View Full Version : [INF] sobers Subsim Bonus Mega Mod All In One 1421 20072017
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Tenebrae
04-08-13, 07:40 PM
Thanks for the swift reply FiFi. I did have to reinstall because i'm a bit of a donut and ended up messing up the wrong files but got it working now :)
MMarques
04-11-13, 08:12 AM
Thx for this list!
Bathrone
04-15-13, 01:27 AM
Hi all, and thanks to everyone involved in the modding community ON YAS :)
So I had a little trouble getting sobers latest profile installed.
Issue 1: I didnt understand how to apply the patch 1 for IRAI_0_0_39_ByTheDarkWraith. You see the zip file for the patch didnt come with directories to establish the structure it seems to need to recognise the install. So I created a directory "IRAI_0_0_39_ByTheDarkWraith_Patch_1" and placed the zip files of patch 1 for the patch into the created directory under the MODS file. This seems to atleast have fooled the mods enabler but I dont know if this workaround causes problems yet.
Issue 2: Sobers mod thread links to revision 1 of sobers DC barrels mod not revision 2. I cant find v2 anywhere. I tried my workaround by renaming the V1 directory like in issue 1.
Issue 3: Current revision of the TDW Generic Patcher v1.0.81.0 when Sober links to v79 in his first post and his latest mod profile looks for v80. I again used the workaround of renaming the directory.
Issue 4: New UIs are at version 7_3 not 7_1 as in the links and Sobers profile. I did my workaround again with renaming to v7_1. I'm not sure what to do with the dials? Or any other install steps than just copying the MODS file from the downloaded archive?
Anyway after doing these four things I have now loaded sobers profile revision sobers 0600 05042013
Am I on the right track or is this going to give me problems? Thanks
Mikemike47
04-15-13, 03:19 PM
Issue 2: Sobers mod thread links to revision 1 of sobers DC barrels mod not revision 2. I cant find v2 anywhere.
Issue 3: Current revision of the TDW Generic Patcher v1.0.81.0 when Sober links to v79 in his first post and his latest mod profile looks for v80. I again used the workaround of renaming the directory.
Issue 4: New UIs are at version 7_3 not 7_1 as in the links and Sobers profile. I did my workaround again with renaming to v7_1. I'm not sure what to do with the dials? Or any other install steps than just copying the MODS file from the downloaded archive?
I'll PM sober to notify him about changes.
Does anyone know how or if I even can, remove the radar in the upgrades screen? I am trying to start a campaign in either Western Approaches or Drumbeat and its giving me the FuMo-29 by default with no option to remove it. Maybe its a mod messing with the epuipment upgrade fix, I dunno?
Mod list (Sobers list)
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
sobers see thru wake fix
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
IRAI_0_0_39_Inertia_Damage
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
sobers DC barrels mod V1 SH5
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
SH5Lifeboat_Wooden ver. 0.2
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OH II Minefield map for TDWs Ui
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version MOD
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
Messervy_s_gramophone_pack1
TDW_GenericPatcher_v_1_0_74_0
Grossdeutscher Rundfunk
A Fistful of Emblems v1.51
PGF_SubEmblems_V1.02
PGF_SubEmblems_V1.02 AFOE
Trevally.
04-15-13, 03:51 PM
Does anyone know how or if I even can, remove the radar in the upgrades screen? I am trying to start a campaign in either Western Approaches or Drumbeat and its giving me the FuMo-29 by default with no option to remove it. Maybe its a mod messing with the epuipment upgrade fix, I dunno?
goto :-
C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCUnitsData\UpgradePacks.UPC
Look for this near the top:-
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
;UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601
and change it to this:-
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601
Then restart the campaign you want:up:
goto :-
C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCUnitsData\UpgradePacks.UPC
Look for this near the top:-
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
;UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601
and change it to this:-
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601
Then restart the campaign you want:up:
Thanks for the info Trevally. I guess it was the emblem mods I had in there. When I reactivate them I will do what you said.
Thanks for the wonderful mod list, i am now in the process of trying to install SH5 and the listed mods, wish me luck cheers.
Who has Nvidia cards and what settings do you use with Sobers mod list?
Cybermat47
04-17-13, 05:22 AM
I'm downloading the whole thing now :up:
MrLes8210
04-17-13, 05:41 AM
Who has Nvidia cards and what settings do you use with Sobers mod list?
This is no help but I have tried to run Sobers list with GeForce 675mx several times and the screen is always close to solid black. The gamma control in SH5 is non functional with this list. All other lists have a functional gamma control and adjustment during the game is possible. For instance, the gamma can be increased to make the bunker as bright as daylight but with Sobers list, I can barely see any details and the gamma control does nothing.
This is no help but I have tried to run Sobers list with GeForce 675mx several times and the screen is always close to solid black. The gamma control in SH5 is non functional with this list. All other lists have a functional gamma control and adjustment during the game is possible. For instance, the gamma can be increased to make the bunker as bright as daylight but with Sobers list, I can barely see any details and the gamma control does nothing.
Thats odd becouse the gamma is functional in game on my install. Have you tried using Nvidia enhancer? Maybe that will work for you. Also try tuning your actual monitor settings. I have an Asus 1920 x 1080 24in. It has several presettings for color and I can choose between them or tweak them myself.
:agree:
Sometimes better results adjusting screen/monitor options for brightness, colors etc...
My Samsung 27" has plenty nice settings :03:
volodya61
04-17-13, 04:23 PM
And sometimes is enough just to disable sobers DOF V6 SH5..
Targor Avelany
04-17-13, 04:29 PM
And sometimes is enough just to disable sobers DOF V6 SH5..
That is what I will have to do when I get home today.
Sometimes better results adjusting screen/monitor options for brightness, colors etc...
And sometimes is enough just to disable sobers DOF V6 SH5..
Yes, it is surprising how many factors can affect what we see on screen, and how different the same mod can look, depending on gfx card, monitor type and settings, gfx driver settings, in game gamma/gfx settings, or other mods used at the same time. :doh:
Nonetheless, I agree with Volodya that sobers DOF contains sort of extreme settings, and that it can give weird results at times. Unfortunately, finding the magic settings which fit everyone's needs is not always easy :yep:
Bathrone
04-18-13, 01:54 AM
Thanks to Sober for profile updates :arrgh!:
sobers 0900 18042013
Changes
Looks for NewUIs 7.3.0 (resolves my issue number 4)
Looks for TDW Generic Patch 1.0.81 (resolves my issue number 3)
Outstanding is my issue number 2, which is I cant find any DC Barrels version 2, only version 1. As a workaround I renamed v1 to v2 and it seems to fool the mod enabler tool. Im not sure if Im missing something in functionality though by doing this.
Bathrone
04-18-13, 02:39 AM
I've been doing some performance analysis of this mod list as opposed to the 1.2 game
I work in IT and have access to allot of different hardware. For my main workstation I have:
32 GB ECC RAM
12 Core Xeon with baseclock overclock to 4GHz, 15m L3 cache etc
Three EVGA 4 GB GTX 680 Superclocked GPUS
So no SLI for SH5 where one gpu is forced to take the load. The load itself is not a problem for one of my GPUs where in cases with the gameplay being GPU limited I easily do over 100 FPS with 1920x1080 and all the eye candy on
The frustration I have is this game is so poorly threaded. I have most CPU cores sitting at idle while in say the starting dock Im not much over 30 FPS due to all the additional scripting that is going on with the mods. The impact of the scripts is easily noticed and is somewhat marginal even on my main workstation.
Once the traffic goes and were out into open waters the framerate picks up and I see it hit over 100 at most times.
It would be fantastic if there was a way to make the scripting more symetrically executing
Bathrone
04-18-13, 03:15 AM
Sorry guys not trying to spam but how do we deal with bug reports? I want to help out and I have skills that I think are useful
Everytime I hit F7 for battlestations I get an instant CTD. I'm thinking I should try to isolate what mod specifically is causing this within the list and then find the discussion thread on that mod and report it?
THE_MASK
04-18-13, 03:20 AM
Sorry guys not trying to spam but how do we deal with bug reports? I want to help out and I have skills that I think are useful
Everytime I hit F7 for battlestations I get an instant CTD. I'm thinking I should try to isolate what mod specifically is causing this within the list and then find the discussion thread on that mod and report it?Hi , i love bug reports but i dont know how to fix anything . Interestingly i dont get the CTD with the F7 . Do you use the EXE patcher ? There is an option for using the F7 to open or close all hatches . Some people have said the CTD happens near a port . We need more modders :salute:
Trevally.
04-18-13, 03:43 AM
Hi , i love bug reports but i dont know how to fix anything . Interestingly i dont get the CTD with the F7 . Do you use the EXE patcher ? There is an option for using the F7 to open or close all hatches . Some people have said the CTD happens near a port . We need more modders :salute:
:yep:
It would be fantastic if there was a way to make the scripting more symetrically executing
Yes - the modded game has a lot going on.
There is some hope - TDW has started a new batch of fixes within the exe. One of these is the stadi bug. The old fix for the stadi bug was a long load process (loading all mast heights). This new fix may be quicker load times:hmmm:
So reworking the fixes to streamline the game is starting
volodya61
04-18-13, 04:10 AM
@Bathrone
If you have Close/open sub doors on Battlestations activated/deactivated patch enabled there is only one solution.. just don't use F7 button in the your bunker or in/near your homeport.. that's all..
Bathrone
04-18-13, 12:52 PM
Thanks for the tips guys. So I did some testing to confirm the suggestions made in this thread and I can confirm the root cause is patching the exe with the F7 toggle to seal hatches during battlestations near a port. With it off, the CTD no longer occurs. I have chosen to leave it off as the benefit of auto shutting hatches isnt worth it atleast to me given the crash to desktop near ports.
This brings me to a wider point. I see whats happening here with the mod community as being similar to Linux Distros. We have a number of mod authors who "are upstream" of the distro. The mod authors have freedom to do whatever they want. The "distro", being in this case Sobers MegaMod List, makes decisions about what mods exist in the ecosystem and which to pick for "distribution" in the mod list. The mod list then becomes a defined set of "packages" where packages are the "upstream" mods that have had all their various configuration items set as the Sober "Distro" wants too. Users are ofcourse free to change the Distro as they want but they do so at risk of stepping outside of a generally defined standard. So with that in mind I think it would be useful to have more detail around what "packages" in the mod list need specific configuration.
This thread has great links to the various packages in the mod list chosen by Sober. The problem as I see it is that those packages to use a linux distro analogy are "upstream packages" that arent customised for Sobers distro. Some of those packages dont need decisions being made for setting configuration items. Thats the easy case. Such as the Das Boot background, just grab the file and get it in the right order in the mod enabler for the profile. There's also the harder case of other packages which do need configuration item settings. Like the patcher for the EXE. In the harder case it would be useful to have configuration item statements that generally work as a general standard for Sobers mod list. So people dont crash to desktop when trying the mod list.
Maybe I could post up draft information on additional settings for those packages that need it and if people edit it or are happy, we could ask Sober to add that detail to this first few posts in this thread?
TheDarkWraith
04-18-13, 04:16 PM
Thanks for the tips guys. So I did some testing to confirm the suggestions made in this thread and I can confirm the root cause is patching the exe with the F7 toggle to seal hatches during battlestations near a port. With it off, the CTD no longer occurs. I have chosen to leave it off as the benefit of auto shutting hatches isnt worth it atleast to me given the crash to desktop near ports.
I'll have to investigate why this happens when near port :up:
Bathrone
04-18-13, 08:14 PM
Many thanks for taking on the bug report. Where the upstream mod developer is active it makes the most sense for the reports to go there.
So I was thinking of how to structure each package in light of my post above. Can I suggest something please below and ask if people
- Think it makes sense and is worth doing?
- Like the suggested values?
- Other comments?
So for each package in the mod list a small table like:
Package Name: (Package Name)
Description: (Single sentence of what it does)
Version: (Version number)
Status: (Dev/Beta/Stable)
Configuration Available: (Yes/No) meaning if the mod has configurable items or not that are available this is a key question in my eyes
Configuration Recommended: (Yes/No/Not Applicable) meaning if in the Sober Distro, if the default configs are "right" for the "general standard" of the distro or if it requires configuration to meet the standard
Raw Download Link: (link to download)
Mod Discussion Link: (where to look for upstream discussion, bug chasing etc)
Known Bugs or Issues: Meaning any bugs in the Sober standard config. Issues are things of note that arent the result of a functional defect with the mod
The required package dependency order is easily explained in the profile order of the mod enabler and doesnt need mention in the table I think
I therefore propose that we add detail around each package so its clear what users can do, what is recommended to be done and so on. Users are ofcourse free to do anything and in the Linux analogy again, thats fine, its a just a distro represents a "general standard" as a yardstick for figuring how to make all this mod soup compatible.
Trevally.
04-19-13, 02:59 AM
:agree:
Bathrone
04-19-13, 09:53 PM
Thanks Trevally Im working on it today
Sober, the legendary Dark Wraith has released revision .83 of his generic patcher
EDIT: So here below please find draft information like what is discussed above. Once people are happy with it, Sober I wonder if you could edit your first posts to share the info so new people have additional information to help setup their mods?
