and if I manually mark the position my nav officer gives me it shows on TAI, but it's kinda clumsy ... (sortof adapting to it's user it seems)


So yeah .. got my first full realism kill ... only downside was it had the wrong flag :p .. shouldnt be there near a polish harbour anyway :p

THE_MASK
09-19-13, 04:23 PM
I have my TAI disabled with the options editor .
MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith\data\Applica tions\OptionsFileEditorViewer
I noticed the stuck camera control and its annoying . Dont teleport and see if that helps .
What computer specs ?
Make sure the war has started before sinking anything . Never sink a friendly or ctd .

vdr1981
09-19-13, 05:07 PM
/3305/b0g3.jpg[/IMG][/CENTER]

V3 Modifications:
- Added destructible radio antenna
- Fixed/added radio room/aft compartment flooding effect
- Adjusted DC damage values, destroyers taking significantly less damage then before yet depth charges are very dangerous. (i should do this before but somehow i uploaded wrong file, sry)
*No need for new campaign, although install in port is recommended...



Sober, V3 is updated...I missed few things with V2...Sry abouth that.

THE_MASK
09-19-13, 05:17 PM
Sober, V3 is updated...I missed few things with V2...Sry abouth that.This is an awesome mod , make as many versions as you need :up:
added sobers 0900 20092013
R.S.D. - Reworked Submarine Damage v3 by vdr1981
Start a new career

plj
09-19-13, 05:27 PM
Intel Core2 Quad 2.4GHz
ATI Radeon HD 4800 (512 MB)
6 GB RAM
64b Win7

------------------

TAI is essentialy useless on full realism ?

Those colored markers .. and the protractor and ruler stuff on the map, where does that come from ?

Thanx for your time!

THE_MASK
09-19-13, 05:29 PM
Intel Core2 Quad 2.4GHz
ATI Radeon HD 4800 (512 MB)
6 GB RAM
64b Win7

------------------

TAI is essentialy useless on full realism ?

Those colored markers .. and the protractor and ruler stuff on the map, where does that come from ?

Thanx for your time!Post a picture please .

plj
09-19-13, 05:43 PM
I'm not sure what you want me to capture ?

I see, on screenshots you guys post when explaining stuff to n00bs like me, that you guys have a navmap with colored pencils, and the other tools used for plotting in usualy the upper or lower left corner.

I figured someone modded in colored markers and a nicer way to get to the tools .. am I mistaken ?


As for the TAI ... given that it only 'holds' data that I draw on it myself, and not (for instance) the positions the nav officer calls out when I ask him, and you disable it yourself, does that equate to: it's useless on full realism, dont use it ?


I'm not sure how I can post a screenshot of either situation :p

THE_MASK
09-19-13, 07:05 PM
I'm not sure what you want me to capture ?

I see, on screenshots you guys post when explaining stuff to n00bs like me, that you guys have a navmap with colored pencils, and the other tools used for plotting in usualy the upper or lower left corner.

I figured someone modded in colored markers and a nicer way to get to the tools .. am I mistaken ?


As for the TAI ... given that it only 'holds' data that I draw on it myself, and not (for instance) the positions the nav officer calls out when I ask him, and you disable it yourself, does that equate to: it's useless on full realism, dont use it ?


I'm not sure how I can post a screenshot of either situation :pMap tools
http://www.subsim.com/radioroom/showthread.php?t=174841
and there is a setting in the options editor viewer you must set to True
MODS\NewUIs_TDC_7_*_*_ByTheDarkWraith\data\Applica tions\OptionsFileEditorViewer if you want the smaller tools afaik .

plj
09-20-13, 02:39 AM
Thanks man, that was it :) There are so many options to set if you start out with your community modpack, it's easy to get lost in them :D

Now all I need to do is get my wife and kids to go on a short holliday without me, so I can win the war :p

THE_MASK
09-20-13, 03:03 AM
Intel Core2 Quad 2.4GHz
ATI Radeon HD 4800 (512 MB)
6 GB RAM
64b Win7

------------------

TAI is essentialy useless on full realism ?

Those colored markers .. and the protractor and ruler stuff on the map, where does that come from ?

Thanx for your time!At least 3gig cpu would be better with all the mods . Not sure how that video card would go being only 512mb .

plj
09-20-13, 03:27 AM
If I put shadows on about half, and antialiassing too, rest maxed, works fine ;)

It scores 7.2 on the windows system performance index (the system) :p

Jaskor88
09-20-13, 06:11 AM
Hey Sober, just a little thing on your list.

"Speech fixes and additions (english version)" <- Shouldn't this be German Version if "Warfox deck crew always whispering SH5 German Version" is also or vice versa? :)

THE_MASK
09-20-13, 04:04 PM
Hey Sober, just a little thing on your list.

"Speech fixes and additions (english version)" <- Shouldn't this be German Version if "Warfox deck crew always whispering SH5 German Version" is also or vice versa? :)I will look into it , thanks Jaskor88 .

THE_MASK
09-20-13, 04:05 PM
Started a new career with the new mod list . Started the game with no problems . No ctds playing the atlantic gap atm .

THE_MASK
09-20-13, 08:17 PM
sobers DOF V6 SH5
is now called
sobers Realistic contrast V6 SH5

Just download the mod and load the latest MEP file . Install anytime and carry on with the current patrol if you are just changing this 1 file .

THE_MASK
09-20-13, 08:51 PM
I will be now known as fruitcake .

blkdimnd
09-20-13, 09:11 PM
O_o

Something fishing is going on here...

THE_MASK
09-21-13, 12:37 AM
O_o

Something fishing is going on here...Nothing fishy at all . I just like to start my profile anew occasionally . I was someone else before I was sober .

plj
09-21-13, 03:01 AM
I was someone else before I was sober .

I feel you man .. it's terrible what withdrawal can do to a man. I'm glad you finally gave up on being sober :D


:Kaleun_Cheers:

Trevally.
09-21-13, 03:10 AM
I will be now known as fruitcake .

O_o

Something fishing is going on here...

Nothing fishy at all . I just like to start my profile anew occasionally . I was someone else before I was sober .

:hmmm:

http://img202.imageshack.us/img202/2553/0j60.jpg

gap
09-21-13, 04:11 AM
I will be now known as fruitcake .

O_o

Something fishing is going on here...

fruitcake? :huh:

imo fits better an housewives forum, but if you are happy we are happy :D

P.S: what do you think about "fruitcake's mod salad"? Or rather "fruitcakes mega pie"? :hmmm:


http://img202.imageshack.us/img202/2553/0j60.jpg

:rotfl2:

THE_MASK
09-21-13, 04:47 AM
fruitcake? :huh:

imo fits better an housewives forum, but if you are happy we are happy :D

P.S: what do you think about "fruitcake's mod salad"? Or rather "fruitcakes mega pie"? :hmmm:



:rotfl2:Von fruitcake then :yep:

gap
09-21-13, 05:18 AM
Von fruitcake then :yep:

Von Fruitcake is surely better. Sounds like a WWI ace :03:

SnipersHunter
09-21-13, 10:40 AM
Hello sober your R.E.M is outdatet. Newest version is 1.2.7:arrgh!:

Jaskor88
09-21-13, 10:50 AM
Now you guys are just being mean :D

vdr1981
09-22-13, 06:41 AM
V4 Modifications:
- Added destructible Radars and RWR antennas
- Revised HP and armor settings for some equipment
- Overall submarine strengths set to 1000HP, this way max dive depth of the submarine will be more effected by amount of damage.
- Overall 750HP for Type VIIc . This is because the game tends to CTD after large amount of damage is taken with VIIc. This probably wont be solved until TDW is back so don't waith those destroyers on surface...(like you have other choice...:D)



v4 updated...No need for new campaign if you already use v3. Please, report all problems there... http://www.subsim.com/radioroom/showthread.php?t=207093
Cheers!

THE_MASK
09-22-13, 03:02 PM
v4 updated...No need for new campaign if you already use v3. Please, report all problems there... http://www.subsim.com/radioroom/showthread.php?t=207093
Cheers!
added R.S.D. - Reworked Submarine Damage v4 by vdr1981
replaces version 3

Hotjoe
09-22-13, 07:22 PM
Are all the mods in the list compatible with one another?

THE_MASK
09-22-13, 10:04 PM
Are all the mods in the list compatible with one another?yes

CJMBC
09-23-13, 09:48 AM
hello all, ive recently installed the modlist after returning to SH from quite a break... for some reason my UI's keep minimising, when i mouse over them they re-appear, and im almost certain this never used to happen before (12 ish months ago) .. is this a new feature? can it be disabled? or is it a mod on this list that i have installed - if so which one?

Thanks - and also thanks for all the great mods that are included here.

Cheers

CJ :salute:

Jaskor88
09-23-13, 10:16 AM
Hey CJMBC it indeed is a feature that can be disabled with OptionsFileEditorViewer.

CJMBC
09-23-13, 10:21 AM
Thanks very Much Jaskor!! :up:

plj
09-23-13, 04:11 PM
Small_trees_SH5_V1
http://www.subsim.com/radioroom/down...o=file&id=3871 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3871)

That one is listed twice .. my guess is that the 2nd listing is where it should be ?

gap
09-23-13, 05:46 PM
Small_trees_SH5_V1
http://www.subsim.com/radioroom/down...o=file&id=3871 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3871)

That one is listed twice .. my guess is that the 2nd listing is where it should be ?


You can enable it anywhere after Dynamic Environment main mod :up:

THE_MASK
09-23-13, 07:32 PM
Small_trees_SH5_V1
http://www.subsim.com/radioroom/down...o=file&id=3871 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3871)

That one is listed twice .. my guess is that the 2nd listing is where it should be ?
Fixed . Use the MEP file order :yep:

plj
09-24-13, 02:31 AM
Thanx :) I'm not sure why, but that's how it's in my current MEP file :p

It took me about 5 hours te set up. In that time I copied the needed mods from your all-N-one download to a temp dir, added to that the mods that where not in your download, changed versions where applicable.

I noticed that the latest MEP file and the download list for mods are not containing the same entries. This WILL confuse the feces out of people who do not have computer experience.

Once my MEP file contained all mods in my temp folder, and my temp folder only the mods in the list, and after checking that result against the download list, I'm quite sure I now have only the needed mods. I changed the german voice stuff to english where applicable and I removed the realistic underwater stuff .. as that translates to: paint it black. Additionally, I added all of Trevalli's maps.

My current, in-order, mod-list is this, and this SHOULD be the correct content for the MEP file you use when you enable this package.

