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MightyFine Crew Mod 1.2.1
MCCD_1.04_MFCM_1.2.1_compatible
Ok I went to these mods respective pages and downloaded them.
Here's the thing.
After unzipping them into my MODS folder "MCCD_1.04_MFCM_1.2.1_compatible" was still titled "MCCD_1.04"
And with "MightyFine Crew Mod 1.2.1" I still had to choose between stock w/ beards, alt w/ beards, etc....There wasnt just a "MightyFine Crew Mod 1.2.1" to enable
therefore, the result would still be what I posted here
I have these 2 in this order
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04
Which I was told was wrong.
I haven't tried it yet but this tells me I had already installed the right mods. What am I missing here? :doh: Im not sure what is going on I suck at this :shifty:
Ok I went to these mods respective pages and downloaded them.
Here's the thing.
After unzipping them into my MODS folder "MCCD_1.04_MFCM_1.2.1_compatible" was still titled "MCCD_1.04"
You are unzipping the wrong folder. Open the root folder, called More_crew_commands_dialog_v1.04. Inside it there are sevaral subfolders, including MCCD_1.04 and MCCD_1.04_MFCM_1.2.1_compatible. You should unzip and enable the latter.
And with "MightyFine Crew Mod 1.2.1" I still had to choose between stock w/ beards, alt w/ beards, etc....
They are okay. Pick either of them
Husksubsky
10-20-13, 05:34 PM
Ok I went to these mods respective pages and downloaded them.
Here's the thing.
After unzipping them into my MODS folder "MCCD_1.04_MFCM_1.2.1_compatible" was still titled "MCCD_1.04"
And with "MightyFine Crew Mod 1.2.1" I still had to choose between stock w/ beards, alt w/ beards, etc....There wasnt just a "MightyFine Crew Mod 1.2.1" to enable
therefore, the result would still be what I posted here
Which I was told was wrong.
I haven't tried it yet but this tells me I had already installed the right mods. What am I missing here? :doh: Im not sure what is going on I suck at this :shifty:
Not much of from me xpt I had similar problems and gave up on MCCD since I hunted that as a source of ctds.I seem to remember I got CTD when Diving. I ts not nessecary mod for the "core" of the game although I believe it s very nice to have when it works
Not much of from me xpt I had similar problems and gave up on MCCD since I hunted that as a source of ctds.I seem to remember I got CTD when Diving. I ts not nessecary mod for the "core" of the game although I believe it s very nice to have when it works
Never had a single ctd with that mod installed according to instructions, but whenever someone reports recursive crahes after the issue of a command, I am 90% sure that MFCM or MCCD are involved, and that some error with their installation has been done. Facts confirm it in most cases :yep:
Ugh. Started OH campaign in Mamel, sunk a couple polish ships in danzig bay, got a radio message to rebase in Kiel. Cool. Got there, docked, talked to the guy to get my new patrol......no patrols. Only patrol available was Danzig bay, the one I had apparently just completed (it showed I had only sunk half the tonnage when this is not the case)
:dead:
I know this obviously has something to do with the OH campaign. Should I move this post to that thread?
Ugh. Started OH campaign in Mamel, sunk a couple polish ships in danzig bay, got a radio message to rebase in Kiel. Cool. Got there, docked, talked to the guy to get my new patrol......no patrols. Only patrol available was Danzig bay, the one I had apparently just completed (it showed I had only sunk half the tonnage when this is not the case)
:dead:
I know this obviously has something to do with the OH campaign. Should I move this post to that thread?
I think so. Glad you got your command issue sorted out :salute:
THE_MASK
10-20-13, 06:49 PM
Ugh. Started OH campaign in Mamel, sunk a couple polish ships in danzig bay, got a radio message to rebase in Kiel. Cool. Got there, docked, talked to the guy to get my new patrol......no patrols. Only patrol available was Danzig bay, the one I had apparently just completed (it showed I had only sunk half the tonnage when this is not the case)
:dead:
I know this obviously has something to do with the OH campaign. Should I move this post to that thread?Try sinking ships when the war actually starts :yep:
Try sinking ships when the war actually starts :yep:
I did. It was September 1st for both ships. Luftwaffe was attacking shipping before I even got to my first ship, etc
I think so. Glad you got your command issue sorted out :salute:
Thank you very much for that btw :D:up:
Try sinking ships when the war actually starts :yep:
:sign_yeah:
Dunno if this is the cause of Hotjoe's problem, but one should wait for the radio message confirming the beginning of hostilities, before taking any initiative against the enemy.
It is unbelievable how many subsim Kaleun's don't give a damn about the righteous orders that our B.d.U Karl "Trevally" Doenitz keeps radioing, uncared, every so often. Their radio receiver must be permenantly tuned on the CBS frequencies :hmm2:
Thank you very much for that btw :D:up:
My pleasure :up:
THE_MASK
10-20-13, 07:12 PM
I did. It was September 1st for both ships. Luftwaffe was attacking shipping before I even got to my first ship, etcI cannot remember but doesn't the german territory turn grey on the navmap when the war starts ?
I cannot remember but doesn't the german territory turn grey on the navmap when the war starts ?
It might depend on the map mod used. In stock game the color should be blue, IIRC :hmm2:
Ugh. Started OH campaign in Mamel, sunk a couple polish ships in danzig bay, got a radio message to rebase in Kiel. Cool. Got there, docked, talked to the guy to get my new patrol......no patrols. Only patrol available was Danzig bay, the one I had apparently just completed (it showed I had only sunk half the tonnage when this is not the case)
:dead:
I know this obviously has something to do with the OH campaign. Should I move this post to that thread?
I can confirm this error .. had it too. easy fix is start new patrol by skipping the get mission part .. then immediately end it. New orders will then be available.
Trevally.
10-21-13, 06:00 AM
You guys should stop driving your boat everwhere at flank speed:arrgh!:
:O:
Good idea about the radio message - I will add that.
any suggestions what message we should get to say we are now at war?
Well ... maybe I did it wrong .. but I had over 50k tonnage, including a polish sub, the minelayer and the destroyer, and a couple of targets that took a few hours to track down .. then I was out of torps, out of shells, and sinking coastal boats with my FLAK got boring, so I headed to Kiel at full speed ahead, as I had plenty diesel for that speed ;)
Good idea about the radio message - I will add that.
any suggestions what message we should get to say we are now at war?
Should be in New UI's already, and in TDW's Radio Message Engine for non-New UIs users:
OBERKOMMANDO DER KRIEGSMARINE ALL 1939/09/01|Overt military operations have commenced against Poland. All Polish vessels are to be considered hostile and valid targets which may be attacked at the commander's discretion.|Vessels of other nations are considered neutral and are not to be attacked.|OKM
It is set for being radioed from 4 PM of Sep 1st to 7 PM of the day after. Maybe you can anticipate its start time to 00:01 AM, and you can set another message to be dispatched at the beginning of the patrol, ordering U-boats at sea to join their planned patrol areas, to stay at radio depth, and to categorically avoid any engagement until further orders. :yep:
Trevally.
10-21-13, 07:01 AM
Should be in New UI's already, and in TDW's Radio Message Engine for non-New UIs users:
It is set for being radioed from 4 PM of Sep 1st to 7 PM of the day after. Maybe you can anticipate its start time to 00:01 AM, and you can set another message to be dispatched at the beginning of the patrol, ordering U-boats at sea to join their planned patrol areas, to stay at radio depth, and to categorically avoid any engagement until further orders. :yep:
Ok Gap thanks
If I also set that message in OHII - it will be displayed with the red background (campaign message) and thus forced though so that the % missed received is cancelled
:hmmm:
Ok Gap thanks
Always glad to help, if I can :salute:
If I also set that message in OHII - it will be displayed with the red background (campaign message)...
This is good
...and thus forced though so that the % missed received is cancelled
:hmmm:
I don't get you here, what do you mean?
...I would just like to thank sober for his incredible work, I have just read through it all - its quite amazing.
thank you very much for taking so much time to do this.
:up:
THE_MASK
10-21-13, 07:11 PM
...I would just like to thank sober for his incredible work, I have just read through it all - its quite amazing.
thank you very much for taking so much time to do this.
:up:Thanks , I just put the info together . The modders are the ones who made it possible .
Ok I decided to scrap everything and start from scratch. Not solely due to problems I was having but because I want every mod in sobers list now that I know more about what they are :D:up:.
So, I now have every mod installed, and I was VERY careful to do everything correctly. But, when I loaded the game I got this on the main screen:
http://imageshack.us/a/img194/741/ebuo.jpg (http://imageshack.us/photo/my-images/194/ebuo.jpg/)
I am unable to click any of the buttons on these windows (Accept, Cancel, etc.) Also as you can see in the lower left there is an overlap which prevents me from exiting the game other than with alt f4. I am able to click on Submarine School, however, and get this window:
http://imageshack.us/a/img40/336/sx80.jpg (http://imageshack.us/photo/my-images/40/sx80.jpg/)
Very odd.
THE_MASK
10-21-13, 08:51 PM
sobers 1300 22102013
added
sobers waves mod V13 22102013 SH5
Realistic_Hydrophone_1_0
THE_MASK
10-21-13, 08:53 PM
Hotjoe , New UI is not installed correctly or you forgot to patch the game to 1.2 . Or something else .
Game is patched to 1.2
I am 99.9% certain that I installed it correctly.
I left out Real Navigation though because I decided I didnt want it so I took it out of the MEP file. (current MEP file)
Also left out a few other mods.
Heres my JSGME (2 pics to show entire right side)
http://imageshack.us/a/img203/7126/m6ta.png
http://imageshack.us/a/img11/8216/r1nv.png
THE_MASK
10-21-13, 09:47 PM
Come on mate , did you use the options editor at all ?
Come on mate , did you use the options editor at all ?
Yes, but I dont even know what half of the things I can enable/disable mean as it pertains to the game :88) so ive left most of them on the default settings.
THE_MASK
10-21-13, 10:12 PM
Yes, but I dont even know what half of the things I can enable/disable mean as it pertains to the game :88) so ive left most of them on the default settings.Did you change the settings by hand IE: Type True or False etc .
Did you change the settings by hand IE: Type True or False etc .
I double clicked the values and clicked with Enable/Disable like it said in the guide http://www.subsim.com/radioroom/showthread.php?t=202346
THE_MASK
10-21-13, 10:20 PM
New UI mod cannot be installed correctly then . Only certain folders within the mod get enabled . Or the game isn't patched to 1.2 . That's all I got . My game works flawlessly .
@ Hotjoe
going by the screenshot you have posted, I think we can exclude that 0.1% remaining margin of doubt that your game is not patched to v 1.2.
It is :yep:
There are chances that you messed things up while trying to edit New UI's options. I would suggest you to disable the mod, scrap it, and enable a fresh copy of it. Leave alone configurable options until you can fully understand what they are for :03:
Last, under Task, the bottom option lets you export the coplete list to clipboard, after which you can paste it, no need for screenshots ;)
You are looking at the journal editor stuff put into NewUI's .. not sure why ? Did you change a value to open your journal at game start or something ?
Normaly, this shows you tha available journal files, and when you select them, they open in the journal editor.