As I go down the mod profile list I will add more
*************
Package Name: Accurate German Flags
Description: This mod provides historically accurate German flags
Version: 1.01
Status: Stable
User Configuration Available: No
Configuration Recommended: Not applicable
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=1555
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=162671
Known Bugs or Issues: None
Package Name: Sobers Game Loading Tips
Description: Provides more useful/interesting gameplay tips on game loading screens
Version: 5
Status: Stable
User Configuration Available: No
Configuration Recommended: Not applicable
Download Link: http://www.subsim.com/radioroom//downloads.php?do=file&id=3855
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?p=1987081
Known Bugs or Issues: None
Package Name: DBM Background Video
Description: Provides various footage from the film Das Boot onto the background of the main game menu
Version: Not versioned by Author
Status: Stable
User Configuration Available: No
Configuration Recommended: Not applicable
Download Link: http://www.mediafire.com/?qd37exzuub24w4y
Mod Discussion Link: None
Known Bugs or Issues: None
Package Name: SteelViking's Interior Mod
Description: Significantly enhances the graphics of your Uboat interiour
Version: 1.2 and 1.2.2 Patch
Status: Stable
User Configuration Available: No
Configuration Recommended: Yes for those with NVIDIA GPUs
Configuration Detail: While not user configurable file deletion or stock replacement is needed for NVIDIA GPUs to resolve a rendering error
Download Link 1.2: http://www.mediafire.com/?zydesw2svgm3sl5
Patch Download Link 1.2.2: http://www.mediafire.com/?0yu047jw4zb2bz7
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=171415&highlight=steel+viking+int
Known Bugs or Issues: NVIDIA GPUs do not render the colour of inboard lights correctly. To resolve see http://www.subsim.com/radioroom/showpost.php?p=1573177&postcount=3. Fuel and clock patches occur later in the mod list to resolve those defects, the fixes are not released in these files.
Package Name: Dynamic Environment SH5
Description: Establishes complex and detailed environmental simulation for SH5 based off real world environment research
Version: 2.9
Status: Stable
Configuration Available: Yes
Configuration Recommended: Yes
Configuration Detail: A variety of optional packages are available with this mod. Refer to the mod discussion link for explanations. Sober has specified 5.c Ambient Settings - Darker Nights-No Murky Waters and 12. Sounds for his mod list.
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3975
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=202520
Known Bugs or Issues: In port the game appears to be treating the environment differently to open areas
Package Name: Small Trees SH5
Description: Provides trees that scale smaller in relation to the size of buildings and enhanced texture colours
Version: 1
Status: Stable
Configuration Available: No
Configuration Recommended: Not applicable
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3871
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=189645
Known Bugs or Issues: None
Package Name: Sobers Smoke Screen
Description: Provides enhanced smoke effects
Version: 1
Status: Stable
Configuration Available: No
Configuration Recommended: Not Applicable
Download Link: http://www.subsim.com/radioroom//downloads.php?do=file&id=3962
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=202272
Known Bugs or Issues: None
Package Name: Sobers Water Splash Anim
Description: Prevents graphics performance issues when many water splashes occur
Version: Not versioned by Author
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom//downloads.php?do=file&id=3959
Mod Discussion Link:
Known Bugs or Issues: None
Package Name: Sobers Best Ever Fog
Description: Features enhanced fog effects
Version: 22
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3552
Mod Discussion Link:
Known Bugs or Issues: None
Package Name: Sobers Base Sky Mechanics
Description: Partial fix for the graphical sky banding problem
Version: 1
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=2976
Mod Discussion Link: http://www.subsim.com/radioroom//showthread.php?t=179378
Known Bugs or Issues: Partial fix only
Package Name: Sobers Better Terrain
Description: Performance optimised but better terrain
Version: 3
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3538
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=193823
Known Bugs or Issues: None
Package Name: Sobers Waves Mod
Description: Enhances the realism of waves
Version: 12
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom//downloads.php?do=file&id=3815
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=200310
Known Bugs or Issues: None
Package Name: Sobers More Trees
Description: Increases the number of trees
Version: Not versioned by Author
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3880
Mod Discussion Link:
Known Bugs or Issues: No
Package Name: Sobers See Through Wake Fix
Description: Fixes the issue of seeing through a vessels wake
Version: Not versioned by Author
Status: Beta
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3105
Mod Discussion Link: http://www.subsim.com/radioroom//showthread.php?t=181514
Known Bugs or Issues: May not work for all GPUs.
Package Name: SH5 7A Conning Fix
Description: Fixes the 7A conning tower problem
Version: Not versioned by Author
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3663
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=197555
Known Bugs or Issues: None
Package Name: Fuel Gauge WoGaDi_SteelViking's Interior
Description: Patches for Steel Vikings Interior, fixing the fuel gauge and clock
Version: Not versioned by Author
Status: Stable
Configuration Available: No user configuration but install configuration is recommended
Configuration Recommended: Yes
Configuration Detail: Sobers mod profile is setup to read the fuel gauge mod directory, so add the clock data to the fuel gauge directory if you want to use Sobers profile.
Fuel Gauge Download Link: http://dl.dropbox.com/u/8655607/Fuel%20Gauge%20WoGaDi_SteelViking%27s%20Interior.7 z
Clock Download Link: http://dl.dropbox.com/u/8655607/Fix%20clock%20rear%20torpedo%20room%20VIIA.zip
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=192758
Known Bugs or Issues: None
Package Name: Equipment Upgrades Fix
Description: Fixes equipment bugs and provides additional equipment
Version: 1.4 Patch 1 Hotfix
Status: Stable
Configuration Available: Yes
Configuration Recommended: Yes
Configuration Detail: You need to configure the main, patch and hotfix downloads in seperate directories for Sobers mod profile to recognise them all. Sobers profile uses the hotfix directory name of #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix. Editing of menu.txt is required.
Main Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3126
Patch Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3683
Hotfix Download Link: http://www.mediafire.com/?p54b9i86lvcnewv
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=182194
Known Bugs or Issues: None
Package Name: EUF Uboat FX
Description: Provides additional graphics effects
Version: 0.0.3 although the Author continued to release new revisions without incrementing on 0.0.3, last change dated 20/09/2012
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3724
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?p=1933785
Known Bugs or Issues: Maybe the cause of splashes from outside being incorrectly visible within the conning tower looking down from the deck
Package Name: Longer Repair Times
Description: More realistic repair times
Version: 1
Status: Stable
Configuration Available: No
Configuration Recommended: Yes
Configuration Detail: The EUF enabled mod has a plain directory title while the "stock" repair times mod has "stock" in the mod directory. Sobers profile enables the EUF enabled mod version via the directory name.
Stock Download Link: http://www.mediafire.com/?bxa68b8pnxdpa8z
EUF Mod Enabled Download Link: http://www.mediafire.com/?7rcrvhz22f79b7a
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=197800
Known Bugs or Issues: None
Package Name: FX Update
Description: Enhances the gameplay graphics effects
Version: 0.0.21
Status: Beta
Configuration Available: Yes
Configuration Recommended: Undecided
Configuration Detail: It is possible to configure ship sounds, refer to the readme in the mod
Download Link: http://www.mediafire.com/?q9w84kya71dafma
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=174511
Known Bugs or Issues: None
Package Name: AI Sub Crew
Description: Adds visible watch crew to AI subs
Version: 1.02
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.gamefront.com/files/21416433/AI_Sub_Crew_1_0_2_TheDarkWraith.7z
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=193296
Known Bugs or Issues: Currently there appears no way to hide the crew when underwater
Package Name: New UIs TDC
Description: Various styles of enhanced UIs
Version: 7.3.0
Status: Stable
Configuration Available: Yes
Configuration Recommended: Yes
Configuration Detail: The Menu.txt defaults to English. Other languages are inside the mod archive. Dials can be swapped for various types. A configuration program is included in the mod archive. Settings can be saved between release upgrades, refer to the mod discussion link. Sobers uses the Manos scope patch for 16x9 inch displays in his mod profile. You will need to use another size if your display is not 16x9. Confused regarding menu.txt and other mods that utilise the file, posted for help to Author.
Download Link: http://www.mediafire.com/?1f49jvdq19vhu3y
Optional TDW Mods Download Links: http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=166093
Known Bugs or Issues: None
Package Name: Intelligent Random AI
Description: Significantly improves upon the artifical intelligence of game units
Version: 0.0.39 Patch 1
Status: Beta
Configuration Available: Yes
Configuration Recommended: Undecided
Configuration Detail: Extract the patch so that the directory name of IRAI_0_0_39_ByTheDarkWraith_Patch_1 is used to provide the mod enabler recognition of it being installed, as per Sobers mod profile. Avoid simply overwiting the previous release revision directory contents.
Main Download Link: http://www.mediafire.com/?www1duv116o9xj1
Patch 1 Download Link: http://www.mediafire.com/?6oj0eykv7j7r5du
Ships Inertia Mod Compatability Download Link: http://www.mediafire.com/?r6mxk65jaxmb9fu
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=171973
Known Bugs or Issues: None
Package Name: Repaired Equipment MOD
Description: Fixes many aspects of Uboat equipment
Version: 1.2
Status: Stable
Configuration Available: No
Configuration Recommended: Yes
Configuration Detail: The patch is confusingly configured as it would otherwise overwrite "old" revision 1.2 files and cause confusion on revisions. Sobers profile looks for the "IRAI Compatible" directory, so a temporary workaround is
to put the main directory files into that directory for your mod profile. Waiting for author response.
Main Download Link: http://www.gamefront.com/files/20394355/R.E.M_by_Xrundel_TheBeast_1.2.7z
Patch Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=4002
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=184224
Known Bugs or Issues: None
Package Name: Sobers DC Barrels Mod
Description: Realism enhancement for depth charge anti submarine weapons
Version: 1
Status: Stable
Configuration Available: No
Configuration Recommended: Yes
Configuration Detail: Sobers profile looks for revision 2. Only revision 1 seems to exist. Temporary work around is to rename the directory to revision 2. Author contacted RE this.
Download Link: http://www.subsim.com/radioroom//downloads.php?do=file&id=4003
Mod Discussion Link:
Known Bugs or Issues: None
Package Name: Cerberus62 Corrected Depth Charge Projector
Description: Fixes depth charge projectors and provides anti aircraft gun historical correctness fixes
Version: 1
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: https://rapidshare.com/files/2772923492/Cerberus62%20Corrected%20Depth%20Charge%20Projecto r%201.0.zip
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=192393
Known Bugs or Issues: None
Package Name: Nozaurio's Skin
Description: Enhanced Type VIIB & VIIC U-Boats skin
Version: 1.1.0
Status: Stable
Configuration Available: No
Configuration Recommended: No
Standard No Emblem Download Link: http://www.mediafire.com/download.php?hk3dhvxg7360s9j
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=182873
Known Bugs or Issues: None
Package Name: Sobers Realistic Underwater FX
Description: Provides realism for underwater scenes
Version: 2
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=2750
Mod Discussion Link:
Known Bugs or Issues: None
Package Name: Open Horizons II
Description: An excellent campaign modification
Version: 2
Status: Stable
Configuration Available: No
Configuration Recommended: No
Full OH II Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3337
OH II v2 WA Fix: http://www.4sync.com/archive/Q2DOiI4X/OHII_v2_Mission_Fix_WA.html
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=189818
WA Fix Disscussion Link: http://www.subsim.com/radioroom/showthread.php?t=189818&page=156
Known Bugs or Issues: Sobers profile does not enable potentially interesting features such as the sound man hearing sub nets and mines. The profile you use, is up to you!
Package Name: SH5 Wooden Lifeboats
Description: Enhances the simulation by providing wooden lifeboats, and actions surrouding their use
Version: 0.2
Status: Beta
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.mediafire.com/?hd8j9f3pxoczxjv
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=202993
Known Bugs or Issues: The lifeboats and crew in them are current invincible for those of you who tactically wish to leave no witnesses.....
Package Name: Expanded Navies
Description: Expands the Navies of nation states to be historically accurate
Version: 1.0
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3726
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=198422
Known Bugs or Issues: None
Package Name: Reworked Morale and Abilities
Description: Resolves bugs and delivers additional features to the crew morale and abilities system
Version: 1.1
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link #1: http://www.gamefront.com/files/22122849/Reworked+Morale+and+Abilities+v.1.1.7z
Download Link #2: http://www.mediafire.com/?8y113pp86nmd6pz
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=195193
Known Bugs or Issues: None
a17tares
04-20-13, 04:44 AM
@Bathrone
Great work on this list! :up: May I suggest to add the authors name (perhaps 'various' for multiple authors) and maybe the date of release (perhaps in brackets after the version number) in the table entry?
THE_MASK
04-20-13, 05:40 AM
Mate , just make a new thread with your mega mod list . Just call it Bathrones mega mod list or something . We really meed a new list compiled by someone who knows what they are doing . I would really like it .
Cybermat47
04-20-13, 05:48 AM
Package Name: Expanded Navies
Description: Expands the Navies of nation states to be historically accurate
Version: 1.0
Status: Stable
Configuration Available: No
Configuration Recommended: No
Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3726
Mod Discussion Link: http://www.subsim.com/radioroom/showthread.php?t=198422
Known Bugs or Issues: None
Good to hear :up:
JacobiMian
04-20-13, 09:51 PM
I admit I'm still very new to installing mods for these games, but I'm getting an instant CTD when trying to start a new campaign with sober's mod list installed. I'm wondering if it's possible that it's interfering with an old save file or something.
THE_MASK
04-20-13, 10:02 PM
I admit I'm still very new to installing mods for these games, but I'm getting an instant CTD when trying to start a new campaign with sober's mod list installed. I'm wondering if it's possible that it's interfering with an old save file or something.Are you using the mod list on the first post of this thread ?
Mods List sobers 0900 18042013(correct order)
JacobiMian
04-20-13, 10:14 PM
Are you using the mod list on the first post of this thread ?
Mods List sobers 0900 18042013(correct order)
I'm actually using the Phillip_Thomsen/Sober list downloaded from the Subsim Bonus Mods page since it allows me to download them all at once. I suppose that's a different list though? It appears to contain most of the same ones. I'm also using the "sobers.mep" mod profile which came in the zip file.
Bathrone
04-20-13, 10:43 PM
The all in one download is out of date and missing important fixes. To fix it requires allot of work in configuring the updates and hard coded workarounds to maintain mod profile compatability with Sobers mod profile.
Plus that download doesnt include TDWs generic patcher and the user configuration needed to enable it. The generic patcher is a very important mod.
I consider SH5 modding to be broken and I have shared my views here:
http://www.subsim.com/radioroom/showthread.php?t=203874
JacobiMian
04-20-13, 11:46 PM
Well the game is no longer crashing but certain mods don't seem to be enabled despite them being activated by the JSGME. For example, there doesn't seem to be any graphical changes to the UI in game. (I can't load a navigation script, for example).