Could someone verify that this list does not contain any obvious errors ?

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
silentmichal's interior mod 1.2.3
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
Expanded Navies by Cybermat47 v.1.0.01
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
RPM Hydrophone v2.2.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
I enabled the mod, SH5 starts .. no CTD's, everything seems to work .. except that I do not get mapobjects on my map for stuff like the ruler and pencils and protractor. I did enable it with the optionfileeditor, with mod disabled.


Did I miss anything obvious or is this looking like it should ? Any recommendations ?


Thanx in advance again!

THE_MASK
09-24-13, 03:11 AM
Not sure what you mean . You just click on Tasks/Load mod profile with the mod enabler (jsgme) . Click on the MEP file and your computer auto loads all the mods or tells you which ones are missing .

plj
09-24-13, 03:54 AM
I did that. I'm just wondering if I did it correct, as the mep file you provide does not match up to the download links which in turn does not match up to the list above that in post #1 of this thread.

So what I ended up doing is using the list in #1, downloading missing mods, comparing downloads to downloads list you provide, and finally checking that against the mep file. I ended up removing a few mods that where in the mep file but not in the download list, getting a few new versions and altering the mep file quite a bit.

The game runs .. from what I tested without errors .. no nasty CTD's or anything .. it's just that after a week of installing/uninstalling/tinkering, I'd like to start a campaing on a stable game :p

So the question is: is this list complete and in correct order or did I mess up somewhere ?

THE_MASK
09-24-13, 03:58 AM
I did that. I'm just wondering if I did it correct, as the mep file you provide does not match up to the download links which in turn does not match up to the list above that in post #1 of this thread.

So what I ended up doing is using the list in #1, downloading missing mods, comparing downloads to downloads list you provide, and finally checking that against the mep file. I ended up removing a few mods that where in the mep file but not in the download list, getting a few new versions and altering the mep file quite a bit.

The game runs .. from what I tested without errors .. no nasty CTD's or anything .. it's just that after a week of installing/uninstalling/tinkering, I'd like to start a campaing on a stable game :p

So the question is: is this list complete and in correct order or did I mess up somewhere ?Looks ok , what computer specs ?

plj
09-24-13, 04:02 AM
2.7Ghz quad core with 6gb memory and an ATI Radeon HD 4800 Series.

System scores 7.2 on the windows performance index, if I dont count my HD 'speed' which drags it down to a low 6, but that should only be noticable in loading times.

I'm running on full graphical settings with the exception of AA, which I have at 0.

THE_MASK
09-24-13, 04:20 AM
2.7Ghz quad core with 6gb memory and an ATI Radeon HD 4800 Series.

System scores 7.2 on the windows performance index, if I dont count my HD 'speed' which drags it down to a low 6, but that should only be noticable in loading times.

I'm running on full graphical settings with the exception of AA, which I have at 0.Is it windows 7 64 bit ?

plj
09-24-13, 04:23 AM
Yeah, utltimate.

THE_MASK
09-24-13, 04:43 AM
Yeah, utltimate.Disable areo to free up some resources . Right click the desktop and choose Personalise and choose windows 7 basic .

plj
09-24-13, 05:06 AM
I still have about 1,5 Gb free memory and the game runs lag free. If I would turn on AA, my video card would melt as it only has 512Mb memory.
All other graphic options are on max. I should invest a bit in a new used videocard :p

Thanx for all the help man, much appreciated!



And again: only subsim and the mods you guys made make this game worth the money, huge thank you for that!

THE_MASK
09-24-13, 05:39 AM
I still have about 1,5 Gb free memory and the game runs lag free. If I would turn on AA, my video card would melt as it only has 512Mb memory.
All other graphic options are on max. I should invest a bit in a new used videocard :p

Thanx for all the help man, much appreciated!



And again: only subsim and the mods you guys made make this game worth the money, huge thank you for that!It is the best game for old timers :haha:

plj
09-24-13, 06:13 AM
It is the best game for old timers :haha:
... but .... :Kaleun_Crying:.... I'm only 36 ....
Ah .. who am I kidding ... might as well concede I'm getting old :shifty:



I like X3:TC too .. steap learning curve, but the best space sandbox I've seen except for EVE Online. The way it's set up makes you able to play it as a market game, a transport sim, a combat shooter or a RTS. Very slow as well and no instant gratification.

I dont think it's us being oldtimers tho, I think it's 'them' being pampered too much by their parents, not learning how to take care of themselves and thinking it's normal that you shout at people when you want something done.

If we where lucky, we got the money for a computer from our parents. Internet did not excist. If you needed help, there was a library and later BBS' .. if you had money for phone ticks or knew how to hack the system. If you did not make evident that you tried the basics and informed yourself to the best of your abilities, people would laugh at you or simply ignore you.

Because of this we also liked a challenge in our games and expected hard work to be needed when you later went to Ultima Online and needed a sword .. resulting in hours of frustration before you finally made it out of a mine in one piece with enough of the required ore, only to find that your melting skills where non-existant .. forcing you to work those up to a decent level as well before, after a week of you going crazy, you finally get it and manage to get that sword .. but by that time you turned miner and had no need for it anymore :p

I'll stop polluting your topic tho :D

plj
09-24-13, 06:23 AM
On a more serious note: since a lot of people seem to want to install the sober list of mods .. would it help if I uploaded my .mep and .zip of my MODS folder ? I have no other mods in there, and configured for full realism .. might be a good upgrade or alternative to the current all_in_one which is kinda outdated and contains quite a few extra mods not discussed in this topic ?

THE_MASK
09-24-13, 06:30 AM
On a more serious note: since a lot of people seem to want to install the sober list of mods .. would it help if I uploaded my .mep and .zip of my MODS folder ? I have no other mods in there, and configured for full realism .. might be a good upgrade or alternative to the current all_in_one which is kinda outdated and contains quite a few extra mods not discussed in this topic ?Just start a new thread , plj full realism mod list or something like that . Its good to have a choice and my mod list is just a basic list that i like playing . Computers werent around until i was married , so i was lucky to have no computers . Just mates , and a big patch of scrub over the road to play in . I wouldnt mind going back to way of living actually . Come to think of it thats why i enjoy basic camping in the sticks . No TV or phone or internet .

plj
09-24-13, 10:24 AM
What I'll do is create a semi-self installing package with detailed instructions and call it something like 'dummy proof sober's all-in-one <date>', provided that Neal supports that and would host it in the bonus area .. I'm not going to take away one of the reasons people donate..

volodya61
09-24-13, 11:07 AM
What I'll do is create a semi-self installing package with detailed instructions and call it something like 'dummy proof sober's all-in-one <date>', provided that Neal supports that and would host it in the bonus area .. I'm not going to take away one of the reasons people donate..

IIRC similar package was uploaded by Sjizzle to the bonus section two or three weeks ago.. do you think already new one needed?

plj
09-24-13, 11:37 AM
IIRC similar package was uploaded by Sjizzle to the bonus section two or three weeks ago.. do you think already new one needed?
I dunno .. I can't find it ? I've been bussy for the last week downloading, reading and connecting dots, and I did not encounter it ?

Sober's howto took me 5 hours to complete from game install to working snorkel. A lot of that was downloading/updating/reading up on options and then getting a list of mods and a mep file to line up, even after I started with his 2 month old all-in-one file.

If I could have saved the time it took me, please dont tell me :rotfl2:


Edit: Sjizzle's list is the one with the Magui interface .. sober's list uses te NEWUI interface. I have looked at Sjizzle's list, thought about it, asked about it, and decided to go with NEWUI's .. the issue is that sober's base zip, his mep file, and the first post in this topic, dont match. Mods have been added to the zip that cannot be found in this topic, te mep file contains mods that aint anywhere, and mods that are listed in the download are not at all or with previous version in the zip file. This makes for a very tedious installation proces, and not the probably intended 'unzip, click a minute, done' package it was when it was released. I cant help you guys turn out mods so fast ...

volodya61
09-24-13, 11:56 AM
...Edit: Sjizzle's list is the one with the Magui interface .. sober's list uses te NEWUI interface. I have looked at Sjizzle's list, thought about it, asked about it, and decided to go with NEWUI's .. the issue is that sober's base zip, his mep file, and the first post in this topic, dont match. Mods have been added to the zip that cannot be found in this topic, te mep file contains mods that aint anywhere, and mods that are listed in the download are not at all or with previous version in the zip file. This makes for a very tedious installation proces, and not the probably intended 'unzip, click a minute, done' package it was when it was released. I cant help you guys turn out mods so fast ...

I don't understand what are you talking about.. Sjizzle's list.. sober's list..
What is this in your opinion? - http://www.subsim.com/radioroom/downloads.php?do=file&id=3893

Mikemike47
09-24-13, 11:59 AM
I did enable it with the optionfileeditor, with mod disabled.

Did I miss anything obvious or is this looking like it should ? Any recommendations ?

Optionfileeditor (and viewer) is only for changing options within New UIs for TDC.

Sjizzle
09-24-13, 12:13 PM
What I'll do is create a semi-self installing package with detailed instructions and call it something like 'dummy proof sober's all-in-one <date>', provided that Neal supports that and would host it in the bonus area .. I'm not going to take away one of the reasons people donate..

there is one made by me as volodya said...

plj
09-24-13, 12:29 PM
I don't understand what are you talking about.. Sjizzle's list.. sober's list..
What is this in your opinion? - http://www.subsim.com/radioroom/downloads.php?do=file&id=3893
... a redirection to the 'become a donator' once I click 'download' ..

But yeah, after looking at the other download location, that's the one I started with .. the one containting mods that are neither in the download list nor in the mep .. the one not containing stuff that's in the download list, but not in the mep .. the one containing stuff that is in the mep, but not the download.. the one containing a few outdated mods ... and the one it took me 5 hours to check and adapt to reflect the list in post 1 ..

Dont get me wrong .. it helped me heaps .. but it also caused quite a few headaches thinking it was all from one source ... I expected the mep file that is made avalable by sober, the mod package, and this 1st post, to reflect the same situation. It doesnt. So instead of 'unzip - click for a minute - play sh5 modded', it's quite a long proces of checking lists against eachother, downloading, reading up on new versions, etc.

I had to start over once .. and I'm not counting the time lost there, as I write that off as learning curve .. but I'm system engeneer .. your average player will not manage .. as recent topics suggested.

Sjizzle
09-24-13, 12:59 PM
m8 that mod pack was tested by me before upload that was 2-3 weeks ago in that pack it is exactly sober mod list wich was 2-3 weeks ago and some other mods.