Thanks , I just put the info together . The modders are the ones who made it possible .
yes that's right. but it seems we are heading in some way towards a kind of GWX super mod - which will, for players like me make all the difference...many many thanks:up:
Husksubsky
10-22-13, 01:36 PM
Anybody else getting subsighted messages from friendlys? I just ticked the thing off. Supposed to be like that? Another weird thing with it was that when an enemy convoy spotted and sent subsighted message I just had the attackscope over water a sec in like 4 km distance. They did not behave like they spotted me though.
Anybody else getting subsighted messages from friendlys? I just ticked the thing off. Supposed to be like that? Another weird thing with it was that when an enemy convoy spotted and sent subsighted message I just had the attackscope over water a sec in like 4 km distance. They did not behave like they spotted me though.
Same here .. being bombarded with 'enemy' sub sighted messages while still in the dock, enemy seems to have nightvision and able to spot attack scopes at 1.5m above waterline @ 6km .. yet dont alter course, start searching, radio for help or anything. I ended up turning it off as well, as it doesnt add much except false hope for action :p
volodya61
10-22-13, 04:58 PM
Anybody else getting subsighted messages from friendlys? I just ticked the thing off. Supposed to be like that? Another weird thing with it was that when an enemy convoy spotted and sent subsighted message I just had the attackscope over water a sec in like 4 km distance. They did not behave like they spotted me though.
Same here .. being bombarded with 'enemy' sub sighted messages while still in the dock, enemy seems to have nightvision and able to spot attack scopes at 1.5m above waterline @ 6km .. yet dont alter course, start searching, radio for help or anything. I ended up turning it off as well, as it doesnt add much except false hope for action :p
Just disable sub-sighted messages guys.. because they don't work correctly..
Just disable sub-sighted messages guys.. because they don't work correctly..
:salute:
Just disable sub-sighted messages guys.. because they don't work correctly..
IIRC, those messages don't actually discern between enemy and allied ships. This is why so many of them are dispatched while still in bunker :yep:
Trevally.
10-22-13, 05:44 PM
Ya - they were triggered by range rather than being spotted
Ya - they were triggered by range rather than being spotted
...nice proximity alarm :p
Ya - they were triggered by range rather than being spotted
exactly! intercepting one of those message doesn't necessarily mean that you have been actually spotted. They are there just for immersion, but for me they have always worked the other way around :-?
@ Hotjoe
going by the screenshot you have posted, I think we can exclude that 0.1% remaining margin of doubt that your game is not patched to v 1.2.
It is :yep:
There are chances that you messed things up while trying to edit New UI's options. I would suggest you to disable the mod, scrap it, and enable a fresh copy of it. Leave alone configurable options until you can fully understand what they are for :03:
Ok, ill try that, but should I disable all the UI parts or just the main one? Cause as you can see I have 3 enabled. Main, alt officer wounded by torpedo, and Rad cap tools.
I'm going under the assumption of "There are no dumb questions" :yep::haha:
Ok tried above, didnt work BUT! Found the culprit!
Through process of elimination I have found that Reaper 7's Stadimeter fix mod is the only one causing those windows. Dont enable only that and the windows arent there. :up:
Obviously there being a conflict, does the New UI's fix the stock stadimeter bug as Reaper7's mod does?
THE_MASK
10-23-13, 01:05 AM
Ok tried above, didnt work BUT! Found the culprit!
Through process of elimination I have found that Reaper 7's Stadimeter fix mod is the only one causing those windows. Dont enable only that and the windows arent there. :up:
Obviously there being a conflict, does the New UI's fix the stock stadimeter bug as Reaper7's mod does?Where do I have Reaper 7's Stadimeter fix mod in my list ? Post in some other thread . I have nearly had enough .
Obviously there being a conflict, does the New UI's fix the stock stadimeter bug as Reaper7's mod does?
Since long, long, I say looong ago :yep:
P.S: you broke at least two of my rules at once: :03:
4. If you want to use a mod not featured in the safe mod lists, read mod directions to know what it is doing exactly and how to use it.
7. Unless you know what you are doing, absolutely avoid file conflicts reported by JSGME while enabling a mod not featured in the safe mod lists: continuing would probably result in loss of features, or unstable game in the worst cases.
Bathrone
10-23-13, 02:46 AM
sobers 1300 22102013
added
sobers waves mod V13 22102013 SH5
Realistic_Hydrophone_1_0
Great stuff mate
Please tell, whats new in this revision of the waves mod?
THE_MASK
10-23-13, 03:21 AM
Great stuff mate
Please tell, whats new in this revision of the waves mod?I am just trying to get the waves to look better imo . Version 14 will be out soon . Toned the wave heights down a bit , i am sure that large waves sink small craft such as elco etc .
I am just trying to get the waves to look better imo . Version 14 will be out soon . Toned the wave heights down a bit , i am sure that large waves sink small craft such as elco etc .
Yep, this is a known issue.
On the other hand, it seems that the game never triggers very high winds along the coasts (hardcoded feature? It was reported by Volodya a while a ago). Thinking out loud here, but maybe adjusting a bit PT boat's buoyancy and limiting their usage to coastal waters as stricly as possible, would partly attenuate the problem without need of reducing high wind wave heights. :hmmm:
THE_MASK
10-23-13, 03:52 AM
I think the weather in SH5 is the big letdown now . Its from the last century pc gaming imo . Dynamic fog is in the shaders but probably not used to cut down on core usage . Hardly ever rains and if it does then fog should be automatically applied with the rain .
I think the weather in SH5 is the big letdown now . Its from the last century pc gaming imo . Dynamic fog is in the shaders but probably not used to cut down on core usage . Hardly ever rains and if it does then fog should be automatically applied with the rain .
I fully agree on every single point, Sober.
Without going too far with our fantasies, I would be glad enough if TDW could do for SH5's weather what H.Sie did for SHIII :yep:
THE_MASK
10-23-13, 05:35 AM
sobers 1900 23102013
added sobers waves mod V14 23102013 SH5
no need to start a new career .
sobers 1900 23102013
added sobers waves mod V14 23102013 SH5
no need to start a new career .
Information on DynEnv's dowload page with links to your mods updated accordingly :up:
THE_MASK
10-23-13, 06:31 AM
Information on DynEnv's dowload page with links to your mods updated accordingly :up:If anyone just downloaded V14 please download it again as I updated the wave foam .
Husksubsky
10-23-13, 12:37 PM
Just disable sub-sighted messages guys.. because they don't work correctly..
Thx a lot mate :)
Husksubsky
10-23-13, 12:43 PM
...nice proximity alarm :p
Booo cheating:hmmm: nice magic eye in the fog hmm?:03:
What is with you guys, honestly? Re read my post. If you read it correctly you would notice I am not asking a question about Reaper7's mod, I am asking about the New UI's mod, which is on your list, sober.
does the New UI's fix the stock stadimeter bug as Reaper7's mod does?
Damn are you guys speed reading every post?:doh:
On top of that, all I said was that I fixed the problem! Are you offended by this?
What is with you guys, honestly? Re read my post. If you read it correctly you would notice I am not asking a question about Reaper7's mod, I am asking about the New UI's mod, which is on your list, sober.
Damn are you guys speed reading every post?:doh:
On top of that, all I said was that I fixed the problem! Are you offended by this?
You seem to not understand that adding anything to a modlist, might break it. Asking for directions on a broken list where you added mods that are not even close to being recommended shows a few things:
1. You did not read the opening post well enough, or didnt follow the links there, or you could have answered your own question.
2. By not doing that, you thought you needed to fix the stadimeter with a mod .. thereby borking your list yet claiming to be 99% sure you did everything correct and only left a few out .... yet here we are, talking about a mod not on sober's list, causing your issue.
Follow gap's rules .. follow sober's instructions. If they do not talk about a reaper stadimeter mod, dont add it untill you are sure you have sober's list running like it should.
If you THEN run into trouble with a mod (not on the list) you dont ask in his topic for tech support .. you create your own and do the best you can to provide all relevant data ...
:down:No.
I read all of the New UI original posts, it only mentioned even the WORD stadimeter once and it had nothing to do with the stock bug. THIS is why I was asking the above question. Do not assume I do not read stuff. Why are you making assumptions and adding things onto to this very simple question that simply do not exist?
If you THEN run into trouble with a mod (not on the list) you dont ask in his topic for tech support .. you create your own and do the best you can to provide all relevant data ...
Am I really asking this again? Why do you think im asking about a mod that isnt on this list in this thread? You're telling me I'm not readin things but you cant even give me the common courtesy to actually read my posts instead of just assuming im doing something wrong :down:
You seem to not understand that adding anything to a modlist, might break it. Asking for directions on a broken list where you added mods that are not even close to being recommended shows a few things:
1. You did not read the opening post well enough, or didnt follow the links there, or you could have answered your own question.
2. By not doing that, you thought you needed to fix the stadimeter with a mod .. thereby borking your list yet claiming to be 99% sure you did everything correct and only left a few out .... yet here we are, talking about a mod not on sober's list, causing your issue.
Follow gap's rules .. follow sober's instructions. If they do not talk about a reaper stadimeter mod, dont add it untill you are sure you have sober's list running like it should.
:sign_yeah:
If you THEN run into trouble with a mod (not on the list) you dont ask in his topic for tech support .. you create your own and do the best you can to provide all relevant data ...
...or, even better, make a post in the thread of the suspect mod. This way relevant information won't get lost in a bunch of generic "help me" threads which will never be read again, and the forum will be cleaner. Unfortunately many think that starting a new thread is giving to deserve them a better attenction, but it isn't so :yep:
...or, even better, make a post in the thread of the suspect mod.
Do you still think I was asking about Reaper7's mod? :o :damn:
No.
I read all of the New UI original posts, it only mentioned even the WORD stadimeter once and it had nothing to do with the stock bug. THIS is why I was asking the above question. Do not assume I do not read stuff. Why are you making assumptions and adding things onto to this very simple question that simply do not exist?
Joe,
your mistake wasn't asking if the stadimeter fix was required or not with New UIs, but asking it too late when we had already started racking our brains on other possible causes of your issue.
Ideally, you should have followed sober's instructions to the letter, tested the game for checking that everything was working as supposed, and them made your modifications one by one, eventually asking for confirmations by other members in dubious cases.
If you don't admit your mistakes, you will repeat them again and again, and sober will have a nervous breakdown from it :03:
Do you still think I was asking about Reaper7's mod? :o :damn:
What are we talking about? I am talking about this:
||
\/
Ok tried above, didnt work BUT! Found the culprit!
Through process of elimination I have found that Reaper 7's Stadimeter fix mod is the only one causing those windows. Dont enable only that and the windows arent there. :up:
Obviously there being a conflict, does the New UI's fix the stock stadimeter bug as Reaper7's mod does?
Game is patched to 1.2
I am 99.9% certain that I installed it correctly.
I left out Real Navigation though because I decided I didnt want it so I took it out of the MEP file. (current MEP file)
Also left out a few other mods.
Heres my JSGME (2 pics to show entire right side)
<pictures>
Remember posting this ? That is the context for your current question. Notice on picture two that there is this mod you installed that caused issues. Notice it not being in post 1.
:down:No.
I read all of the New UI original posts, it only mentioned even the WORD stadimeter once and it had nothing to do with the stock bug. THIS is why I was asking the above question. Do not assume I do not read stuff. Why are you making assumptions and adding things onto to this very simple question that simply do not exist?