THE_MASK
04-21-13, 02:06 AM
Well the game is no longer crashing but certain mods don't seem to be enabled despite them being activated by the JSGME. For example, there doesn't seem to be any graphical changes to the UI in game. (I can't load a navigation script, for example).You dont enable the entire unzipped folder . Look thru the folders and read the install instructions . You will get to a sub set of folders which you enable . Dont enable the ones that say do not enable . Hope this helps . Start a new campaign for the mods to work .
JacobiMian
04-21-13, 02:33 AM
You dont enable the entire unzipped folder . Look thru the folders and read the install instructions . You will get to a sub set of folders which you enable . Dont enable the ones that say do not enable . Hope this helps . Start a new campaign for the mods to work .
You're right, thanks :) I guess the contents of some zip files were to be placed directly into the MODS folder while others already had a MODS folder within them... and I think that was what was confusing me about the UI mods in particular.
Bathrone
04-21-13, 02:48 AM
That isnt enough though to configure it right. The mod enabler tool overwrites files and youll find that needed dependencies arent correct when you use Sobers profile just from the mod enabler.
Each mod install instructions only mentions that mod not the whole mod list's requirements
Case in point menu.txt and different mods conflicting with each other unless you go and develop it yourself with integrating the various dependencies into all the various versions of menu.txt
Targor Avelany
04-21-13, 12:03 PM
That isnt enough though to configure it right. The mod enabler tool overwrites files and youll find that needed dependencies arent correct when you use Sobers profile just from the mod enabler.
Each mod install instructions only mentions that mod not the whole mod list's requirements
Case in point menu.txt and different mods conflicting with each other unless you go and develop it yourself with integrating the various dependencies into all the various versions of menu.txt
what is not enough? and have you actually tried sober's mega mod to claim that it is not working?
7thSeal
04-21-13, 01:10 PM
Hey sober, been using V12 of your wave mod and happy with it. Small waves looks good to me now and I no longer need to merge small waves from another mod with yours as I'm quite satisfied as it is now. Great work and thanks. :salute:
Bathrone
04-21-13, 08:58 PM
what is not enough? and have you actually tried sober's mega mod to claim that it is not working?
I encourage you to read what I said
"The mod enabler tool overwrites files and youll find that needed dependencies arent correct when you use Sobers profile just from the mod enabler."
Its not a matter of just downloading the files and using his mod profile. It requires merging mod authors changes where conflicts occur.
An example I gave is menu.txt
Targor Avelany
04-21-13, 09:48 PM
I encourage you to read what I said
"The mod enabler tool overwrites files and youll find that needed dependencies arent correct when you use Sobers profile just from the mod enabler."
Its not a matter of just downloading the files and using his mod profile. It requires merging mod authors changes where conflicts occur.
An example I gave is menu.txt
I'll make it simple for you:
Those little things that you are talking about: are the sacrifice that most people are willing to make to play the game. It matters not that the files are being overwritten if the end result - a working game. You have said it yourself that to the end-user it is the result that is important: well, we have the result.
In one thread you demanding simplification and talking about end-user catering. Here, you are saying that a more detailed approach: merging and arranging, and combining, and making sure everything fits together - is required. Well, as I already said in your thread: why, if you believe it is so important, you are not following your own preaching and do it?
The information on how to is freely available on the forum or by simply asking. Most of the modders are also available to ask their permission if their mods can be used/modified/etc in your project.
And if you believe that I am being harsh or not reading your posts or misunderstanding you, I will clarify exactly why, if you answer my question above.
Bathrone
04-21-13, 09:58 PM
They are not all little bugs though.
Differences in the menu.txt entries clobber key aspects of the user interface and results in problematic gameplay issues
Differences in the DLL between TDWs packages cause a CTD - hes aware of it and fixing it but for now it requires manual intervention
Some settings results in CTDs and need to be specifically configured around. For example, not enabling f7 close hatches on battlestations in the generic patcher as it will ctd near port
What I have clearly said is that the complexity needs to exist somewhere. And Ive clearly said its a very bad idea to put it in the hands of the user. When Im discussing technical issues its to be taken in the dev context not user context.
THE_MASK
04-22-13, 05:39 PM
I encourage you to read what I said
"The mod enabler tool overwrites files and youll find that needed dependencies arent correct when you use Sobers profile just from the mod enabler."
Its not a matter of just downloading the files and using his mod profile. It requires merging mod authors changes where conflicts occur.
An example I gave is menu.txtThe menu txt is the only one that i know of .
THE_MASK
04-22-13, 06:57 PM
added sobers 0901 23042013
OPEN HORIZONS II_full v2.1
You must start a brand new career as the game makes a big save file from the campaign files at the start of a career afaik .
Bathrone
04-23-13, 02:30 AM
The menu txt is the only one that i know of .
Hi Sober
As you know I originally set out to document your modlist more fully and assist in resolving problems with it. I understood that when you said you were busy with work and that it was ok in your view to do my own modlist, that you wanted me to do my own one thats current with all the current mod versions thats included. If youve since changed your mind I am again happy to collaborate with you on what Ive found to be commonly wrong with your mod list. :know:
Even though I dont run full realism and do use the external camera including underwater, I feel strongly about having a standardised common platform and in that light I'm happy to go with your setup if needed to reach that objective.
It isnt a negative thing to talk about problems and work on reproducing symptoms, documenting errors in configuration and so on. Thats all healthy software project activity - bugs are just simply a natural consequence of the awesomeness of the creative process :arrgh!: Discussing these things is in no way a personal shot at anyone involved, I've got nothing but the utmost respect for the mod authors and other community contributors who are making this flawed original game better than ever. :subsim:
To give an example of a configuration error in your modlist, lets look at your configuration management for the package Equipment Upgrades Fix
You took the latest main revision from the mod author which is Equipment_Upgrades_Fix_v1_4_byTheBeast.rar. Then you did your own patch which is Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober.7z with a file size of just 298 kb. Then you apply his hot fix which is #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix.rar.
From a superficial level this looks OK. Now mate I know why you released your second configuration item, which was to uncomment the dates and enable them, great idea. Then ofcourse the hotfix from the mod author. However the problem here is the way you released the patch, you actually skipped the real mod authors Patch 1. Theres a breakdown between the mod authors releases and yours. The mod authors Patch 1, Equipment_Upgrades_Fix_v1_4_Patch_1.rar, is 48511 KB in length. To not corrupt this mod and to remain current with the mod authors upstream releases you need this 48meg patch, then your patch ontop of it to do your date goodness. Theres allot of changes in that 48 mb patch. Ive spent many hours trying to document your setup and then my own, and I can advise that clearly, my testing is showing there is a reduction in strange gameplay weirdness and intermittent crashes when I fixed up this package to be in synch properly with the upstream mod author and your patch.
I've been going through and analysing every mod and every configuration item in detail of your mod list. Youve got allot of mod enabler warnings and each one of those needs analysis to make sure its OK to clobber others mods changes. Its not just a matter of the order of your mod list, in some cases it necessitates merging the mods together, or in some cases I have chosen to drop a particular package from your mod list cos the incompatibility may not be considered worth it for the benefit that the mod gives. Particularly the graphic artist changes there I'm not skilled in the art space to merge changes together, I do code.
Other times the specific situation with your configuration items giving mod enabler warnings works out fine. For example in your sobers smoke screen mod I can see while it gives the baza fx configuration item warning about clobbering that revision, what you actually did was base your revision of the dynamic environment configuration item and add your own stuff to baza fx so great in that situation :rock:
While you may have done a full review of all your configuration items sometimes in the past, with updates and changes this creates the whole cycle of configuration/release management problems again. Everytime an upstream mod author change is brought into your release distribution it has the potential to take out the integrity of your configuration items in the mod list.
Mikemike47
04-23-13, 11:41 AM
Sober,
I use your modlist as a reference. After open horizons was updated to 2.1, I, too, decided to look into the following order myself:
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
I change this to:
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
because
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
has a new date for one or more files.
To give an example of a configuration error in your modlist, lets look at your configuration management for the package Equipment Upgrades Fix
You took the latest main revision from the mod author which is Equipment_Upgrades_Fix_v1_4_byTheBeast.rar. Then you did your own patch which is Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober.7z with a file size of just 298 kb. Then you apply his hot fix which is #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix.rar.
From a superficial level this looks OK. Now mate I know why you released your second configuration item, which was to uncomment the dates and enable them, great idea. Then ofcourse the hotfix from the mod author. However the problem here is the way you released the patch, you actually skipped the real mod authors Patch 1. Theres a breakdown between the mod authors releases and yours. The mod authors Patch 1, Equipment_Upgrades_Fix_v1_4_Patch_1.rar, is 48511 KB in length. To not corrupt this mod and to remain current with the mod authors upstream releases you need this 48meg patch, then your patch ontop of it to do your date goodness. Theres allot of changes in that 48 mb patch. Ive spent many hours trying to document your setup and then my own, and I can advise that clearly, my testing is showing there is a reduction in strange gameplay weirdness and intermittent crashes when I fixed up this package to be in synch properly with the upstream mod author and your patch.
Yes, a while ago I had reported exacly the same issue which looks to me as a possible oversight by sober. But probably sober didn't notice my post, as I have never received an answer on it. :hmm2:
Bathrone
04-23-13, 09:33 PM
Mike
To use the mod authors releases
Release 1.4
Mod authors Patch 1 - 48mb not sobers date fix
Patch 1 hotfix
Then what I did was uncomment the dates like Sober and called this Patch 1 edit for dates as a forth entry in the mod enabler
If you skip the mod authors 48mb patch I found in testing that it results in gameplay weirdness and more intermittent CTDs
java`s revenge
04-25-13, 12:57 PM
WOW it becomes time that i pick up the game again :03::D
Mikemike47
04-25-13, 05:20 PM
The menu txt is the only one that i know of .
I am guessing that you maybe only loading, saving and unloading your sober mega mod as a *.mep file. Works the same for any *.mep filename.
You won't see mods asking to overwrite things, or give a warning about enabling because you are loading a complete mod list. The next few steps states a different experience.
Open up JSGME application and look for the last mod greyed out. Disable then enable the mod right after it, and see how many changes there may be. A warning prompt will appear, "Enabling this mod "may" have adverse effects on our game", etc.
Disable any mod that is right after any greyed out mod, and then reenable it. Menu.txt may be overwritten or not listed or more than one file is overwritten.
bandit484
04-25-13, 08:45 PM
Mr. Sober,
I have been trying to get your mega-mod to work for over a week now and I can't get it to work. It hangs up at the main loading screen every time. I'm running on a windows 7 system 64bit system . I tried my friend it just won't work for me. Hopefully in the future it will. Maybe if it could be packaged into 1 install it might work better for those of us that have tried. It sounds like a fun experience to play it. Your friend & fellow sub skipper,
bandit 484.:hmmm:
Echolot
04-26-13, 12:37 AM
Hi bandit484.
When you first start the game with the mods enabled it could take a few minutes to load. It may hang with a black screen and sound loop. Just wait a little longer.
Regards.
Echolot.
bandit484
04-26-13, 03:06 PM
Hi bandit484.
When you first start the game with the mods enabled it could take a few minutes to load. It may hang with a black screen and sound loop. Just wait a little longer.
Regards.
Echolot.
Thank you , it took 15 minutes for it to load, but it finally came on!:salute::salute::salute::salute:
:o 15 minutes?? :o...OMG, always thought with my long list 3/4 minutes was long enough, and thought my PC was slow with a problem! :D
volodya61
04-26-13, 05:00 PM
:o 15 minutes?? :o...OMG, always thought with my long list 3/4 minutes was long enough, and thought my PC was slow with a problem! :D
10-12 minutes on my poor low-end PC :shifty:..
10-12 minutes on my poor low-end PC :shifty:..
You guys deserve an additional medal for your patience!! :cool:
I just couldn't wait that long each time :nope:
volodya61
04-26-13, 05:16 PM
You guys deserve an additional medal for your patience!! :cool:
I just couldn't wait that long each time :nope:
:)
And now try to imagine that I mostly do the tests, and don't play the game itself.. an hour needed to 4-5 tests :dead:..
templarjack
04-28-13, 11:15 PM
Hello everyone! I just bought the game on Steam and after having played SHIII and SHIV and was wondering if this mod will work with steam version of the game? Thank you for any assistance.:)
Bathrone
04-29-13, 05:06 AM
Welcome and I hope you enjoy it
Unfortunately TDWs generic patcher wont work with DRM on steam
It could be made to work and maybe it will into the future but for now, no
Though, and I hope the moderators dont get upset, but I for one believe if you buy the game its OK to "sample" other revisions of the game without the DRM if you know what I mean :arrgh!::arrgh!::arrgh!::arrgh!::arrgh!:
How many times do the gaming and media cartels expect us to pay for games and movies I say. If youve bought it, youve bought it. Anyway that is my own personal view.
Parmenides
04-30-13, 01:48 AM
Sobers DC Barrels mod from the links some pages ago leads to invalid file id and I cant download it.
A new link would be nice
THE_MASK
04-30-13, 02:28 AM
Sobers DC Barrels mod from the links some pages ago leads to invalid file id and I cant download it.
A new link would be niceI deleted it because it wasnt working as intended . Use the latest MEP file .
Parmenides
04-30-13, 05:27 AM
Using the latest mep file and all the steps described on page 1
Game loads fine.
But after starting a new campaign it loads a while and sadly CTD without any warnings or signs.
:(
Are there any logs I can search for an error? Debug View I had running open but I cant see any error messages coming up
THE_MASK
04-30-13, 06:16 AM
Using the latest mep file and all the steps described on page 1
Game loads fine.
But after starting a new campaign it loads a while and sadly CTD without any warnings or signs.