PS. pls don't hijack sober thread if u wanna talk about that pack it is a thread where we can talk about that thx

Mikemike47
09-24-13, 01:29 PM
I expected the mep file that is made avalable by sober, the mod package, and this 1st post, to reflect the same situation. It doesnt.
Wrong presumption to make.

Mod package as in "Sober Silent Hunter 5 Mega Mod". Did you see the name of the authors for the download package? Not the same as what is in " [INF] sobers mega mod " as far as the author(s) goes? It does not mean that sober it taking care of both threads.

We're does it say that we will continuously update it? Mods get updated frequently, by month, week or day. Want to volunteer to update mod lists or mep file, etc.?

We all are volunteers, and have lives, too. Most of the veterans keep readdressing same issues over mods since some, not all, modders do not take the time to read the appropriate documentation.

If you give some time to try mods by yourself by reading the support documentation, and still need help. We will gladly help out.

plj
09-24-13, 02:04 PM
I realize I'm err-ing because of assumptions. I am not trying to hijack any threat.

In the first post there is a reference to both a download to a .mep file, dated 19092013 AND the megamod pack. It's not verry irrational to assume they go together if you have no knowledge in SH modding prior to finding this site.

If I take that .mep, the content of the megamod pack, and the first post, it does not match up. I know it was current 2-3 weeks ago, as I signed up at that moment and watched it being released.

I am in no way trying to mouth off here .. I just concluded that if it takes me quite a lot of time and digging, even tho you guys provide excellent topics to help a n00b like me, it must be off-putting to others.

I witnessed a few topics where people show their frustration and direct it, in error, to the moderators .. but I can understand their frustration somewhat.

Since I absolutely love what you guys did to the game, I thought I'd give back by providing an again current zip of the list in the first post of this topic with a matching .mep file and dummy proofing it. And personally, since I cant mod if my life depended on it, I dont mind updating that every month or so.

Mikemike47: I'm not sure how you got my offer as a complaint about complexity .. I have had wonderull and to the point advice over the last 2 weeks and have the list up and running now .. without errors.


I think I've said what needed to be added to this .. I'll leave it at that too.

SnipersHunter
09-25-13, 10:12 AM
Hey sober can i activate your bad weather deck gun mod on patrol or must i be in port?

Sjizzle
09-25-13, 10:29 AM
Hey sober can i activate your bad weather deck gun mod on patrol or must i be in port?


u must enable it it bunker ... and is better if u enable all mods when u are in bunker

SnipersHunter
09-25-13, 10:45 AM
Okay but i dont have to start a new campaign for this mod, right?

Sjizzle
09-25-13, 01:24 PM
yup u must start a new campaign ...

THE_MASK
09-26-13, 02:59 PM
Okay but i dont have to start a new campaign for this mod, right?Just type in silentotto on the campaign selection screen . You will have a green crew with no upgrades though . I wouldn't recommend it .

binzy62
09-30-13, 12:26 PM
Hi Sober can this mep 28082013 be found anywhere or do i have to find the missing mods with the newer mep file 23092013 ? Cheers

plj
10-01-13, 01:19 AM
You'd do best to search the mods to fit the mep. Simplest way to do that is to get the megapack, copy over the stuff that's still up to date to a seperate folder, add the updated packages, update .mep, install mods.

So: DONT try to get the outdated packages .. it's pointless and you wont succeed (trust me).

I've recently (a week ago) done the same as you are trying now .. and ended up with this .mep

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1

However, this list gives me CTD's when I try to silentotto my way to Mare Nostrum.

mikemike47 recently posted his list for debug purpose .. and it seemed to me to be a spinn-off of sober's list .. so I adapted that for real navigation and realism (as far as my knowledge (limited) goes) and ended up with this hybrid that does NOT give me CTD's when trying to silentotto Mare Nostrum and so far seems to work correct, except that my weapons officer seems to be unable to identify ships now.. something I do myself anyway.

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
U-Boat Watch Crew Routine SFX
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1

There is no way around getting up to date mods .. there's no mod history unless you download every release yourself :p

vdr1981
10-01-13, 09:28 AM
V5 Modifications:
- Hydrophone will now take damage and this will effect player ability to use it. At this stage, only KDB9 will be completely destructible.
- Reworked damage menu, added new slots for KDB hyd. receivers, rudders, propellers and various antennas.
- Damage levels for most of the equipment will now be property shown and calculated in damage menu, except for some flak guns, depending on which upgrade pack you have on board...Yet, they will still take damage...
- Added slots for every individual compartment which will show current state of the pressure hull (flooding intensity).
- Correct German names for equipment in damage menu! Don't panic, technical description is still in English...:)
- Added textures from awesome Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod which will much better suit with reworked damage menu.
- Introduced new damage description for engines and batteries, with level of 10%, in the attempt to simulate unrepairable levels of damage .
- Save bug somewhat subdued by linking external equipment with their internal stations (radars,hydrophones)
- Added collision spheres for external equipment(antennas, prop.,rudders, planes), this should contribute better damage calculation...
New campaign is needed.



Compatibility:
This mod uses files from and it's fully compatible with folowing mods (in this particular order) :
- Equipment_Upgrades_Fix_v1_4_byTheBeast
- Equipment_Upgrades_Fix_v1_4_Patch_1
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
- Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober

- SH5 Longer Repairs v.1

- FX_Update_0_0_22_ByTheDarkWraith

- IRAI_0_0_39

- OPEN HORIZONS II_full v2.2

I will do my best to maintain compatibility with newer versions of this mods.


Installation:
- JSGME ready, use some of the currently active mod mod lists as reference (Sober, Fifi , Shyzle) and install mod after previously mentioned mods, try to maintain order from above. Do not overwrite any R.S.D. file with some other mod, every file is crucial.

Please, report any problems to R.S.D. main thread...

EDIT:
Do not start new campaign with v5...I must check some files again...

EDIT 2:
Now should be OK, v5.1 is up ! :)

Husksubsky
10-03-13, 08:35 AM
I m doing full reinstall and trouble doesn t wait.Where is The newest TDC UI s? I can only find 7.4.2

LMD
10-03-13, 10:34 AM
I m doing full reinstall and trouble doesn t wait.Where is The newest TDC UI s? I can only find 7.4.2

Download link is in this post http://www.subsim.com/radioroom/showpost.php?p=2099328&postcount=10655

Husksubsky
10-03-13, 12:12 PM
Thx alot . Its 19 00 now in 12 hours I still sit here and scratch my head..wasn t there some manual changes we had to so in zones.cfg for some damage control things awwww I don t remember.

Husksubsky
10-03-13, 08:13 PM
I noticed OH 2.2 uses zones.cfg from FX update 0.0.21 but it seem that has been changed in version 0.0.22. OH 2.2 is after fx update in the list. Do I put the zones.cfg fro fx update unto OH 2.2?:hmmm:

gap
10-03-13, 08:19 PM
I noticed OH 2.2 uses zones.cfg from FX update 0.0.21 but it seem that has been changed in version 0.0.22. OH 2.2 is after fx update in the list. Do I put the zones.cfg fro fx update unto OH 2.2?:hmmm:

yes :yep:

Husksubsky
10-04-13, 08:22 AM
Thx alot :salute:

gap
10-04-13, 08:29 AM
Thx alot :salute:

please, have a look into the post below for further detail :salute:

http://www.subsim.com/radioroom/showthread.php?p=2123284#post2123284

vdr1981
10-04-13, 09:03 AM
Gap, one question...
Can i use zone.cfg from R.S.D./FX.U.0.0.22 with FX update 0.0.21? I'm still experiencing random CTD's with 0.0.22 (critical explosion after torpedo struck). I tried this before and everything was OK , except i'm not sure, do i lose some functionality? In the changelog for FXU0.0.22 ther is a few words about changes regarding radio room zones for ships... What's going on here?

gap
10-04-13, 09:41 AM
Gap, one question...
Can i use zone.cfg from R.S.D./FX.U.0.0.22 with FX update 0.0.21? I'm still experiencing random CTD's with 0.0.22 (critical explosion after torpedo struck). I tried this before and everything was OK , except i'm not sure, do i lose some functionality? In the changelog for FXU0.0.22 ther is a few words about changes regarding radio room zones for ships... What's going on here?

The main difference between v 0.0.21 and v 0.00.22 of FX.U, is the addition in the latter of improved torpedo splash effects (could the new particle generator settings be the reason of your crashes? :hmmm:) and the addition of new zones / ship compartment boxes supporting TDW's Ship radio damage patch.

You can use FX.U v 0.00.22 without the radio patch: the new zones will be treated by the game just as any other zone. You can also use the radio patch without FX.U v 0.00.22: the patch woud automatically put indestructible radio equipment aboard ships missing their radio equipment zones, but this would ultimately fail the purpose of the patch itself.

About using FX.U v 0.00.21 together with R.S.D.(whose Zone.cfg file is based on the latest version of the former mod, I suppose), this is surely possible as far as R.S.D. is enabled last, indeed. The new zone definitions from FX.U v 0.00.22 not used by v 0.00.21, would be simply ignored. The only downside is that, as stated above, you would loose Ship radio damage patche's functionalities, if you use it, and your torpedo splashes would look rather ugly. :03:

DerUhu
10-04-13, 09:47 AM
Hi,
I'm sorry if this already has been asked, the searchfunkction didn't offer useful results. I returned to SH5 (and of course the great mods) after some abstinence, but I have 2 problems with the latest mod list:
1: The water gets black after 10cm under water (I thought sober's underwater FX darkened it just a bit when I last tried it and disabling didn' make it much better).
2: Some ships have all black textures (like the one that lies at the outer pier in the first harbour in the first campaign). The Computer has enough memory I think (8GB) and I'm really not shure where this is coming from.

Could someone please give me a direction to look at? Finding these errors is quite time consuming if all of the mods are new to you and mostly overwrite parts of others.

vdr1981
10-04-13, 09:52 AM
The main difference between v 0.0.21 and v 0.00.22 of FX.U, is the addition in the latter of improved torpedo splash effects (could the new particle generator settings be the reason of your crashes? :hmmm:)

I dont think so because CTD only occures when ship is destroyed and critical explosion happens... Maybe is ship ralated...I'll continue discussion in Plj's "I sunk my sub" thread...