No assumptions made .. just facts deduced from observation. I suggest you reread the first two lines of the first post, use the link, and search for stadimeter there. :yep:
Am I really asking this again? Why do you think im asking about a mod that isnt on this list in this thread? You're telling me I'm not readin things but you cant even give me the common courtesy to actually read my posts instead of just assuming im doing something wrong :down:
I'm sorry you cant remember context past a page change. You adding that mod to the list and failing to notice a whole topic on the generic patcher is you doing things wrong. Live with it.
What are we talking about? I am talking about this:
||
\/
Obviously there being a conflict, does the New UI's fix the stock stadimeter bug as Reaper7's mod does?
Tell me, what do you think this is asking?
THE_MASK
10-23-13, 06:54 PM
Tell me, what do you think this is asking?Just start with my mod list Hotjoe . Check out the new starting instructions on the 1st post . Hope this helps in some way .
THE_MASK
10-24-13, 01:24 AM
sobers 1900 24102013
added
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers 1900 24102013
added
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
:up:
Check out the new starting instructions on the 1st post.
Thanks sober! This is much better streamlined and eliminates a few common mistakes one could make with the previous instructions. :yeah:
Davinator130
10-24-13, 07:44 AM
Thank you very much! I am new to this and now it's really easy to understand. But it wasn't really hard before either. :D
Thank you very much! I am new to this and now it's really easy to understand. But it wasn't really hard before either. :D
It was somewhat confusing if you got here through the bonus area, downloaded the all-in-one and a by now ancient .mep file, and proceeded with that and try to apply this topic to that. While this is probably rare, I managed to do just that as well :p
THE_MASK
10-24-13, 04:01 PM
sobers 0800 25102013
added
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
lodebeard
10-24-13, 07:55 PM
Forgive me if this has been explained already, but is there a reason New UIs 7_5_0 isn't used in this list? Is it known to conflict with other mods in the list or is it just not used because it is still a test version?
thanks!
Does this seem a little dark to you guys? I cant see anything beyond 100 m. Ive tried adjusting the gamma on both the game and my monitor but it just makes everything look weird. Also tried removing Darker Nights/ no mroe murky waters but nothing so i dont know what may be causing it. If this is what its supposed to look like then cool lemme know cause if thats realistic thats what I want :D
Also, should I attach screenies from now on instead of embedding them? These huge pictures seem a little obnoxious.
http://imageshack.us/a/img23/9339/w7ho.jpg
http://imageshack.us/a/img585/4702/vkn8.jpg
THE_MASK
10-24-13, 11:37 PM
So , we have had a night/day cycle for 6 billion years and you suddenly don't know what causes nights to be dark !
So , we have had a night/day cycle for 6 billion years and you suddenly don't know what causes nights to be dark !
Can you please start reading my posts? Thank you.
THE_MASK
10-24-13, 11:47 PM
Can you please start reading my posts? Thank you.Sorry , its just my sense of humour . I will have a look and see what mod you need to adjust , cheers .
Sorry , its just my sense of humour . I will have a look and see what mod you need to adjust , cheers .
I thought you were just kididng, wasnt sure :)
THE_MASK
10-25-13, 12:11 AM
I thought you were just kididng, wasnt sure :)Try this out .
sobers Realistic contrast V7 SH5
http://www.subsim.com/radioroom/downloads.php?do=file&id=4212
THE_MASK
10-25-13, 12:12 AM
sobers 1500 25102013
added
sobers Realistic contrast V7 SH5
Slightly less dark nights .
In the description it still says dark areas are more dark just FYI
THE_MASK
10-25-13, 12:35 AM
In the description it still says dark areas are more dark just FYIIt should have said based on vanilla . Be aware that even with V7 the nights with medium fog will be lighter than V6 but still fairly dark . Nights with no fog will be lighter than V6 but you should be able to define a ship further out .
ok thanks but just to check do your nights look about the same as my screenshots?
THE_MASK
10-25-13, 01:00 AM
ok thanks but just to check do your nights look about the same as my screenshots?Exactly the same , but now they are lighter with version 7 .
THE_MASK
10-25-13, 01:41 AM
Scapa raid .
Night time with medium fog and a raging storm 15m/s winds . Destroyers and elcos behind me . I just passed a white navigation light so I know the entrance to Kirk sound is close . However due to the lack of visibility and the navigator not knowing exactly where we are because of real navigation (and no external views) I have to make the decision to either wait where I am till daybreak rather than risk running aground (which wont be happening) and go ahead with the raid and risk being detected . Or turn around while conditions are poor and evade the escorts considerably easier than if it were daytime .
http://i40.tinypic.com/5bpikh.jpg
No fog night , less dark with sobers Realistic contrast V7 SH5
http://i43.tinypic.com/34ih3xi.jpg
bottom pic looks alot better.
I wanna use real navigation but im afraid ill end up not having a clue what im doing. Seems hard :haha:
THE_MASK
10-25-13, 02:57 AM
bottom pic looks alot better.
I wanna use real navigation but im afraid ill end up not having a clue what im doing. Seems hard :haha:No its not .
Step 1 jsgme /Tasks/save mod profile
Step 2 Disable all mods jsgme
Step 3 Read the instructions in the Real navigation mod to find out how to set it up .
Step 4 go to the options editor found in
MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith\data\Applica tions\OptionsFileEditorViewer
Look for the heading MessageBox and set time compression level to any message box message to 1 = True .
Step 6 Enable all mods Tasks/Load mod profile
Step 6 Play SH5 using real automation and turn on real navigation . Any problems just ask .
Forgive me if this has been explained already, but is there a reason New UIs 7_5_0 isn't used in this list? Is it known to conflict with other mods in the list or is it just not used because it is still a test version?
thanks!
It got removed when we discovered that the tutorials dont work in 7.5.0 (test version 12)
No fog night , less dark with sobers Realistic contrast V7 SH5
Awesome! :yeah:
THE_MASK
10-25-13, 04:45 AM
Awesome! :yeah:So basically fog affects night vision . Sometimes you can see , sometimes you cannot . Just like in real life :yep:
So basically fog affects night vision . Sometimes you can see , sometimes you cannot . Just like in real life :yep:
I have already put the new version on top of DynEnv's suggested mods/updates list :up:
Bet you guys are about sick of me now. Game now CTD's When I start a new patrol in Kiel. :/\\!!
Chose scapa flow mission, hit start new patrol, the game loads for a bit and CTD's just as it appears to finish loading. I saved in the bunker to see if that works but now when I load that save it CTD's after that load now.
THE_MASK
10-25-13, 04:56 PM
Bet you guys are about sick of me now. Game now CTD's When I start a new patrol in Kiel. :/\\!!
Chose scapa flow mission, hit start new patrol, the game loads for a bit and CTD's just as it appears to finish loading. I saved in the bunker to see if that works but now when I load that save it CTD's after that load now.Read the starting instructions for how to start a campaign on the open horizons thread . Delete the SH5 folder in my documents . Don't do the tutorial . See how that goes .
Read the starting instructions for how to start a campaign on the open horizons thread . Delete the SH5 folder in my documents . Don't do the tutorial . See how that goes .
quoted for visability (and truth)
Bet you guys are about sick of me now. Game now CTD's When I start a new patrol in Kiel. :/\\!!
Chose scapa flow mission, hit start new patrol, the game loads for a bit and CTD's just as it appears to finish loading. I saved in the bunker to see if that works but now when I load that save it CTD's after that load now.
Did your JSGME freeze up when you loaded the list ? Try unloading and reloading it, dont to anyting and shut off all pop-up generating programs like skype, live messenger, etc. to keep it focussed. Wait for it to complete loading, then try again. Longshot, worth a try tho.
Read the starting instructions for how to start a campaign on the open horizons thread . Delete the SH5 folder in my documents . Don't do the tutorial . See how that goes .
I did do that. I even start on a fresh install every time I attempt to start a campaign. Deleted every single folder. Including SH5 steam folders, ubisoft folders, and in my documents.
lol why do you always assume I dont read the basic instructions? :rotfl2: :O:
Did your JSGME freeze up when you loaded the list ? Try unloading and reloading it, dont to anyting and shut off all pop-up generating programs like skype, live messenger, etc. to keep it focussed. Wait for it to complete loading, then try again. Longshot, worth a try tho.
Yes this must be it. During enabling the GME froze up a bit and it went into (Not Responding) for a buit then went back to normal.
oh and I was looking back and saw this
So , we have had a night/day cycle for 6 billion years and you suddenly don't know what causes nights to be dark !
btw its 4.54 billion years! haha :O:
Bathrone
10-25-13, 06:58 PM
I did do that. I even start on a fresh install every time I attempt to start a campaign. Deleted every single folder. Including SH5 steam folders, ubisoft folders, and in my documents.
lol why do you always assume I dont read the basic instructions? :rotfl2: :O:
Yes this must be it. During enabling the GME froze up a bit and it went into (Not Responding) for a buit then went back to normal.
I doubt thats the cause. That simply latency/bandwidth in moving the files around to enable the mod profile. The real problem is game code and mod code IMHO, and debugging it is difficult with the tools that are available.
lodebeard
10-25-13, 07:47 PM
It got removed when we discovered that the tutorials dont work in 7.5.0 (test version 12)
Which of the tutorials don't work in 7.5.0? All the tutorials I have tried so far worked just fine.
lodebeard
10-25-13, 07:50 PM
Bet you guys are about sick of me now.
Your words not mine ;)
The night fog looks great, Sober!
Which of the tutorials don't work in 7.5.0? All the tutorials I have tried so far worked just fine.
...none... when hovering over the tutorials, I get a message that it cant be loaded due to being corrupt or something to that extend ... went away when downgraded to 7.4.0.
BUT .. combined with this (http://www.subsim.com/radioroom/showpost.php?p=2133619&postcount=8), /me thinks we need a generic cleaning tool to restore a game completely to stock install after disabling mods.
THE_MASK
10-26-13, 01:08 AM
...none... when hovering over the tutorials, I get a message that it cant be loaded due to being corrupt or something to that extend ... went away when downgraded to 7.4.0.
BUT .. combined with this (http://www.subsim.com/radioroom/showpost.php?p=2133619&postcount=8), /me thinks we need a generic cleaning tool to restore a game completely to stock install after disabling mods.Unenable mods profile
Disable all EXE patches
Uninstall game but keep saves
Reinstall game
Apply the 1.2 patch
Enable mod profile
Restor EXE snapshot
Takes me 10 minutes if that .
Unenable mods profile
Disable all EXE patches
Uninstall game but keep saves
Reinstall game
Apply the 1.2 patch
Enable mod profile
Restor EXE snapshot
Takes me 10 minutes if that .
Takes me a little longer, and I suppose you're right .. but to do this every time you disabled a list is kinda irritating .. specially if you switch profiles a lot cuz you are testing stuff .. but I guess a zipped copy would do too.
THE_MASK
10-26-13, 01:53 AM
Takes me a little longer, and I suppose you're right .. but to do this every time you disabled a list is kinda irritating .. specially if you switch profiles a lot cuz you are testing stuff .. but I guess a zipped copy would do too.You only have to do it when you get ctds . So not everytime , just most of the time :O:
Davinator130
10-26-13, 11:18 AM
Hi, is it normal that all torpedos are unlocked right before my first mission?