:(
Are there any logs I can search for an error? Debug View I had running open but I cant see any error messages coming upThis one ?
sobers 1501 30042013
Parmenides
04-30-13, 06:17 AM
This one ?
sobers 1501 30042013
yes exactly
Captain73
04-30-13, 10:05 AM
Hi All! :salute:
I can not find the mod sheen of water from sober!
Hi All! :salute:
I can not find the mod sheen of water from sober!
you are probably looking for one or more of these:
sobers Lights Cfg
sobers DOF
sobers waves mod
look into the second post of this thread for links to the latest versions :up:
Captain73
04-30-13, 12:51 PM
you are probably looking for one or more of these:
sobers Lights Cfg
sobers DOF
sobers waves mod
:nope:
look into the second post of this thread for links to the latest versions :up:
Unfortunately I do not remember his name. But the author of Sobers, that's for sure.
And he should know my job!
hello
I try to make a mod list based on sobers mega list but I have some CTD sometimes.
Did you see something wrong in my mod that can cause problems ?
Generic Mod Enabler - v2.6.0.157
[G:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
Conus' Graphic Mod 1.1
DBM Music Menu
SteelViking's Bunker Fixes V1.0
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 10.I Seafloor (high resolution)
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
sobers see thru wake fix
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_New_radio_messages_German
NewUIs_TDC_7_3_0_WWIIInterface_by_naights
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
IRAI_0_0_39_Inertia_Damage (don't know if this one required ?)
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
sobers DC barrels mod V1 SH5
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2.1
SH5Lifeboat_Wooden ver. 0.2
Expanded Navies by Cybermat47 v.1.0.01
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
TDW FX Fix for Sobers chimney smoke
OH II Minefield map for TDWs Ui
smaller flags for Warships 1_0b
sobers no footstep sound mod
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V5 SH5
Sub_Exhaust_1_0_5_byTheDarkWraith
Clavier_sh5_fr_ZQSD_1.7.1
Reworked Morale and Abilities v.1.1 FRA
OHIIv2.1 test patch2 Full
Reco-vocale_Choum_NewUI_Editon_v0.1_french (this is a speech recognition addon)
FRA v2 for Open Horizons 2.1
Antilag
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
TDW_GenericPatcher_v_1_0_85_0
Menu TDW 7.3 FRA
Bathrone
05-01-13, 04:15 AM
That modlist wont work out of the box
As it is, Sobers mod list wont work out of the box either
The root cause of this is the mod enabler doesnt parse the file changes it totally overwrites conflicting files thus clobbering the mod changes
A significant amount of effort is required to merge the mods so that you end up with a compatible set of changes, and even then, most of the mods are under development and have some bugs in them causing CTDs anyway. Some of these bugs are known, like not enabling tdws generic patcher f7 patch so you dont ctd when hitting f7 near a port, others need your help to be reported to the mod authors as good bug reports
We need people to help out and I welcome any contribution you can make
Sgt_V3n0m
05-05-13, 12:00 AM
Awesome work! Already have a few of these mods, gonna DL the rest. Hopefully it'll make SH V the game it should've been. If not, ah well, at least it'll be better than vanilla by far.
blkdimnd
05-05-13, 10:58 PM
OHII 2.1 (http://www.subsim.com/radioroom/showthread.php?t=189818) is causing a CTD for me.
Any ideas? My mod soup is in the signature.
Also, anyone get [REL] Harbour Addition_Environment Enhancement Mod v0.5 (http://www.subsim.com/radioroom/showthread.php?t=166104) working with this mod soup?
Trevally.
05-06-13, 03:28 AM
OHII 2.1 (http://www.subsim.com/radioroom/showthread.php?t=189818) is causing a CTD for me.
Any ideas? My mod soup is in the signature.
Add this patch after OHII2.1 http://www.4sync.com/archive/PSTJPK8x/OHIIv21_test_patch2_Full.html
This is a temp fix as I am making v2.2 to replace the broken v2.1:up:
Also, anyone get [REL] Harbour Addition_Environment Enhancement Mod v0.5 (http://www.subsim.com/radioroom/showthread.php?t=166104) working with this mod soup?
This will not work with OHII - I will make a patch for it to work with OHII v2.2 soon:up:
ptrells14
05-06-13, 10:12 AM
Very nice
Lucky07
05-06-13, 06:24 PM
hi all im back after .. puf .. 1 year ? the work is a **** xD , anyway , i download this version , i follow the mods path way order step by step and , dont work lol , when loading black vision and back to windows
the jsmge cfg order could be great .. xD
edit , full compatible ... dont thik so
[DEPENDANCIES]
04SteelViking's Interior Mod V1.2="05SteelViking's Interior Mod V1.2.2 Patch""06DynEnv v2.9 - 1. Main Mod""19Fuel Gauge WoGaDi_SteelViking's Interior""35R.E.M_by_Xrundel_TheBeast_1.2""51sobers Lights Cfg V5 SH5""59sobers DOF V6 SH5"
05SteelViking's Interior Mod V1.2.2 Patch="06DynEnv v2.9 - 1. Main Mod""51sobers Lights Cfg V5 SH5""59sobers DOF V6 SH5"
06DynEnv v2.9 - 1. Main Mod="07DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters""09Small_trees_SH5_V1""10sobers smoke screen V1 SH5 (DynEnv compatible)""11sobers water splash anim SH5""12sobers best ever fog V22 SH5""13sobers base sky mechanics V1""23EUF_UBoat_FX_v0_0_3_ byTheBeast""25FX_Update_0_0_21_ByTheDarkWraith""39sobers_realistic_underwater_FX2""51sobers Lights Cfg V5 SH5""59sobers DOF V6 SH5"
20Equipment_Upgrades_Fix_v1_4_byTheBeast="21Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober""22#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix""23EUF_UBoat_FX_v0_0_3_ byTheBeast""24SH5 Longer Repairs v.1""27aNewUIs_TDC_7_3_0_ByTheDarkWraith""38NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0""40Reworked Morale and Abilities v.1.1""42aMCCD_1.04_MFCM_1.2.1_compatible""65sobers bad weather deck gun V5 SH5"
25FX_Update_0_0_21_ByTheDarkWraith="27aNewUIs_TDC_7_3_0_ByTheDarkWraith""32aIRAI_0_0_39_ByTheDarkWraith""35R.E.M_by_Xrundel_TheBeast_1.2""36R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible""45TDW FX Fix for Sobers chimney smoke""47OPEN HORIZONS II_full v2.1"
27aNewUIs_TDC_7_3_0_ByTheDarkWraith="28aNewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo""29aNewUIs_TDC_7_3_0_Real_Navigation""32aIRAI_0_0_39_ByTheDarkWraith""35R.E.M_by_Xrundel_TheBeast_1.2""36R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible""46Church's Compass Dials Mod v2.2 - Option Two""47OPEN HORIZONS II_full v2.1""48OH II Minefield map for TDWs Ui( creo que es este )""52Trevally Tutorial - All v0.2(for OHIIv1.3)""53Trevally Automated Scripts v0.6""54Trevally Harbour & Kiel Canal Pilot v2.9""55Trevally TDC Help v2""61AOB slide ruller for TDW UIs and MO by stoianm"
32aIRAI_0_0_39_ByTheDarkWraith="33IRAI_0_0_39_ByTheDarkWraith ( creo que falta el fix)""34aIRAI_0_0_39_Inertia_Damage""35R.E.M_by_Xrundel_TheBeast_1.2""36R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible""47OPEN HORIZONS II_full v2.1""65sobers bad weather deck gun V5 SH5"
35R.E.M_by_Xrundel_TheBeast_1.2="36R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible"
23EUF_UBoat_FX_v0_0_3_ byTheBeast="39sobers_realistic_underwater_FX2"
40Reworked Morale and Abilities v.1.1="42aMCCD_1.04_MFCM_1.2.1_compatible""47OPEN HORIZONS II_full v2.1"
41MightyFine Crew Mod 1.2.1 Alt faces="42aMCCD_1.04_MFCM_1.2.1_compatible"
01Accurate German Flags="43Speech fixes and additions (english version)""47OPEN HORIZONS II_full v2.1""62Warfox deck crew always whispering SH5 German Version MOD"
47OPEN HORIZONS II_full v2.1="49Expanded Navies by Cybermat47 v.1.0.0""56MadMaxs_SH5_Subdiesel (mono) v2"
52Trevally Tutorial - All v0.2(for OHIIv1.3)="55Trevally TDC Help v2"
43Speech fixes and additions (english version)="62Warfox deck crew always whispering SH5 German Version MOD"
[MODS]
01Accurate German Flags=1
02sobers game loading tips V5 SH5=2
03DBM Background Video=3
04SteelViking's Interior Mod V1.2=4
05SteelViking's Interior Mod V1.2.2 Patch=5
06DynEnv v2.9 - 1. Main Mod=6
07DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters=7
08DynEnv v2.9 - 12. Sounds=8
09Small_trees_SH5_V1=9
10sobers smoke screen V1 SH5 (DynEnv compatible)=10
11sobers water splash anim SH5=11
12sobers best ever fog V22 SH5=12
13sobers base sky mechanics V1=13
14sobers better terrain v3 SH5=14
15sobers waves mod V12 27032013=15
16sobers more trees SH5=16
17sobers see thru wake fix=17
18SH5_7A_Conning_Fix=18
19Fuel Gauge WoGaDi_SteelViking's Interior=19
20Equipment_Upgrades_Fix_v1_4_byTheBeast=20
21Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober=21
22#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=22
23EUF_UBoat_FX_v0_0_3_ byTheBeast=23
24SH5 Longer Repairs v.1=24
25FX_Update_0_0_21_ByTheDarkWraith=25
26AI_sub_crew_1_0_2_TheDarkWraith=26
27NewUIs_TDC_7_3_0_ByTheDarkWraith=27
27aNewUIs_TDC_7_3_0_ByTheDarkWraith=28
28aNewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo =29
29aNewUIs_TDC_7_3_0_Real_Navigation=30
30aNewUIs_TDC_7_3_0_RadCapTools_0_2_alpha=31
32IRAI_0_0_39_ByTheDarkWraith ( creo que falta el fix)=32
32aIRAI_0_0_39_ByTheDarkWraith=33
33IRAI_0_0_39_ByTheDarkWraith ( creo que falta el fix)=34
34aIRAI_0_0_39_Inertia_Damage=35
35R.E.M_by_Xrundel_TheBeast_1.2=36
36R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible=37
37Cerberus62 Corrected Depth Charge Projector 1.0=38
38NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0=39
39sobers_realistic_underwater_FX2=40
40Reworked Morale and Abilities v.1.1=41
41MightyFine Crew Mod 1.2.1 Alt faces=42
42More_crew_commands_dialog_v1.04=43
42aMCCD_1.04_MFCM_1.2.1_compatible=44
43Speech fixes and additions (english version)=45
44sobers green crew training V4 SH5=46
45TDW FX Fix for Sobers chimney smoke=47
46Church's Compass Dials Mod v2.2 - Option Two=48
47OPEN HORIZONS II_full v2.1=49
48OH II Minefield map for TDWs Ui( creo que es este )=50
49Expanded Navies by Cybermat47 v.1.0.0=51
50smaller flags for Warships 1_0b=52
51sobers Lights Cfg V5 SH5=53
52Trevally Tutorial - All v0.2(for OHIIv1.3)=54
53Trevally Automated Scripts v0.6=55
54Trevally Harbour & Kiel Canal Pilot v2.9=56
55Trevally TDC Help v2=57
56MadMaxs_SH5_Subdiesel (mono) v2=58
57sobers hud sounds V1 SH5=59
58sobers no footstep sound mod=60
59sobers DOF V6 SH5=61
60EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM=62
60aEQuaTool 01.01 by AvM - Large Style=63
61AOB slide ruller for TDW UIs and MO by stoianm=64
62Warfox deck crew always whispering SH5 German Version MOD=65
63gap - HD 1 deg Scope Bearing v 1.0=66
64Shadow Improvement ModLR=67
65sobers bad weather deck gun V5 SH5=68
67Messervy_s_gramophone_pack1=69
Parmenides
05-07-13, 03:35 AM
Add this patch after OHII2.1 http://www.4sync.com/archive/PSTJPK8x/OHIIv21_test_patch2_Full.html
This is a temp fix as I am making v2.2 to replace the broken v2.1:up:
This will not work with OHII - I will make a patch for it to work with OHII v2.2 soon:up:
Thanks a lot for this. Now Game starts but as soon as I ask for my mission goals I have a CTD
still using 1501 3004 mep file (the latest but added this patch after OHII)
AldoJesus
05-07-13, 08:59 AM
Parmedines remove ai subcrew from the mod list. That did the trick for me.
Lucky07
05-07-13, 12:33 PM
Parmedines remove ai subcrew from the mod list. That did the trick for me.
im having troubles with this mod in particulary when i load it in jsme and get in game ( after hours performing a good list of mods )in the list of the first post ) i have a permanet and unclosable windows of this mod , dont know how to fixed it , map dont work , etc etc , any could help ? pretty interested in this mod .NewUIs_TDC_7_3_0_TheDarkWraith,
the dy env , completely discarted , any configuration load of it make crash
AldoJesus
05-07-13, 01:03 PM
Lucky, make sure you unzip with 7z. Forgive me if you ve done it already. I could not get the mods to work and the reason was I didnt use 7z to unzipp my mods.
Lucky07
05-07-13, 01:17 PM
Lucky, make sure you unzip with 7z. Forgive me if you ve done it already. I could not get the mods to work and the reason was I didnt use 7z to unzipp my mods.
i thought the guy of the other post is right xD i have installed a older version than required , but im searching a safe link to download the 1.2 game version
THE_MASK
05-07-13, 03:51 PM
sobers 0701 08052013
added OHIIv2.1 test patch2 Full
Start a new campaign .
Parmenides
05-08-13, 02:06 AM
Parmedines remove ai subcrew from the mod list. That did the trick for me.