Husksubsky
10-04-13, 10:39 AM
please, have a look into the post below for further detail :salute:

http://www.subsim.com/radioroom/showthread.php?p=2123284#post2123284
I understand , but still there are things I wonder.
I don t want to fiddle with Sobers sequence and he has fx update before OH2.2. Does the sequence of OH 2.2 and FX_Update_0_0_22_ByTheDarkWraith really matter if RSD have the newest zone.cfg anyway?
I also notice that he hasn t put AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith (updated version)
and it doesn t look like it comes without trouble. Is it really worth it? I must look more what it really does

Txema
10-04-13, 11:24 AM
Hi Sober,

RPM Hydrophone -MOD- has been updated to version v2.2.1, see here:

http://www.subsim.com/radioroom/showthread.php?t=205625

But in your mod list you are still using a previous version:

RPM Hydrophone merchants 2.1 .

Is there any reason for not updating to the latest version?

Thanks for your help !


Txema

gap
10-04-13, 11:51 AM
1: The water gets black after 10cm under water (I thought sober's underwater FX darkened it just a bit when I last tried it and disabling didn' make it much better).

Are you running sober's full list, with no other added mods which might affect environment lightness?

If so, try removing the following mods from your JSGME list (one by one, and in the same order as below):

sobers Lights Cfg V5 SH5
sobers Realistic contrast V6 SH5
DynEnv v2.9 - 1. Main Mod

If no, which environamental mods are you using?


2: Some ships have all black textures (like the one that lies at the outer pier in the first harbour in the first campaign). The Computer has enough memory I think (8GB) and I'm really not shure where this is coming from.

This is a known Open Horizon's bug, and will be hopefully fixed with the next version of the mod :up:

I dont think so because CTD only occures when ship is destroyed and critical explosion happens... Maybe is ship ralated...I'll continue discussion in Plj's "I sunk my sub" thread...

Could be fx particle-related (i.e memory related). As far as I can see from TDW's release notes, nothing has changed from v0.21 to v0.22 which may affect critical explosions. Were you using v0.22 together with the Ship Radio Damage patch? If so, try reenabling the latest FX.U. version without the patch, and see if it solves your problems. If problem still persist, keep using v0.22, but remove the effects from the RadioRoom zone definition :03:

I understand , but still there are things I wonder.
I don t want to fiddle with Sobers sequence and he has fx update before OH2.2. Does the sequence of OH 2.2 and FX_Update_0_0_22_ByTheDarkWraith really matter if RSD have the newest anyway zone.cfg anyway?

You are correct, since RSD's Zones.cfg overwrites the same file of FX_Update 0.22 and OH 2.2, their order doesn't matter. But if for any reason you wanted to remove RSD from your mod list, FX_Update 0.22 should be enabled after FX_Update 0.22. Sober's current mod order dates back to when FX.U 0.22 had not been released yet, and OH's and FX.U's Zones.cfg files were identical :yep:


I also notice that he hasn t put AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith (updated version)
and it doesn t look like it comes without trouble. Is it really worth it? I must look more what it really does

He couldn't, because AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith (updated version) hasn't been released yet: its revision has just been proposed by me :03: :O:

plj
10-04-13, 12:06 PM
Negative .. a mod with that name (minus the updates version bit) is included in the generic patcher .. I noticed only a day or 2 ago .. and it seems that the zones.cfg is identical to the one used in RSD, minus the RSD specific edits.

gap
10-04-13, 12:12 PM
Negative .. a mod with that name (minus the updates version bit) is included in the generic patcher .. I noticed only a day or 2 ago .. and it seems that the zones.cfg is identical to the one used in RSD, minus the RSD specific edits.

In that case that deadly efficient TDW has already update the file, without giving verbal notice of it. Or more probably I missed it. Sorry for the inconvenience guys :oops:

plj
10-04-13, 12:19 PM
This is from RSD's file:

; Edited by TheDarkWraith for FX_Update_0_0_22
; Edited on 8/5/2013 @ 1830

My time was not wasted, I learned ;) Any time spend learning is time well spend ;)

gap
10-04-13, 12:40 PM
This is from RSD's file:

; Edited by TheDarkWraith for FX_Update_0_0_22
; Edited on 8/5/2013 @ 1830

Yes, but the version of Zones.cfg that Vecko has used as base for his mod, is the "regular" version from FX_Update, not the one tweaked for going along with the Crew AI Damage Control patch. Therefore updating the latter with R.S.D's settings was needed anyway, and I think that, after testing, your merge should be released with the next version of RSD :03:

Husksubsky
10-04-13, 12:43 PM
Oh HAHA I see thx again most helpful .:up:
Now I just wonder wether to start campaign or wait.Do I have to undo patches every time I empty modlist for changes? or can those patches be applied and taken away at anytime. I tried to find out but cant seem to see the answer

DerUhu
10-04-13, 03:08 PM
Are you running sober's full list, with no other added mods which might affect environment lightness?

If so, try removing the following mods from your JSGME list (one by one, and in the same order as below):

sobers Lights Cfg V5 SH5
sobers Realistic contrast V6 SH5
DynEnv v2.9 - 1. Main Mod

If no, which environamental mods are you using?


Thank you for your help. I just slightly modded sobers list to support the german voices:

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
sobers_realistic_underwater_FX3
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1

The removal of the specified mods didn't help.

The water looks like oil paint and as soon as I go below the waterline with the external cam, it get's extremely dark within ca. 1 second.

gap
10-04-13, 03:28 PM
Oh HAHA I see thx again most helpful .:up:
Now I just wonder wether to start campaign or wait.Do I have to undo patches every time I empty modlist for changes? or can those patches be applied and taken away at anytime. I tried to find out but cant seem to see the answer

As far as you use always the same patcher version, you can enable/disable patches as many times as you want. But keep always a backup of unpatched relevant files, just in case something goes wrong. The list of files affected by TDW's patches is found at the beginning of the thread "How to use TDW's patcher for beginners". :03:

As for your other question, about AI_Crew_Damage_Control_Revised_Zones_cfg, I was wrong in thinking that it wasn't yet updated for compatibility with the latest Fx Update version. The one packed together with the last patcher is updated. It is still not compatible with R.S.D though, but plj has already started working on the merging of the two files :up:

Thank you for your help. I just slightly modded sobers list to support the german voices

...

The removal of the specified mods didn't help.

The water looks like oil paint and as soon as I go below the waterline with the external cam, it get's extremely dark within ca. 1 second.

I again DerUhu,
I must go now, but I promise I will look into your problem tomorrow. Have a nice :salute:

Husksubsky
10-04-13, 03:53 PM
thx again .Yes I read the tutorial and I ve used it before.I just never was sure if mods had to enabled, but the affected files are there with or without mods so I guess it doesn t matter.

jibouil
10-05-13, 10:38 AM
hello,I just installed all the mods and the patch. Exe
However I can not get the clock with the O key or with the officers.
Can anyone help me?

Chigley
10-05-13, 05:21 PM
After an eternity of searching I've found the download link to MFCMCCDLite listed in Sobers mep.
Can someone add the the mod title and link to post 1 please, it would help others who have to search to have the full title: Mighty Fine Crew, More Crew Commands Dialog Lite listed as well.

Download: MFCMCCDLite (http://www.subsim.com/radioroom/downloads.php?do=file&id=4184)

Attempting to enable this mod I've discovered that when unzipped it becomes two individual folders with no immediate clue to the fact that they are MFCMCCDLite unzipped. The unzipped folders are standalone "Data" and "Documentation" to get Sobers .mep to run these folders have to be added to a newly created folder "MFCMCCDLite" added to your SH5/Mods folder.

plj
10-06-13, 01:40 AM
There are multiple ways of packing. Since most people use(d) 7-zip at one point, given the number of 7z archives, the most probably way of unpacking was: Unzip to <filename as directory>\

It then created that MCCDLite folder you now had to make manualy, and puts the files there ;)

I second your request to update link in post 1 .. I searched ages for it and never thought about using the full name :p I guess it's a rite of passage :p

Laffertytig
10-06-13, 08:04 AM
does anyone have a mep profile that works with the latest sobers all in one mod that was posted on the bonus forum?

the mep profile posted at the top of this thread is dated 230913. the download was posted on the 8/9 so there are obviously mods missing from the download.


i get an error sayin 20+ mods are missing.

Mikemike47
10-06-13, 08:27 AM
does anyone have a mep profile that works with the latest sobers all in one mod that was posted on the bonus forum?
the mep profile posted at the top of this thread is dated 230913. the download was posted on the 8/9 so there are obviously mods missing from the download.
i get an error sayin 20+ mods are missing.
No. Probably not. Go to post #2 of this thread and download the 20+ mods you are missing. Then learn how to save the mep file by going to my signature link below, and there's information on how to save mep profiles.

plj
10-06-13, 08:34 AM
does anyone have a mep profile that works with the latest sobers all in one mod that was posted on the bonus forum?

the mep profile posted at the top of this thread is dated 230913. the download was posted on the 8/9 so there are obviously mods missing from the download.


i get an error sayin 20+ mods are missing.

That stuff is sortof misleading. The zip, the .mep and the topic dont match. They are from various dates and should be treated as helpfull service/guide/definitive source respectively.

The topic is always leading in this case. So you need to adjust that mep and download missing packages from post 2. I started with sober's list and removed only the realistic underwater (makes it pitch black for me) and added a few little things. If you take this, and remove everything that's not in post 1, you'll have a current .mep file, only need to find the identically named packages that you miss then.

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
OH II Minefield map for TDWs Ui
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0

DerUhu
10-06-13, 11:56 AM
Ok, thanks to the help here and a reinstall, i am able to see underwater, but now I discovered that I get CTDs if I click on Deck Awash. I enabled it in the generic Patcher, do I have to do something else to get that working?

gap
10-06-13, 01:10 PM
Ok, thanks to the help here and a reinstall, i am able to see underwater


but now I discovered that I get CTDs if I click on Deck Awash. I enabled it in the generic Patcher, do I have to do something else to get that working?

IIRC, you shoud also enable it in New UIs, through TDW's options viewer/editor. Have you done it allready?

Husksubsky
10-06-13, 01:47 PM
That stuff is sortof misleading. The zip, the .mep and the topic dont match. They are from various dates and should be treated as helpfull service/guide/definitive source respectively.

The topic is always leading in this case. So you need to adjust that mep and download missing packages from post 2. I started with sober's list and removed only the realistic underwater (makes it pitch black for me) and added a few little things. If you take this, and remove everything that's not in post 1, you'll have a current .mep file, only need to find the identically named packages that you miss then.