You only have to do it when you get ctds . So not everytime , just most of the time :O:
:doh::o:haha::o:rotfl2::wah::wah::wah::wah:
THE_MASK
10-26-13, 03:27 PM
Hi, is it normal that all torpedos are unlocked right before my first mission?The mods are not installed correctly if you get all torps available at start .
Bathrone
10-26-13, 05:34 PM
Hiya. Im trying to hunt down the cause of why a surface vessel may be partially submerged while steaming along undamaged. For people using 100% of Sobers mod list does something like this ever occur?
http://s24.postimg.org/n0l2z7qdx/Silent_Hunter_Battle_of_the_Atlantic_Gold_Edit.jpg
SnipersHunter
10-27-13, 07:36 AM
Hey sober i dont know if you know that but maybe you could help. If i use "Mighty Fine Crew, More Crew Commands Dialog Lite" can i still activate MCCD_1.04_GER??
Silent Steel
10-28-13, 07:24 AM
Hey sober i dont know if you know that but maybe you could help. If i use "Mighty Fine Crew, More Crew Commands Dialog Lite" can i still activate MCCD_1.04_GER??
Yes :yep:
vdr1981
10-28-13, 07:49 AM
MFCMCCDLite
http://www.subsim.com/radioroom/down...o=file&id=4184
MCCD_1.04_MFCM_1.2.1_compatible
http://www.subsim.com/radioroom/down...o=file&id=1671
Hm, why we still have both mods in in the Sobers list? Aren't they "merged" or something?
MFCMCCDLite
http://www.subsim.com/radioroom/down...o=file&id=4184
MCCD_1.04_MFCM_1.2.1_compatible
http://www.subsim.com/radioroom/down...o=file&id=1671
Hm, why we still have both mods in in the Sobers list? Aren't they "merged" or something?
Yup. If you use the lite, no need for the other :D
SnipersHunter
10-28-13, 01:00 PM
Yes :yep:
Okay thanks
Sober,
Any chance you can take a look at your realistic underwater view mod ?
For me and others, it just blacks out in a second .. and we are left with pitch black.
Is it altering a value ? Driver incompatability ? Unknown ?
Any chance you can take a look at your realistic underwater view mod ?
For me and others, it just blacks out in a second .. and we are left with pitch black.
Is it altering a value ?
Yes, a single parameter:
data\Filters\Underwater.pfx => UnderwaterDispMap | Intensity
IIRC it takes values from 0 to 1, zero not included. Stock setting: 0.025; sober's setting: 0.525. You can try toning down the effect to something your GPU can handle. DynEnv's main mod uses a prudent setting of 0.070, but values of 0.1 or slightly higher shouldn't cause issues :up:
Driver incompatability ?
As long as you update regularly your graphic drivers, the problem shouldn't come from there
Unknown ?
Not at all: by now we all know the limitations of your old gfx card :D
Not at all: by now we all know the limitations of your old gfx card :D
...you owe me a new keyboard now .. or a method of cleaning coffee out of one ... my screen barely survived .. :haha::rotfl2::haha:
...you owe me a new keyboard now .. or a method of cleaning coffee out of one ... my screen barely survived .. :haha::rotfl2::haha:
you are probably in need of some kind of vacuum Force :-j :O:
THE_MASK
10-29-13, 08:27 AM
How far do you think a submarine periscope can see underwater ?
How far do you think a submarine periscope can see underwater ?
That would depend on a few factors .. but when I go underwater, it just fades to pitch black ... even if just half a meter. That's not realistic at all.
Calm and sunny weather at periscope depth should make it possible to see my own ship underwater .. I can see it when I'm above the water with the external cam .. go underwater with cam, screen goes black.
THE_MASK
10-29-13, 05:38 PM
That would depend on a few factors .. but when I go underwater, it just fades to pitch black ... even if just half a meter. That's not realistic at all.
Calm and sunny weather at periscope depth should make it possible to see my own ship underwater .. I can see it when I'm above the water with the external cam .. go underwater with cam, screen goes black.Just don't use it then . I like it because it just makes the game harder because I play with no external cam and no silly spotting surface ships from below .
No external cam , no periscope views underwater and no aircraft or ship crew spotting while submerged makes a huge difference to gameplay .
THE_MASK
10-30-13, 01:37 AM
sobers 1500 30102013
added sobers waves mod V15 30102013 SH5
Error in version 14
added
sobers better terrain v4 SH5
Error in version 3
Silent Steel
10-30-13, 06:02 AM
Just don't use it then . I like it because it just makes the game harder because I play with no external cam and no silly spotting surface ships from below .
No external cam , no periscope views underwater and no aircraft or ship crew spotting while submerged makes a huge difference to gameplay .
That's the way to do it :rock:
sobers 1500 30102013
added sobers waves mod V15 30102013 SH5
Error in version 14
added
sobers better terrain v4 SH5
Error in version 3
Added/updated in the list of DynEnv's suggested mods :up:
Silent Steel
10-30-13, 10:40 AM
Added/updated in the list of DynEnv's suggested mods :up:
:Kaleun_Applaud:
THE_MASK
10-31-13, 05:59 PM
sobers 0900 01112013
added
sobers waves mod V16 01112013 SH5
Deleted version 15
I think i have the white caps pretty good now .
Enable anytime either in port or on patrol if just updating the waves mod .
Sober,
Any chance you can take a look at your realistic underwater view mod ?
For me and others, it just blacks out in a second .. and we are left with pitch black.
Is it altering a value ? Driver incompatability ? Unknown ?
Yea I get the almost immediate fade to black as well (with external camera) and its not my GFX card. I just recently purchased and installed one of the latest models.
Ive been told in another thread to just remove sobers realistic underwater but, but...I doooooont wannnnnaaaaaaa! :wah::O:
THE_MASK
10-31-13, 09:29 PM
Yea I get the almost immediate fade to black as well (with external camera) and its not my GFX card. I just recently purchased and installed one of the latest models.
Ive been told in another thread to just remove sobers realistic underwater but, but...I doooooont wannnnnaaaaaaa! :wah::O: If you use external cameras and the like then just remove it .
Yea I get the almost immediate fade to black as well (with external camera) and its not my GFX card. I just recently purchased and installed one of the latest models.
I think it doesn't depend on how performant is your GFX card. I have tested sober's mod in external cam with my modest ATI HD 5650; not exactly the latest video card either, but had not black underwater issue. Dunno why, but in general it seems that this game is more compatible with ATI cards than with Nvidia ones. Someone with a better understanding of this subject please correct me if I am wrong :hmm2:
volodya61
11-01-13, 10:35 AM
..Someone with a better understanding of this subject please correct me if I am wrong :hmm2:
I can only confirm this :yep:.. all the rendering/video issues I heard/read/saw were related only with the nVidia cards..
I can only confirm this :yep:.. all the rendering/video issues I heard/read/saw were related only with the nVidia cards..
yep, my assertion is also based on empirical evidence taken from various reports by Nvidia card owners. I wonder if the most recent Nvidia cards and/or detonators have solved the issue, at least in part :hmmm:
volodya61
11-01-13, 11:06 AM
yep, my assertion is also based on empirical evidence taken from various reports by Nvidia card owners. I wonder if the most recent Nvidia cards and/or detonators have solved the issue, at least in part :hmmm:
I don't think it's a big problem.. for all the time I had problems with only couple of the Sober's mods (IIRC underwater fx and see through wake fix) and one texture in the SteelVikings Interior mod..
I don't think it's a big problem.. for all the time I had problems with only couple of the Sober's mods (IIRC underwater fx and see through wake fix) and one texture in the SteelVikings Interior mod..
Yes, more an annoyance than a real problem :yep:
THE_MASK
11-01-13, 05:17 PM
Its suppose to be black to make it more challenging . So you are telling me in ww2 , uboats would sit under the water close enough to the surface to see destroyers above them :rotfl2:
Silent Steel
11-02-13, 09:03 AM
What I've seen before is that the software 'nHancer' - Advanced Control Panel and Profile Editor for nVidia cards
can start playing games with you.
Disable it.
Or, even better - uninstall :yep:
THE_MASK
11-04-13, 02:56 AM
sobers 1800 04112013
added
sobers storm Clouds v1 SH5
Realistic_Hydrophone_1_1
rainiere
11-04-13, 04:29 AM
sobers 1800 04112013
added
sobers storm Clouds v1 SH5
Realistic_Hydrophone_1_1
Thanks! I'm going to add them to my list.
By the way: I've noticed you are using a 'documents' folder inside the mod archives.
According to pages 13 and 17 on the JSGME User Guide (www.subsim.com/radioroom/downloads.php?do=file&id=3814 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3814)), this should be renamed to 'Documentation'. That way the documentation files show up inside JSGME, instead of just being copied to the root of SH5, where they are of no use. Hope this helps.
vdr1981
11-04-13, 07:10 AM
Enable TDW EXE patcher settings (do not enable experimental or advanced users options) .
Are there any exception regarding this? You haven't enabled anything with "advanced" tags , orbit patches, render patches ect?
The most economical fuel setting for the Type 2 a submarine is 7 knots .
Type 2? You actually have that beauty enabled? :doh:
Climb down the hatch and dive to periscope depth and then surface at the start of every game load .
Why so? Can you elaborate this a bit further?
Its suppose to be black to make it more challenging . So you are telling me in ww2 , uboats would sit under the water close enough to the surface to see destroyers above them :rotfl2:
http://en.wikipedia.org/wiki/Underwater_vision
Till about 50m depth, you have visability underwater .. up to about 80m in ideal conditions. Colors drop off as you get deeper. You could use the periscope underwater .. only issue would be that if you can see them, they can see you as well.
THE_MASK
11-04-13, 07:57 AM
Are there any exception regarding this? You haven't enabled anything with "advanced" tags , orbit patches, render patches ect?
Type 2? You actually have that beauty enabled? :doh:
Why so? Can you elaborate this a bit further?I have waterdrops turned off .
Alright type V2 .
You must climb below decks at least once befor using teleporting .
THE_MASK
11-04-13, 07:58 AM
Thanks! I'm going to add them to my list.
By the way: I've noticed you are using a 'documents' folder inside the mod archives.
According to pages 13 and 17 on the JSGME User Guide (www.subsim.com/radioroom/downloads.php?do=file&id=3814 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3814)), this should be renamed to 'Documentation'. That way the documentation files show up inside JSGME, instead of just being copied to the root of SH5, where they are of no use. Hope this helps.Thanks for that , i didnt realise .
http://en.wikipedia.org/wiki/Underwater_vision
Till about 50m depth, you have visability underwater .. up to about 80m in ideal conditions. Colors drop off as you get deeper. You could use the periscope underwater .. only issue would be that if you can see them, they can see you as well.
To this I'd like to add this (http://www.subsim.com/radioroom/showpost.php?p=1324765&postcount=5).
THE_MASK
11-04-13, 04:52 PM
To this I'd like to add this (http://www.subsim.com/radioroom/showpost.php?p=1324765&postcount=5).Ok , you win . I will look at it this week .