Thanks for your help , tried it but still get a CTD when trying to ask for a new mission after starting in the docks , I am using the newest mep file 0701 0805
Mikemike47
05-08-13, 01:58 PM
Thanks for your help , tried it but still get a CTD when trying to ask for a new mission after starting in the docks , I am using the newest mep file 0701 0805
You have to start a new campaign, not just a new mission.
Lucky07
05-08-13, 03:11 PM
hi , i found another serious trobleshouting .. xD mi mistake sure but cant find it , navigation tools , when i use the expanded one ( the mode of the tool that give u degress in a circle and all of this , ) the marks or inputs in the map i make in that mode are placed in another position i choose , only work properly in normal mode , and second problem i have , torpedos speed are unchangeble , and auto tdc dont wok , only the manual ( this last one ppiff , no much important for me , but the torpedo speed yes )
i edit , using the kriegmarine golden style instead of the large style one , all work fine unless the compas , so this mod may have a problem ( or me bad instalation but using jgsme dont know it sure ) ideas ?
Mods List sobers 0701 08052013 (correct order)
followin this list i undestand that the fisrt mod to be enbled is this Accurate German Flags and the last this one TDW_GenericPatcher_v_1_0_89_0( that indeed , i dont know how to use it )
edit 2 , dy envi check ok , was cause of corrupted files , the other trouble still there xD, any idea??
edit 3 , all fixed , was fault of corrupted files , i have to download it for 3 or 4 times each , so funny no ? XD enjoy , and gg for the modders im so exited with my new sh5 full hd jajaja
THE_MASK
05-08-13, 04:40 PM
I just uninstalled the game and save folder and reinstalled . I was able to start a new campaign with no problems .
Parmenides
05-09-13, 04:22 AM
You have to start a new campaign, not just a new mission.
I know, but my problem is in game after starting a new campaign talking to the officer and CTD there
or if I enter ship a click on the navigation map/desk its a CTD.
and I did a fresh install
Tonci87
05-10-13, 09:54 AM
Hey Sober, what about adding this Mod to the list?
http://www.subsim.com/radioroom/showthread.php?t=204151
It seems to make the hydrophone actually usefull. :hmmm:
Would it conflict with something else?
THE_MASK
05-10-13, 06:20 PM
sobers 00900 11052013
added
RPM Hydrophone merchants 2.0 -for OHII full v2.0- (english)
_addon chart_RPM Hydrophone Merchants 2.0 -for OHII full v2.0-
changed mod order
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
sobers 00900 11052013
added
RPM Hydrophone merchants 2.0 -for OHII full v2.0- (english)
_addon chart_RPM Hydrophone Merchants 2.0 -for OHII full v2.0-
Hi Sober,
Any reason for RPM Hydrophone merchants 2.0 -for OHII full v2.0- (english) to be before OHII, please?
THE_MASK
05-10-13, 06:54 PM
Hi Sober,
Any reason for RPM Hydrophone merchants 2.0 -for OHII full v2.0- (english) to be before OHII, please? Not sure what you mean .
Mikemike47
05-10-13, 08:02 PM
Not sure what you mean .
This should have been clarified so you did not have to ask why.
(MOD) RPM Hydrophone Merchants 2.0 ||| two versions
(http://www.subsim.com/radioroom/showthread.php?t=204151)
From the website:
JSGME pattern:
xxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxx
NewUis TDC v7_x_x TDW
xxxxxxxxxxxxx
xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxx
Open Horizons II full v2.0 or Open Horizons II v2.1 full
-------------------------------------fix patch 2
-------------------------------------OHII v2.2(beta)(changes only)
xxxxxxxxxxxxx
xxxx
xxxxxxxxxx
xxxxxxxxxxxxxxxxxxxx
RPM Hydrophone Merchants 2.0 -for OHII full v2.0- (english)
_addon_chart_RPM Hydrophone merchants 2.0 -for OHII full v2.0- <--- RPM table in the game. Replaces Shipping chart Colored of NewUis TDC tdw.
THE_MASK
05-10-13, 08:06 PM
So , what is the problem ?
I think the guy who made this mod specified it has to be activated after NewUIs and OHII...but maybe i'm wrong...but i think not :D
(it changes many "sea" folder to be able to work correctly imo, and OH has "sea" folder too...)
THE_MASK
05-10-13, 08:27 PM
sobers 1200 11052013
added
changed the mod order again
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
THE_MASK
05-10-13, 08:28 PM
I think the guy who made this mod specified it has to be activated after NewUIs and OHII...but maybe i'm wrong...but i think not :D
(it changes many "sea" folder to be able to work correctly imo, and OH has "sea" folder too...)It is activated after OH2 .
THE_MASK
05-10-13, 09:49 PM
sobers 1300 11052013
added
TDW_GenericPatcher_v_1_0_91_0
Tonci87
05-12-13, 10:29 AM
Hey Sober, in your first post you link to this
http://www.subsim.com/radioroom/showthread.php?t=190656
Do we need this stuff:
Bug Fixes
AI & Human Historical Gun Fix (http://www.subsim.com/radioroom/showthread.php?t=198510)
This fixes some of the issues found with the stock game with guns. It applies a general rebalance of armaments /ammo / zones and armour.
(by Gap)
Torpedo Speed Fix (http://www.subsim.com/radioroom/showthread.php?t=169477)
This fixes a bug when you give promotion points to your torpedo man. This makes your torps run faster. The bug is that your TDC does not know your torps are now running faster so does not offset to take this into account. Installing this fix will reset your torps to the original speed.
NOTE: you do not need this fix if you never give your torp man points or use any mods that remove your crews special abilities.
Hydro ctd (http://www.subsim.com/radioroom/showthread.php?t=174778)
This bug causes a ctd when you listen to enemy subs in the hdro station.
NOTE: You do not need this fix if you use TDWs Ui mod or OHII.
SH5.exe patches to fix bugs and add functionality (http://www.subsim.com/radioroom/showthread.php?t=181433)
This bug in the hydro reduces the bearing range that you hydro can pick up contacts. It means that there is only a very narrow bearing when you can hear ships. This fix increases the bearing range where you can hear contacts.
CO2 bug fix is for the schnorkel that you can use with TDWs UI mod. This stops CO2 increasing when schorkel is in use.
Dud torp fix will enable duds
Mag torp fix will allow the magnetic detonators to work (to the range specified in the torpedoes .sim file).
Fixes the resupply bug where you were only allowed to use once per patrol. Now you can resupply again if a tanker has the stores.
Automatic closing/opening of sub's internal compartment doors when battlestations ability (key F7)
Added a new patch - Crew wakeup - that 'wakes up' the crew and makes them do their job (contact spotting/reporting)
Independent engine controls
Contact reports wolfpack patch - where BtU may send a wolfpack to attack contacts that you report
NOTE: this fix will not work for steam users. The fix is applyed by running a patcher app to update your SH5.exe
See here for a guide (http://www.subsim.com/radioroom/showthread.php?t=197960) for how to install and use the patcher
Boat can't maintain depth (http://www.subsim.com/radioroom/showthread.php?t=179746) and Download here (http://www.gamefront.com/files/service/thankyou?id=21093845)
This bug will not let your boat hold depth when you are very deep and have no speed.
Note:***under review - TDW may add this to his UI mad as an add-on***
Well obviously we need the SH5.exe Patches, but what about the rest?
THE_MASK
05-12-13, 04:26 PM
sobers 1500 13052013
added
OPEN HORIZONS II_full v2.2
armafan
05-12-13, 04:28 PM
Very nice mod collection :up:
Spiced_Rum
05-12-13, 04:53 PM
I am brand new to SH5 (not having played any sub simulations since the first SH game), and I have no experience of using mods and patches. Having read all the negative reviews about SH5 and the bugs as well as watching some excellent mods on YouTube, I would like to make my game work well from the start. Have not played it yet because I have spent two days trying to get all of Sober's Mega Mod into the MOD folder and then for the Mod enabler to load them.
However, the load aborts and I get an error loading profile which states the following mods were not found:
the IRAI_0_0_39_ByTheDarkWraith_Patch_1
TDW_GenericPatcher_v_1_0_91_0
The patch appears to be a single file but where do I download it? Straight into my documents folder (created one for all SH5 mods) or somewhere into the IRAI_0_0_39 folder? Also where should I download TDW's GenericPatcher, into the main SH5 game folder or into the MOD folder?
Any assistance for a novice would be most appreciated.
TheDarkWraith
05-12-13, 04:58 PM
The Generic Patcher can be placed anywhere. It will ask you to specify the path to the file it needs to patch :up: You can download from the SH5 Mods forum.
THE_MASK
05-12-13, 10:23 PM
For those that cannot start a campaign without a CTD .
TEST Dont enable the render patches with the EXE patcher and see if you can start the campaign .
totalrain
05-12-13, 11:06 PM
For those that cannot start a campaign without a CTD .
TEST Dont enable the render patches with the EXE patcher and see if you can start the campaign .
For me it was Render patch 12, "Disables rendering of torpedo line", that caused the Nav Map and Mission selection CTD. All others are OK.
I have an nVidea GTX560 graphics card and AMD Phenom II X4 965 CPU.
Edit! Everything was working with OH2.1 Full + Patch 2 and your (Sobers) mod list. I didn't sink any Polish ships as it was heavy fog and I play at 100% + Real Nav. I haven't tried OH2.2 yet, waiting for the smoke to settle first.
THE_MASK
05-12-13, 11:20 PM
For me it was Render patch 12, "Disables rendering of torpedo line", that caused the Nav Map and Mission selection CTD. All others are OK.
I have an nVidea GTX560 graphics card and AMD Phenom II X4 965 CPU.Thanks for that info , everything else working ?
Thanks for that info , everything else working ?
Render patch N°4,5,6,10,11,13,14 are fine here. I let others deactivated.
blancoipastor
05-13-13, 03:41 AM
Hi guys!
Do you know where can i find the mod: Magnum Opus in english?
Some pages are broken since the last year.
Thanks
Bathrone
05-13-13, 03:50 AM
Dont use it, its outdated
Tonci87
05-13-13, 05:28 AM
Sober, I think you missed my post
http://www.subsim.com/radioroom/showpost.php?p=2055392&postcount=1848
Parmenides
05-13-13, 05:41 AM
Thanks for that info , everything else working ?
Thanks Sober and everyone else too.
This did the trick for me also. Now everything runs fine no CTD any more
Great Work :)
THE_MASK
05-13-13, 05:47 AM
Sober, I think you missed my post
http://www.subsim.com/radioroom/showpost.php?p=2055392&postcount=1848 (http://www.subsim.com/radioroom/showpost.php?p=2055392&postcount=1848[/QUOTE)
I forgot to reply , you dont need any of them afaik .
I forgot to reply , you dont need any of them afaik .
I can answer about AI & Human Historical Gun Fix. It is not included in any other mod, so you should enable it if you want its goodies. The mod is still under development, and many of the planned features are still missing, but enabling the mod at the end of your mod list won't harm anyway :03:
Just one note: don't enable Rongel's Torpedo malfunctions test v 2 (part of the above project, but available as a separate download), if you are also using the latest version of TDW's torpedo failure patch. That's all :salute:
Tonci87
05-13-13, 10:05 AM
I can answer about AI & Human Historical Gun Fix. It is not included in any other mod, so you should enable it if you want its goodies. The mod is still under development, and many of the planned features are still missing, but enabling the mod at the end of your mod list won't harm anyway :03:
Just one note: don't enable Rongel's Torpedo malfunctions test v 2 (part of the above project, but available as a separate download), if you are also using the latest version of TDW's torpedo failure patch. That's all :salute:
Thank you Gap :yeah:
Thank you Gap :yeah:
My pleasure :salute:
mainexpress
05-13-13, 10:45 AM
Still getting CTD everytime i hit the map key...or access map...with latest sobers mod profile...
volodya61
05-13-13, 11:24 AM
Still getting CTD everytime i hit the map key...or access map...with latest sobers mod profile...
Try to disable all Render Patches.. or one by one to see which patch causes this..
Hardlock
05-14-13, 04:29 AM
I just found SH5. This is the first simulator to how I play.
For three evenings I install all mods selection of Sobers. I came very obviously in all traps the installation procecus. Normal, I'm a noob ! :D
First, many thanks to all the talented people that allows to overcome the defects of the stock game.:salute:
Now a quick question, what are all the options to validate with TDW SH5Pacher. Should it change only TDW_SH5Patches.s5p or also TDW_SHCollisions_Patch and TDW_SHSim_Patch given mods installed. :hmm2:
Thank you
Sjizzle
05-14-13, 04:36 AM
I just found SH5. This is the first simulator to how I play.
For three evenings I install all mods selection of Sobers. I came very obviously in all traps the installation procecus. Normal, I'm a noob ! :D
First, many thanks to all the talented people that allows to overcome the defects of the stock game.:salute:
Now a quick question, what are all the options to validate with TDW SH5Pacher. Should it change only TDW_SH5Patches.s5p or also TDW_SHCollisions_Patch and TDW_SHSim_Patch given mods installed. :hmm2:
Thank you
change TDW_SH5Patches.s5p and also TDW_SHCollisions_Patch and TDW_SHSim_Patch, TDW_SHSound_Patch.s5p.
Hardlock
05-14-13, 05:01 AM
change TDW_SH5Patches.s5p and also TDW_SHCollisions_Patch and TDW_SHSim_Patch, TDW_SHSound_Patch.s5p.
Thank you for your quick response.
If I understood correctly, I validate all that is possible with GenericPatcher.
And if I have a ctd I disable Render patches one by one.
Trevally.
05-14-13, 12:18 PM
Welcome to subsim Hardlock:salute:
For TDW's patcher - just enable the fixes that you want to fix:up:
Macardigan
05-14-13, 02:33 PM
This should have been clarified so you did not have to ask why.