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
OH II Minefield map for TDWs Ui
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0

I did almost same as you and will use yours if mine fail;). Just one thing:.Arent we supposed to use only one torpedo patch?not both with mag det range 3 m and the other?I guess the last will count and no damage done
BTW how do you make these nice scroll things in chat ? :D I get embarrasing huge posts when showing my list.

plj
10-06-13, 02:04 PM
I've adapted my list from 2 working ones .. I'm not sure about the torp patches and which ones we do and dont need .. I could very well be copying someone elses mistake or special scenario for no good reason :p

You make those blocks by using the hashtag symbol above your reply, and paste the list between the <code> </code> tags ... where < should be [ and < should be ] :p

Edit: WTF happened to my face :o

Husksubsky
10-06-13, 03:02 PM
thx :)

DerUhu
10-06-13, 04:57 PM
IIRC, you shoud also enable it in New UIs, through TDW's options viewer/editor. Have you done it allready?
I'm sorry I forgot to mention that I did this in The NewUIs Useroptions with the editor. Strange enough that it already was enabled by default even though the defaultvalue should be false.

gap
10-06-13, 05:56 PM
I'm sorry I forgot to mention that I did this in The NewUIs Useroptions with the editor. Strange enough that it already was enabled by default even though the defaultvalue should be false.

Try disabling the mod then, and re-enabling a fresh copy of it :salute:

DerUhu
10-07-13, 02:53 PM
Try disabling the mod then, and re-enabling a fresh copy of it :salute:

As far as I can see there are only test versions of the 7.5.0, which one is known to be working/do you recommend?

plj
10-09-13, 06:15 AM
Sober,

Could you please confirm a CTD when silentotto to Battle of the Mediteranean is used ?

I'm using this list:

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

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Range Fix
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
Reworked U-boat Guns (incomplete version)
sobers map colors SH5 V1
TDW_GenericPatcher_v_1_0_149_0


Only difference with yours is Compas option One, removed your realistic underwater as that is black for me, and different choice in torp update.

plj
10-09-13, 10:03 AM
Me again :p

Issue tracked down to this (http://www.subsim.com/radioroom/showthread.php?t=208159), could you please confirm ? In short, culprit is FX_Update_0_0_22_ByTheDarkWraith in combination with this specific list, as a minimal modlist (see link, second post) + FX_Update_0_0_22_ByTheDarkWraith works fine.

Can you confirm and do you have any thoughts on the subject ?

gap
10-09-13, 01:36 PM
Me again :p

Issue tracked down to this (http://www.subsim.com/radioroom/showthread.php?t=208159), could you please confirm ? In short, culprit is FX_Update_0_0_22_ByTheDarkWraith in combination with this specific list, as a minimal modlist (see link, second post) + FX_Update_0_0_22_ByTheDarkWraith works fine.

Can you confirm and do you have any thoughts on the subject ?

yes, let's not to forget about the other FX_Update_0_0_22-related problem that we have already tracked down (here (http://www.subsim.com/radioroom/showpost.php?p=2123428&postcount=32)): it seems that I have overloaded the new radioroom compartment with too many / too GPU-intensive damage effects. :88)

I am waiting for feed-back by vdr1981 for releasing a fine-tuned patch. In the meanwhile, the ones suffering recursive CTD's when a ship is about to sink with FX_Update_0_0_22 enabled, can look for the Zones.cfg entries marked in orange below, and remove them with no harm for other game features:

[RadioRoom]
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Effect1=#sink_bubbles, 1
Effect2=BAZA_FX_FocFum_mic, 50
Effect3=BAZA_FX_Explozie_mica, 100
Effect4=BAZA_FX_Splinter_fire, 100
Effect5=BAZA_FX_scantei_explozie,100
FloodingTime=59.999996
CargoType=None


full path to Zones.cfg: Silent Hunter 5\data :up:

P.S: I am not sure whether this has anything to do with the silentotto CTD problem or not, but I doubt it anyway

vdr1981
10-09-13, 01:46 PM
Small update...First two works just fine for me Gap...they are safe if i can say so. Maybe, those 3 other effects are triggered at the same time when catastr. explosion happens (100% of damage) which is to much for my PC.

gap
10-09-13, 02:46 PM
Small update...First two works just fine for me Gap...they are safe if i can say so. Maybe, those 3 other effects are triggered at the same time when catastr. explosion happens (100% of damage) which is to much for my PC.

Thank you Vecko, can you try again with the first three? :up:

vdr1981
10-09-13, 03:03 PM
Thank you Vecko, can you try again with the first three? :up:
O yes, i will, right now i'm watching on CTD thread...I will do more testing these days!

SnipersHunter
10-11-13, 01:19 PM
Hey how stable is my modlist?


Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
Naights Submaine Textures v1.2G (PUV)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
Speech fixes and additions (german version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
oh2v22_de_test
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Expanded Navies by Cybermat47 v.1.0.01
SH5 External Cargo 1.0
Grossdeutscher Rundfunk
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.b Alternate Dialog Cursors - Shadowed
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm (german)
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Allgemeine Deutsche Übersetzung

Hotjoe
10-15-13, 10:21 PM
Ok something strange is happening. I do all these steps to a T:

How to start the campaign using sobers mega mod list .
Make sure you are patched to the official 1.2 version
You will have to be connected to the internets so that the UbiLauncher can update itself and have the offline mode .
Delete the save game folder from My Documents if you have a previous install .
Extract a new copy of the mod enabler to your main game folder http://www.subsim.com/radioroom/down...o=file&id=3951 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3951)
Double click on the jsgme_setup .
This will create the yellow jsgme emblem in your main game folder . Double click on the yellow emblem. (dont worry about a desktop shortcut) .
Place all your mods in the folder called "MODS" that was just created.
Only enable snorkels while in the Bunker (Bunker save).
Set the Uplay game launcher to play offline .
Start the game and click on new career and then once on the campaign selection screen type in silentotto , then click on start
Choose skip the tutorial.
If you are not getting an option to skip the tutorial when starting a new career, exit the game completely and go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:
HasCompletedTutorial=false
with
HasCompletedTutorial=true
Start the game and click on new career and then once on the campaign selection screen type in silentotto , then click on start
Choose skip the tutorial.
Now exit the bunker by hitting the Esc key and click on Load game .
Click on Autosave Enter Base and then click on Load.
While in the bunker Go back to the main screen and select Options and change your Difficulty/Graphics/Sound options.
Once in the bunker again click on the technical officer (he is standing against the wall) to enter the upgrade screen .
Choose any upgrades you can afford then exit the upgrade screen .
Click on the flotilla commander (he is standing to the right of the technical officer) and when on the briefing map click on Skip to stop the animation then choose a mission by clicking on an iron cross then click on request mission.

But when I get to the patrol select screen the only option I have is the baltic operations one (tutorial). I dont have british coastal waters or approaches. What's even odder is poland isnt even red on the map and the date is August 31st, 1939. I have started a campaign with sobers list before with these same instructions and didnt have this problem. Not sure what's going on this time.

THE_MASK
10-15-13, 10:24 PM
Wait until the war starts and then sink some polish ships .

Hotjoe
10-15-13, 10:43 PM
Wait until the war starts and then sink some polish ships .

Well, yea, I know this would technically be a "solution" but I did not have to do this the other few times I began a campaign with your mod list and instructions. This is the problem im asking about. I want to start my campaign after the tutorial and start in Kiel. Just confused as to why it's doing this all of a sudden for no apparent reason. I did everything exactly the same as far as I know. I've even retried a couple times just to make sure.

I believe the campaign would actually begin around sept 4 or 5 or something like that and your U-boat would be docked in Kiel.

volodya61
10-15-13, 10:50 PM
Well, yea, I know this would technically be a "solution" but I did not have to do this the other few times I began a campaign. This is the problem im asking about. I want to start my campaign after the tutorial and start in Kiel. Just confused as to why it's doing this all of a sudden for no apparent reason.

I believe the campaign would actually begin around sept 4 or 5 or something like that and your U-boat would be docked in Kiel.

just look here for a start - http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2

plj
10-16-13, 02:22 AM
Well, yea, I know this would technically be a "solution" but I did not have to do this the other few times I began a campaign with your mod list and instructions. This is the problem im asking about. I want to start my campaign after the tutorial and start in Kiel. Just confused as to why it's doing this all of a sudden for no apparent reason. I did everything exactly the same as far as I know. I've even retried a couple times just to make sure.

I believe the campaign would actually begin around sept 4 or 5 or something like that and your U-boat would be docked in Kiel.
Type silentotto in campaign selection, select Happy Waters as campaign. Poland skipped. There is no way you could have skipped to Kiel without silentotto.

Trevally.
10-16-13, 03:40 AM
You can skip the Memel (Polish ship) objectives by docking your Uboat straight away (you may need to do this twice?).
So select the Polish objective - enter your Uboat - dock again without leaving the bunker

You will then fast forward 2 week and be nice and safe in Kiel:arrgh!:

plj
10-16-13, 03:58 AM
There is no way you could have skipped to Kiel without silentotto.
Watch closely, I will only eat this once :p

THE_MASK
10-16-13, 04:51 AM
added sobers 1900 16102013
Water reflections intensity varied by available sunlight by TheDarkWraith

Gone back to using
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha

Start a new career

plj
10-16-13, 05:08 AM
Could you comment on why you went back to 7.4.2 ?

THE_MASK
10-16-13, 05:28 AM
Could you comment on why you went back to 7.4.2 ?http://www.subsim.com/radioroom/showpost.php?p=2128727&postcount=148

plj
10-16-13, 05:54 AM
http://www.subsim.com/radioroom/showpost.php?p=2128727&postcount=148
Check. I didnt test it yet tho, but I guess better safe then sorry :) :up: (or do you have the same issue with 7.5.0 ?)

THE_MASK
10-16-13, 06:21 AM
Check. I didnt test it yet tho, but I guess better safe then sorry :) :up: (or do you have the same issue with 7.5.0 ?)I have only played about an hour of SH5 in the last few months . Just getting back into it now .

Trevally.
10-16-13, 09:32 AM
Watch closely, I will only eat this once :p

:har::rotfl2::up:

Hotjoe
10-16-13, 10:42 AM
Type silentotto in campaign selection, select Happy Waters as campaign. Poland skipped. There is no way you could have skipped to Kiel without silentotto.

I did do that. Like I said above I followed the instructions to every letter. The problem was it wasn't starting me in Kiel like every other time I followed the instructions. :hmm2:

volodya61
10-16-13, 10:57 AM
I did do that. Like I said above I followed the instructions to every letter. The problem was it wasn't starting me in Kiel like every other time I followed the instructions.

http://4put.ru/pictures/max/306/941485.gif

Did you even look at the post that I've shown you? Open Horizons campaign starts in Memel now (since v2.2), not in Kiel..