THE_MASK
11-05-13, 02:47 AM
sobers 1800 05112013
added
sobers realistic underwater FX4 SH5
Deleted version 3
lukasz12012
11-05-13, 06:56 AM
Sober I welcome the idea and asking them if they could shoot a series of guides all of the subject and give it to You Tube? I will be very grateful, and I think that not only I
vdr1981
11-05-13, 02:58 PM
sobers 1800 05112013
added
sobers realistic underwater FX4 SH5
Deleted version 3
Very nice Sober, I like it!:up:
But, pls take look at this gorgeous type IXD from Operation Monsun (SH4 U-Boat missions). You can see that underwater visibility range is so short that you can't even see propeller shafts clearly from bow of the boat... Now, my question is, is it possible to create something similar, maybe even more realistic, for SH5?
http://s6.postimg.org/mt6livilt/SH4_Img_2012_10_15_02_00_40_463.jpg
But, pls take look at this gorgeous type IXD from Operation Monsun (SH4 U-Boat missions). You can see that underwater visibility range is so short that you can't even see propeller shafts clearly from bow of the boat... Now, my question is, is it possible to create something similar, maybe even more realistic, for SH5?
Yep, nice shot: that is more or less how, in RL, far objects gradually fade out underwater. :yep:
Please have a look at the following link on how this effect can be obtained in SH5. If you read the whole thread, you will also discover why that method is not exploited by any popular mod:
http://www.subsim.com/radioroom/showthread.php?p=1332523#post1332523
THE_MASK
11-06-13, 01:47 AM
sobers 1800 06112013
added
sobers realistic underwater FX5 SH5
Deleted
sobers realistic underwater FX4 SH5
THE_MASK
11-06-13, 07:35 PM
I am trying to make this list as noob friendly as possible .
Added the mods
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
sobers New UI addons for mega mod list
You dont need to muck around with options editor or try to install real navigation correctly . Its all done for you . Even the instructions for setting up the concealed ship type for real hydrophone is done for you .
Just install the MEP file .
Use the snapshot for the EXE patcher .
Follow the starting instructions on the first post and start playing .
If you have your own TheDarkWraithUserOptions profile then delete the folder ''Scripts'' from the mod
sobers New UI addons for mega mod list before enabling the mod .
THE_MASK
11-07-13, 07:21 AM
sobers 2100 07112013
added
Patrolsearch autoscriptsV03
sobers realistic underwater FX6 SH5
removed
sobers realistic underwater FX5 SH5
THE_MASK
11-07-13, 07:56 AM
sobers 2200 07112013
added
SH5_Starshells_patch
removed
IRAI_0_0_39_ByTheDarkWraith_Patch_1
alphasephirot
11-08-13, 07:25 AM
Hi everyone! :arrgh!:
Since i installed your last MEP file i got a CTD on the loading screen when i´m trying to load a save that was previously working with your mods. The save is in the bunker and i think that the sobers newUis addon has something to do with it because i don´t really understand what to do when it is installed.
Do i have to touch some optionsfile thing or something? Sorry i didn´t really understood your instructions :/\\!!
Edit: Nevermind, i thought the new MEP was savegame compatible. Starting a new campaign now ;)
THE_MASK
11-08-13, 02:22 PM
If you already know how to use the options file and what exe patches to apply then dont use the mod ''sobers New UI addons for mega mod list''
THE_MASK
11-08-13, 02:52 PM
sobers 0800 09112013
Taken out the sobers New UI addons for mega mod list
rainiere
11-08-13, 03:33 PM
sobers 0800 09112013
Taken out the sobers New UI addons for mega mod list
Your 'sobers.gps' snapshot file for the TDW sh5.exe patcher was also contained in this file. Do you now plan to upload it separately?
On the first page of the thread there are still references to the mod file, by the way.
Thanks for keeping us informed!
Husksubsky
11-08-13, 07:42 PM
If you already know how to use the options file and what exe patches to apply then dont use the mod ''sobers New UI addons for mega mod list''
Hrrm I think I do by now :hmm2: never too late for noob questions:
we point last menu.txt to the one in real navigation right?
There are two open file options in the viewer..I ve only used the first. Does the other have any mission?
THE_MASK
11-08-13, 10:21 PM
Hrrm I think I do by now :hmm2: never too late for noob questions:
we point last menu.txt to the one in real navigation right?
There are two open file options in the viewer..I ve only used the first. Does the other have any mission?What are you trying to do ?
Husksubsky
11-08-13, 10:47 PM
What are you trying to do ?
Im unspecific as usual. I talk about using the optionfileeditor/viewer first time in a fresh install and you set path to menu.txt. All tutorials use the one in the main new ui s mod, but we who use Realnav set the path to the menu.txt in the realnav mod right? Thats the last menu.txt.
The other thing was that when you click "file" in the topleft corner in the optionfileeditor/viewer you are given option of opening two files for configuration. I always wondered what the second "open"was ment for
it says :
open
open
close
---------------
set path to menu.txt
set SH5 install path
--------------
save
save as
---------------
exit
volodya61
11-08-13, 11:30 PM
@Husksubsky
Using 'Open' you are able to open up only the file - TheDarkWraithUserOptions.py
Using 'Open..' you are able to open up any .py file.. but it's not working at the moment.. I mean, you can edit only TheDarkWraithUserOptions.py now..
Husksubsky
11-09-13, 12:24 AM
@Husksubsky
Using 'Open' you are able to open up only the file - TheDarkWraithUserOptions.py
Using 'Open..' you are able to open up any .py file.. but it's not working at the moment.. I mean, you can edit only TheDarkWraithUserOptions.py now..
Thx. :)
THE_MASK
11-09-13, 05:45 PM
sobers 0800 10112013
added
IRAI_0_0_39_ByTheDarkWraithPatch
removed
SH5_Starshells_patch
Trying to get rid of the ctds i have all of a sudden with the previous mod lists , i am over it .
brainless
11-10-13, 02:37 PM
Hi Sober,
What are usual debug log messages, when you get ctd?
I'm new here. I follow your instructions.
But every time on the first patrol, slightly after first ship contact I get ctd.
Last message in the debug log is "SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client."
I already done four clean installations. Running on Win64, 4 cores, 8GB ram.
THE_MASK
11-10-13, 02:40 PM
Hi Sober,
What are usual debug log messages, when you get ctd?
I'm new here. I follow your instructions.
But every time on the first patrol, slightly after first ship contact I get ctd.
Last message in the debug log is "SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client."
I already done four clean installations. Running on Win64, 4 cores, 8GB ram.What is happening in the game when you ctd ?
brainless
11-10-13, 03:08 PM
Usually I'm under water. It's happens shortly after second or third ship (visual) contact. I guess, because it's night or early morning. Last time I was ready for my first torpedo launch on polish merchant.
THE_MASK
11-10-13, 03:16 PM
Usually I'm under water. It's happens shortly after second or third ship (visual) contact. I guess, because it's night or early morning. Last time I was ready for my first torpedo launch on polish merchant.I just wanted to know if you tried to attack a ship before the war starts . Download the latest MEP file i just uploaded and start a new career . I think the problem is too many mod conflicts . I will just shorten up the list a few times until no ctds .
THE_MASK
11-10-13, 06:09 PM
Shortened the mod list down again to try and get rid of ctds once and for all . Start a new campaign .
brainless
11-11-13, 05:09 AM
Same again. First encountered two enemy destroyers and one merchant not far away. Avoided destroyers and attacked the merchant with the deck gun. She was already bombarded by luftwaffe, but I was able to fire few shells.
After this, I took course on new sonar contact. But while getting closer, suddenly ctd with the same problem.
Can the problems associated with the orbit listener to have a relation with my Internet connection? I have fast connection, but without real ip address.
vdr1981
11-11-13, 05:27 AM
Sober, place this fix after FXU 0.0.22...
http://www.mediafire.com/download/grc9idh054j8gcu/FXU_0_0_22_Ship+zon+files.rar
It contains Gap's radio room modified ship .zon files but with disabled "object linked to" function...This will prevent game to CTD in situation when enemy ship is engaged...
Sober, place this fix after FXU 0.0.22...
http://www.mediafire.com/?cwv1555gd9bep47
It contains Gap's radio room modified ship .zon files but with disabled "object linked to" function...This will prevent game to CTD in situation when enemy ship is engaged...
:sign_yeah:
THE_MASK
11-11-13, 02:27 PM
Sober, place this fix after FXU 0.0.22...
http://www.mediafire.com/?cwv1555gd9bep47
It contains Gap's radio room modified ship .zon files but with disabled "object linked to" function...This will prevent game to CTD in situation when enemy ship is engaged...I cannot download this file for some reason .
Husksubsky
11-11-13, 08:27 PM
doesn t download here either.:hmmm:
@ Sober v04 of the autoscripts is out:D
vdr1981
11-12-13, 06:22 AM
Sober, place this fix after FXU 0.0.22...
http://www.mediafire.com/download/grc9idh054j8gcu/FXU_0_0_22_Ship+zon+files.rar
It contains Gap's radio room modified ship .zon files but with disabled "object linked to" function...This will prevent game to CTD in situation when enemy ship is engaged...
The post is edited... Try it now guys...
Silent Steel
11-12-13, 11:11 AM
The post is edited... Try it now guys...
Works fine :up:
Husksubsky
11-12-13, 02:40 PM
got it :up:
erm it gets vastly overwritten by OH2..just place it after fx update?
vdr1981
11-14-13, 12:04 PM
got it :up:
erm it gets vastly overwritten by OH2..just place it after fx update?
FX update files are also overwritten by OH2 and everything worked fine, so yes...
got it :up:
erm it gets vastly overwritten by OH2..just place it after fx update?
Which files get overwritten? Vecko's FXU patch should only contain stock ships' zon files, which are not overwritten by OHII :hmmm:
vdr1981
11-14-13, 01:37 PM
Those are the same files so this should not pose a problem. When I find some spare time I'll remove OH2 files but for now the mod is completely safe. You can instal it after FXU or even after OH2 if you like...
THE_MASK
11-15-13, 02:03 AM
Falling, falling, and raised again ... My game is "crashing" after clicking "K". I'm starting a campaign Coastal Waters after the second sinking ship ... My computer Win8 12 GPU and 1 GB RAM. I followed all the instructions Sobers ... I appreciate the help!Use the GUI .
Silent Steel
11-15-13, 02:26 AM
...Win8 12 GPU and 1 GB RAM...
Couldn't lack of RAM be the issue here?
Fritz Fraghof
11-15-13, 04:41 AM
Fantastic mega mod list Sobers. Thanks. Your work and those of the many others takes SH5 to a whole new level. For some reason since installing the last of the mods in the list, I can no longer minimise the UI with the key I once did (DEL on the numeric keypad, using Churches keyboard commands). Is there a mod in the list responsible for this, or is something else to blame? There doesn't appear to be any conflict with Churches Keyboard Commands and any mod in Sober's mega mod list.
THE_MASK
11-15-13, 04:46 AM
Fantastic mega mod list Sobers. Thanks. Your work and those of the many others takes SH5 to a whole new level. For some reason since installing the last of the mods in the list, I can no longer minimise the UI with the key I once did (DEL on the numeric keypad, using Churches keyboard commands). Is there a mod in the list responsible for this, or is something else to blame? There doesn't appear to be any conflict with Churches Keyboard Commands and any mod in Sober's mega mod list.Shift + Z i think :hmm2:
pioleen
11-15-13, 05:50 AM
Couldn't lack of RAM be the issue here?