(MOD) RPM Hydrophone Merchants 2.0 ||| two versions
(http://www.subsim.com/radioroom/showthread.php?t=204151)
From the website:
JSGME pattern:
xxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxx
NewUis TDC v7_x_x TDW
xxxxxxxxxxxxx
xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxx
Open Horizons II full v2.0 or Open Horizons II v2.1 full
-------------------------------------fix patch 2
-------------------------------------OHII v2.2(beta)(changes only)
xxxxxxxxxxxxx
xxxx
xxxxxxxxxx
xxxxxxxxxxxxxxxxxxxx
RPM Hydrophone Merchants 2.0 -for OHII full v2.0- (english)
_addon_chart_RPM Hydrophone merchants 2.0 -for OHII full v2.0- <--- RPM table in the game. Replaces Shipping chart Colored of NewUis TDC tdw.
updated:
JSGME pattern:
xxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxx
NewUis TDC v7_x_x TDW
xxxxxxxxxxxxx
xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxx
OHII full v2.2
xxxxxxxxxxxxx
xxxx
xxxxxxxxxx
xxxxxxxxxxxxxxxxxxxx
RPM Hydrophone Merchants 2.0 -for OHII full v2.2-
_addon_sheet_RPM Hydrophone merchants 2.0 -for OHII full v2.2- <--- RPM tsheet in the game. Replaces Shipping chart Colored of NewUis TDC tdw.
xxxxxxxxxxxxxxxxxxxxxx
xx
*Any MOD to be installed after "RPM Hydroph..." and overwrite data\Sea\...\...".sim .cfg .dsd" files, will leave this MOD unusable.
Exceptions: (none for now)
.
.
.
.
.
.
THE_MASK
05-14-13, 04:25 PM
http://i42.tinypic.com/8vqlv8.jpg
mainexpress
05-14-13, 07:35 PM
Try to disable all Render Patches.. or one by one to see which patch causes this..I tried that...and it did not work.still crashes when trying to access map.
ryejar333
05-16-13, 10:18 PM
HI all, I am using Sober's new list with OPEN HORIZONS II_full v2.2 in it. Been having a problem when fighting a polish freighter. I have fired full racks of torps at this boat and all are duds. However, that isn't the problem.
When sinking this boat in Danzig bay with deck gun, I do not CTD, but the game sticks and does not respond. This has happened four times now.
The debug view says, "PDH: 2 destroyed contacts found. Checking for sunk ships...". Every time the game gets stuck here. I have tried (Shift+U= Unstuck), and does not work. Also, to my knowledge I have only sunk 1 ship.
I have read in the release notes for OPEN HORIZONS II_full v2.2 there was a problem with polish ships before. I figured that bringing attention to this problem may help. I would be happy to find a solution to this as well.
To Sober and every Modder who contributed to this game, all a guy can say is, "YOU ROCK !" :rock: Thanks for a fun game.
THE_MASK
05-16-13, 10:21 PM
HI all, I am using Sober's new list with OPEN HORIZONS II_full v2.2 in it. Been having a problem when fighting a polish freighter. I have fired full racks of torps at this boat and all are duds. However, that isn't the problem.
When sinking this boat with deck gun, I do not CTD, but the game sticks and does not respond. This has happened four times now.
The debug view says, "PDH: 2 destroyed contacts found. Checking for sunk ships...". Every time the game gets stuck here. I have tried (Shift+U= Unstuck), and does not work. Also, to my knowledge I have only sunk 1 ship.
I have read in the release notes for OPEN HORIZONS II_full v2.2 there was a problem with polish ships before. I figured that bringing attention to this problem may help. I would be happy to find a solution to this as well.
To Sober and every Modder who contributed to this game, all a guy can say is, "YOU ROCK !" :rock: Thanks for a fun game.Are you using the EXE patcher by TDW ?
THE_MASK
05-16-13, 10:22 PM
added sobers 1500 17052013
RPM Hydrophone merchants 2.0 -for OHII full v2.2- (english)
_addon sheet_RPM Hydrophone Merchants 2.0 -for OHII full v2.2-
Bathrone
05-17-13, 06:00 AM
Hey sober did you pull Messervy_s_gramophone_pack1 from your active mod list? Its not in your modlist without the links but is in the link section of your first post
Im just playing around with it, didnt seem to conflict with anything in my mod list
Did you find bugs with it?
THE_MASK
05-17-13, 06:04 AM
Hey sober did you pull Messervy_s_gramophone_pack1 from your active mod list? Its not in your modlist without the links but is in the link section of your first post
Im just playing around with it, didnt seem to conflict with anything in my mod list
Did you find bugs with it?I pulled Messervy_s_gramophone_pack1 and Grossdeutscher Rundfunk . Not essential and big downloads . Install either anytime .
PS , i deleted the link in the list , cheers .
Trevally.
05-17-13, 11:19 AM
HI all, I am using Sober's new list with OPEN HORIZONS II_full v2.2 in it. Been having a problem when fighting a polish freighter. I have fired full racks of torps at this boat and all are duds. However, that isn't the problem.
When sinking this boat in Danzig bay with deck gun, I do not CTD, but the game sticks and does not respond. This has happened four times now.
The debug view says, "PDH: 2 destroyed contacts found. Checking for sunk ships...". Every time the game gets stuck here. I have tried (Shift+U= Unstuck), and does not work. Also, to my knowledge I have only sunk 1 ship.
I have read in the release notes for OPEN HORIZONS II_full v2.2 there was a problem with polish ships before. I figured that bringing attention to this problem may help. I would be happy to find a solution to this as well.
To Sober and every Modder who contributed to this game, all a guy can say is, "YOU ROCK !" :rock: Thanks for a fun game.
Sounds like an error is being sent to your desktop - when this happens, alt+tab out of the game and screen capture any script error message you see:up:
Bathrone
05-17-13, 08:08 PM
Hi Sober, Harbour & Kiel Canal Pilot is at v3.1 for your first post
THE_MASK
05-17-13, 11:09 PM
Hi Sober, Harbour & Kiel Canal Pilot is at v3.1 for your first post
added Trevally Harbour & Kiel Canal Pilot v3.1
sobers 1500 18052013
Macardigan
05-18-13, 09:04 AM
added Trevally Harbour & Kiel Canal Pilot v3.1
sobers 1500 18052013
This mod is included in the "automated scrpts by trevally", right?:hmmm:
greetings
volodya61
05-18-13, 09:56 AM
This mod is included in the "automated scrpts by trevally", right?:hmmm:
No.. it's a stand alone mod..
mainexpress
05-18-13, 08:56 PM
no map key or access in real navigation...i get it now duuhhh :har:you hit map key it's a CTD...
THE_MASK
05-18-13, 08:58 PM
no map key or access in real navigation...i get it now duuhhh :har:you hit map key it's a CTD...I use the GUI , i never use keys . Other than that , can you elaberate exactly what the problem is ?
mainexpress
05-18-13, 09:48 PM
I use the GUI , i never use keys . Other than that , can you elaberate exactly what the problem is ?well i have not played SH5 in sometime...so i did fresh install...got your mega-mod and downloaded it with the latest mep file...but before that i ran the TDW patcher...and enabled everything...started a new career...and when i get in game everytime i hit the 'M' key on the keyboard i get a CTD...or click on the navigation map from the top right hand corner of the hud. i get a CTD. btw what is the GUI.
THE_MASK
05-18-13, 09:51 PM
well i have not played SH5 in sometime...so i did fresh install...got your mega-mod and downloaded it with the latest mep file...but before that i ran the TDW patcher...and enabled everything...started a new career...and when i get in game everytime i hit the 'M' key on the keyboard i get a CTD...or click on the navigation map from the top right hand corner of the hud. i get a CTD. btw what is the GUI.Do not enable any of the orbiter patches . Do not enable any of the render patches except the water drops .
mainexpress
05-18-13, 10:17 PM
Do not enable any of the orbiter patches . Do not enable any of the render patches except the water drops .okay i disabled all the Mods so i can run the patcher.to fix what you told me.but when i point it to those 3 files Patches,collisions and Sim...now i get error messages:/\\!! and i cant open them.
mainexpress
05-19-13, 02:16 AM
okay i disabled all the Mods so i can run the patcher.to fix what you told me.but when i point it to those 3 files Patches,collisions and Sim...now i get error messages:/\\!! and i cant open them.Never mind that did it... did some tweaking...thanks sober:up:
Macardigan
05-19-13, 06:44 AM
well i have not played SH5 in sometime...so i did fresh install...got your mega-mod and downloaded it with the latest mep file...but before that i ran the TDW patcher...and enabled everything...started a new career...and when i get in game everytime i hit the 'M' key on the keyboard i get a CTD...or click on the navigation map from the top right hand corner of the hud. i get a CTD. btw what is the GUI.
I use real_navigation and I only have activated the "render_patches" 1,2 and 3.
If active 4 or 5 or 6 or 7 or 10 or 11 or 12 or 13 or 14 .. I have CTD when I press the "M" or pressing the button on the map.
1, 2 and 3: No CTD.:up:
Not active 8 and 9 because I want the lines of latitude and longitude.
.
Husksubsky
05-19-13, 05:51 PM
Here comes the king of stupid questions again. Start new campaign if list change it says. First of all list change one can define. If I change from new uis 7 2 0 to 7 3 0 I have made a chasnge in the list havent I ? The next thing I wonder is if it s ment start a new CAREER when it says campaign regarding list changes. I finished the first campaign but I had to choose next campaign immidiatly. I t s either continue campaign or new career from main menu. could I change everything while in bunker before starting first mission of next campaign?
And when do I get offered a new boat ?:) july 1940 now and still in VIIb hehe
Tonci87
05-19-13, 05:59 PM
Here comes the king of stupid questions again. Start new campaign if list change it says. First of all list change one can define. If I change from new uis 7 2 0 to 7 3 0 I have made a chasnge in the list havent I ? The next thing I wonder is if it s ment start a new CAREER when it says campaign regarding list changes. I finished the first campaign but I had to choose next campaign immidiatly. I t s either continue campaign or new career from main menu. could I change everything while in bunker before starting first mission of next campaign?
And when do I get offered a new boat ?:) july 1940 now and still in VIIb hehe
Sink more ships.
November 1939 and I have a VIIc
Husksubsky
05-19-13, 07:13 PM
Thx
THE_MASK
05-20-13, 12:27 AM
added sobers 1500 20052013
NewUIs_TDC_7_4_0_ByTheDarkWraith
NewUIs_TDC_7_4_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_0_Real_Navigation
NewUIs_TDC_7_4_0_RadCapTools_0_2_alpha
Changed the mod order so that the TDW_GenericPatcher_v_1_0_94_0
is at the top . Conflicts with the TDWFileUtils and TDWUtils . These files in the NewUIs cannot be overwriten by the patcher . Thats why the patcher is now at the top of the mod list .
Very cool compilation. Too sad i have a downloadlimit from subsim:damn:
volodya61
05-22-13, 12:38 PM
Very cool compilation. Too sad i have a downloadlimit from subsim:damn:
Everyone have.. :D
Be patient.. one by one.. and if you look at the links you will see that most of the mods are posted on other sites :yep:
Everyone have.. :D
Be patient.. one by one.. and if you look at the links you will see that most of the mods are posted on other sites :yep:
Hmmm.. been away for awhile :oops:
Sjizzle
05-22-13, 12:41 PM
or u can donate 5$ and u can download all sober modlist in 1
:06: tried to donate via paypal
but after login at paypal it wants me to register a creditcard...huuh?!?
I used paypal many times before but the paypal site looks different when i click the ORDER button from this subsim page http://www.subsim.com/radioroom/payments.php
Mikemike47
05-22-13, 02:18 PM
:06: tried to donate via paypal
but after login at paypal it wants me to register a creditcard...huuh?!?
I used paypal many times before but the paypal site looks different when i click the ORDER button from this subsim page http://www.subsim.com/radioroom/payments.php
PM Neal Stevens
THE_MASK
05-22-13, 04:56 PM
added sobers 0800 23052013
Removed the TDW_GenericPatcher_v_1_0_94_0 from the mod enabler . Just put the folder in the main SH5 game folder and do the backups . Saves a lot of confusion .
mainexpress
05-22-13, 05:39 PM
I have been playing the Tutorial TDC in historical missions for torpedo practice on that tanker...but when i fire my torpedoes they either go in circles and have pre-mature explosions...or just plain duds...i tried un-checking dud torpedoes in the options...but still the same problems:hmmm:
THE_MASK
05-22-13, 05:41 PM
I have been playing the Tutorial TDC in historical missions for torpedo practice on that tanker...but when i fire my torpedoes they either go in circles and have pre-mature explosions...or just plain duds...i tried un-checking dud torpedoes in the options...but still the same problems:hmmm:What have you patched with the EXE patcher ?
volodya61
05-22-13, 05:44 PM
I have been playing the Tutorial TDC in historical missions for torpedo practice on that tanker...but when i fire my torpedoes they either go in circles and have pre-mature explosions...or just plain duds...i tried un-checking dud torpedoes in the options...but still the same problems:hmmm:
If you have torpedoes patches enabled in the GenericPatcher then you need this - http://www.subsim.com/radioroom/showpost.php?p=2060599&postcount=832
THE_MASK
05-22-13, 05:49 PM
If you have torpedoes patches enabled in the GenericPatcher then you need this - http://www.subsim.com/radioroom/showpost.php?p=2060599&postcount=832
added sobers 0900 23052013
FX Update torpedoes (modified for torpedoes failure patches)
mainexpress
05-22-13, 06:03 PM
If you have torpedoes patches enabled in the GenericPatcher then you need this - http://www.subsim.com/radioroom/showpost.php?p=2060599&postcount=832thankyou volodya61 i will try this:up:...and everything related to torpedoes in the TDW Patcher is enabled because i just checked
Well, i know itīs a lot of work to keep it up to date
BUT
this Mega Mod is obsolete when i have to download 2/3 of the mods again because they are out of date..:down:
Also Dyn.Env 2.9 is corrupt, saying "compression format is not supported"(7zip)
volodya61
05-23-13, 09:00 AM
this Mega Mod is obsolete when i have to download 2/3 of the mods again because they are out of date..:down:
Also Dyn.Env 2.9 is corrupt, saying "compression format is not supported"(7zip)
If you mean Sober's Mega-Mod - Download all mods in one file.. it's not Sober's work.. it's Philipp_Thomsen's work.. and another thread..
What tool have you used to extract DynEnv 2.9? use 7zip (http://www.7-zip.org/) to extract all mods..
If you mean Sober's Mega-Mod - Download all mods in one file.. it's not Sober's work.. it's Philipp_Thomsen's work.. and another thread..
What tool have you used to extract DynEnv 2.9? use 7zip (http://www.7-zip.org/) to extract all mods..
Yes with 7 zip (error). tried winrar and works
^^^^Are you the DerMo from ROF forum? :)
^^^^Are you the DerMo from ROF forum? :)
Aye, but donīt tell anyone :rotfl2:
Nice to see you here FiFi!
Aye, but donīt tell anyone :rotfl2:
Nice to see you here FiFi!
Cool, nice to see you too!
An other fantastic simulation evolving here, but without devs this time! :haha:
THE_MASK
05-23-13, 05:52 PM
added sobers 0900 24052013
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith
Macardigan
05-23-13, 06:03 PM
Hi, sober.
LINK UPDATED (MAY/24/2013)
RPM HYDROPHONE MERCHANTS 2.0 -for Open Horizons II full v2.2-
*RPMsheet ready to use in NewUis 7_4_0 (usercharts)
http://www.subsim.com/radioroom/showthread.php?t=204151
NEW:- Added new table RPM / knots directly into the game replacing the "shipping color map" NewUis 7_3_0 or earlier. (right of the screen on the navigation map).
NEW:- Added the image files of the tables "RPM_table_English_OHIIv2.2.dds", "RPM_table_French_OHIIv2.2.dds" inside the directory "... \ data \ UserCharts \ ....". To activate the tables on NewUisTDC7_4_0_by_tdw version, follow this thread:http://www.subsim.com/radioroom/show...ostcount=10003
THE_MASK
05-23-13, 06:34 PM
added sobers 1000 24052013
RPM Hydrophone merchants 2.0 -for OHII full v2.2- (english)
compatible with NewUIs_TDC_7_4_0
mainexpress
05-24-13, 03:59 PM
I was playing my campaign last night with sobers mod...submerged under water getting ready to size up this ship...but when i hit reverse...i could not go backwards...the submarine kept going forwards:hmmm:...and when i stopped all engines the submarine would not stop and kept going forwards:hmmm:...never seen this happen before.
THE_MASK
05-24-13, 04:42 PM
I was playing my campaign last night with sobers mod...submerged under water getting ready to size up this ship...but when i hit reverse...i could not go backwards...the submarine kept going forwards:hmmm:...and when i stopped all engines the submarine would not stop and kept going forwards:hmmm:...never seen this happen before.No idea , do you have the EXE patcher independent engine patch enebled .
mainexpress
05-24-13, 05:15 PM
No idea , do you have the EXE patcher independent engine patch enebled .Yes,i have the Patcher enabled... maybe it's just a fluke who knows...next time i log in maybe all will be back to normal.with the New UI's at 7_4_0.i notice you have the TDWGenericpatcher_v_1_0_94_0 going into the main SH5 folder...with your latest mep file...can you explain the files that need to be backed up in the SH5 folder.if it's no longer a part of JSGME thanks sober:salute:
THE_MASK
05-24-13, 05:28 PM
Yes,i have the Patcher enabled... maybe it's just a fluke who knows...next time i log in maybe all will be back to normal.with the New UI's at 7_4_0.i notice you have the TDWGenericpatcher_v_1_0_94_0 going into the main SH5 folder...with your latest mep file...can you explain the files that need to be backed up in the SH5 folder.if it's no longer a part of JSGME thanks sober:salute:Open up the patcher , it asks you if you want to backup , just say yes .
Krys_Von_Shnorke
05-25-13, 05:49 AM
great!
THE_MASK
05-25-13, 06:24 AM
great!Hello Krys_Von_Shnorke :salute:
Bathrone
05-25-13, 04:59 PM
Hey Sober
1. http://www.subsim.com/radioroom/showpost.php?p=2062602&postcount=480
2. And new uis got bumped to 7.4.1
3. Fifi is talking about these from you? Not in your modlist however?
Memel Terrain fix for OH2 V2.2
Scapa Terrain fix V4 for OH2 V2.2
OHII V2 Memel Terrain Fix http://www.gamefront.com/files/23339331/Memel+Terrain+fix+for+OH2+V2.2.7z
OHII V4 Scapa Terrain Fix http://www.gamefront.com/files/23340158/Scapa+Terrain+fix+V4++for+OH2+V2.2.7z
What specifically do they do? Something about not showing land lock in the map view?
4. With the links to the fuel gauge fix, what about this adding this fix for the VIIa clock? Its in the same discussion as your fuel gauge fix link
My mod list goes like this for that:
DynEnv v2.9 - 12. Sounds
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast
5. Update for FX. http://www.subsim.com/radioroom/showpost.php?p=2060614&postcount=1034
E.g. in modlist
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
THE_MASK
05-25-13, 07:40 PM
added sobers 1000 26052013
NewUIs_TDC_7_4_1_ByTheDarkWraith
NewUIs_TDC_7_4_1_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_1_Real_Navigation
NewUIs_TDC_7_4_1_RadCapTools_0_2_alpha
THE_MASK
05-25-13, 07:46 PM
Hey Sober
1. http://www.subsim.com/radioroom/showpost.php?p=2062602&postcount=480
2. And new uis got bumped to 7.4.1
3. Fifi is talking about these from you? Not in your modlist however?
Memel Terrain fix for OH2 V2.2
Scapa Terrain fix V4 for OH2 V2.2
OHII V2 Memel Terrain Fix http://www.gamefront.com/files/23339331/Memel+Terrain+fix+for+OH2+V2.2.7z
OHII V4 Scapa Terrain Fix http://www.gamefront.com/files/23340158/Scapa+Terrain+fix+V4++for+OH2+V2.2.7z
What specifically do they do? Something about not showing land lock in the map view?
4. With the links to the fuel gauge fix, what about this adding this fix for the VIIa clock? Its in the same discussion as your fuel gauge fix link
My mod list goes like this for that:
DynEnv v2.9 - 12. Sounds
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast
5. Update for FX. http://www.subsim.com/radioroom/showpost.php?p=2060614&postcount=1034
E.g. in modlist
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)Thanks for this info , most helpful as usual .
Updated sobers mod list to include NewUIs_TDC_7_4_1_ByTheDarkWraith .
The terrain fixes will be included in the next version of OH2 but for the time being you can add them to your mod list last and enable anytime . They are just eye candy , and to give the terrain some features so that you can use them when using real navigation IE: look at the navmap and see where the higher terrain is on the map so you can work out where you are . Applies to Scapa Flow when using no external cameras . I will look at the other things when i get time . Thanks for you help as always .
Bathrone
05-25-13, 08:10 PM
Many thanks Sober :salute:
I was reading that ships inertia isnt compatible with RPM merchants
http://www.subsim.com/radioroom/showthread.php?t=204151
I'll call that query #6
On query #1 later today I can get windiff out and compare fixed v9 to your v9. I'm in the middle of updating my mod list at the moment which is how I spotted that query #6
Query #4 and #5 I'll wait till you have time to look at em :yeah:
THE_MASK
05-25-13, 08:23 PM
Many thanks Sober :salute:
I was reading that ships inertia isnt compatible with RPM merchants
http://www.subsim.com/radioroom/showthread.php?t=204151
I'll call that query #6
On query #1 later today I can get windiff out and compare fixed v9 to your v9. I'm in the middle of updating my mod list at the moment which is how I spotted that query #6
Query #4 and #5 I'll wait till you have time to look at em :yeah:I dont use ship inertia :hmmm: do i .
Bathrone
05-25-13, 08:32 PM
Mate sorry I might be confused but I see in your mod llist
IRAI_0_0_39_Inertia_Damage
And the RPM merchant mod author says that ship inertia is incompatible with his mod
THE_MASK
05-25-13, 08:42 PM
Mate sorry I might be confused but I see in your mod llist
IRAI_0_0_39_Inertia_Damage
And the RPM merchant mod author says that ship inertia is incompatible with his modI will take a look at it .
Mikemike47
05-25-13, 09:02 PM
Mate sorry I might be confused but I see in your mod llist
IRAI_0_0_39_Inertia_Damage
And the RPM merchant mod author says that ship inertia is incompatible with his mod
I will take a look at it .
* SHIP INERTIA 1_1_0 INCOMPATIBLE with my mod becuase it removes the sound of the merchants (for the hydrophone), doing my mod unusable.
Could he be talking about TDW_Ship_Inertia_1_1_0, and not IRAI_0_0_39_Inertia_Damage?
I will send link information to Macardigan.
volodya61
05-26-13, 06:17 AM
Could he be talking about TDW_Ship_Inertia_1_1_0, and not IRAI_0_0_39_Inertia_Damage?
I will send link information to Macardigan.
IRAI_0_0_39_Inertia_Damage was made for using with TDW_Ship_Inertia_1_1_0 only..
Mikemike47
05-26-13, 04:42 PM
As said Volodya, the ship_inertia not compatible with my mod. So if you do not use the ship_inertia, no need to install Inertia_damage.
Hope this will clear matters up.
Has anyone tried the lifeboat/ wooden lifeboat mod together with sobers mega mod so far?
Macardigan
05-26-13, 06:03 PM
This post I got some time.
I found.
The problem with ship_inertia.
This mod decreases the value "eng_power" of some ships. inside .sim file.
for example:
C1-B type medium merchant.
default value: eng_power 4000 <------ is heard by the hydrophone.
ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone.
Tested.
RPM_Hydrophone_merchants and Ship_Inertia: modifying the same values, so that they can not work together.
Ship_inertia If not installed, then You don't need install the Inertia_damage.
calinho
05-26-13, 07:10 PM
Sobers, i have questions about TDW Patcher:
1Š - Which patches should I apply this list?
http://imageshack.us/a/img268/4526/patch1s.png
http://imageshack.us/a/img11/5788/patch2m.png
2Š - I must enable TDW patch before or after your mod list?
calinho
05-26-13, 07:29 PM
TDW as implemented snapshot.
you could pass me your snapshot? it's easier!
Bathrone
05-26-13, 09:42 PM
Hi Sober query #7:
Expanded navies is now 1.0.0.1
New UIs got a release
Generic Patcher got a release
Bathrone
05-26-13, 10:14 PM
Calinho heres my GPS file for TDWs Generic Patcher. Note: I dont do the dud torpedos for now
http://www.fileconvoy.com/dfl.php?id=g1d058b7e621f15369992953118388b1a2dbf83 c49
TheDarkWraith
05-26-13, 10:22 PM
Calinho heres my GPS file for TDWs Generic Patcher. Note: I dont do the dud torpedos for now
http://www.fileconvoy.com/dfl.php?id=g1d058b7e621f15369992953118388b1a2dbf83 c49
It brings me great joy to see people utilizing the new features I coded in :D Makes it all worth it :yeah:
THE_MASK
05-27-13, 01:47 AM
added sobers 1700 27052013
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Sobers Terrain fix for OH2 V2.2
THE_MASK
05-27-13, 01:58 AM
added sobers 1701 27052013
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013
includes the minefield map .
mainexpress
05-27-13, 03:09 AM
I know this may seem like a stupid rhetorical question that's been asked many times before...sober can we change out mods mid-patrol...every time you update your mod? or do we wait to get back to the bunker?
I know this may seem like a stupid rhetorical question that's been asked many times before...sober can we change out mods mid-patrol...every time you update your mod? or do we wait to get back to the bunker?
For NewUIs change, better in bunker as well as for new terrain fix.
Sjizzle's - Charts for NewUIs TDC can be changed in patrol.
THE_MASK
05-27-13, 03:47 AM
Load the last mod list and carry on .
Having a problem...
Using the latest MEP file, clean install, 1.2.
Upon loading a new career I just get a black screen, there are a few icons but nothing else and if i walk I can hear my capt's footsteps.
Im trying to run this on 3 screens (5760x1200), when I check graphic settings it states "current setting not in list" but the game menu and loading screens are work on this resolution.
I recall reading somehting about a black screen in the troubleshooting but I cant seem to locate this anymore?
Anyone have a suggestion? :hmmm:
Hi Sober,
Thank you very much for all your work to keep and update this megamod. It is much appreciated !!!
Let me suggest something:
now that TDW has implemented a snapshot utility for his excelent TDW SH5Patcher, could you please give us your snapshot (GPS file) to enable the proper fixes with TDW SH5Patcher?? It would be very nice if you could include the snapshot file in the same post with all your megamod links...
Thanks again !!
Txema
sandrini
05-28-13, 06:08 PM
Can I ask you guys something ?
Just running this nice nice mod.
In the first mission , Baltic operation im heading out to the right out of the hanger. After 10 mins on the way, there are two german ships and one german destroyer is coming from far far away (with a "german" flag).
He is shooting at those german ships and than he is attacking me - Why ?
Has this something to do with the IRAI mod ?
Just wondering whether friendly fire is "normal" or maybe im doing something wrong. Played this first mission now 5 times - just to see if that happens again. But this happens always.
Maybe someone can just tell me that this is "normal" :D
thanks - and thanks to Sober for this nice mod
THE_MASK
05-28-13, 07:20 PM
Since the last uplay update 29/05/2013 i cannot play SH5 . I dont have my old email address and cannot remember my password . So that is it from me for SH5 . Goodbye for now .
Bathrone
05-28-13, 08:15 PM
Noooooooooooooooooooooooo :oops::/\\!!
calinho
05-28-13, 08:37 PM
donations for sober SH5 new key
Since the last uplay update 29/05/2013 i cannot play SH5 . I dont have my old email address and cannot remember my password . So that is it from me for SH5 . Goodbye for now .
Nooo! Come on! :wah:
Had exact same trouble :yep:
Contact Ubisoft support, with your name / birthdate etc.. register in the uplay account, they should be able to give you a new password.
Trevally.
05-29-13, 07:41 AM
Can I ask you guys something ?
Just running this nice nice mod.
In the first mission , Baltic operation im heading out to the right out of the hanger. After 10 mins on the way, there are two german ships and one german destroyer is coming from far far away (with a "german" flag).
He is shooting at those german ships and than he is attacking me - Why ?
Has this something to do with the IRAI mod ?
Just wondering whether friendly fire is "normal" or maybe im doing something wrong. Played this first mission now 5 times - just to see if that happens again. But this happens always.
Maybe someone can just tell me that this is "normal" :D
thanks - and thanks to Sober for this nice mod
Ahh this is an old bug:yep:
When you are out having drinks before your new command arrives - beware of Gisela. She is a looker, but her hubby is Kapitän zur See for the destroyer on patrol Memel.
The last rookie uboat commander to help her with those dripping taps back at her house was MIA 2 km out of Memel.
Try a career restart:up: - oh and stay away from Gisela:O:
sandrini
05-29-13, 08:13 AM
Thanks Trevally.
I just started a new campaign and heading out to the left (instead of right).
Thanks !
EDIT: BTW - maybe its for someone else of any interest....
-> after few days of testing out this nice mod - I always had issues with my framerate / graphic etc.
I took out those mods below out of the installation:
-> SteelViking's Interior Mod V1.2
-> SteelViking's Interior Mod V1.2.2 Patch
After that my framerate improved dramatically Outside and especially INSIDE the boat where I had dropdowns sometimes to 9 FPS. (now everything improved from av. 20-30FPS to 50-80 FPS)
I can play also now again with full details / shadows etc. ON (before I had to turn anything on low).
Only this SteelViking Mod seems to drop the FPS very significant down. (With all other mentioned modes I couldn't find such big FPS dropdowns)
Cheers
THE_MASK
05-29-13, 09:32 PM
Nooo! Come on! :wah:
Had exact same trouble :yep:The ubilauncher says i have the gold edition which i dont . I have the dvd standard edition so it wont let me play SH5 .
Mikemike47
05-29-13, 09:45 PM
The ubilauncher says i have the gold edition which i dont . I have the dvd standard edition so it wont let me play SH5 .
I have the standard edition, too, The launcher says gold edition though. I called Ubi.com\uplay\technical assistance. It was quicker fixing it over the phone while explaining the mess.
Cybermat47
05-29-13, 09:51 PM
The ubilauncher says i have the gold edition which i dont . I have the dvd standard edition so it wont let me play SH5 .
It says that I've got gold too. Just don't use the disc.
THE_MASK
05-29-13, 10:07 PM
Anyone know how i can play SH5 offline now ?
I've PM you, but obviously you didn't see it. Maybe your PM box is full?
Mikemike47
05-30-13, 07:39 AM
Anyone know how i can play SH5 offline now ?
My game would not work after the update either. Changed settings to online. Uplay logged on, found SH5. I went to offline after SH5 showed up in the game display. Clicked the SH5 icon and SH5 loaded fine then.
Targor Avelany
05-30-13, 11:07 AM
yeah, had the same story yesterday: you have to go online at least once with new uplay update.
My problem was that I haven't been online for so long I could not remember my password for like 40 minutes :har:
Macardigan
05-30-13, 05:17 PM
hi sober.
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
version 2.1
update your mod list
thanks.:up:
My game would not work after the update either. Changed settings to online. Uplay logged on, found SH5. I went to offline after SH5 showed up in the game display. Clicked the SH5 icon and SH5 loaded fine then.
Yes, same here! Went online after Uplay update once, logged in, started the game, all good. Back to Offline modus, SH5 is back again on my PC :rock:
THE_MASK
05-31-13, 11:11 PM
added sobers 1400 01062013
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
mainexpress
06-01-13, 11:49 AM
Pulling into danzig bay...getting CTD's...:/\\!!
hansvoss
06-01-13, 10:32 PM
Thanks very much for making this game playable
Best regards
THE_MASK
06-02-13, 02:04 AM
Pulling into danzig bay...getting CTD's...:/\\!!Started a new career again :Kaleun_Crying:will check out the ctds .
Bathrone
06-02-13, 02:51 AM
Pulling into danzig bay...getting CTD's...:/\\!!
Have the dbgview app open while your playing to see what the debug msgs are. Sometimes it wont crash dump the cause but other times it will
Firedog180
06-02-13, 10:09 PM
Anyone know how i can play SH5 offline now ?
Sober if you are still having probs with Uplay try doing what I did.
Uplay auto updated itself and then I couldnt log on. I went to the website and logged in, downloaded a new Uplay installer and deleted the old one off my computer via control panel. Once that had been done I installed the new Uplay and ran it. It automatically upgraded itself and I found I could log in again. Once logged in it found all my games including SH5. I started SH5 while still looged in and it worked, so I went off line and started it again and every thing worked perfectly.
Hope this may help others as well
Firedog180
Where is _addon sheet_RPM Hydrophone Merchants 2.0 -For OHII full v2.2- ?
mainexpress
06-03-13, 02:39 AM
Started a new career again :Kaleun_Crying:will check out the ctds .Been playing in danzig bay so far...it's been cooperating... no CTD...maybe just something strange who knows...still using old UI's...waiting to get back to keil to update everything:up:
u_tommy
06-03-13, 04:36 AM
Excuse me if this has been asked numerous times, I have been reading a lot of threads and am a little confused. Having never played SH5 this is all bit daunting.
My copy of SH5 is arriving this morning and i intend to spend some time today getting the sim running.
I this the correct order?
Install the game to 1.2
Start a campaign
Start a mission
Install JSGME
Apply the mods as per this thread, in this order.
Apply the latest Generic Patcher
Reap the rewards!
Its the Start a campaign & mission 1st that makes no sense to me, have i got this right?
Thanks for any help.
mattius
06-03-13, 09:10 AM
Hello, Just a little confusion regarding the following:-
1. I can not seem to find the following MOD anywhere....
Sobers Terrain fix for OH2 V2.2 :wah:
2. Should the Generic Patcher be put in the main directory & then run?
Thanks for any advice.....
Hello, Just a little confusion regarding the following:-
1. I can not seem to find the following MOD anywhere....
Sobers Terrain fix for OH2 V2.2 :wah:
2. Should the Generic Patcher be put in the main directory & then run?
Thanks for any advice.....
1. You can find it on page 1 of this thread (under OHII mod)
2. Yes you can put it in the main SH5 folder and run it as a standalone or activate it via JSGME
mattius
06-03-13, 04:39 PM
Any chance of a link as stupid old me obvîously can't see the wood for the trees!
Bathrone
06-04-13, 02:53 AM
Its on the first page of this thread:
Sobers Terrain fix for OH2 V2.2
http://www.subsim.com/radioroom/showthread.php?t=189818
Then youll see that link takes you to here:
PATCH for Open Horizons II Full v2.2 - Patch 1 Thanks Sober
http://www.4sync.com/archive/qgk_DRse/Sobers_Terrain_fix_for_OH2_V22.html
PATCH for Open Horizons II Base v2.2 - Patch 1 Thanks Sober
http://www.4sync.com/archive/qgk_DRse/Sobers_Terrain_fix_for_OH2_V22.html
mattius
06-04-13, 04:00 AM
Thank you very much. Do you agree it's not that clear or am I stupid?
Bathrone
06-04-13, 04:21 AM
No human being is stupid. Just try to learn the details. We all came out of the mothers womb knowing nothing.
THE_MASK
06-04-13, 04:50 AM
The game does play to my satisfaction . I played for over three months with the same campaign and over 100 saves . Once you get the hang of the installation and nuiances of the game and have been conditioned , that is frustrated like i guess real crew had been then you will be ready for the great adventure that is silent hunter 5 battle of the atlantic .
Macardigan
06-04-13, 08:07 AM
Where is _addon sheet_RPM Hydrophone Merchants 2.0 -For OHII full v2.2- ?
Hi zoegas,
The add_on no longer necessary, is integrated into the latest version of the MOD.
If you have version 7_3_0 NewUis TDC, the RPMtable replaces the "shipping_map_colored by TheDarkWraith" located to the right of the map, as dropdown.
If you NewUisTDC 7_4_2 version, then you will see the table in the new menus "UserCharts".
:know:
Sjizzle
06-04-13, 12:00 PM
sober i have 1 question :)
do u use the sextant from TDW UIs to calculate your position with realnavigation ?
Macardigan
06-04-13, 02:33 PM
Sjizzel, thank you for your charts mod.:up:
THE_MASK
06-04-13, 04:50 PM
sober i have 1 question :)
do u use the sextant from TDW UIs to calculate your position with realnavigation ?No , the navigator does all the calculations for me . It would be way too time consuming for me . Here is what happens . I run the real navigation automation script so the navigator automatically plots an X on the nav map every 2 hours . I have the game drop to 1TC on every message box message via the options editor (you have to change it to True) . When the nav places an X on the navmap the game drops to 1TC and then i use the protractor to change heading if i need to . I can enable or disable 1TC on any messages at any time with the hud buttons on the top right bar . So when travelling to england for example i will have the 1TC on messages turned off and travel at 256TC . I can easily see which way i am going because i have a line of X on the navmap .
Sjizzle
06-04-13, 06:49 PM
No , the navigator does all the calculations for me . It would be way too time consuming for me . Here is what happens . I run the real navigation automation script so the navigator automatically plots an X on the nav map every 2 hours . I have the game drop to 1TC on every message box message via the options editor (you have to change it to True) . When the nav places an X on the navmap the game drops to 1TC and then i use the protractor to change heading if i need to . I can enable or disable 1TC on any messages at any time with the hud buttons on the top right bar . So when travelling to england for example i will have the 1TC on messages turned off and travel at 256TC . I can easily see which way i am going because i have a line of X on the navmap .
ty a lot
have nice day
Sjizzle
Tonci87
06-05-13, 07:01 AM
No , the navigator does all the calculations for me . It would be way too time consuming for me . Here is what happens . I run the real navigation automation script so the navigator automatically plots an X on the nav map every 2 hours . I have the game drop to 1TC on every message box message via the options editor (you have to change it to True) . When the nav places an X on the navmap the game drops to 1TC and then i use the protractor to change heading if i need to . I can enable or disable 1TC on any messages at any time with the hud buttons on the top right bar . So when travelling to england for example i will have the 1TC on messages turned off and travel at 256TC . I can easily see which way i am going because i have a line of X on the navmap .
Well my biggest problem with Real nav is that it makes it quite hard to shadow contacts. You have no indication if the contact changes itīs curse and suddenly itīs gone.
Sjizzle
06-05-13, 07:12 AM
Well my biggest problem with Real nav is that it makes it quite hard to shadow contacts. You have no indication if the contact changes itīs curse and suddenly itīs gone.
that's why i love to play with real navigation....
Tonci87
06-05-13, 07:41 AM
that's why i love to play with real navigation....
But itīs extremely unrealistic. IRL your crew would wake you up and tell you that the contact has changed curse, accelerated, whatever.
Sjizzle
06-05-13, 10:29 AM
But itīs extremely unrealistic. IRL your crew would wake you up and tell you that the contact has changed curse, accelerated, whatever.
if u follow the the contact reports u can finde the target cours ....
Where is the ship recognition manual? I miss that book with the ships. Where have I put it?
Sjizzle
06-06-13, 09:16 AM
Where is the ship recognition manual? I miss that book with the ships. Where have I put it?
press "E" key and u can finde the recognition manual on the left side of the screen ....
THE_MASK
06-08-13, 09:14 PM
Breaking the fortress , leaving Scapa after a successful patrol .
http://i43.tinypic.com/ilfxwg.jpg
SgtPotato
06-09-13, 04:58 AM
Hey guys, I decided to get back to SH5 and dl'd the mega mod. So, I set out the list of my choices and somehow, I got CTD when I start a new patrol. Here's my mod list;
Accurate German Flags
sobers game loading tips V5 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
sobers see thru wake fix
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
FX Update torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
sobers_realistic_underwater_FX2
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
TDW_GenericPatcher_v_1_0_113_0
THE_MASK
06-09-13, 05:12 AM
Start a new campaign , not a new patrol .
loukylouk
06-09-13, 07:51 AM
I've looked around the threads for some time now and I have seen the issue brought up but have found no answers. I was hoping someone could help me with this issue or at least point me in the right direction. Long story short every time I sink a ship the game will freeze. Either instantly or as soon as I check my Captain's log right after. I am using the CD install. thanks for your time.
volodya61
06-09-13, 08:17 AM
..Long story short every time I sink a ship the game will freeze. Either instantly or as soon as I check my Captain's log right after...
What ship, German or British?
SgtPotato
06-09-13, 12:48 PM
Start a new campaign , not a new patrol .
I did. I asked the commander and clicked to start the patrol, then ctd. I started the new campaign "coastal waters"
Sjizzle
06-09-13, 01:09 PM
I did. I asked the commander and clicked to start the patrol, then ctd. I started the new campaign "coastal waters"
disbale the Orbint Listener from TDW generic patch
edit: i did a mistake
SgtPotato
06-09-13, 01:19 PM
disbale the Orbint Listener from TDW generic patch
http://www.mediafire.com/convkey/27e7/wjr0miec6xfyr48fg.jpg
Both are already disabled. Let me try to see if turning it on causing it.
Sjizzle
06-09-13, 01:36 PM
ups disable in the rander patch all and try then was my bad i miss read your post :)
loukylouk
06-09-13, 04:58 PM
What ship, German or British?
It is a Polish ship, from the first mission you can choose. I've gone after both destroyers and merchant ships in the area.
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