Hotjoe
10-16-13, 11:06 AM
http://4put.ru/pictures/max/306/941485.gif

Did you even look at the post that I've shown you? Open Horizons campaign starts in Memel now (since v2.2), not in Kiel..

The post you showed me is from 2011 so it doesnt seem relevant to what im talking about here. Because not a month ago I followed the aforementioned instructions and it started me in kiel with the baltic operations completed and the date being somewhere between sept 4 and 6. Maybe I'm just curious as to why this happened several times and now its different. Perhaps something went wrong my first few attempts giving me the impression that the scenario I mentioned above was whats supposed to happen and the Mamel starting point is in fact, correct. What im saying is I just dont know.

Hotjoe
10-16-13, 11:09 AM
Just seems a little odd to me and I'm trying to get this all straight.

Hotjoe
10-16-13, 11:39 AM
Also, would it be ok to edit the MEP file to exclude mods I do not want as long as I keep the list in order?

volodya61
10-16-13, 11:41 AM
The post you showed me is from 2011 so it doesnt seem relevant to what im talking about here. Because not a month ago I followed the aforementioned instructions and it started me in kiel with the baltic operations completed and the date being somewhere between sept 4 and 6. Maybe I'm just curious as to why this happened several times and now its different. Perhaps something went wrong my first few attempts giving me the impression that the scenario I mentioned above was whats supposed to happen and the Mamel starting point is in fact, correct. What im saying is I just dont know.

2011? :o

http://4put.ru/pictures/max/306/941485.gif

just.. no comments..

PS: sometimes we can edit our posts.. even after a year.. sometimes after two..

http://s19.postimg.org/pt0ylxadf/111.jpg (http://postimage.org/)

Hotjoe
10-16-13, 11:52 AM
Doesnt matter, two years ago or back in June, read my post again.


P.S. It's October now.


Because not a month ago I followed the aforementioned instructions and it started me in kiel with the baltic operations completed and the date being somewhere between sept 4 and 6.

v 2.2 was out then.

Hotjoe
10-16-13, 11:57 AM
Not at all saying this is important or whatever, just wondering what could have caused this to happen so maybe I can replicate it because I liked the way it was. :)

Belgarion
10-16-13, 02:24 PM
F5 F6 make me crash! is that normal?

am I not supposed to use those anymore?

plj
10-16-13, 03:23 PM
Not at all saying this is important or whatever, just wondering what could have caused this to happen so maybe I can replicate it because I liked the way it was. :)

You can skip the Memel (Polish ship) objectives by docking your Uboat straight away (you may need to do this twice?).
So select the Polish objective - enter your Uboat - dock again without leaving the bunker

You will then fast forward 2 week and be nice and safe in Kiel:arrgh!:

Thats your best bet, barring silentotto to skip to happy waters, which is Kiel start.

Mikemike47
10-16-13, 04:24 PM
F5 F6 make me crash! is that normal?

am I not supposed to use those anymore?

No it is not normal. F5 and 6 works fine. Give us a mod list. click on the # and paste your modlist between the two ##.

We have no idea what mod you choose to use or not. Changing mods after returning to bunker, may or may not work. Modder beware. Always better to start new campaign.

Hotjoe
10-16-13, 06:32 PM
ok I think I got it but one more question. After I do these steps:

Extract a new copy of the mod enabler to your main game folder http://www.subsim.com/radioroom/down...o=file&id=3951 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3951)
Double click on the jsgme_setup .
This will create the yellow jsgme emblem in your main game folder . Double click on the yellow emblem. (dont worry about a desktop shortcut) .
Place all your mods in the folder called "MODS" that was just created.


Do I then ENABLE the mods with the JSGME after placing mods in the MODS folder? Or do I just place them in the folder then activate them after the respective block of instructions is complete?

I know the next block of instructions includes enabling the mods with the MEP list and whatnot but theres no indication where this action should go within the entire procedure, at least not a clear one.

THE_MASK
10-17-13, 04:48 AM
Photo of sober if anyone is interested what I look like IRL .
http://www.subsim.com/radioroom/showpost.php?p=1402622&postcount=96

plj
10-17-13, 05:22 AM
Do I then ENABLE the mods with the JSGME after placing mods in the MODS folder? Or do I just place them in the folder then activate them after the respective block of instructions is complete?

I know the next block of instructions includes enabling the mods with the MEP list and whatnot but theres no indication where this action should go within the entire procedure, at least not a clear one.

It says PLACE .. not PLACE AND ENABLE. Therefore, you place, and move on to next instruction, where you use the mep file to enable them, as you already seem to be aware of. If you need it clearer then this, ask mom to read it slowly I'd say.

gap
10-17-13, 06:08 AM
Photo of sober if anyone is interested what I look like IRL .
http://www.subsim.com/radioroom/showpost.php?p=1402622&postcount=96

:rotfl2:

vdr1981
10-17-13, 07:51 AM
Photo of sober if anyone is interested what I look like IRL .
http://www.subsim.com/radioroom/showpost.php?p=1402622&postcount=96

:up:

SnipersHunter
10-17-13, 08:17 AM
Hey how stable is my modlist?


Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
Naights Submaine Textures v1.2G (PUV)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
Speech fixes and additions (german version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
oh2v22_de_test
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Expanded Navies by Cybermat47 v.1.0.01
SH5 External Cargo 1.0
Grossdeutscher Rundfunk
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.b Alternate Dialog Cursors - Shadowed
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm (german)
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Allgemeine Deutsche Übersetzung

Please help me c:

plj
10-17-13, 08:48 AM
Please help me c:
So now we are to install this exact list, ask you which options you anabled and what patches you ran, and test it and report back or something ?

There are no obvious mistakes in the list for as far as I can tell ... how stable it is ? It's sh5 .. what do you think ? There is no way to predict how well this list will work on your system, except for testing.

SnipersHunter
10-17-13, 10:46 AM
I just liked to know if this is okay or if i should change sth

Sjizzle
10-17-13, 11:48 AM
guys no offence but all new guys use 16X9 manos scope all of u have same monitor resolution als sober one ?

plj
10-17-13, 12:18 PM
I just liked to know if this is okay or if i should change sth
It looks okay, but there is no way to tell how stable it is, without trying. And if you know that it varies per system, you know why we cant answer it for you ;)
guys no offence but all new guys use 16X9 manos scope all of u have same monitor resolution als sober one ?
I'm using 1920 x 1080 for desktop resolution .. game is set to same, and clearly stating that's 16:9 .. so it's applicable here I'd say ;)

Most full HD systems use that resulution. Most current systems are full HD.

Sjizzle
10-17-13, 01:04 PM
Most full HD systems use that resolution. Most current systems are full HD.

system can be HD if the monitor is not HD .....or not support HD....
for example my HD monitor is by my son ....and i have a wide one witch doesn't support HD ... that's why i asked before no offense m8

Trevally.
10-17-13, 01:15 PM
Photo of sober if anyone is interested what I look like IRL .
http://www.subsim.com/radioroom/showpost.php?p=1402622&postcount=96


:hmmm:
I think I may have met you somewhere

Hotjoe
10-17-13, 02:10 PM
It says PLACE .. not PLACE AND ENABLE. Therefore, you place, and move on to next instruction, where you use the mep file to enable them, as you already seem to be aware of. If you need it clearer then this, ask mom to read it slowly I'd say.

Firstly, what is wrong with you? No need for that.

Second, these are the next instructions:



Only enable snorkels while in the Bunker (Bunker save).
Set the Uplay game launcher to play offline .
Start the game and click on new career and then once on the campaign selection screen type in silentotto , then click on start
Choose skip the tutorial.
If you are not getting an option to skip the tutorial when starting a new career, exit the game completely and go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:
HasCompletedTutorial=false
with
HasCompletedTutorial=true
Start the game and click on new career and then once on the campaign selection screen type in silentotto , then click on start
Choose skip the tutorial.
Now exit the bunker by hitting the Esc key and click on Load game .
Click on Autosave Enter Base and then click on Load.
While in the bunker Go back to the main screen and select Options and change your Difficulty/Graphics/Sound options.
Once in the bunker again click on the technical officer (he is standing against the wall) to enter the upgrade screen .
Choose any upgrades you can afford then exit the upgrade screen .
Click on the flotilla commander (he is standing to the right of the technical officer) and when on the briefing map click on Skip to stop the animation then choose a mission by clicking on an iron cross then click on request mission.
The Baltic Operations objective on the top left will turn orange (if chosen coastal Waters as the campaign start) .
Click on the X on the mission briefing map top right of the screen to exit out of the mission briefing map .
Click on the flotilla commander again and choose Lets start the new patrol.


Where do you see enable the mods in this?

Note it ends with Starting a new patrol

So, maybe youll understandmy question this time. Indeed, further below are the enable instructions with the MEP file.......bear with me now....WHERE in the process do I do that? After I start a new patrol? Now that doesnt make any sense does it? Isnt the goal if installing mods having them enabled BEFORE you play?

Please note that I'm simply going by the chronological order that the post is set in. Do you see how this may confuse people who have never done this before?

plj
10-17-13, 03:34 PM
I know how it can be confusing ... I followed the same instructions three weeks ago.


Only enable snorkels while in the Bunker (Bunker save).
Set the Uplay game launcher to play offline .
Start the game and click on new career and then once on the campaign selection screen type in silentotto , then click on start
Choose skip the tutorial.
If you are not getting an option to skip the tutorial when starting a new career, exit the game completely and go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:
HasCompletedTutorial=false
with
HasCompletedTutorial=true
Start the game and click on new career and then once on the campaign selection screen type in silentotto , then click on start
Choose skip the tutorial.
Now exit the bunker by hitting the Esc key and click on Load game .
Click on Autosave Enter Base and then click on Load.
While in the bunker Go back to the main screen and select Options and change your Difficulty/Graphics/Sound options.
Once in the bunker again click on the technical officer (he is standing against the wall) to enter the upgrade screen .
Choose any upgrades you can afford then exit the upgrade screen .
Click on the flotilla commander (he is standing to the right of the technical officer) and when on the briefing map click on Skip to stop the animation then choose a mission by clicking on an iron cross then click on request mission.
The Baltic Operations objective on the top left will turn orange (if chosen coastal Waters as the campaign start) .
Click on the X on the mission briefing map top right of the screen to exit out of the mission briefing map .
Click on the flotilla commander again and choose Lets start the new patrol.
************************************************** ************************************************** ******************
How to start a mission
http://www.subsim.com/radioroom/showthread.php?t=179959

Trevallys awesome thread SH5 Mod Guide for Beginners
http://www.subsim.com/radioroom/showthread.php?t=190656

sobers recommended computer specs
to run the game with all the mods on highest graphics level .
64 bit operating system windows 7
6 gigs or more of memory
cpu quad or dual core running at least 3 Ghz
1 gig or more graphics card 5870 or better .