It is GPU's RAM, isn't it?
In that case is not bad.
Silent Steel
11-15-13, 10:34 AM
It is GPU's RAM, isn't it?
In that case it's not bad.
Right, if that's the case it's good enough :up:
But
@ Dida44
How many MBs RAM have you got?
You need 4MB. At least
Fritz Fraghof
11-15-13, 10:51 AM
Shift + Z i think :hmm2:
Thank you Sobers. Spot on!
Silent Steel
11-15-13, 12:36 PM
Thanks for listening, guys...
Sorry for the mistake, it's GPU 1 GB and RAM 12...
GUI does not appear, I think it's because I'm still in the tutorial and I have no command of the sub.
Nice,
This means that your specs are not the culprit.
If you can - tell more about your issues.
When I first read your description I instantly assumed lack of RAM was the reason. Demanding graphics can be nasty on your CPU and RAM.
BTW, what CPU are you running?
Could you show us your mods list in the current load order?
Sounds funny though that the GUI doesn't show up. What GUI are you trying to run?
IF it's the NewUIs you could try to replace it with the CSP Magui > http://www.subsim.com/radioroom/showthread.php?t=181370
Just to check what happens - you can try to skip the tutorial. Like this (open it with Note Pad)
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6846
and save
Silent Steel
11-16-13, 08:17 AM
...Edit: I could not use CSP Magui, my computer does not have SH5Schiffe.exe not found for download on the internet.
Hi again Dida
Your specs are just fine :up:
I'll take a look at you mods list later.
In the mean time -
1. Save your mod list in the JSGME
2. Deactivate the whole list
3. Activate the CSP Magui and see if it shows up.
Of course you can use CSP Magui, it's included in the mod :yep:
Do this
1. Activate the CSP Magui in JSGME
2. Go to > C:\Ubisoft\Silent Hunter 5\SH5Schiffe.exe
3. Open it up and got to the tab 'Map Options' and do your settings for the map
4. Go to the tab 'Create Recognition Manual' and press the two buttons at the bottom
5. Close
6. Start SH5 :up:
I'll get back to you later
3 - List of mods and installation order ( sobers 14112013.mep 0900 ) :
sobers game loading tips V8 SH5
...
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights - In Murky Waters
...
What's that? Should be:
'Ambient Settings - Darker Nights - No Murky Waters' :hmmm:
vdr1981
11-16-13, 11:52 AM
Sober, Is there any reason why not to include SH5 External Cargo 1.0 in your modlist? It works just fine I think...
http://s6.postimg.org/tt09syigh/SH5_Img_2013_11_08_00_50_44.jpg
Aktungbby
11-16-13, 12:06 PM
What's that? Should be:
'Ambient Settings - Darker Nights - No Murky Waters' :hmmm:
:Kaleun_Salute:" for want of a 'no' the battle may be lost!" many grácias for yer' eagle eye thar, Yoda-san
brainless
11-16-13, 04:18 PM
Hi Sober,
I somehow overcame my problems and finished my first patrol.
But now I can not select new mission. The only way is to start new patrol without selecting a mission, and then to end the patrol immediately. After this I can select next mission, but in this way I lost 28 days (2 x 14).
What I'm doing wrong?
Trevally.
11-16-13, 04:40 PM
The only way is to start new patrol without selecting a mission, and then to end the patrol immediately. After this I can select next mission, but in this way I lost 28 days (2 x 14).
What I'm doing wrong?
This is because objectives are date + completion triggered
So when no objective is there - the game timeline is still catching up.
The campaign is based on the war as thus every now and then needs to make sure that some objectives are not ready until the historical date.
Just slow down - no need to rush (unless heading to Scapa or Norway)
28 days in nothing in game time for this game - you have just under 5 years to get through. So if you find no missions - patrol/dock is ok - you won't miss much:up:
see here for mission dates
http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2
THE_MASK
11-16-13, 06:17 PM
Hi Sober,
I somehow overcame my problems and finished my first patrol.
But now I can not select new mission. The only way is to start new patrol without selecting a mission, and then to end the patrol immediately. After this I can select next mission, but in this way I lost 28 days (2 x 14).
What I'm doing wrong?I would rather see user names in my thread like , AllCluedUp etc :O:
brainless
11-16-13, 07:28 PM
Thanks for the info Trevally. I suspected it was thus.
I was worried that I will not have enough time exactly for Scapa. Changed MinimumDaysInBaseGE to 4. The new value take effect after next patrol.
Sober, thank you for the excellent manual, without it modding this game seemed to me like black magic. Now I even dare to change some mod's files for greater compatibility.
Trevally.
11-17-13, 04:32 AM
Thanks for the info Trevally. I suspected it was thus.
I was worried that I will not have enough time exactly for Scapa. Changed MinimumDaysInBaseGE to 4. The new value take effect after next patrol.
Sober, thank you for the excellent manual, without it modding this game seemed to me like black magic. Now I even dare to change some mod's files for greater compatibility.
:up:
Sink em all:arrgh!:
test_m4a1
11-17-13, 07:25 AM
@vdr1981 - "Sober, Is there any reason why not to include SH5 External Cargo 1.0 in your modlist? It works just fine I think..."
Im really curious too why arent You including this mod to Your modlist :cool:
This compilation and assorted documentation look very impressive - awesome work everyone involved!
I've been gone from Silent Hunter 5/3 for a long time. Was never able to get SH 5 work in stable enough fashion on my comp. I kept recieving a very annoying CTD quite often(but not always..) when using periscope. '
With above in mind, I'd really appreciate if you could answer the following:
- Does this mod compilation, some recent-ish(2012 and after) official patch or - anything else - have something that improves the overall stability of SH5?
- Do people using Windows 7 often have much issues with this mod or with SH5 as a whole?
- Frequent CTD when using periscope is what made me unable to play this game. Happened with Steama and DVD versions both. Is this common issue with some known solution?
- Many known issues or fixes for people with ATI cards?
- My specs are:
Inter core i5 CPU @2.8 GHz
12 GB ofRAM
ATI Radeon 5800 HD
Windows 7
Anything in the above causing some knowns issues with SH5's dysfunctional code?
Aktungbby
11-18-13, 12:36 AM
Welcome aboard: Brainless & LTD_:salute:
It would be nice to have a whole package with all needed mods in it! if you want i can create an actual torrent and keep it up to date...this is also good for the subsims forum bandwith!?
thank you for keeping up this hard work!!! its an amazing mod!:yeah::up:
Jimbuna
11-18-13, 12:27 PM
Welcome Aboard Kaleuns :salute:
Aktungbby
11-18-13, 08:36 PM
Welcome aboard N1ete:Kaleun_Salute:
Husksubsky
11-18-13, 10:06 PM
Which files get overwritten? Vecko's FXU patch should only contain stock ships' zon files, which are not overwritten by OHII :hmmm:
Sorry I saw this so late. Heres owerwriting from oh2:
Folder "data\Sea\NAMC" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NAMC.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NAMC_Z" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NAMC_Z.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NATF" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NATF.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NBB_Fuso" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NBB_Fuso.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NBB_Yamato" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NBB_Yamato.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NCA_Furutaka" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NCA_Furutaka.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NCL_Agano" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NCL_Agano.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NCVE_GrafZeppelin" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NCVE_GrafZeppelin.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NDD_Akizuki" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NDD_Akizuki.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NDD_Asashio" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NDD_Asashio.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NDD_Minekaze" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NDD_Minekaze.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NDD_Mutsuki" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NDD_Mutsuki.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NF_boat" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NF_boat.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
"NF_Boat_1.GR2" has already been altered by the "FX_Update_0_0_22_ByTheDarkWraith" mod.
"NF_boat_1.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
"NF_Boat_1_AO01.dds" has already been altered by the "FX_Update_0_0_22_ByTheDarkWraith" mod.
"NF_Boat_1_LOD.GR2" has already been altered by the "FX_Update_0_0_22_ByTheDarkWraith" mod.
"NF_Boat_1_sil.dds" has already been altered by the "FX_Update_0_0_22_ByTheDarkWraith" mod.
Folder "data\Sea\NHOSP" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NHOSP.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NKMCS_Akita" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NKMCS_Akita.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
"NKMSS_HogIsland.cfg" has already been altered by the "NewUIs_TDC_7_4_2_ByTheDarkWraith" mod.
"NKSCS_N3SA1.cfg" has already been altered by the "NewUIs_TDC_7_4_2_ByTheDarkWraith" mod.
Folder "data\Sea\NKSCS_Taihosan" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NKSCS_Taihosan.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NKSSS_Kasagisan" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NKSSS_Kasagisan.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NMFMPC_Z" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NMFMPC_Z.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NOL_Dale" has already been added by the "NewUIs_TDC_7_4_2_ByTheDarkWraith" mod.
Folder "data\Sea\NOS_Haruna" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NOS_Haruna.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NOS_Haruna_Z" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NOS_Haruna_Z.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NPL_Hap" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NPL_Hap.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NPS_Tyohei" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NPS_Tyohei.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NPT" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NPT.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NSampan01" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NSampan01.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NSampan02" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NSampan02.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NSampan03" has already been added by the "FXU_0_0_22_Ship zon files" mod.
"NSampan03.zon" has already been altered by the "FXU_0_0_22_Ship zon files" mod.
Folder "data\Sea\NSC_SubChaser" has already been added by the "FXU_0_0_22_Ship zon files" mod.
Put it after OH2 then? Hey wait a sec folder altered ..then it doesnt matter right?
Jimbuna
11-19-13, 03:08 PM
^ I'm glad I read this properly because on initial scanning I was about to delete it as a spam thread :)
vdr1981
11-19-13, 05:43 PM
Sorry I saw this so late. Heres owerwriting from oh2:
Here's the new version containing files only from FXU 0.0.22... Install with JSGME after FXU 0.0.22 ...http://www.mediafire.com/download/psbnjoqsmyquofn/FXU_0_0_22_Ship+zon+files.rar
Husksubsky
11-19-13, 10:09 PM
thx:up:
moosenoodles
11-21-13, 06:27 PM
What is this part of the installation info or rather many parts of the various installation info lol.. its all over the place even though it has some order of thought it seems to over do it :D
"Extract the patcher with 7zip and put the folder on your desktop .
While using the exe patcher click on File/Restore snapshot and point it to the snapshot found in the mod sobers New UI addons for mega mod list in the documents folder .
or just use your own snapshot ."
I dont see anything of a patcher exe mentioned after the initial campaing new start list/info in first post.... what is this patcher and what part of the download set is it, I just dont see it..
Is this mega mod download not just a straightforward drop the mods into the mod folder after installing the jgse installer, running the MEP to correct the order and then install?
^^ im hoping :D its just the post to me is like the same info over and over again but in seperate sections, and its slightly different in its approach each time/confusing and a little off putting to know which is the definitive part to really follow..
Thanks for any feedback here.. o7
edit: this is all for a spanking new install by the way with fresh campaign start.
THE_MASK
11-21-13, 08:10 PM
What is this part of the installation info or rather many parts of the various installation info lol.. its all over the place even though it has some order of thought it seems to over do it :D
"Extract the patcher with 7zip and put the folder on your desktop .
While using the exe patcher click on File/Restore snapshot and point it to the snapshot found in the mod sobers New UI addons for mega mod list in the documents folder .
or just use your own snapshot ."
I dont see anything of a patcher exe mentioned after the initial campaing new start list/info in first post.... what is this patcher and what part of the download set is it, I just dont see it..
Is this mega mod download not just a straightforward drop the mods into the mod folder after installing the jgse installer, running the MEP to correct the order and then install?
^^ im hoping :D its just the post to me is like the same info over and over again but in seperate sections, and its slightly different in its approach each time/confusing and a little off putting to know which is the definitive part to really follow..
Thanks for any feedback here.. o7
edit: this is all for a spanking new install by the way with fresh campaign start.
Patcher
http://www.subsim.com/radioroom/showthread.php?t=181433
THE_MASK
11-22-13, 02:57 AM
sobers 1800 22112013
added sobers campaign start mod for OH2 SH5 (deletes the tutorial)
added sobers New UI addons for mega mod list (no need to use the options editor or merge menu files IE: noob friendly) . Don't use it if you already know how to use the editor and what files need merging) .
moosenoodles
11-22-13, 04:06 AM
Great! I see you have streamlined the follow me instructions.. I will go through it now.
p.s Also when it says you have "added" does this mean just in view of your mod what you have done or are the links to the changed files updated also, This needs confirmation as wether one has to go grab them and rename them to fit a MEP or not?
THE_MASK
11-22-13, 04:11 AM
Great! I see you have streamlined the follow me instructions.. I will go through it now.See if that makes more sense . I want to get this right for people that just start playing :up:
moosenoodles
11-22-13, 04:29 AM
See if that makes more sense . I want to get this right for people that just start playing :up:
yes its a ton more straight forward yet still it has a ton of room for improvement, I mean that in the best possible taste btw :D
Reason being,
Any pre setup and awareness of installing mods of "what needs to be done" should always come first in what you are reading..
The underlined white text is better as its more compact now :D but it still says go ahead and install the mods with mod installer.. Be aware this does not at the time of reading that tell the user to use a MEP to get the right order.
Some people will not read on to see that there are other stipulations regarding what was said at the start of the information of what you should do. I would try not to state what happens in installing a mod set as if its in the 3rd person feeling of speech...
Just do a bullet point of the steps needed is enough, and next to those steps any links needed with bracketed info on issues or such. The bullet pointed steps of install should be thorough in each step so nothing needs to be read after the following of those steps to make it correct and working.
For instance I can read what was put and get through it,, sure.. But then there is moments like oh look I have this all in one file which I signed up for to grab as its easier and beneficial to neal ( the donation ) .. But the file reads "Sober_all_n_one28082013" << now seeing as that is a sort of paid up file download of sorts say and you go and update the mod to make things better or easier, place something somewhere :D that informs of what needs to be done if anything to amend also what you have changed.
I personally dont get what you changed, as when I look at the edit you did it still has the files/names of what I already have but it shows that I have an apparent older all in one package with the mods I downloaded last night. last night :D yes...
Hence why I said if you post 080022112013 with an edit saying changed newUI mod etc give some info of that files link if there is on, if its just a config change for even the order change.
thing is I read your order change in green and yellow
"Mods List sobers 1800 22112013 (correct order)"
and above it, it reads.. "sobers New UI addons for mega mod list . Enable last in the mod enabler ."
but the list below showing the order shows it in the middle of a list. :)
Keep it simple remove all the bumf and just list a straight forward step guide with no back and forth info of confusement :D cheers.
Sterling job you are doing btw, it would of already drove me insane :D
Edit: I see the campaign oh2 file link has been updated today 22/11/13 so replacing that is fine and makes sense checking the link ;) etc..
I looked at the newUI mod file you said was changed but the date on this is 11-06-2013 < is this important to know as you have said you changed it but its showing old date on the
link for it.
Edit: ok pasting this for you to look over in relation to the install guide.
"TDW SH5Patcher (doesnt work with the steam version of the game)
http://www.subsim.com/radioroom/showthread.php?t=181433
I have included my snapshot of my exe patcher options in the mod (sobers New UI addons for mega mod list) Just point to this file when loading the snapshot when using the exe patcher ."
^^ this does not tell the user anything much unless they wish to go read 100's of pages from that link to the guy working on code hacks for hydrophones... "when using the patcher"?
yes.. when lol? :D
This should be amended to show when this fits into the install if at all, why it is here being shown for the mega mod pack etc...
Whats the purpose of this at the top of the post? I vaguely remember seeing it somewhere in the old install guide you had up but now its not shown..
I then start to think, ok he said he amended the NewUI mega mod file to make "(no need to use the options editor or merge menu files IE: noob friendly)"
Does merging or menu files have anything to do with the TDW patcher? if so could it be worded better to fit what is being read at the top of your install guide post regarding
said patcher? IE. Again its multi info not matching multi info :D in the way I am seeing it.
I Have a fresh install sitting here :D im looking at it and thinking what should I do now really? If I am thinking that then it means unsureness which equates to not
understanding what needs to be done incase of errors made and having to reinstall all of SH5 again.
THE_MASK
11-22-13, 05:38 AM
Maybe I need a script writer :rolleyes: . If anyone wants to redo the thread then go ahead . I don't have time or the skills . I understand what you are saying , it could be a whole lot better written .
moosenoodles
11-22-13, 06:09 AM
Maybe I need a script writer :rolleyes: . If anyone wants to redo the thread then go ahead . I don't have time or the skills . I understand what you are saying , it could be a whole lot better written .
The problem is not that really, I have just come to give it a go and find that all the mods are incompatible with the MEP's due to non consistency between MEP and File name keeping.
There seems to be no order discipline with the community :D But I guess one cant expect that with so many mod makers doing single mods and not as a whole joint venture. So no upload change repository before being out to public is possible.
Ill show you what the guy out of nowhere gets when on first attempts :D
http://gyazo.com/7d972dfcacfeae9b77ae58493f06fde0 (pic)
As seen, the mod mega pack has for instance NewUI_TDC 7_5_0 and what is odd is this pack is 28/8/2013
the MEP load error states 7_4_2 ( this is the outdated one? ) and yet this is supposedly the right files to use when downloading for the mod pack? Yet the pack from the bonus mod forum area for easy download has a file that has a higher version number? very confusing.......
Now its easy to change a text file to read the right info and it will load, but when you look at an upated post to the mod order and it shows 7_4_2 :D thats when it gets a bit cooky and you wonder what should be used.
A working MEP is critical for matching the files that should be used.. The odd one or two to change is ok when something major has been updated by a mod maker, but when it throws a full list up its a bit oh dear godish..
This all seems to be down to lack of time or something to keep files updated? Neal hosts the bonus area for grabbing the packs of commonly used mega mod installs but it seems mixed with outdated and latest files even though the file pack date is old.. ( that in itself needs a fix ) or there is something I am overlooking here.
This mod can not be tested out and enjoyed right now by myself because I have no idea what is working, what is needed etc all due to individual parties not being able to keep things listed and upto date.
Come in from sea guys :D scrub up and get things ship shape.
moosenoodles
11-22-13, 06:58 AM
I just finished sorting it all out with what was newly added in the list along with updated versions of mods/compats etc. All following what Sober uses in his MEP load order.
Now thing is this mod pack is large and nowhere to dump it..
Neal if you got a ftp server I can put it on let me know and ill upload it later tonight when I am done gaming and house chores etc etc.. along with the MEP.
... p.s Steelvikings interior mod takes a while in the mod enabler doesnt it to get through hehehe..
Edit: I will go through the issues if any when its done, and have feeling there will be a few. and as im typing this there we go "access violation at address 004823AC in module JSGME.exe"
meh grrrr, I see some stuff that is greyed out in the list of active mods this seems to be toublesome :D
moosenoodles
11-22-13, 07:53 AM
gee quite dead on this forum then?
I manually placed the order of loading the mods and run the game set graphics and sound as it was loading into the bunker gets to end music stops black screen loading still on hd i see and then..
http://gyazo.com/848539c28586fefcad04716cffc6926d
nada,., just straight back to uplay thanks for playing msg :D gee yeah all of 5mins....
so no error msgs nothing,, just quits.. how does one solve this mystery I wonder. I seem to have nothing to work with eh?
edit: why he heck does it say "Nub" above my portrait.. that is soooo rude.
Silent Steel
11-22-13, 11:08 AM
'...all the mods are incompatible with the MEP's due to non consistency between MEP and File name keeping.'
I see what you mean by mods' names' inconcistencies.
As some mods have been updated (new versions) the exact names in the .mep file don't correspond to the updated ones.
Usually just the version mumber has been changed. Right?
Still, if you stick to the load order you have a working mods list and you should be able to update the list with the new versions.
The easiest way to do this is to Google the mods like: 'mod's name' subsim.
Looking at that pic you posted the impression I get from what can be seen is that those mods aren't present in your JSGME...
They must be in your C:\Ubisoft\Silent Hunter 5\MODS folder or the JSGME won't find the mods and won't load the list.
THE_MASK
11-22-13, 03:21 PM
sobers 0700 23112013
added
Patrolsearch autoscriptsV04
Removed
Patrolsearch autoscriptsV03
THE_MASK
11-22-13, 06:37 PM
sobers 1100 23112013
removed
Disabled Sonar Ping-TDW NewUIs compatibile
not compatible with the list .
Sober, can u lay out your own MEP list for last mod?
Its very difficult for me, with my knowledges in english understand how to modificate SH5 by own hands...
Sorry for distract.
razanon
11-23-13, 06:34 AM
still having problems with kiel. returning after first misión from Memel.
i reinstalled ALL and erase SHV folder and installed open horizons start, with no tutorial (really new update)
coming to kiel at 1X i get a CTD, is there any solution ??
vdr1981
11-23-13, 07:28 AM
sobers 1100 23112013
removed
Disabled Sonar Ping-TDW NewUIs compatibile
not compatible with the list .
What is the problem? Does some other mod from your modlist use Page layout.ini file. Can you confirm that mod isn't compatible with TDW New UI's 7.4.2 ?
Silent Steel
11-23-13, 07:44 AM
Even if the TDW NewUIs is a fabulous mod and from what can be read around here it seems to cause a lot of issues (if it actually is the New UIs causing this). :hmm2:
So far I can't say I had any major issues with the CSP Magui interface
http://www.subsim.com/radioroom/showthread.php?t=181370
Well, other than my own clumsy mods list load orders from time to time. :oops:
Just give it a try to see if you have more luck with the CSP Magui.
BTW, when you've done your uninstalls - do you scan for related files left in the directory? (I use the CCleaner - https://www.google.se/search?q=ccleaner+download&oq=ccleaner&aqs=chrome.1.69i57j0l5.3855j0j7&sourceid=chrome&espv=210&es_sm=122&ie=UTF-8)
You could even try this:
Start a new campaign >
Make your settings for sound and graphics >
When you get into the bunker >
Exit the game >
Go to C:\Users\Documents\SH5\data\cfg open the file with note pad and
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6846
Save the file in the same format - .cfg
Restart SH5 and load your last save that was done when you exited the game
While in the bunker go to the options and choose your difficulty settings .
While in the bunker click on the technical officer and choose a camouflage skin .
While in the bunker click on the flotilla officer and choose a mission by clicking on an iron cross
and then selecting that mission . Exit the briefing map and click on the flotilla comander again
and then click on lets start the mission
vdr1981
11-23-13, 08:39 AM
Sober, please try this one instead... Disabled Sonar Ping-TDW NewUIs 7_4_2 compatibile (http://www.mediafire.com/download/d7bix7n1mwq7dwd/Disabled+Sonar+Ping-TDW+NewUIs+7_4_2+compatibile.rar) :hmmm:
razanon
11-23-13, 02:23 PM
im in need to ask again, any clues about kiel CTD? everithing is ok patched and no other problems
THE_MASK
11-23-13, 03:05 PM
What is the problem? Does some other mod from your modlist use Page layout.ini file. Can you confirm that mod isn't compatible with TDW New UI's 7.4.2 ?Some panel shows up that I havnt seen before with garbled writing . Its in the bunker with a career start .
vdr1981
11-23-13, 03:28 PM
Some panel shows up that I havnt seen before with garbled writing . Its in the bunker with a career start .
Hm, probably because .ini file isn't the same for 7.4.2 and 7.5.0 versions (added comands for electric engines on surface)...It will probably work with edited .ini file taken from New UIs 7.4.2...:yep: Check my previous post...
THE_MASK
11-25-13, 12:10 AM
sobers 1500 25112013
added
Disabled Sonar Ping-TDW NewUIs _7_4_2_ compatibile
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
removed
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
Start a new campaign :Kaleun_Mad:
vdr1981
11-25-13, 09:51 AM
Start a new campaign :Kaleun_Mad:
I'm really sorry abouth that Sober but what can we do...:D
Also If someone wants to star new campaign with German translation of RSD v5.5, just let me know...:03:
http://s6.postimg.org/ma151az8t/SH5_Img_2013_11_23_21_42_51.jpg (http://postimg.org/image/ma151az8t/)http://s6.postimg.org/6d2d4l6ul/SH5_Img_2013_11_23_21_43_32.jpg (http://postimg.org/image/6d2d4l6ul/)
Silent Steel
11-25-13, 10:34 AM
Also If someone wants to star new campaign with German translation of RSD v5.5, just let me know...
Aaaah, yesss please :D
vdr1981
11-25-13, 11:38 AM
Aaaah, yesss please :D
*R.S.D. v5.5 - German Patch (http://www.mediafire.com/download/4zcio8dznb85i6k/R.S.D.+v5.5+-+German+Patch.rar)
- For better immersion, this patch will add correct German designations for the U-Boat equipment. Technical and General description areas are still written in English...
Enable it after R.S.D. - main mod. Start new campaign.
Credits:
SnipersHunter
Skidman
and me...
:up:
THE_MASK
11-26-13, 01:51 AM
I can not find this file:
"Disabled Sonar Ping-TDW NewUIs _7_4_2_ compatibile"
The link is broken ... http://www.subsim.com/radioroom/show...postcount=2724http://www.subsim.com/radioroom/showpost.php?p=2143709&postcount=2724
Silent Steel
11-26-13, 09:27 AM
:up:
Vielen Dank vdr :yeah:
vdr1981
11-26-13, 09:28 AM
This link takes me to this message:
"Invalid or Deleted File.
The key you provided for file access was invalid. This is usually because the file is Caused the longer stored on MediaFire. This Occurs when the file is removed by the Originating user or MediaFire.
Still have questions, or think we've made a mistake? Please contact support for further assistance. "
http://www.subsim.com/radioroom/downloads.php?do=cat&id=81
THE_MASK
11-26-13, 05:10 PM
Trying to work out why the ship identification is greyed out .
http://i39.tinypic.com/2qx46t2.jpg
THE_MASK
11-27-13, 12:19 AM
sobers 1500 27112013
THE_MASK
11-27-13, 02:26 PM
I also have the same problem, on arriving at the input port of Kiev, the CTD happens. I have the version of Sobers 1500 27112013...Trying to fix it now .
sobers 0600 28112013 Try this MEP file and load the latest save . See if you can enter Kiel harbor . I was able to enter Kiel and end the patrol with the new MEP list .
THE_MASK
11-27-13, 04:16 PM
sobers 0700 28112013
added
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9
THE_MASK
11-27-13, 05:32 PM
sobers 0800 28112013
added
sobers New UI addons for mega mod list SH5 V2
HideTDCDialsWhenUsingRAOBF option set to True for use with
Large Optics for TDW UI
THE_MASK
11-27-13, 10:29 PM
sobers 1400 28112013
added
Moon_light_mod by Rubini for SH3 .
This mod is very dangerous . Check how much moon light your hull and conning tower is reflecting at night . Use the moon charts etc .
Never ever let an enemy get between yourself and the moon .
Shift + B brings up the chalkboard with the moon phase and moon rise and set times .
http://www.subsim.com/radioroom/showthread.php?t=207581
The moon plays a big part in your detection at night.
http://i40.tinypic.com/2j14ppf.jpg
http://i44.tinypic.com/14ni8ia.jpg
THE_MASK
11-28-13, 12:56 AM
sobers 1605 28112013
added
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Silent Steel
11-28-13, 05:36 PM
Entered the port of Kiev, no problem now, no CTD since the beginning of the mission. : Up:
Wow, never tried that myself :o
All the way from the Mediterranean - Bosphorus Straits - the Black Sea...
That's some trip.
Have to try it myself some day.
THE_MASK
11-28-13, 09:48 PM
Entered the port of Kiev, no problem now, no CTD since the beginning of the mission. : Up:
Just a question, my men are not operating from the deck guns of the deck, take the position in the machine gun and cannon but not fire a shot. Nor was it possible with binoculars to catch the sight of the gun at an enemy ship. It seems that this feature is not stoked on the new lenses in inidicadas. MEP.
Thanks, Sober, for his patience and attention! : Saudação:Let me test this now . Try the new EXE patcher GES file found in documents of this mod .
http://www.subsim.com/radioroom/downloads.php?do=file&id=4240
Seems that the yellow triangle in binocular view is missing . For the moment man the gun yourself if you want to target a specific ship .
vdr1981
11-29-13, 08:00 AM
Could you please test something for me Sober?
I've noticed that you don't use this fix (http://www.subsim.com/radioroom/downloads.php?do=file&id=4249) which resolved almost all of mine CTD problems in situations when AI units is engaged and taking damage( with FXU0.0.22)... I struggled with this one for en least two months, but since I find the solution I did not had not a singe CTD in similar situations...:sunny:
So, I'm really curious, will you have enleast one CTD out of ten tries in TDW torpedo tutorial mission, with Liberty cargo?
Can you do that when you have some spare time?
THE_MASK
11-29-13, 07:25 PM
Would anyone like to try and make a better looking waves mod . Its just adjusting numbers with notepad . I am not happy with the way my wavemod looks .
D:\Silent Hunter 5\data\Env\SeaParameters
You can adjust settings on the fly almost . In single missions and then look at them . Exit the mission to the main menu then hit the windows desktop button . Change settings and then save and then start the single mission again .
THE_MASK
11-30-13, 03:19 AM
sobers 1800 30112013 MEP file
added
sobers Realistic contrast V8 SH5
adjusted the night to be not so bright with the Moon_light_mod
vonLuckner
11-30-13, 08:25 AM
Sober
firstly many thanks for your (an others) great work on this mega mod.
I used your mep-file to start SH5 firstly on a clear installation and I'm wondering about several thinks:
- Why still TDC 7.4.2 when 7.5 is up?
- When I use the external cam, the underwater view is too dark to see anything. I can see one second, then it becomes deep dark. Error or mod?
- I installed the game in german language, now it's english. Maybe this is done by the generic patcher? I load Sjizzle's snapshot. Can I get it back to german?
- If I click any officer, there is no voice output, or when I command speed to AK, no repeat from the crew
- How can I identifiy any vessel? Can't find the book about vessels.
- I've chosen a camo at the beginning, but when I left the bunker is hasn't appeared.
Any hints are really appreciated. :)
THE_MASK
11-30-13, 02:27 PM
Sober, this is modliste is getting better, but there is still a problem. One, is that sonarman loops and infinitely repeats the information for a new contact. Another, who is leaving Kiev CTD received by the channel as soon as the sub enters the channel to reach the first big curve.
As for sound, would add the mod:
stormys DBSM SH5 v1.3 Basemod
stormys DBSM SH5 v1.3 Hotfix 3
stormys DBSM SH5 v1.3 optional-6db damped Sonarguy
DBSM_Music_1_0_4
If possible, where you add these mod?
Again thank you and congratulate you for the excellent work. :Kaleun_Salute:The problem with the repeating sonarman is the Realistic_Hydrophone_1_1 mod maybe .
What time compression are you using to travel the Kiel canal ?
Put DBSM after open horizons 2 and see how that goes . I don't use it because I hate the avatar movement by the arrow keys . I like the wasd keys to move around .
THE_MASK
11-30-13, 02:29 PM
Sober
firstly many thanks for your (an others) great work on this mega mod.
I used your mep-file to start SH5 firstly on a clear installation and I'm wondering about several thinks:
- Why still TDC 7.4.2 when 7.5 is up?
- When I use the external cam, the underwater view is too dark to see anything. I can see one second, then it becomes deep dark. Error or mod?
- I installed the game in german language, now it's english. Maybe this is done by the generic patcher? I load Sjizzle's snapshot. Can I get it back to german?
- If I click any officer, there is no voice output, or when I command speed to AK, no repeat from the crew
- How can I identifiy any vessel? Can't find the book about vessels.
- I've chosen a camo at the beginning, but when I left the bunker is hasn't appeared.
Any hints are really appreciated. :)See if everything works with my snapshot .
THE_MASK
11-30-13, 04:47 PM
Avatar motion not comfortable even with arrows ... There's no way to change the coamandos keys for WASD?
CTD in Kiev channel TC1, with or without script, made several attempts.I started a new campaign and was able to pass Rensburg with no problems at 64TC using harbor pilot .
silentmichal
11-30-13, 05:09 PM
Hi Sober :salute:!
New version of my graphics mod works well on low-spec PC configuration (like stock; I deleted food in command room).
If you'd like to, you can add my mod to your modlist:
http://www.subsim.com/radioroom/showthread.php?t=200862
Best regards, Michael.
THE_MASK
11-30-13, 05:12 PM
Hi Sober :salute:!
New version of my graphics mod works well on low-spec PC configuration (like stock; I deleted food in command room).
If you'd like to, you can add my mod to your modlist:
http://www.subsim.com/radioroom/showthread.php?t=200862&highlight=silentmichal%27s+interior+mod
Best regards, Michael.Linked to fuel , you are a superstar SH5 modder . I will add it to my list today :yep:
silentmichal
11-30-13, 05:43 PM
Linked to fuel , you are a superstar SH5 modder . I will add it to my list today :yep:
Oh, I only used DivingDuck's idea in my mod :D. He is inventor of linking food's quantity to fuel :yep:.
THE_MASK
11-30-13, 06:00 PM
sobers 0900 01122013
added
silentmichal's interior mod 1.2.4
Muerevich
11-30-13, 07:41 PM
Can't download this mod, says I have to pay, and I can't download them individually because of some limit.
vonLuckner
12-01-13, 01:25 AM
See if everything works with my snapshot .
I haven't found yours so I took his snapshot. Where can I find yours?
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