Ignore that part. When you have your mods installed, go back to it and read it if needed.

If you would just read the whole thing, and your remarks suggest you did, as did your initial post, you would have easily figured that out I think. Maybe I'm to harsh .. but apart from that bit of info being too early, his instructions make it very easy. You could have issues with the .mep file (cuz of the names), you could have issues with 'where do I find a certain mod, I can only find a newer version', but you could have figured this out in about the same time it took you to ask what's wrong with that part of the instruction :shifty:

THE_MASK
10-17-13, 03:47 PM
Keep persisting , its a fantastic game on a good computer system .

plj
10-17-13, 03:50 PM
Sober, now you're here .. could you move that part I quoted above out of the chronological installation order and put it before where instructions on how to install the stuff start ?

It does no harm, but it wastes about 15 minutes on average to either figure out or follow and notice you go on to mod the game and need to start a new career :88)

plj
10-17-13, 03:57 PM
Sober, now you're here .. could you move that part I quoted above out of the chronological installation order and put it before where instructions on how to install the stuff start ?

It does no harm, but it wastes about 15 minutes on average to either figure out or follow and notice you go on to mod the game and need to start a new career :88)
On second thought, maybe just point out in very big huge letters to read the part where it says what to do with the mods... even tho it's a bit down.

:rotfl2:

Hotjoe
10-17-13, 04:17 PM
Ok so, just to confirm, place the mods into the Mods folder, then get the MEP file and load it into the GME to enable the mods?

And after that im guessing you do the whole start a new campaign, uplay offline, blah blah blah?

Sorry I just graduated nursing school not 2 days ago my brain is a bit fried.

THE_MASK
10-17-13, 05:45 PM
Ok so, just to confirm, place the mods into the Mods folder, then get the MEP file and load it into the GME to enable the mods?

And after that im guessing you do the whole start a new campaign, uplay offline, blah blah blah?

Sorry I just graduated nursing school not 2 days ago my brain is a bit fried.Yeah mate , and make sure the correct mods folders are in the MODS folder . For instance look at the NewUIs_TDC_7_4_2_ByTheDarkWraith mod . Lots of folders but not all of them go in the MODS folder . Congrats on graduating nursing school . Hotjoe and nursing . 2 images come to my mind , 1 good and 1 not so good .

Hotjoe
10-17-13, 06:07 PM
Yeah mate , and make sure the correct mods folders are in the MODS folder . For instance look at the NewUIs_TDC_7_4_2_ByTheDarkWraith mod . Lots of folders but not all of them go in the MODS folder .

Ok gotcha, but what about, for example, in the IRAI_0_0_39_ByTheDarkWraith folder there is a Data folder and a MODS folder. Do I just put the contents of the MODS folder into the MODS folder in my main game file and leave the Data folder out? I'm asking cause a Data folder seems pretty important :haha:

Congrats on graduating nursing school . Hotjoe and nursing . 2 images come to my mind , 1 good and 1 not so good .

Haha, unfortunately it's not quite like the stuff you might find in the darker corners of the internet.

THE_MASK
10-17-13, 06:24 PM
Ok gotcha, but what about, for example, in the IRAI_0_0_39_ByTheDarkWraith folder there is a Data folder and a MODS folder. Do I just put the contents of the MODS folder into the MODS folder in my main game file and leave the Data folder out? I'm asking cause a Data folder seems pretty important :haha:



Haha, unfortunately it's not quite like the stuff you might find in the darker corners of the internet.
File structure
>IRAI_0_0_39_ByTheDarkWraith
>MODS
>IRAI_0_0_39_ByTheDarkWraith (put this folder into the MODS folder)
IRAI_0_0_39_Inertia_Damage (don't use this one)

Hotjoe
10-17-13, 07:04 PM
Ok thanks! I got it, except one more thing....There seems to be alot of mods in your list that are not included in the MEP. For example silentmichals interior mod is not in there. Now I know one would enable silentmichals after steelvikings interior mod but I dont know about the rest. I pretty much downloaded every single one in the list save a few :O:

THE_MASK
10-17-13, 07:18 PM
Ok thanks! I got it, except one more thing....There seems to be alot of mods in your list that are not included in the MEP. For example silentmichals interior mod is not in there. Now I know one would enable silentmichals after steelvikings interior mod but I dont know about the rest. I pretty much downloaded every single one in the list save a few :O: What list are you talking about ?

Hotjoe
10-17-13, 07:27 PM
What list are you talking about ?

The list of links in post #2

Mikemike47
10-17-13, 07:30 PM
Do I just put the contents of the MODS folder into the MODS folder in my main game file and leave the Data folder out? I'm asking cause a Data folder seems pretty important

This tells me that another person does not read JSGME documentation.

THE_MASK
10-17-13, 07:41 PM
Ok thanks! I got it, except one more thing....There seems to be alot of mods in your list that are not included in the MEP. For example silentmichals interior mod is not in there. Now I know one would enable silentmichals after steelvikings interior mod but I dont know about the rest. I pretty much downloaded every single one in the list save a few :O:Forget the lists . Go to the mod enabler and click on Tasks / load mod profile . The mod enabler will tell you what mods you need in the MODS folder . Couldn't be any easier than that .

Hotjoe
10-17-13, 07:48 PM
*sigh* maybe im just not very good at explaining what my problem is very well.

It doesnt tell me im missing anything. The problem is after loading the profile theres still many mods left over on the left side of the JSGME (for example, silentmichals). I dont know which order these should be added for fear of messing something up. But whatever, I guess I can just settle for the mods that did get enabled.

THE_MASK
10-17-13, 10:29 PM
*sigh* maybe im just not very good at explaining what my problem is very well.

It doesnt tell me im missing anything. The problem is after loading the profile theres still many mods left over on the left side of the JSGME (for example, silentmichals). I dont know which order these should be added for fear of messing something up. But whatever, I guess I can just settle for the mods that did get enabled.Now I understand . Just delete any left over mods from the left hand side after clicking on Tasks / Load mod profile .

THE_MASK
10-17-13, 10:47 PM
sobers 1500 18102013
added R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
Removed SH5 Longer Repairs v.1
Start a new career

SnipersHunter
10-18-13, 09:38 AM
Removed SH5 Longer Repairs v.1

Can you please say why ?:06:

vdr1981
10-18-13, 09:41 AM
Can you please say why ?:06:

Because ,most of changed files effect game save, therefore, strange game behavior is inevitable IF you don't start new campaign...

SnipersHunter
10-18-13, 09:44 AM
Oh i dont meaned the started a new carrer i meaned the removed SH5 Longer repair times,sorry

Mikemike47
10-18-13, 01:23 PM
Oh i dont meaned the started a new carrer i meaned the removed SH5 Longer repair times,sorry

Because it was written somewhere in the last day or two, this thread? or Reworked submarine damage? that Longer repair times is now included in Reworked submarine damage v 5.4.

vdr1981
10-18-13, 01:24 PM
Sober, check this out...http://www.subsim.com/radioroom/showpost.php?p=2129881&postcount=582

THE_MASK
10-18-13, 02:55 PM
Sober, check this out...http://www.subsim.com/radioroom/showpost.php?p=2129881&postcount=582Is this maybe the reason why the single mission In spite of everything always ctd ?

vdr1981
10-18-13, 03:18 PM
Is this maybe the reason why the single mission In spite of everything always ctd ?

It must be! Try with this one...http://www.subsim.com/radioroom/showpost.php?p=2123569&postcount=40

THE_MASK
10-18-13, 04:25 PM
I was able to play In spite of everything without CTD with the Bullet_spark_test mod installed . RSD is awesome BTW .

vdr1981
10-18-13, 04:30 PM
I was able to play In spite of everything without CTD with the Bullet_spark_test mod installed . RSD is awesome BTW .

You should include Bullet_spark_test mod in your modlist as we speak! Long live Rongel!:D

gap
10-18-13, 04:34 PM
Long live Rongel!:D

yep, long life :Kaleun_Cheers:

Hotjoe
10-18-13, 05:24 PM
I'm getting CTD's too now. Namely when ive hit the man Deck Gun hotkey and when ive hit the dive to periscope depth button.

Also, not sure which mod would be causing this but, the sun begins to show its light on the horizon at around 4 am and I can see to the horizon pretty well as if it was dawn (around 6-7 am):06: Definitely shouldnt be the case in summer much less September.

I have nearly all sobers mod list installed minus a few minor ones.

gap
10-18-13, 05:55 PM
I'm getting CTD's too now. Namely when ive hit the man Deck Gun hotkey and when ive hit the dive to periscope depth button.

Something might have messed up your command scripts :hmmm:

Also, not sure which mod would be causing this but, the sun begins to show its light on the horizon at around 4 am and I can see to the horizon pretty well as if it was dawn (around 6-7 am):06: Definitely shouldnt be the case in summer much less September.

It depends, if your patrol area is near the polar circle, this might be perfectly normal. :yep:

Hotjoe
10-18-13, 06:18 PM
Something might have messed up your command scripts :hmmm:

That thing was me. I messed up the command scripts :haha:

How should I go about fixing it? Dont tell me I have to re install the game and re enable to mods :doh:



It depends, if your patrol area is near the polar circle, this might be perfectly normal. :yep:

Well, im in the Baltic, so maybe. But thats not too far North 4 am still seems a little early for daylight. Idk never been there :)

THE_MASK
10-18-13, 06:45 PM
sobers 1000 19102013
added Bullet_spark_test

Start a new career

THE_MASK
10-18-13, 06:48 PM
You should include Bullet_spark_test mod in your modlist as we speak! Long live Rongel!:DDone .

Bathrone
10-18-13, 07:56 PM
Gday Sober. Thanks for keeping all this up to date. I'm working on supporting documentation and I have two questions with mod enabler warnings please.

1. With the sky mechanics mod to remove the ugly banding (this is a great mod by you), the sky pixel shader file was already modified by Dynamic Environment. Is yours compatible with it? Did you base your changes on Dynamic Environment version 2.9? If not, what might a user be missing out on by overwriting the file?

2. I assume with your best ever fog mod that its safe to overwrite the fog distance file from Dynamic Environment because your mod is overwriting the Dynamic Environment fog distances to enhance the fog realism?

Many thanks

THE_MASK
10-18-13, 08:53 PM
Gday Sober. Thanks for keeping all this up to date. I'm working on supporting documentation and I have two questions with mod enabler warnings please.

1. With the sky mechanics mod to remove the ugly banding (this is a great mod by you), the sky pixel shader file was already modified by Dynamic Environment. Is yours compatible with it? Did you base your changes on Dynamic Environment version 2.9? If not, what might a user be missing out on by overwriting the file?

2. I assume with your best ever fog mod that its safe to overwrite the fog distance file from Dynamic Environment because your mod is overwriting the Dynamic Environment fog distances to enhance the fog realism?

Many thanksI left the sky banding fix in so that if people want a different environment mod then the sky banding mod is there . Same with the fog mod . Take it out or leave it in .

plj
10-19-13, 02:44 AM
That thing was me. I messed up the command scripts :haha:

How should I go about fixing it? Dont tell me I have to re install the game and re enable to mods :doh:


They come with NewUI's afaik .. just disable that, or all mods of you use a mep, replace the scripts, re-enable, continue playing.



Well, im in the Baltic, so maybe. But thats not too far North 4 am still seems a little early for daylight. Idk never been there :)
At sea there are no hills and other landscape features to block the first light coming over the horizon. It get's light early at sea. Also, there are different deffinitions of dawn, dependiong on where you apply them. In general conversation, we mean 'civil dawn' as defined here: http://en.wikipedia.org/wiki/Dawn it's not supposed to be daylight either .. if it is, you should use the darker nights mod I think :p

Torpedo
10-19-13, 05:31 AM
Hi sober!
DBM Video Background is a mod made ​​by me and Yoram777 with the name changed by someone, the name is Das Boot Departure Theme and the link is:

http://www.mediafire.com/download/5yec78v9pfd2e73/Das_Boot_Departure_Theme.zip


Thanks in advance.

Torpedo

THE_MASK
10-19-13, 05:33 AM
Hi sober!
DBM Video Background is a mod made ​​by me and Yoram777 with the name changed by someone, the name is Das Boot Departure Theme and the link is:

http://www.mediafire.com/download/5yec78v9pfd2e73/Das_Boot_Departure_Theme.zip

I sent you a pm but I had no answer. It would be a good thing if you replace it with that made by Yoram777 and me.

Thanks in advance.

Torpedo
I will fix it up tomorrow , thankyou .

Torpedo
10-19-13, 06:12 AM
Thanks sober!
you're really kind!

Torpedo :Kaleun_Salute:

gap
10-19-13, 08:21 AM
With the sky mechanics mod to remove the ugly banding (this is a great mod by you), the sky pixel shader file was already modified by Dynamic Environment. Is yours compatible with it? Did you base your changes on Dynamic Environment version 2.9? If not, what might a user be missing out on by overwriting the file?

I left the sky banding fix in so that if people want a different environment mod then the sky banding mod is there.

Hi sober, with your permission I could merge your sky bandix fix settings with DynEnv's sky shader. What do you think? :)

Husksubsky
10-19-13, 12:01 PM
I finally made Silentotto Mare Nostrum work with RSD. What I never tried before was to reenable Snorkel before I started. I planned to do that in bunker.:06: Well I m happy now.
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Real Environment - Revision_3
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
Water reflections intensity varied by available sunlight by TheDarkWraith
sobers water splash anim SH5
sobers see thru wake fix
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraithpatch1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
Speech fixes and additions (german version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Grossdeutscher Rundfunk



Not the old saves without Snorkel worked either even without RSD if it was enabled in the save. Thats understandable, but maybe the game remember Snorkel setting beyond campaignsaves.

THE_MASK
10-19-13, 01:34 PM
Hi sober, with your permission I could merge your sky bandix fix settings with DynEnv's sky shader. What do you think? :)Sure:up:

THE_MASK
10-19-13, 02:45 PM
Watch this video by Luken too see sobers bad weather deck gun V5 SH5 mod in action .
http://www.youtube.com/watch?v=3Wg1W8FBoSA&feature=c4-overview&list=UUA6GJyoYnb3EiCZgW_uR4Pw
Less accurate gun fire from sub crew and ship crew in all wave conditions .
No Yellow Trasers . Looks awesome and makes it harder to know where the firing is coming from .

Hotjoe
10-19-13, 03:04 PM
So no help on my CTD issue?

THE_MASK
10-19-13, 03:37 PM
So no help on my CTD issue?Refresh my memory again please .
Computer specs ?
Are you using my latest mod list sobers 1000 19102013 ?
Did you start a new campaign ?
Where in the campaign did you get the ctd ?
etc etc .

Hotjoe
10-19-13, 03:52 PM
Refresh my memory again please .
Computer specs ?
Are you using my latest mod list sobers 1000 19102013 ?
Did you start a new campaign ?
Where in the campaign did you get the ctd ?
etc etc .

I just rebuilt my comp with the latest hardware so I dont think its that.

I loaded the 17102013 list but that was on the 17th.

Yes started a new campaign in Mamel

The CTD's happen when I hit the Man Deck Gun hotkey, click the dive to periscope depth button, etc. I havent gotten a CTD without it being linked to a specific action like this.

Someone before said somethign must have messed up my command scripts.

THE_MASK
10-19-13, 06:23 PM
I just rebuilt my comp with the latest hardware so I dont think its that.

I loaded the 17102013 list but that was on the 17th.

Yes started a new campaign in Mamel

The CTD's happen when I hit the Man Deck Gun hotkey, click the dive to periscope depth button, etc. I havent gotten a CTD without it being linked to a specific action like this.

Someone before said somethign must have messed up my command scripts.I cannot comment because I only use the GUI .

Hotjoe
10-19-13, 07:05 PM
I cannot comment because I only use the GUI .

....you dont use your own mods?

THE_MASK
10-19-13, 07:26 PM
....you dont use your own mods?I try to use the GUI , not the keyboard . Of course I use all the mods on the MEP .

Hotjoe
10-19-13, 07:40 PM
Oh well I meant on the GUI when I said dive to periscope depth button. Sorry.

Also it CTD'd when I clicked on a dialogue option when talking to a crew member. Theres probably alot of other actions that will cause CTD that I just haven't experienced yet. I stopped playing until I can fix this.

gap
10-19-13, 08:05 PM
Hi Joe, I bet you have enabled the Mighty Fine Crew Mod, and/or More Crew Commands by Dialog, don't you? If so, can you please post your mod list for me to check that you are using the correct versions and in the right order?

Hotjoe
10-19-13, 08:19 PM
Hi Joe, I bet you have enabled the Mighty Fine Crew Mod, and/or More Crew Commands by Dialog, don't you? If so, can you please post your mod list for me to check that you are using the correct versions and in the right order?

Yes I have both enabled. Ill post my mod list when I get home. How do I do that exactly? Im assuming somehow directly from the GME?

gap
10-19-13, 08:47 PM
Ill post my mod list when I get home. How do I do that exactly? Im assuming somehow directly from the GME?

Maybe you won't need it. Make sure that you have enabled them in this order:

MightyFine Crew Mod 1.2.1
MCCD_1.04_MFCM_1.2.1_compatible

Please note the correct version of MCCD that you should use together with MFCM (evidenced in orange). I don't remember if they are conflciting with New UIs, but to be safe enable them after the former mod. Alternatively, you can use Mighty Fine Crew, More Crew Commands Dialog Lite (http://www.subsim.com/radioroom/downloads.php?do=file&id=4184). This is a merge of the two mods with some crew animations taken away, and it replaces them. :up:

gap
10-19-13, 09:01 PM
added sobers 1900 16102013
Water reflections intensity varied by available sunlight by TheDarkWraith

Can some DynEnv user also check this?

http://www.subsim.com/radioroom/showpost.php?p=2130431&postcount=20

I am especially interested in feedback regarding the clear water surface version :up:

Hi sober, with your permission I could merge your sky banding fix settings with DynEnv's sky shader. What do you think? :)

Sure:up:

Check the following post, please:

http://www.subsim.com/radioroom/showpost.php?p=2130482&postcount=8

THE_MASK
10-19-13, 09:04 PM
Hi sober!
DBM Video Background is a mod made ​​by me and Yoram777 with the name changed by someone, the name is Das Boot Departure Theme and the link is:

http://www.mediafire.com/download/5yec78v9pfd2e73/Das_Boot_Departure_Theme.zip

I sent you a pm but I had no answer. It would be a good thing if you replace it with that made by Yoram777 and me.

Thanks in advance.

TorpedoPut the mod on the subsim download section please .

Bathrone
10-19-13, 09:49 PM
Gday Gap

Mate Im testing it now, not finished testing but so far no bugs found

http://s9.postimg.org/fca8zzcz3/test.png

Hotjoe
10-19-13, 11:34 PM
I have these 2 in this order

MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04

So I'll make the necessary changes BUT, am I gonna have to start it all over? Re install the game, the mods, and a new campaign?

THE_MASK
10-20-13, 02:16 AM
I have these 2 in this order

MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04

So I'll make the necessary changes BUT, am I gonna have to start it all over? Re install the game, the mods, and a new campaign?I doubt it .

THE_MASK
10-20-13, 02:47 AM
sobers 1800 20102013
changed a couple of mods as per request . Continue your campaign , no need to restart if using the previous MEP .

gap
10-20-13, 03:13 AM
Gday Gap

Mate Im testing it now, not finished testing but so far no bugs found

Good day Bathrone :sunny:

thank you for your support and keep me informed :salute:

sobers 1800 20102013
changed a couple of mods as per request . Continue your campaign , no need to restart if using the previous MEP .

and thank you too Sober. :salute:

I have these 2 in this order

MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04

Wrong, definitely wrong :nope: :O:


So I'll make the necessary changes...

Good, very good! :up:


...BUT, am I gonna have to start it all over? Re install the game, the mods, and a new campaign?

Reinstall the game: no
reinstall the mods: only MCCD
restart the campaign: I don't think so :salute:

tenbensons
10-20-13, 09:24 AM
Hello there my fellow lurkers of the deep, i seem to have a problem that i hope you can help with. Its probably something simple that i messed up but i dont seem to have any of the advanced navigation options (celestial fix, dead reckoning etc) or any of the crew thumbnail pics/extra charts. Its like im missing some User interface files as i only seem to have the default icons in the top right of my screen. Im using sober's latest mep on a fresh install.

Thanks

EDIT: Nevermind. Fixed, I hadnt extracted the mods from NewUIs_TDC_7_4_2 correctly.


SINK ALL TEH THINGS! :Kaleun_Periskop: