View Full Version : My mods compilation
http://img15.hostingpics.net/pics/116442Modcompilation.jpg
Hi,
Wanted to share my mods compilation running great here!
Tested on Win7 64, 16Gb RAM, Zotac 580 1.5 Gb, I7 875K.
Lower PC might have some trouble running full list...
Thanks to all modders involved in it, both lists are too long to name everybody.
* = essential "must have" mod!
USING TDW NEWUIS (right order + real navigation)
http://img15.hostingpics.net/thumbs/mini_731446NewUIs750.jpg (http://www.hostingpics.net/viewer.php?id=731446NewUIs750.jpg)
Accurate German Flags ---> historical svatiskas on ships and in bunker
*SteelViking's Interior Mod V1.2 ---> numerous sub interior and gauges improvments
*SteelVikings Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3 ---> numerous U Boot interior items additions
Fuel Gauge WoGaDi_SteelViking's Interior ---> working fuel gauge in motor room
Fix clock rear torpedo room VIIA ---> working clock in rear motor room
*DynEnv v2.9 - 1. Main Mod ---> numerous weather improvments
DynEnv v2.9 - 3.a Enhanced Visibility (medium) ---> fog visibility slightly improved---> only Env folder
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters ---> more realistic nights and no greenish waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale ---> better waves animation and heigh
DynEnv v2.9 - 12. Sounds ---> more weather realistic sounds
Small_trees_SH5_V1 ---> all trees resized to realistic size
sobers more trees SH5 ---> more trees addition on coastals areas
SH5_7A_Conning_Fix ---> U Boot VIIa conning tower revised
*Equipment_Upgrades_Fix_v1_4_byTheBeast ---> all U Boot equipments historicaly upgraded
*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 all U Boot equipments fitted by historical dates
EUF_UBoat_FX_v0_0_3_ byTheBeast ---> 3D deck splash and bubbles animations
SH5 Longer Repairs v.1 ---> more realistic repair times
AI_sub_crew_1_0_2_TheDarkWraith ---> deck crew added for U Boot AIs
*FX_Update_0_0_22_ByTheDarkWraith ---> numerous game effects improvments
*FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) ---> all torpedoes modified to work with TDW Generic Patcher torpedoes patches
*MightyFine Crew Mod 1.2.1 Alt faces ---> numerous crew improvments matching reality
MCCD_1.04_MFCM_1.2.1_compatible ---> more crew interactive dialogs
Naights Submaine Textures v1.2 (PUV) ---> grey better interior textures---> submarine folder deleted
Stormys DBSM SH5 v1.3 Basemod ---> numerous realistics sounds for all situations
Stormys_DBSM_SH5_v1.3_HOTFIX_3
*NewUIs_TDC_7_5_0_ByTheDarkWraith ---> full interface mod---> with data/objects/sensor/UBoot_Sensors.fx deleted (for scope wake back)
NewUIs_TDC_7_5_0_New_radio_messages_German ---> new sounds for sending/receiving messages
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke ---> diesel smoke no longer using snorkel
NewUIs_TDC_7_5_0_jimimadrids_map_tools ---> colored map tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha ---> ability to use and turn some UI items
NewUIs_TDC_7_5_0_WWIIInterface_by_naights ---> alternative SH3 style console
Fifi mods for NewUIs V2 ---> new binoculars, UZO, and scopes
Manos Scopes - patch for 16x9 ---> needed for your resolution
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013 ---> numerous additional charts for UI
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Conus' Das Boot Crew Faces ---> nice Das Boot icons and pictures
*IRAI_0_0_39_ByTheDarkWraith ---> all artificial intelligence revised for better realistic gameplay
*IRAI_0_0_39_ByTheDarkWraith_Patch_1
*R.E.M_by_Xrundel_TheBeast_1.2 ---> numerous U Boot equipments revised for historical working
R.E.M. - hydrophone mute for player fix (TDW compatible) ---> allow the GHG to work on surface as intended
Cerberus62 Corrected Depth Charge Projector 1.0 ---> destroyer depth charge catapult revised
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 ---> historical skin for VII types
*OPEN HORIZONS II_full v2.2 full campaign revised and increased up to 1945
Open Horizons 2.2 FRA 3.5 ---> only for French users!
Sobers Terrain fix for OH2 V2.2 ---> Memel harbor and Scapa Flow area revised and corrected
*Reworked Morale and Abilities v.1.1 ---> new crew morale and abilities corrected for better gameplay
sobers green crew training V4 SH5 ---> new crew training system in % according to time line and experience
MadMaxs_SH5_Subdiesel (mono) v2 ---> much better U Boot diesel sound
Sub_Exhaust_1_0_5_byTheDarkWraith ---> smoke for U Boot exhaust
sobers no footstep sound mod ---> all annoying footsteps sounds deleted
Old Style Explosions V1.1 ---> explosions a la SH3, holywood explosions reduced
Sober's smoke screen (DynEnv&OldStyle Explosions compatible) ---> realistic smoking damaged boats
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 ---> pneumatics life boats added to all boats
SH5Lifeboat_Wooden ver. 0.2 ---> wooden life boats added to all boats - random life boats using above mod
Submarine's .sim&cfg (modified for engine ratio + independent control patches) ---> better U Boot behavior and batteries life time (Thanks VOLODYA)
Shadow Improvement Mod ---> much better ingame shadows
Depth Charge Range Fix ---> to avoid destroyers destroying themselves using depth charges
Smaller flags for Warships 1_0b ---> all warships with realistic flags sizes
RPM Hydrophone merchants 2.2.1 ---> allowing to calculate merchants and warships speed using hydrophone
SH5 No Chronometer Ticking Sound ---> silent chronometer to calculate boats RPM
sobers DOF V6 SH5 ---> Increase the view depth of field
R.S.D. - Reworked Submarine Damage v4 by vdr1981 ---> sub damages accuracy improvment
Messervy_s_gramophone_pack1 ---> authentics gramophon songs
Grossdeutscher Rundfunk ---> numerous authentics German radio programs per years
Radio Paris French Music Full Version 1.2 ---> authentics old French songs
Wordeees' Actual Footage Menu ---> main game screen authentics black and white videos
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod ---> new cursors and map tools
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.b Alternate Dialog Cursors - Shadowed
EQuaTool 01.01 by AvM - Large Style ---> big nav map compass for better heading reading
gap - Alternative Cursors & KM Map Tools v2 - 5.i EQuaTool 1.1 Patch - Large Set --->needed for big compass above
Fifi Colored map ---> new radient for smoothed map colors
NewUIs_TDC_7_5_0_Real_Navigation ---> needed for real navigation experience!
Trevally Automated Scripts v0.6 ---> needed for automatic positioning calculation every 2 hours
Trevally Harbour & Kiel Canal Pilot v3.1 ---> nice automation to exit harbors with harbor pilot help!
Change days in bunker ---> to be able to change time delay in bunker between 2 patrols
SH5_Starshells_patch ---> remove star shells lag/freeze
+ latest TDW Generic Patcher running as stand alone
USING CSP MAGUI INTERFACE (right order)
http://img15.hostingpics.net/thumbs/mini_961148Maguiinterface.jpg (http://www.hostingpics.net/viewer.php?id=961148Maguiinterface.jpg)
Accurate German Flags
*SteelViking's Interior Mod V1.2
*SteelVikings Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
*DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium) ---> only Env folder
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers more trees SH5
SH5_7A_Conning_Fix
*Equipment_Upgrades_Fix_v1_4_byTheBeast
*Equipment_Upgrades_Fix_v1_4_Patch_1
*#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
*Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
*FX_Update_0_0_22_ByTheDarkWraith
*FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
*MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Naights Submaine Textures v1.2 (PUV) ---> submarine folder deleted
Stormys DBSM SH5 v1.3 Basemod
Stormys_DBSM_SH5_v1.3_HOTFIX_3
*Parts Magui V 3.01 by DrJones ---> full interface mod
*Parts Magui Patch 3.03 ---> last UI version addition
Parts Magui V 3.01 by DrJones - French Menu ---> only for French users!
Sjizzles Mods for magui v 0.0.2 ---> new id manual, TDC look, icons, buttons and bearing tool
Fifi mods for CSP Magui V1 ---> new binocular lens, buttons, boxes textures and position
*Manos Scopes-Core Files ---> needed for Magui scopes
*Manos Scopes-patch for 16x9 ---> needed for your screen resolution
Radio_Messages_1_2_0_German_Voices ---> new sounds for sending/receiving messages
*IRAI_0_0_39_ByTheDarkWraith
*IRAI_0_0_39_ByTheDarkWraith_Patch_1
*R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
*OPEN HORIZONS II_full v2.2
Open Horizons 2.2 FRA 3.5
Sobers Terrain fix for OH2 V2.2
*Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod
Old Style Explosions V1.1
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfgs
TDW_No_Contact_Colors_1_1_0 (incl no symbols) ---> depending what you want of course
Shadow Improvement Mod
Depth Charge Range Fix
Smaller flags for Warships 1_0b
RPM Hydrophon for Magui V3.02 ---> RPM Hydrophone merchants 2.2 -for OHII full v2.2- mod adapted for Magui UI
RPM Hydrophon Charts Francais ---> pick up your language chart in RPM Hydrophon for Magui V3.02
SH5 No Chronometer Ticking Sound
sobers DOF V6 SH5
R.S.D. - Reworked Submarine Damage v4 by vdr1981
IO_StrategicMap_4_3_for_Parts Magui Patch V 3.02 by DrJones ---> new nav map and tools compatible latest Magui UI
IO_MapCourseLine_sharp pencil_mod ---> new sub course on nav map replacing old large blue line
Messervy_s_gramophone_pack1
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.b Alternate Dialog Cursors - Shadowed
Fifi Colored map
Conus' Das Boot Crew Faces
SH5_Starshells_patch ---> remove star shells lag/freeze
+ latest TDW Generic Patcher running as stand alone
TIPS/NOTES
(love both UIs, not taking part for one, just trying to be objective - observations below only with my machine)
- Time compression is probably main game trouble factor.
Setting max TC to x1024 is good idea, but only in open seas (with both UIs).
100Km around main harbours, best is x64. Otherwise, big stuttering can happen...and will probably be CTD followed.
Furthermore, when ennemy planes around, more than x64 can be deadly as computer will not drop to x1 in time...
I can say CSP Magui is more fluent with high TC, because NewUIs is using a lot more PC performance.
Had very few CTDs with NewUIs and x512/x1024 TC, while none with CSP Magui so far.
I highly recommand to set maximum time compression to X256 for real navigation.
- Resolution is also a game trouble factor.
Running NewUIs at 1920x1080 is the best to avoid CTDs. Almost never crashed using such resolution.
Though, had some troubles on higher resolutions, while i can run CSP Magui at 2560x1440 without any issue.
Again it might be due to PC performances...NewUIs is asking a lot to my CPU, and more again on 2560x1440...
(to be continued...)
Hi Fifi
I see the error in your modlist:
1. You are using an outdated version of IO_Strategic_Map (4.8.0 is old version) - for NewUis TDC 7.1.0 actual version is IO_StrategicMap_4_7_for_TDWv710 (http://www.subsim.com/radioroom/showthread.php?p=1491655#post1491655 see post #1)
2. IO_StrategicMap_4_7_for_TDWv710 should be install after NewUis TDC
Best regards :salute:
Obelix
Thanks a lot Obelix.
I'll try that out!
About the order, i remember having trouble if my IO activated after New UIs...
But maybe because my IO version was "old"? Anyway that's strange, cause everything was working fine now :hmmm:
Do you remember what kind of trouble i could encounter if IO before UIs?
Oh, and if i change for new version, do i need to restart campaign?
Yes, IO_StrategicMap_4_7_for_TDWv710 change some files in NewUis, it's normal:yep:. I would say - this is necessary. That is why we have released different versions of maps for various interfaces.:up:
This is not a conflict, just replace the files necessary for the correct work of the map.
Ok, understood Obelix!
I will update my post in the correct order with the latest IO as soon as i can.
Thanks
First post edited with new IO version and order :yeah:
volodya61
12-28-12, 05:25 AM
You should enable the Reworked Morale&Abilities after the OHII..
also enable IRAI 0.0.37 after the NewUIs..
also you don't need the DynEnv BrighterNights if you're using the DynEnv Skycolor Hotfix..
Well, it's never ending...:hmm2:
I activated "reworked moral" and "IRAI" according to the order in SH5 mod guide for beginners by Trevally.
Even in his own thread, Rongel said it was ok if "OHII" overwrited "rework moral"!
About "IRAI", i must admit TDW said "IRAI" has to be activated after "New UIs".
In fact just readed it now...
But i followed the mod guide for beginners! :shifty:
Last, the "sky color fix" doesn't make nights brighter on my rig.
It's a bit better with the "brighter nights"...
volodya61
12-28-12, 08:36 AM
Even in his own thread, Rongel said it was ok if "OHII" overwrited "rework moral"!
OHII overwrites RM&A?? or vice versa RM&A overwrites OHII?
Show me please where Rongel said it..
Last, the "sky color fix" doesn't make nights brighter on my rig.
It's a bit better with the "brighter nights"...
All files included in the DynEnv BrighterNights overwrites with the DynEnv Skycolor Hotfix :yep:
Trevally.
12-28-12, 08:48 AM
About "IRAI", i must admit TDW said "IRAI" has to be activated after "New UIs".
In fact just readed it now...
But i followed the mod guide for beginners! :shifty:
The more mods you add the harder it get to keep them correct:O::D
Re:TDWs Mods,
He always makes his mods compatible with each other - so install his by date....oldest first and newest last.
OHII overwrites RM&A?? or vice versa RM&A overwrites OHII?
Show me please where Rongel said it..
http://www.subsim.com/radioroom/showpost.php?p=1883594&postcount=6
volodya61
12-28-12, 10:21 AM
http://www.subsim.com/radioroom/showpost.php?p=1883594&postcount=6
There's no mention that you can overwrite files of the RM&A..
The post is meant that these mods are compatible and the files of the RM&A based on the files of the OHII..
There's no mention that you can overwrite files of the RM&A..
The post is meant that these mods are compatible and files of the RM&A should overwrite files of the OHII..
:sign_yeah: :yep:
volodya61
12-28-12, 10:27 AM
:sign_yeah: :yep:
My poor English :nope:
I'm afraid I can't explain it correctly..
My poor English :nope:
I'm afraid I can't explain it correctly..
I think that your explainations, combined with the ones by Rongel himself, were absolutely clear and unequivocal :03:
So that's my English... Not good enough.
I understood those 2 mods can overwrite themselves in any sens, without problem...
Sorry for that.
Could someone tell me what happens when OHII is overwriting RM&A?
Didn't noticed any issue so far...
volodya61
12-28-12, 03:58 PM
RM&A is not working as expected because dialog files overwritten with the OHII..
Ok, so if you have little time, could you put my list in the order you think right please?
Few more questions:
- "Depth keeping problem" isn't needed anymore cause of latest New UIs?
- "New messages german" isn't needed anymore cause of OHII Full?
- Do i really need the "mano scope patch 16/9" for my 16/9 screen?
(don't have it, but no issues)
- Do i need "brighter nights" because i have already "sky color fix"?
Trevally.
12-28-12, 05:15 PM
RM&A needs to be installed after OHIIv2:up:
RM&A updates crew dialog files.
OHII has the stock files (sorry Rongel:oops:)
So these files are not needed for OHII other than MG and TP - I will remove them in the next update.
volodya61
12-28-12, 05:37 PM
Ok, so if you have little time, could you put my list in the order you think right please?
Can you post your mod-list as a text? not as a screen..
- "Depth keeping problem" isn't needed anymore cause of latest New UIs?
It's not needed but I recommend you also install stoianm pitch&roll for SH5 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3208) after the NewUIs..
- "New messages german" isn't needed anymore cause of OHII Full?
If you need messages in German you still need it..
- Do i really need the "mano scope patch 16/9" for my 16/9 screen?
Would be better with manoscope patch..
- Do i need "brighter nights" because i have already "sky color fix"?
Not needed..
OHII has the stock files (sorry Rongel:oops:)
:D
but MG and TP campaigns still needs dialog files..
Can you post your mod-list as a text? not as a screen..
Ok, i've redone it for the hundred time:)
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\Silent Hunter 5\MODS]
1 MightyFine Crew Mod 1.2.1 Alt faces
3 MCCD_1.04_MFCM_1.2.1_compatible
4 Dynamic Environment SH5 Basemod (realistic version) V2.1
5 Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
6 Dynamic Environment SH5 Sounds V2.1_opt
7 Dynamic Environment SH5 Waves (normal version) V2.1
8 Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
9 Equipment_Upgrades_Fix_v1_4_byTheBeast
10 FX_Update_0_0_19_ByTheDarkWraith
11 Stormys DBSM SH5 v1.3 Basemod
12 Stormys DBSM SH5 v1.3 HOTFIX 3
13 NewUIs_TDC_7_1_0_ByTheDarkWraith
14 NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision
15 NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator
16 NewUIs_TDC_7_1_0_New_radio_messages_German
17 NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
18 Manos Scopes-patch for 16x9
19 IO_StrategicMap_4_7_for_TDWv710
20 IO_MapCourseLine_normal pencil_mod
21 IRAI_0_0_37_ByTheDarkWraith
22 No Damn Bubbles, No Damn Halo Mod
23 Accurate German Flags
24 OPEN HORIZONS II_full v2
25 OHII v2 Mission Fix WA
26 Reworked Morale and Abilities v.1.1
27 SC_Music_DasBoot
28 Wordeees' Actual Footage Menu
29 MCCD_1.04_FRA
30 Sub_Exhaust_1_0_5_byTheDarkWraith
31 Shadow Improvement Mod
32 Reboot's Hot Soup 1.1
33 Reboot's Water Drips 1.1
34 sobers NO water drops V1
35 smaller flags for Warships 1_0b
36 Goodbye pacman
37 EQuaTool 01.01 by AvM - Medium Faber-Castell Style
38 Webster's Smaller Rain for v1.5
39 stoianm pitch&roll for SH5 V1 (normal)
What do you think of it now?
(IRAI after New UIs - RM&A after OHII - Manoscope 16/9 after New UIs - Pitch and roll in last - deleted brighter nights and depth keeping)
volodya61
12-29-12, 05:52 AM
What do you think of it now?
I think the order should look like this:
4 Dynamic Environment SH5 Basemod (realistic version) V2.1
5 Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
6 Dynamic Environment SH5 Sounds V2.1_opt
7 Dynamic Environment SH5 Waves (normal version) V2.1
8 Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
9 Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment Upgrade Fixes v1.4 Patch 1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix - you should install these two mods also if you want using the first one
10 FX_Update_0_0_19_ByTheDarkWraith
11 Stormys DBSM SH5 v1.3 Basemod
12 Stormys DBSM SH5 v1.3 HOTFIX 3
13 NewUIs_TDC_7_1_0_ByTheDarkWraith
14 NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision
15 NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator
16 NewUIs_TDC_7_1_0_New_radio_messages_German
17 NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
18 Manos Scopes-patch for 16x9
19 IO_StrategicMap_4_7_for_TDWv710
20 IO_MapCourseLine_normal pencil_mod
21 IRAI_0_0_37_ByTheDarkWraith
22 No Damn Bubbles, No Damn Halo Mod - I'm not sure but I think this one should be removed.. it's not needed
23 Accurate German Flags
24 OPEN HORIZONS II_full v2
25 OHII v2 Mission Fix WA
1 MightyFine Crew Mod 1.2.1 Alt faces
3 MCCD_1.04_MFCM_1.2.1_compatible
29 MCCD_1.04_FRA
26 Reworked Morale and Abilities v.1.1
27 SC_Music_DasBoot
28 Wordeees' Actual Footage Menu
30 Sub_Exhaust_1_0_5_byTheDarkWraith
31 Shadow Improvement Mod
32 Reboot's Hot Soup 1.1
33 Reboot's Water Drips 1.1
34 sobers NO water drops V1
35 smaller flags for Warships 1_0b
36 Goodbye pacman
37 EQuaTool 01.01 by AvM - Medium Faber-Castell Style
38 Webster's Smaller Rain for v1.5
39 stoianm pitch&roll for SH5 V1 (normal)
This is just my opinion and if something is wrong then perhaps someone will correct me :up:
Thanks :up:
I'll give that a try.
No damn bubbles is needed, cause if i deactivate it, i see stock bubbles and halo...
Ok, restarted again a career, and so far it's great :yeah:
But i had to put the "MCCD FRA" after the RM&A, otherwise crew texts were still english...
volodya61
12-29-12, 08:45 AM
:hmmm:
RM&A needs another translation..
translation for MCCD is not suitable..
:hmmm:
RM&A needs another translation..
Meaning not existing yet?
First post edited to last version :salute:
volodya61
12-30-12, 08:06 AM
Meaning not existing yet?
Sorry.. can't understand what you meant..
:) MCCD has already a good french translation by activating the MCCD FRA on top of it.
RM&A isn't in french of what i saw ingame...so i guess there isn't any translation avalaible yet (?), and furthermore MCCD FRA activated right after RM&A doesn't translate anything in it.
That's why you said "RM&A needs another translation...translation for MCCD is not suitable"?
volodya61
12-30-12, 04:48 PM
Yes..
and if you enable MCCD FRA after the RM&A, the file from the RM&A no longer available and you don't see RM&A's dialogues in the game..
THE_MASK
12-30-12, 05:12 PM
You do realise that subsim has created a new language that only SH5 simmers know what the hell anyone is talking about . MCCD , RM&A , OH2 etc .
volodya61
12-30-12, 05:15 PM
You can translate dialogues yourself..
file Dialogs.tsr located in the data\UPCDataGE\UPCLocalization
you can open it with NotePad..
to compare files you can use WinMerg..
volodya61
12-30-12, 05:17 PM
You do realise that subsim has created a new language that only SH5 simmers know what the hell anyone is talking about . MCCD , RM&A , OH2 etc .
:har::rotfl2::up:
:agree:
:salute:
PS: another forum's language :O:
You do realise that subsim has created a new language that only SH5 simmers know what the hell anyone is talking about . MCCD , RM&A , OH2 etc .
:haha:
You can translate dialogues yourself..
file Dialogs.tsr located in the data\UPCDataGE\UPCLocalization
you can open it with NotePad..
to compare files you can use WinMerg..
Thank you Sir.
Yes language is a real barrier :yep:
Fish In The Water
12-31-12, 12:29 AM
You do realise that subsim has created a new language that only SH5 simmers know what the hell anyone is talking about . MCCD , RM&A , OH2 etc .
Sub · Sim · Ease
n. 1. The act or manner of speaking in colloquial terms that are mysterious or obscure except to those in the know.
[Middle English from Old French, see cryptic]
Sub · Sim · Ease
n. 1. The act or manner of speaking in colloquial terms that are mysterious or obscure except to those in the know.
[Middle English from Old French, see cryptic]
:haha:
So i started the French translation for Reworked Morale and Abilities...
Just a quick question: do i save the file in UNICODE or ANSI, please?
volodya61
01-02-13, 04:37 AM
UNICODE? ANSI?
Where and why you dig up this?
Save the file as is..
PS: ANSI I think..
Yes, sorry i asked because when modifying TDW file (in New UIs) he wrote we must use unicode with notepad...
volodya61
01-02-13, 07:13 AM
To be honest I don't know exactly..
I always save the .tsr-files as is and don't touch any settings :yep:
Ok, a new question :oops:
Using Reworked Morale and Abilities, does the sub speed stay accurate/close to real life when giving points to the navigator?
Because without this mod, i remember giving points could boost the sub speed up to 20 knots!...and i don't want this.
So the turn around was to not give any points...
Or in a global way, is this nice mod's features all working fine? (without inconsistencies)
volodya61
01-03-13, 05:58 AM
All features of this mod are working fine :up:
Cool then!
Can't wait to try all that in career :yeah:
Ok, started new career since i successfuly patched my SH5 with TDW patcher.
This is my first mod (thanks again TREVALLY for the patch tutorial) and then all the mod list on first post.
Everything is running fine, but strange thing is when i started, i could see all ship flags moving in the wind, and now after a save loading, they are all static! :o
So i thought it was coming from "accurate german flag" mod, and i installed it first in the list...without results. Still get static flags.
Tried last on the list, but noway.
Any help or ideas to get moving flags again?
Could it comes from "smaller flags for war ships"?
THE_MASK
01-04-13, 01:38 AM
Ok, started new career since i successfuly patched my SH5 with TDW patcher.
This is my first mod (thanks again TREVALLY for the patch tutorial) and then all the mod list on first post.
Everything is running fine, but strange thing is when i started, i could see all ship flags moving in the wind, and now after a save loading, they are all static! :o
So i thought it was coming from "accurate german flag" mod, and i installed it first in the list...without results. Still get static flags.
Tried last on the list, but noway.
Any help or ideas to get moving flags again?Noone has a fix yet , its annoying .
Ah...so it's known...am not alone :hmmm:
volodya61
01-04-13, 07:40 AM
It's a known bug..
I believe that this is due to TC.. I never use TC more than 256 and almost didn't come across this bug.. :yep:
Try save/load or reload the game to get rid of this..
Thanks Volodya for the tip :up:
I'm tracking an other bug with my mod list...:hmmm:
Quite often since long time, in any scope post, when i clic the "open tube" button (or even when selecting tube number) i get a crash to desktop...
Not always, but still very annoying.
So i tried to desable the NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision directly related to any scope post, and so far seems ok...
Could it comes from it?
Since i've deleted the NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision, no more crash to desktop...:o
I've taken out the NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator too, cause had some troubles with it when teleporting.
Game is very stable again.
I found a nice turn around for dark nights.
On my monitor, nights were still very dark, and i didn't want to mess my gammas...so i deleted the manoscope patch 16/9, and replaced it by awesome Arclight "MRP 1.3 + OPCF light" scope mod (i patched it for 16/9 also)
I'm now able to see a little more in dark nights with my obs scope!
I love it.
102
Illyustrator
01-07-13, 05:45 AM
... I've taken out the NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator too, cause had some troubles with it when teleporting.
Game is very stable again.
Hi,Fifi.
Key problems with it should not be. This is just "Graphics".
Hi Illyustrator, so might be coincidence?...don't know.
Fact is since i roll back for stock crew icon (using also MightyFine Crew Mod 1.2.1 Alt faces, are they really stock icons too?) i didn't have any teleportation trouble :hmmm:
Have to add, i very often use crew icons instead of hitting T key...my bad i know :03:
Illyustrator
01-07-13, 09:38 AM
Hi Illyustrator, so might be coincidence?...don't know.
Fact is since i roll back for stock crew icon (using also MightyFine Crew Mod 1.2.1 Alt faces, are they really stock icons too?) i didn't have any teleportation trouble :hmmm:
Have to add, i very often use crew icons instead of hitting T key...my bad i know :03:
Try this: Corrected_Das Boot Crew Mod for TheDarkWraith (http://www.sukhoi.ru/forum/attachment.php?attachmentid=115498&d=1282478995/)
Thanks a lot mate!
Do i activate it instead of your NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator , or just after?
Illyustrator
01-07-13, 06:51 PM
This is the same mod. Only from another source.
If you can do without it and game without it works well, then just delete it and "do not break your head".:O:
Still, i am convinced. It should not cause Error. It only the Graphics.
Cpt. Rochenfeller
01-09-13, 05:02 AM
Great job in putting this together Fifi! :woot:
Great job in putting this together Fifi! :woot:
Thanks! :salute:
I have updated first post list.
Added SteelViking awesome interior mods + reduced tonnage to be more realistic (and SH5 became hard enough with those mods IMO :yep:)
Also found Stoianm lights mod (for red light only) on French forum, to improve red light...but it can be skipped.
Reduced tonnage isn't neccessary with OHII Full. I was told not to use the two together as OHII changed the tonnage requirements. But if it still works for you.... leave it.
Isn't this fun Fifi? I'm on my 11th or 12th reinstall of SH5 and mods. I would love to see one or a series of mods put together to form one mod like GWX. It would make things so much easier.... but then again, lack the preference of individual variety. And the constant updating of it along with new mods would probably make a real mess of things. So forget I said anything about a mod like GWX for SH5. Pot stirred I did. :yep: LOL
I guess I've come to the conclusion that I'm going to have to follow Sober's mod install order to be safer. Hopefully leaving some out won't hurt too badly.
volodya61
01-09-13, 08:50 PM
Added SteelViking awesome interior mods + reduced tonnage to be more realistic (and SH5 became hard enough with those mods IMO :yep:)
You can't and shouldn't use Reduced Mission Tonnage and OHII together..
Reduced Mission Tonnage is for stock only..
Thanks for confirming that Volodya.
volodya61
01-09-13, 09:05 PM
Thanks for confirming that Volodya.
:doh:
I didn't notice that you already said it.. :D
Hey, thanks for the tip about reduced tonnage :up:
Gonna delete it then.
THE_MASK
01-09-13, 09:43 PM
Reduced tonnage isn't neccessary with OHII Full. I was told not to use the two together as OHII changed the tonnage requirements. But if it still works for you.... leave it.
Isn't this fun Fifi? I'm on my 11th or 12th reinstall of SH5 and mods. I would love to see one or a series of mods put together to form one mod like GWX. It would make things so much easier.... but then again, lack the preference of individual variety. And the constant updating of it along with new mods would probably make a real mess of things. So forget I said anything about a mod like GWX for SH5. Pot stirred I did. :yep: LOL
I guess I've come to the conclusion that I'm going to have to follow Sober's mod install order to be safer. Hopefully leaving some out won't hurt too badly.Last resort , use sobers mod list :Kaleun_Goofy:
Last resort , use sobers mod list
Hi Sober, my mods soup is becoming quite close to yours :cool:
One thing though, is i much prefer Dynamic Environment to the Real Environment mod.
I tried both, and my taste goes to Dynamic one. But that's only a mater of taste :03:
That's what I'm doing Sober. It's the closest we'll ever get to a super mod. You done did good. :yeah: LOL
THE_MASK
01-10-13, 12:20 AM
That's what I'm doing Sober. It's the closest we'll ever get to a super mod. You done did good. :yeah: LOLUnlike a single download , you can add mods , delete mods etc easily yourself .
That's the problem with SH5 and mods. I now see an all inclusive mod won't work because of the way mods interact with each other. And it make me realise how special all of you guys are with the mods you make to 'fix' and improve SH5.
It's a shame mods can't be done like they were in SHIII. I guess UBI said "We'll fix those mangy bilgrats buy changing the whole procees, so nothing will work from one SH to another in the series.... including the mods they make!"
Made a little change in the order, accordingly to Stormfly advice in his thread.
The "MightyFine Crew Mod 1.2.1 Alt faces" and "MCCD_1.04_MFCM_1.2.1_compatible" has to be before all Stormys DBSM.
In fact, Stormys DBSM has to be after MFCM and MCCD, but before New UIs...
And RM&A is still after MFCM and MCCD :up:
So it's now done, and seems to run very nice.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
TDW Genericpatcher v1_0_67_0
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_19_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s
Stormys_DBSM_additional_creaks_and_noises_1.0
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
MRP 1.3 + OPCF light
MRP 16X9 patch
IO_StrategicMap_4_7_for_TDWv710
IO_MapCourseLine_normal pencil_mod
IRAI_0_0_37_ByTheDarkWraith
Accurate German Flags
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Reworked Morale and Abilities v.1.1
SC_Music_DasBoot
Wordeees' Actual Footage Menu
Sub_Exhaust_1_0_5_byTheDarkWraith
Shadow Improvement Mod
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
sobers NO water drops V1
smaller flags for Warships 1_0b
Goodbye pacman
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
Webster's Smaller Rain for v1.5
stoianm pitch&roll for SH5 V1 (normal)
Sober best ever fog V20 SH5
Sobers no footstep sound mod
stoianm_lights
pascal4541
01-13-13, 06:52 PM
Nice compil' Fifi! :up:
volodya61
01-13-13, 07:45 PM
smaller flags for Warships 1_0b
Goodbye pacman
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
You don't need this one..
All that makes this mod you can configure using the OptionsFileEditorViewer or NewUIs map settings in the game..
Yeah, i know...but it was intentional...so i can't turn it back during game :D
(meaning we can adjust it also via the TAI ingame?)
If there is no way to turn it back during game, you're right i don't need it!
volodya61
01-13-13, 08:07 PM
Yeah, i know...but it was intentional...so i can't turn it back during game :D
(meaning we can adjust it also via the TAI ingame?)
If there is no way to turn it back during game, you're right i don't need it!
Well.. if you can't control yourself and afraid that you turn changes back during playing then you definitely need this mod.. :rotfl2:
pascal4541
01-13-13, 08:27 PM
I added Enchanced FunelSmoke1.2_by HanSolo78 after OH II. I think the smoke boat is more realistic.
This alters "particles_funnelsmoke.dat"
Yes, but i choosed to not alter what TheDarkWraith did with FX Update.
He already enhanced the smokes (and to be more FPS friendly of what he said :))
pascal4541
01-14-13, 02:22 PM
Not confict with FX Update.
Just with OH II. :03:
I finally figured out why my message box was flashing and no messages shown :D
Simply because in message box options, all boxes weren't checked...
For instance, game was sending me submarines spotted, but as this box was not checked, i had nothing in the message box! lol
Now, everything is working, EXCEPT i have English voice announcing when the submarines spotted message is showing :o :o
So, in the waiting for some kind help to solve this voice issue :) i'm gonna leave the box unchecked...
TheDarkWraith
01-15-13, 08:31 AM
I finally figured out why my message box was flashing and no messages shown :D
Simply because in message box options, all boxes weren't checked...
For instance, game was sending me submarines spotted, but as this box was not checked, i had nothing in the message box! lol
Now, everything is working, EXCEPT i have English voice announcing when the submarines spotted message is showing :o :o
So, in the waiting for some kind help to solve this voice issue :) i'm gonna leave the box unchecked...
That sounds like a bug to me. If you had unchecked submarine spotted messages then the mod should not play any sound for it and it shouldn't flash the radio messages icon when you are spotted. I'll have to look into that.
As far as changing the voices they are just sound files. You can find them in \data\Sound\RadioMessages\xxx
As far as changing the voices they are just sound files. You can find them in \data\Sound\RadioMessages\xxx
Thanks a lot for your interest here!
Ok, i would be able to change them in German...but where to find German voices according to the files missing? :hmmm:
Anyway, i've done a complete fresh re-install to clean any corrupted files due to all my tests, and i'll see if it's better...
TheDarkWraith
01-15-13, 05:45 PM
Thanks a lot for your interest here!
Ok, i would be able to change them in German...but where to find German voices according to the files missing? :hmmm:
Anyway, i've done a complete fresh re-install to clean any corrupted files due to all my tests, and i'll see if it's better...
I made German voices available. In my UIs mod download you will find a folder called NewUIs_TDC_7_x_0_New_radio_messages_German. It does what it says :)
Cool!! Thanks a lot :up:
Back at the bunker, i will enable your mod.
(hoping i don't have to restart career again for hundred times...)
THE_MASK
01-15-13, 11:24 PM
Cool!! Thanks a lot :up:
Back at the bunker, i will enable your mod.
(hoping i don't have to restart career again for hundred times...)1000X :O:
Something i would like to delete in my game, is the boat reflexions i see (mainly with fog) before seeing the boats.
Is there any mod for that?
Can i use in my mod list "No Ship Reflections incl EFS 1.2", but just taking the sea folder wich concern reflexions?
:hmmm:
as far as I can remember, there's a mod for making the ship wake darker, but no one that I know of for removing water reflections...
Echolot
01-18-13, 06:17 PM
Try it. There is a small leftover at the tribals front (reflections are there).
If you don't like the Enhanced Funnel Smoke you can edit the sim (or val) files. Change the related funnel smoke IDs with the ones from FX-Update (S3D).
The mod changes only the stock ships, I don't know about the new units that comes with OH II or other mods.
:hmm2:
:hmmm:
as far as I can remember, there's a mod for making the ship wake darker, but no one that I know of for removing water reflections...
From ddrgn (mod author):
No Ship Reflections 1.2 incl. Enhanced Funnel Smoke (EFS) by HansSolo78
Changes in 1.2:
Removed reflections for the Queen Mary
Changes in 1.1:
-Removed a few more ships that still showed wakes
-Confirmed patch 1.2 compatibility.
The problem: user can see the reflection of a ship in good or bad weather from 15-25 km away, sometimes before seeing the smoke. For realism purposes we would not want to track a target by using its reflection, this is unfair to merchant men.
The solution: remove the reflections for all surface ships
No picture required here. Imagine the ships reflection in your head, now go ahead and remove it. That's what it looks like.
Made for immersionists who prefer to not track ships via their reflections from miles out....
This only removes the above water reflections on ships. Stars, sun and other units will still reflect as per normal. This mod changes the .sim of every stock ship in SH5 (58 applicable ships) removing the ship reflections above water completely.
Ships will no longer show reflections from 20 km away but no longer will you see them up close as well. I tried to change the MinVisDim and MaxVisDim to keep the reflections only for up close but this did not seem to have any affect.
Perhaps in the future someone can do better and figure how to adjust reflections to only show from a few hundred meters away.
If anyone notices reflections on ships using this mod, let me know and will release a new version. Credit is given to HanSolo78 for his esthetically pleasing Enhanced Funnel Smoke mod which is included with this mod.
JSGME ready, for permission to use this mod please contact HanSolo78 (subsim.com).
No need to contact ddrgn permission is given already as long as credit is shown.
Regards,
ddrgn
I really don't need EFS, so looking in the main mod folder, there are 2 folders:
-one called "sea" with plenty of boats names folders
-one called "library" with only a "particules smoke.dat"
I thought i could activate the mod only with data/sea inside (for the shadows off)...because the other folder "library" certainly concern only funnel smoke.
Am i right?
The mod changes only the stock ships, I don't know about the new units that comes with OH II or other mods.
Yes, but stock ships are very often encountered...so could be not that bad for me!
Can i use in my mod list "No Ship Reflections incl EFS 1.2", but just taking the sea folder wich concern reflexions?
Sorry, had ad overlooked this piece of information :oops:
I really don't need EFS, so looking in the main mod folder, there are 2 folders:
-one called "sea" with plenty of boats names folders
-one called "library" with only a "particules smoke.dat"
I thought i could activate the mod only with data/sea inside (for the shadows off)...because the other folder "library" certainly concern only funnel smoke.
Am i right?
not so easy :hmmm:
I had a look at hansolo's mod, and it affects ships' sim files contained in the sea folder as well as particles_funnelsmoke.dat. Removing the library folder from ddrgn's mod won't remove tweaks on sim files by EFS, and you risk to do a mess.
My suggestion is to remove manually the water reflections. For each ship you should:
open its GR2 file in goblin editor;
merge its respective sim file (soon after a list of controllers will appear in the 'Project Tree window')
double click on each of the WaterReflection controllers in the 'Project Tree window' for editing their parameters
you might wan to set the 'Reflection parameter' to 'No', or try to experiment with 'MinVisDim' and 'MaxVisDim' parameters in order to reduce reflections visibility from far away.
once finished with your changes, right click on the sim file in 'Project Tree' and select 'Save file' :up:
Thanks so much Gap for those infos :yeah:
Hangman195
01-21-13, 08:57 AM
What's wrong with my mods I have huge lag with these mods. Should I only face the truth and remove some of them:wah: :)
Dynamic Environment SH5 Basemod (realistic version) V2.1
DynEnv 2.1 SkyColor Hotfix DarkerNights
Dynamic Environment - Winter hotfix 1
SteelViking's Sky Banding Mod
silentmichals interior
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
FX_Update_0_0_19_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Stock w beards
Critical hits v 1.2
BRF 1.3 full
BRF 1.1 HP balance
FREE SPECIAL Abilities
ImprovedWaves_Improved Pitch&Roll
Accurate German Flags
german medals
NewUIs_TDC_7_1_0_ByTheDarkWraith
Realistic ammo amount for AA and deck guns
MRP 1.3 light
MRP 16x9 patch
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
Updated_Depth_Scales_by_gap_for_v7_1_0
TDW_Ship_Inertia_1_1_0
sobers see thru wake fix
sobers better terrain v3 SH5
AI_sub_crew_1_0_2_TheDarkWraith
OPEN HORIZONS II_full v2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11k
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
DBSM_Speech_1_0_4
volodya61
01-21-13, 01:09 PM
Dynamic Environment SH5 Basemod (realistic version) V2.1
DynEnv 2.1 SkyColor Hotfix DarkerNights
Dynamic Environment - Winter hotfix 1
SteelViking's Sky Banding Mod
silentmichals interior - you should enable this mod after SteelViking's Interior
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
FX_Update_0_0_19_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Stock w beards
Critical hits v 1.2
BRF 1.3 full
BRF 1.1 HP balance - these two mods are not compatible with FX_Update.. remove them
FREE SPECIAL Abilities
ImprovedWaves_Improved Pitch&Roll - remove it or put it after NewUIs.. now it's not working
Accurate German Flags
german medals
NewUIs_TDC_7_1_0_ByTheDarkWraith
Realistic ammo amount for AA and deck guns
MRP 1.3 light
MRP 16x9 patch
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
TDW_Ship_Inertia_1_1_0 - if you have constantly CTD's then try to remove these two mods
Updated_Depth_Scales_by_gap_for_v7_1_0
sobers see thru wake fix - if you are using nVidia card then remove this one
sobers better terrain v3 SH5
AI_sub_crew_1_0_2_TheDarkWraith
OPEN HORIZONS II_full v2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11k
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
DBSM_Speech_1_0_4
Try to give us more info.. where and what kind of lags have you?
EDIT: and your PC specs too.. :yep:
Hangman195
01-21-13, 03:15 PM
Well when I enter bunker or start new patrol I have 1fps slideshow. I'm using nvidia graphic card. I'll try those adjustments to the mod list and report back.
volodya61
01-21-13, 03:24 PM
..I'm using nvidia graphic card..
if I remember correctly there was an issue with the Lights.cfg and nVidia cards in the SteelViking's Interior.. remove it from the mod - data/Cfg/Lights.cfg
Hangman195
01-22-13, 06:28 AM
My rig
GFX nVidia GeForce GTX570
CPU Intel i5 2500K 3.3GHz
RAM 8GB
Win-7 pro
Hangman195
01-22-13, 06:44 AM
I started new campaign and game does not lag anymore quite wierd but everything is fine now
volodya61
01-22-13, 11:25 AM
I started new campaign and game does not lag anymore quite wierd but everything is fine now
and what's weird?
Navuhodonosor
01-22-13, 12:32 PM
I started new campaign and game does not lag anymore quite wierd but everything is fine now
Yup. The game just torpedo us sometime without obvious reason:O:
Glad you sort it up:up:
Edited first post with new order.
IO Strategic Map has to be activated after OHII Full.
Thanks to Obelix :yeah:
As i was in bunker, i gave an other try to IRAI_0_0_39_Inertia_Damage and
TDW_Ship_Inertia_1_1_0...activated in regard of Sober list order (to have an idea where to put them)
Result was an instantaneous crash to desktop when loading bunker save!!
There is definitely a problem with those Inertia mods :nope:
My list is running great without though :D
Navuhodonosor
01-30-13, 06:39 PM
As i was in bunker, i gave an other try to IRAI_0_0_39_Inertia_Damage and
TDW_Ship_Inertia_1_1_0...activated in regard of Sober list order (to have an idea where to put them)
Result was an instantaneous crash to desktop when loading bunker save!!
There is definitely a problem with those Inertia mods :nope:
My list is running great without though :D
As I noticed that mods do not like some kind of German ship, but I do not know what. For me they work fine untill I get near Kiel. Wierd:huh:
SH5 modded is very sensible to changes anyway.
I just experienced a strange thing trying those Inertia mods.
With a fresh new data folder (i saved my current one in case) and my mod list added with both Inertia, as i said i had a CTD straight on loading bunker.
So i deleted the 2 Inertia, and started again...fine this time.
But was still with my fresh new data folder!
And i experienced same trouble as Sober (and some others) mentionned about New UIs 7.2.0: had to clic many times icons to go periscope depth, U Boat kind of sticked on surface (same for going surface BTW)
Never had that before!
So i backed up the data folder i previously saved, re-activated all mods (without Inertia) and all is fine and smooth again...
I have to clic only once to go new depth or surface :doh:
Navuhodonosor
01-31-13, 02:26 AM
I had that clicking mania too, when It annoyed me too much i deinstalled the mods. I mean the plane almost sunk me before i run into the deep. When you get used to one click=one command than you find yourself in some serious problems if it is not like that:)
Added depth charges water disturbances to my list, but it seems it's not working :hmmm:
As soon as i take depth charges, i run full speed other direction for 30 seconds, then switch for silent running very slow... but DD always know precisely where i am, even silent running very slow :o:wah:
Added depth charges water disturbances to my list, but it seems it's not working :hmmm:
As soon as i take depth charges, i run full speed other direction for 30 seconds, then switch for silent running very slow... but DD always know precisely where i am, even silent running very slow :o:wah:
As I recall, when using IRAI 0.0.39, depth charges water disturbantses not needed.:hmmm:
Well, with ot without same result anyway :hmmm:
THE_MASK
01-31-13, 11:31 PM
Added depth charges water disturbances to my list, but it seems it's not working :hmmm:
As soon as i take depth charges, i run full speed other direction for 30 seconds, then switch for silent running very slow... but DD always know precisely where i am, even silent running very slow :o:wah: Go to nearly crush depth or how far you are game . While DDs are depth charging check the hydrophone and try to find a path thru the DDs running at flank for as long as it takes . Sometimes i have run at flank in all difrent directions for hours trying to get away from DDs then wait at all stop and silent running for hours only to be picked up on there asdic . Start all over again . I am really scarred of DDs (ships , not the other ones).
Trevally.
02-01-13, 04:14 AM
Try a run at less than full speed:hmmm:
Here you can see that the effect should last 45 seconds
http://img811.imageshack.us/img811/5865/19748811.jpg
Try a run at less than full speed:hmmm:
Here you can see that the effect should last 45 seconds
http://img811.imageshack.us/img811/5865/19748811.jpg
Thanks Trevally, will try :)
Made few changes in first post list:
TDW generic patcher activated last
Added gap - Sonar Sound Collection v 1.0 for SH5 (das boot)
Deleted Sober best ever fog (awesome mod, but way too hard to identify flags even in medium fog)
THE_MASK
02-02-13, 06:09 PM
"Only thing i could say, is quite often i receive radio messages (flashing box) but nothing in it."
NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Cfg\Contacts
; Edited by TheDarkWraith for NewUIs_TDC_7_1_0
; Edited on 7/8/2012 @ 0030
Change to these settings .
[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
"Only thing i could say, is quite often i receive radio messages (flashing box) but nothing in it."
NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Cfg\Contacts
; Edited by TheDarkWraith for NewUIs_TDC_7_1_0
; Edited on 7/8/2012 @ 0030
Change to these settings .
[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
Ah, sorry, i already found out why i had this stupid issue.
My New UIs message box doesn't follow the time line days...so i have to manually clic next day in message box, when days are changing.
Weird, but it has always been there from day one of my New UIs utilisation! (even when i had 7.1.0 version)
Have to delete this mention in first post :)
I have reduced IRAI 039 difficulty settings quite a lot:
################## Difficulty parameters ###########
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.25;
HYDROPHONE_DIFFICULTY_MAX = 0.55;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.25;
SONAR_DIFFICULTY_MAX = 0.55;
Destroyers are still dangerous, but it's playable again when attacking a task force. Without this change, noway to survive 6/10 destroyers on stock IRAI in my opinion!
THE_MASK
02-05-13, 01:20 AM
I have reduced IRAI 039 difficulty settings quite a lot:
################## Difficulty parameters ###########
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.25;
HYDROPHONE_DIFFICULTY_MAX = 0.55;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.25;
SONAR_DIFFICULTY_MAX = 0.55;
Destroyers are still dangerous, but it's playable again when attacking a task force. Without this change, noway to survive 6/10 destroyers on stock IRAI in my opinion!It is great that the difficulty settings are there .
It is great that the difficulty settings are there .
Right! :yep:
Even with those settings, in FX Update test mission (vs 2 destroyers), i ended like this:
http://img15.hostingpics.net/pics/198405SH5Img20130205154941.jpg
...but survived at least!! lol
Trevally.
02-05-13, 07:55 AM
Remember and take your wellie boots with you:O:
So after many tests in my current career, i have added few mods and adjusted some (like IRAI difficulty HYDROPHONE_DIFFICULTY_MIN = 0.40; HYDROPHONE_DIFFICULTY_MAX = 0.60; SONAR_DIFFICULTY_MIN = 0.40; SONAR_DIFFICULTY_MAX = 0.60; )
Added a nice mod (thanks Volodya!) ---> AST_SH5_v2 by Bilge Rat.
At least now, small cargos are sinking, and not sitting there (or keeping speed) burning for hours! They can sink from 5 mn to >30 mn depending hitting place.
Bigger boats still need more torpedos, but medium can be sinked with one if we can wait.
I have also reactivated "AI crew damage control" in TDW patcher, to give merchants more chance to repair/stop the sinking.
Very pleased the way my mod list is running :yeah:
volodya61
02-12-13, 03:59 AM
AI crew damage control patch and Zones.cfg from Alternate Sinking Mechanism are not compatible...
Really??
I think i've sinked a couple of boats since then, and everything ran and worked nice...
:hmmm: What should have happened?
AI crew damage control patch and Zones.cfg from Alternate Sinking Mechanism are not compatible...
Really??
I think i've sinked a couple of boats since then, and everything ran and worked nice...
:hmmm: What should have happened?
I think it is just a matter of copying a few rows from AI crew damage control's zones.cfg file, and pasting them in the Alternate Sinking Mechanism one ;)
volodya61
02-12-13, 08:32 AM
I think it is just a matter of copying a few rows from AI crew damage control's zones.cfg file, and pasting them in the Alternate Sinking Mechanism one ;)
Yep.. I've merged these two files a long ago but since the AI crew damage control patch is broken and I don't use this edited one so far..
Yep.. I've merged these two files a long ago but since the AI crew damage control patch is broken and I don't use this edited one so far..
I see :yep:
:hmmm::hmmm:
Then if it is broken, i'm going to change it again :haha:
Only little thing i could complain with AST_SH5_v2, is boats are decelerating very quickly after a hit, passing from 13 knots to 0 in few seconds...All the inverse of without it, where boats never stop! lol
New test with my mod list :D
- I have deactivated AST_SH5_v2, deactivated AI crew damage control in TDW patcher.
- I have activated IRAI inertia damage test + ship inertia 1.1 at the end of my list (without CTDs BTW)
Results VS a Rongel medium boat with only one torp:
- First test, torp depth bottom hull and boat hitted at the far stern (where are supposed to be propellers) ----> boat didn't sink after 2 hours, still running 9 knots around me! :o Had to finish it with deck gun (around me because was surfaced and i think he tried to collide me).
http://img4.hostingpics.net/pics/868803Test1.jpg
- Second test, torp depth set medium depth and boat hitted right in the middle ----> boat sunk in 5/8 mn !! :o
http://img4.hostingpics.net/pics/171577test2.jpg
So now, i don't know what to think...and what to choose! :haha:
What i don't like with only AST_SH5_v2 is boats always stops very fast.
What i don't like with my above settings is when boat is hitted in the propellers he still runs fast...for long.
THE_MASK
02-12-13, 06:48 PM
A lot of things dont work in campaign unless you start a new career :yep:
Did you try the mods in the Patcher folder.
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file
volodya61
02-12-13, 06:54 PM
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file
Sober it's not a mod.. it's only for tests..
THE_MASK
02-12-13, 06:57 PM
Sober it's not a mod.. it's only for tests..I know volodya61 , but he is testing diffrent things out to see what works best .
A lot of things dont work in campaign unless you start a new career :yep:
Did you try the mods in the Patcher folder.
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file
To answer you, no, i don't start over career each time. But i start always in bunker after a change in my mods list.
Nevertheless, for real big changes with bunch of new mods order, i start a new career.
For adding inertia damage + ship inertia i didn't start over...
Where do you find those AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith and AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file ??
It"s enough hard to test all things with so many mods and order, if we have to test config files adjustments in addition :nope: ...i'm kind of desesperate...but also kind of satisfied with last test :D
I think i'll leave it the way it is.
EDIT: just sinked a 8800 tons passenger ship and needed 2 torpedos. But i think one would have been enough, if i had time to wait...
I liked the way he progressively slow down from 13 knots to 3 knots with first hit, slowly getting deeper water, and i achieved him while he was still slowing down <3 knots.
From first hit to completely sinked, took around 25/30 minutes.
Again, torpedo hit was right in the hull's middle and set middle depth...i guess it's the best place to give them max damage!
Trevally.
02-14-13, 01:12 PM
Nice mod list :subsim:
Thanks Trevally :sunny:
I've updated first post with same list, but for real navigation.
I'm running 2 SH5 on my PC now, one career traditional way (first list), and one career in real navigation! (second list)
One word: AWESOME! :yeah:
(BTW, your automation mod is really great and useful!)
So today i'm running my first list, and i just added No_contact_shapes_or_colors_dashed_contact_line_1_ 1_0 wich is very fine for me at the moment.
Though... using rotative hydrophone, why i can't ask my hydro guy a rough distance or precise distance to contact when i'm looking at it with periscope? :o
When periscope is fully lowered this feature is avalaible, but as soon as i follow the target with periscope (and she is enough close to lock it BTW) the distance to contact is greyed...
Any idea?
volodya61
02-18-13, 07:29 PM
Hi Fifi
I just looked through your list and noticed one thing..
Do you know that these two mods (Reboot's Hot Soup, Reboot's Water Drips) are breaking the SteelViking's Interior Mod?
TheDarkWraith
02-18-13, 08:02 PM
So today i'm running my first list, and i just added No_contact_shapes_or_colors_dashed_contact_line_1_ 1_0 wich is very fine for me at the moment.
Though... using rotative hydrophone, why i can't ask my hydro guy a rough distance or precise distance to contact when i'm looking at it with periscope? :o
When periscope is fully lowered this feature is avalaible, but as soon as i follow the target with periscope (and she is enough close to lock it BTW) the distance to contact is greyed...
Any idea?
Interesting question. Probably because I didn't code it in :hmm2: I don't know if it's possible to do but I'm definitely interested in the idea :salute:
Hi Fifi
I just looked through your list and noticed one thing..
Do you know that these two mods (Reboot's Hot Soup, Reboot's Water Drips) are breaking the SteelViking's Interior Mod?
:o:o:o
I think i have all SteelViking features, but maybe i'm missing something?
What do you think is broken?
Interesting question. Probably because I didn't code it in I don't know if it's possible to do but I'm definitely interested in the idea
Well i'm not totally ready for your full real nav mod :D (i tried it, and loved the concept though! - but is too hard for me right now)
That's why i'm using your add-ons mods...
I also tried to enable all your mods to get rid of those damn ghosts, but each time it delete my hydro dashed line :06:
When periscope is fully lowered this feature is avalaible, but as soon as i follow the target with periscope (and she is enough close to lock it BTW) the distance to contact is greyed...
Any idea?
Hum...seems it happened only once, cause now, even staying completly underwater, i can't ask my hydro for a precise distance...
So in short, those 2 distance icons are always staying greyed in whatever sub position.
volodya61
02-18-13, 10:08 PM
I think i have all SteelViking features, but maybe i'm missing something?
What do you think is broken?
I don't think. I just know.
All features from the files - Room_QR2.sim, Room_CR.sim, Room_CT.sim, Room_DER.sim - you have lost :yep:
You have lost almost all dials and now you have almost stock files..
Only textures remained from SteelViking's Interior
:-?
Gonna try an other career on my second install without Reboot and see difference then.
Many thanks for looking at this Volodya :yeah:
About the contacts on map, i'd love just to have my sub and an hydro dashed line...but it seems impossible actually :wah:
Trevally.
02-19-13, 08:04 AM
:-?
Gonna try an other career on my second install without Reboot and see difference then.
Many thanks for looking at this Volodya :yeah:
No need to reinstall or start a new career.
Just remove the said mods when your save game is not in the boat and thus not loaded - so remove them in a bunker save:up:
Ok, i did it...but really can't see any difference!!...:hmmm::hmmm::hmmm:...except my droplets are gone, and so is the meal smoke!
volodya61
02-19-13, 02:17 PM
Ok, i did it...but really can't see any difference!!...:hmmm::hmmm::hmmm:...except my droplets are gone, and so is the meal smoke!
if you don't need working dials then enable these mods back..
if you want to know what difference between mods then look inside files those I've mentioned..
I believe you my friend! :sunny:
I just never noticed they were not working before :-?
...and i delete Reboot mods from my first post...
@Volodya61
Just have a look to Your mods compillation on Sukhoi - looks:yeah:
Bad You are still on WinXP. While reading I've remembered about the problems I have experienced myself (CTD when closing to port and etc.). Get read of it and update your PC ASAP - and SH5 life should be more easier :03:
I have several questions:
1. Why didn't You release it here (the variant without russian localisation)- the compillation is really good, contains many mods that are forgotten but could be the good alternative to the most used? It should be the other good 'megamod':yep:
2. You use 'Real Sink' and AST as a 'marriage' or just as separate mods?
What is the practical result?
(I personnally 'just merried' Critical Hits for torpedoes with 'AST', going to test it in the campaign:03:).
3. What is the visual effect of 'Torpedo Splash' and 'OldStyle Explosions' mods? Could You please show or upload screenshots if You have.
P.s Thanks for fix of icons - not critical bug but getting annoying more and more:arrgh!::salute:
volodya61
02-19-13, 04:04 PM
I have several questions:
1. Why didn't You release it here (the variant without russian localisation)- the compillation is really good, contains many mods that are forgotten but could be the good alternative to the most used? It should be the other good 'megamod':yep:
2. You use 'Real Sink' and AST as a 'marriage' or just as separate mods?
What is the practical result?
(I personnally 'just merried' Critical Hits for torpedoes with 'AST', going to test it in the campaign:03:).
3. What is the visual effect of 'Torpedo Splash' and 'OldStyle Explosions' mods? Could You please show or upload screenshots if You have.
P.s Thanks for fix of icons - not critical bug but getting annoying more and more:arrgh!::salute:
Hi Vlad! :sunny:
1. I had to do this three weeks ago, but there are some problems with the PC and with uploading.. I use now low speed wireless connection and can't upload a large file.. new version of my mod-pack archive "weighs" about 1GB..
2. This is for choice.. might to use either of two.. I personally use AST.. I think Critical Hits and zones.cfg from AST are not compatible.. in the original AST damage of torpedoes was reduced.. in Critical Hits - increased..
3. Using OldStyle Explosions I don't see any more these stupid annoying fireworks.. Torpedo Splash IIRC just one texture..
Try to look for screenshots on sukhoi.. maybe there are remained some..
:D PS: it's not my fix.. it's TDW's fix.. he uploaded it a month ago..
:salute:
Hi Vlad! :sunny:
1. I had to do this three weeks ago, but there are some problems with the PC and with uploading.. I use now low speed wireless connection and can't upload a large file.. new version of my mod-pack archive "weighs" about 1GB..
2. This is for choice.. might to use either of two.. I personally use AST.. I think Critical Hits and zones.cfg from AST are not compatible.. in the original AST damage of torpedoes was reduced.. in Critical Hits - increased..
3. Using OldStyle Explosions I don't see any more these stupid annoying fireworks.. Torpedo Splash IIRC just one texture..
Try to look for screenshots on sukhoi.. maybe there are remained some..
:D PS: it's not my fix.. it's TDW's fix.. he uploaded it a month ago..
:salute:
Thanks for reply, and:
1. Good luck with upgrade the PC! It should solve many problems with 'bugs' and worth spending money:yep:
2. Its just the experiment - when I meet and sink a ship I see what happen then (probably she should sink too quickly:D)
3. AST v.2 - Commented out the [distress flares] section in Zones.cfg. so may be fireworks are gone because of that:06::salute:
volodya61
02-19-13, 04:47 PM
3. AST v.2 - Commented out the [distress flares] section in Zones.cfg. so may be fireworks are gone because of that:06::salute:
Nope.. :)
I'm using v1 (edited) :O:
just had a slightly increase torpedo damage (cheater) :D
volodya61
02-19-13, 10:48 PM
...except my droplets are gone, and so is the meal smoke!
Hey Fifi..
If you are so fond of your soup and your droplets here's a New Year gift :D - http://www.mediafire.com/download.php?x075b94pr5y2wv0
Just replace original files in SteelViking's mod folder with these ones..
Enjoy.. :)
Many thanks to you Volodya!
You are an awesome guy :yeah: :sunny:
Just replace original files in SteelViking's mod folder with these ones..
Enjoy.. :)
Or i can enable your mod directly with JSGME after SteelViking Interior i suppose?...
EDIT: yes, running great as a mod after SteelViking interior mod. Thanks again mate!
In my search of seeing only my sub AND my dashed hydro line ingame, i noticed when via the TDW file viewer editor, i desable TAI/nav map visual contacts and sonar contact (but keeping hydro contact), boats icons are sometime blinking :o even desabled...
Added Fix SteelViking-HotSoup-WaterDrips because of kindness of Volodya :up:, and so i deleted the 2 Reboot's mods.
Added Fuel Gauge WoGaDi_SteelViking's Interior to fix the inside fuel gauge.
Switched to Dynamic Environment normal version for personal taste.
Deleted Stoianm lights, not really needed anymore.
Deleted the Stormys DBSM SH5 v1.3 Basemod and Stormys DBSM SH5 v1.3 HOTFIX 3 :wah: because i found out they were the causual of the only random CTD i had when selecting torpedo tube/open torpedo tube...
Since i deleted it, it never happened again :up:
So i'm now looking for a sound mod to replace Stormy DBSM.
Currently downloading Venatore SFX sound mod, and will try it.
Added Fix SteelViking-HotSoup-WaterDrips because of kindness of Volodya :up:, and so i deleted the 2 Reboot's mods.
Added Fuel Gauge WoGaDi_SteelViking's Interior to fix the inside fuel gauge.
Switched to Dynamic Environment normal version for personal taste.
Deleted Stoianm lights, not really needed anymore.
Deleted the Stormys DBSM SH5 v1.3 Basemod and Stormys DBSM SH5 v1.3 HOTFIX 3 :wah: because i found out they were the causual of the only random CTD i had when selecting torpedo tube/open torpedo tube...
Since i deleted it, it never happened again :up:
So i'm now looking for a sound mod to replace Stormy DBSM.
Currently downloading Venatore SFX sound mod, and will try it.
Hi
Capthelms SH5 Audio Mod is a good one to
dem
Think i solved my Stormy DBSM issue!! :woot:
I noticed when playing sounds (TDC) independently with my computer, few sounds couldn't be opened and getting errors :o
It was precisely those ones related to selecting tube/opening tube wich gave me CTD sometime...
So i just copy/paste the same sounds from stock sound files for the ones getting errors, and it seems everything is working fine again :up:
I checked each sound of Stormy's mod to see if my PC could read them, and found some few more giving errors. Made same process by copy/paste from stock sound files, and will report if i get any CTD. But i really think it's solved now :)
Updated first post with new list running fantastic here!
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
sobers water splash anim SH5
sobers base sky mechanics V1
SH5_7A_Conning_Fix
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
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_New_radio_messages_German
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_jimimadrids_map_tools
NewUIs_TDC_7_1_0_WWIIInterface_by_naights
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Patch_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
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
OH II Minefield map for TDWs Ui
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
sobers NO water drops V1
smaller flags for Warships 1_0b
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers hud sounds V1 SH5
sobers no footstep sound mod
EQuaTool 01.01 by AvM - Large Style
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V5 SH5
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Color_1_1_0
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
Torpedo Splash
No Ship Reflections incl EFS 1.2
stoianm pitch&roll for SH5 V1 (normal)
MyKey
TDW_GenericPatcher_v_1_0_74_0
I decided to no longer use DBSM (but i kept some DBSM favourit sounds in my data/ sound folder - easy copy/paste) as well as IO Strategic Map.
I'm very satisfied with Torpedo Splash and No ship Reflections :up:
Szito86
03-05-13, 12:17 AM
nice collection man
Updated post 1 with my new list running since last week like a charm!
Not a single CTD nor any bug...
Never had better fluent nice rendering and overall accuracy since this one :sunny:
Now, i see ships sinking like i could imagine as it was in reality, small cargos no more hanging around for hours or escaping full speed with one big hole...
No more hollywood explosions, but still fire can hugely damage them, torpedo hit splash visible from kilometer away, and sinking depending the hit place, some are still running slow untill the fload take them, some are stopping quite fast depending the hit, but the few sinkings i saw looked like never before...meaning stern or bow can raise and suddently desappear in huge bubbles!
Happy captain here :up:
Updated post 1 with my new list running since last week like a charm!
Not a single CTD nor any bug...
Never had better fluent nice rendering and overall accuracy since this one :sunny:
Now, i see ships sinking like i could imagine as it was in reality, small cargos no more hanging around for hours or escaping full speed with one big hole...
No more hollywood explosions, but still fire can hugely damage them, torpedo hit splash visible from kilometer away, and sinking depending the hit place, some are still running slow untill the fload take them, some are stopping quite fast depending the hit, but the few sinkings i saw looked like never before...meaning stern or bow can raise and suddently desappear in huge bubbles!
Happy captain here :up:
Hi Fifi
Look nice, you put a lot of work in to it I mite try it my self
One thing (adjusted for better in these file what have you done)
thanks
Dem:up:
Hi Dem!
Well, in FX just one file taken out in data/library: the "torpedoes_g7a-e"...
Torpedo splash is again visible, and at any distance.
In IRAI, i adjusted warship difficulty in data/script/AI/init, like that (because IRAI makes destroyers VERY difficult to escape if not impossible):
############ Difficulty parameters ################
Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.85;
RADAR_DIFFICULTY_MIN = 0.60;
RADAR_DIFFICULTY_MAX = 0.85;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.85;
And in RM&A, i deleted the data/scripts/ai/events folder before activating the mod, as per Rongel advice, to bring back old morale boost when sinking merchants ships (as i think any ennemy boat sinked gave crew morale boost in RL).
Hope this help :salute:
Hi Dem!
Well, in FX just one file taken out in data/library: the "torpedoes_g7a-e"...
Torpedo splash is again visible, and at any distance.
In IRAI, i adjusted warship difficulty in data/script/AI/init, like that (because IRAI makes destroyers VERY difficult to escape if not impossible):
############ Difficulty parameters ################
Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.85;
RADAR_DIFFICULTY_MIN = 0.60;
RADAR_DIFFICULTY_MAX = 0.85;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.85;
And in RM&A, i deleted the data/scripts/ai/events folder before activating the mod, as per Rongel advice, to bring back old morale boost when sinking merchants ships (as i think any ennemy boat sinked gave crew morale boost in RL).
Hope this help :salute:
Ye it will Thank you, just need to fine the mods I have not got and we be good to go
:yeah::salute:
Here are the 2 mods you could have trouble to find:
The SteelViking-HotSoup-WaterDrips (again thanks to Volodya!): http://www.mediafire.com/download.php?x075b94pr5y2wv0
And the Old Style Explosions Baza_FX (DynEnv compatible): http://www.mediafire.com/download.php?s3ko025bitgu870
All others are easily findable on subsim/google :up:
PS: don't forget to desable the "AI Crew Damage Control" in TDW Generic Patcher (not compatible with AST_SH5_v2)
And i added R.E.M. - hydrophone mute for player fix (TDW compatible), to be able to keep GHG working on surface...should be findable in REM thread if you need it.
(Be aware your hydro guy need some mission experiences + points to be able to detect everything, at least on surface!)
Here are the 2 mods you could have trouble to find:
The SteelViking-HotSoup-WaterDrips (again thanks to Volodya!): http://www.mediafire.com/download.php?x075b94pr5y2wv0
And the Old Style Explosions Baza_FX (DynEnv compatible): http://www.mediafire.com/download.php?s3ko025bitgu870
All others are easily findable on subsim/google :up:
PS: don't forget to desable the "AI Crew Damage Control" in TDW Generic Patcher (not compatible with AST_SH5_v2)
And i added R.E.M. - hydrophone mute for player fix (TDW compatible), to be able to keep GHG working on surface...should be findable in REM thread if you need it.
(Be aware your hydro guy need some mission experiences + points to be able to detect everything, at least on surface!)
Thank, got all mods, now off to make mod soup:rotfl2:
Thanks looking forward to playing your list (no work today snow snow and more snow east uk
Dem
Just respect the right activation order in first post, and all will be fine.
Start new career as with Sober megamod (launch to bunker, then exit to main screen then load last bunker save, go to equipment guy to choose torpedos etc, then choose your career realism options, then go to the mission officer and start!)
Your hydro guy will start to detect evrything on surface (if using stock GHG) at the second mission only (breaking fortress).
Give him points as soon as you get some.
Happy hunting!
Just respect the right activation order in first post, and all will be fine.
Start new career as with Sober megamod (launch to bunker, then exit to main screen then load last bunker save, go to equipment guy to choose torpedos etc, then choose your career realism options, then go to the mission officer and start!)
Your hydro guy will start to detect evrything on surface (if using stock GHG) at the second mission only (breaking fortress).
Give him points as soon as you get some.
Happy hunting!
All ok 4 hrs playing :yeah:
Added 2 nice mods for my radio with new frequencies, in addition of the Washington stock one:
- Grossdeutscher Rundfunk (incredible work there!)
- Radio Paris French Music Full Version 1.2 (old but nice mod by ZIEM)
+ Sober "Messervy_s_gramophone_pack1" directly in my gramophone folder with few others old German songs found here and there...
Have to find yet the "Stille Nacht" for my crew on Christmas! :haha:
Fifi,be sure that all your radio audio files are in .ogg(mono) or .wav (mono) format or else you're going to have a bad time:yep:
I recently had many ctd's because i transfered all my *.mp3 radio stations from Sh4 to Sh5,so I had to covert them to .ogg:salute:
Thanks for the good advice Wetton :up:
I have a BBC radio mod i made for personal use,which has about 90 events and lots of classical music and RAF marches.I can post it if you would like:arrgh!:
I have a BBC radio mod i made for personal use,which has about 90 events and lots of classical music and RAF marches.I can post it if you would like:arrgh!:
yes please! :up:
http://www.gamefront.com/files/23066262/Wetton%27s+BBC+Radio+Mod.rar
http://www.gamefront.com/files/23066262/Wetton%27s+BBC+Radio+Mod.rar
Thank you very much Christos :yeah:
why don't you start a [REL] thread for it. Your post with the link to your radio mod is going to get lost in no time :yep:
Thank you Gap.The only reason i haven't done it is because i have seen if I remember correctly that another BBC mod was hanging around somewhere.Do I remember correct?
Thank you Gap.The only reason i haven't done it is because i have seen if I remember correctly that another BBC mod was hanging around somewhere.Do I remember correct?
yes, that's correct. Maybe you can release your mod as an add-on for the previous BBC mod :hmmm:
Thanks for your radio mod Wetton :up:
Thanks for your radio mod Wetton :up:
Thanks Dem :yeah:
Added in first post:
- DynEnv v2.9 - Breakwater Piers
- sobers smoke screen V1 SH5 (DynEnv compatible)
- Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
- SH5Lifeboat_Wooden ver. 0.2
Deleted old TDW add-on mods for:
- TDW_No_contact_shapes_or_colors_dashed_contact_lin e_1_1_0
- TDW_Waypoint_Contacts_No_Symbols_1_1_0
:salute:
THE_MASK
03-21-13, 05:11 PM
A couple of radio stations here .
http://www.subsim.com/radioroom/showthread.php?t=173371
volodya61
03-21-13, 05:42 PM
- DynEnv v2.9 - Breakwater Piers
- sobers smoke screen V1 SH5 (DynEnv compatible)
- Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
You don't need this one..
volodya61
03-21-13, 05:48 PM
FX_Update_0_0_21_ByTheDarkWraith (adjusted for better torp hit water splash)
Show me screens with your explosion splash and tell me what exactly you have edited in the mod, please..
You don't need this one..
:D Thanks, it's already included in the other one...i should have noticed :/\\!!
Show me screens with your explosion splash and tell me what exactly you have edited in the mod, please..
Screen shot i can't right now, but i just deleted in data/library the torpedoes_g7a-e file...
Splash is back as stock one (quite nice - better than nothing) and visible any distance.
volodya61
03-21-13, 07:27 PM
Screen shot i can't right now..
Okay.. I will test it myself..
..but i just deleted in data/library the torpedoes_g7a-e file..
Have you tried to look in/to edit files: TDW_FXU_Torp_Exsplosion_xxx?
Have you tried to look in/to edit files: TDW_FXU_Torp_Exsplosion_xxx?
Nope. Not skilled enough! :D
Updated mod compile in first post :up:
Very satisfied so far, and running without any trouble.
Macardigan
05-04-13, 06:40 PM
Updated mod compile in first post :up:
Very satisfied so far, and running without any trouble.
Hi fifi.
Have you tried the mod of the RPM at the end of your list to see if it works well??
my mod: http://www.subsim.com/radioroom/showthread.php?t=204151
Try it yourselves in your list of mods at the end and give me your opinion about the mod.
thanks and good hunt.
Yes, this is the only one left i have to try :up:
Just a little afraid of the boats speeds changes ingame with OH...:-?
Don't want to see merchants going 30knots as warships, and warships uncatchable :D
But i'm very interested by your idea, because i asked same thing about prop speed in hydro before your realease.
volodya61
05-05-13, 04:11 AM
....
+ deactivate the "AI Crew Damage Control" in TDW Generic Patcher (not compatible with AST_SH5_v2)
Hi Fifi :sunny:
I could upload to you version of AST compatible with AI CDC.. if you want..
I now use this revised patch enabled..
^^^^THAT would be cool and useful! :yeah:
Thanks in advance :woot:
Macardigan
05-05-13, 05:38 AM
Yes, this is the only one left i have to try :up:
Just a little afraid of the boats speeds changes ingame with OH...:-?
Don't want to see merchants going 30knots as warships, and warships uncatchable :D
But i'm very interested by your idea, because i asked same thing about prop speed in hydro before your realease.
The "mod" just change a few merchant maximum speeds that appear in the table.
I have not changed any other value of any other vessel.
The fastest merchant you see from the table in the game will be the tanker Cimmaron and middleton. Approximately 18 knots.
grettings.
Ok :up:
Furthermore, the concept of calculating speeds by hearing sounds in hydrophone is very attractive!
Much more than calculating speeds on nav map imo...or asking the officer...
It will also bring REM mod to its best game necessity (the more you dive, the better you hear)
7thSeal
05-05-13, 07:19 AM
In your updated list you have sobers NO water drops V1 mod. Since you're using TDW_GenericPatcher you can use that to disable the water drops. Its located under the Render patches found in TDW_SH5_Patches.s5p. Helps cut down on the mod soup.
volodya61
05-05-13, 07:48 AM
@ Fifi
Here is edited and modified mod - http://www.mediafire.com/?2sjic182n9molv7
I have slightly increased torpedoes explosion power - were 60% of stock, I did 65% of stock.. just remove folder Library if you don't like this change..
In your updated list you have sobers NO water drops V1 mod. Since you're using TDW_GenericPatcher you can use that to disable the water drops. Its located under the Render patches found in TDW_SH5_Patches.s5p. Helps cut down on the mod soup.
Absolutely :up:
Here is edited and modified mod - http://www.mediafire.com/?2sjic182n9molv7
I have slightly increased torpedoes explosion power - were 60% of stock, I did 65% of stock.. just remove folder Library if you don't like this change..
You're awesome mate! :yeah:
Can't wait to try it! :rock:
I guess your little increase of torp power is to counterpart the good AI damages repair? :)...seems a good idea!
Absolutely :up:
You're awesome mate! :yeah:
Can't wait to try it! :rock:
I guess your little increase of torp power is to counterpart the good AI damages repair? :)...seems a good idea!
Hi Fifi!
To your mod list I should suggest 'Trevally Harbour & Kiel Canal Pilot v2.9' - very usefull to feel free and enjoy sightseeing while etering/leaving the harbour:yep:
This mod list need SteelViking's Bunker Fixes :ping: http://www.subsim.com/radioroom/showthread.php?t=183659
volodya61
05-05-13, 05:34 PM
I see this is a Tips thread :D
Can I also have any advice? :O:
:haha:
More seriously, i started this compilation a while ago from Sober's list, with my favourit mods only.
Of course there are plenty more i (we) could add to it...but usely i choose a mod i'm interested in, and test it in career. It takes some time to valid it in my list (even if sometimes i don't see any uncompatibility - thanks again to Volodya for pointing out some and sharing his experiences!) and when no issues and/or CTD or slow downs, i add it in right place :yep:
It's not easy because some talented modders as TDW are releasing mods new version very often :)
And sometime, have to wait to be back in bunker to activate new mod...don't want to start career everytime! (well some mods needs to)
Anyway, again, the first post list is running fantastic here, without any problems of all kind. It's the goal! My goal!
Back with the best sound mod around, Stormys DBSM :woot:
(with VLC as default player on my rig, because windows media player having issues with some files and giving random CTDs)
Added in first post:
-Stormys DBSM SH5 v1.3 Basemod
-Stormys DBSM SH5 v1.3 HOTFIX 3
-Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
-RPM Hydrophone merchants 2.0 -for OHII full v2.0- (english)
-_addon chart_RPM Hydrophone Merchants 2.0 -for OHII full v2.0-
-SkyBaron's Bold SFX for SH5 1.0
Last mod, had to edit sh file of SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 to add the 2 entries of SkyBaron, and delete his own sh file (to avoid decreased/missing sounds)
All is fine and smooth :yeah:
Here is edited and modified mod - http://www.mediafire.com/?2sjic182n9molv7
I have slightly increased torpedoes explosion power - were 60% of stock, I did 65% of stock.. just remove folder Library if you don't like this change..
Have to test more before adding, because i see strange things...
Torpedos seems to have way too much power, even without library folder :hmmm:
Sometimes boats are jumping at first hit, and/or brake instantaneously in many parts :doh:
My old style explosion seems to be affected too, because i see holywood fireworks back...
volodya61
05-06-13, 06:23 PM
Have to test more before adding, because i see strange things...
Torpedos seems to have way too much power, even without library folder :hmmm:
Sometimes boats are jumping at first hit, and/or brake instantaneously in many parts :doh:
My old style explosion seems to be affected too, because i see holywood fireworks back...
If you have removed folder Library then there is only zones.cfg.. I can't imagine how this file could cause such damage to your list :hmmm: :)
I agree, that's VERY strange :hmmm:
That's why i've to test more :)
If you have removed folder Library then there is only zones.cfg.. I can't imagine how this file could cause such damage to your list :hmmm: :)
Just figured out why! :woot:
For the tests, i didn't keep AST V2 in my list, and i replaced it by yours...so when i deleted the library folder, didn't have a zon file anymore :/\\!!
This time i've activated your mod (without library folder :)) just after original AST V2 and all is fine again, and with AI crew damage control enabled in patch :yeah:
Pffff :haha:
volodya61
05-07-13, 09:12 AM
Have to test more before adding, because i see strange things...
Torpedos seems to have way too much power, even without library folder :hmmm:
Sometimes boats are jumping at first hit, and/or brake instantaneously in many parts :doh:
My old style explosion seems to be affected too, because i see holywood fireworks back...
Just figured out why! :woot:
For the tests, i didn't keep AST V2 in my list, and i replaced it by yours...so when i deleted the library folder, didn't have a zon file anymore :/\\!!
This time i've activated your mod (without library folder :)) just after original AST V2 and all is fine again, and with AI crew damage control enabled in patch :yeah:
Pffff :haha:
Let me show you a couple of things in Pics language :)..
These are three pics with the torpedoes damage settings (stock/AST-original/my edition) -
http://s19.postimg.org/qtdg3nke7/torpedoes_zon_stock.jpg (http://postimg.org/image/qtdg3nke7/) / http://s19.postimg.org/s9oylsnb3/torpedoes_zon_AST.jpg (http://postimg.org/image/s9oylsnb3/) / http://s19.postimg.org/jspgavim7/torpedoes_zon_my.jpg (http://postimg.org/image/jspgavim7/)
Do you see any big difference between my and AST-original files?
These are two pics with the zones.cfg files (AST-original/my edition) -
http://s19.postimg.org/48i2kc8hr/zones_cfg_AST.jpg (http://postimg.org/image/48i2kc8hr/) / http://s19.postimg.org/pxlk1y03j/zones_cfg_my.jpg (http://postimg.org/image/pxlk1y03j/)
As you can see, whole difference in the lines - Critic Flotation.. these lines were edited as in zones.cfg of TDW's patcher which was made for better compatibility with the AI Crew Damage Control Patch..
Thats all :up:
^^^^Clear enough! :salute:
Corrected order in post 1 for Mighty Fine Crew Mod and MCCD in regard of Stormys DBSM sound mod :up:
Added the best background mod for SH5 main screen (historical video) and loading menu sound:
- Wordeees' Actual Footage Menu
It's an old mod, but fantastic :yeah:
http://img15.hostingpics.net/thumbs/mini_516829Wordeesmod.jpg (http://www.hostingpics.net/viewer.php?id=516829Wordeesmod.jpg)
Can be found here: http://www.subsim.com/radioroom/showthread.php?t=174491
But i think download link is dead...maybe i'll upload it on my mediafire later on if someone is interested.
EDIT: new link on my mediafire: http://www.mediafire.com/?396w45eeuube7nb
Macardigan
05-12-13, 07:16 AM
Corrected order in post 1 for Mighty Fine Crew Mod and MCCD in regard of Stormys DBSM sound mod :up:
Added the best background mod for SH5 main screen (historical video) and loading menu sound:
- Wordeees' Actual Footage Menu
It's an old mod, but fantastic :yeah:
http://img15.hostingpics.net/thumbs/mini_516829Wordeesmod.jpg (http://www.hostingpics.net/viewer.php?id=516829Wordeesmod.jpg)
Can be found here: http://www.subsim.com/radioroom/showthread.php?t=174491
But i think download link is dead...maybe i'll upload it on my mediafire later on if someone is interested.
EDIT: new link on my mediafire: http://www.mediafire.com/?396w45eeuube7nb
nice video background.
24flotilla mega mod has a similar background. Old school style.:)
Corrected order in post 1 for No Ship Reflections incl EFS 1.2 by ddrgn and i decided to update it for OHII v2.2 and compatible for RPM Hydrophone Merchants 2.0.
It's now called No Ship Reflections compatible RPM Hydrophone Merchants 2.0 and findable here:
http://www.mediafire.com/?c2m5afy18n1ix0n
Macardigan
05-14-13, 06:45 AM
I'm in the wrong thread, again xDDDDD
(deleted)
callagher27
05-18-13, 03:44 PM
Great job fifi :up:
Thanks :sunny:
Changed for NewUIs version 7.3...added in first post.
Added pictures of my Generic patcher in first post, with the patches i run without any issues.
If it can help :salute:
Bathrone
05-19-13, 04:03 AM
Nice Fifi
I found the independent engines control patches to be reliable and robust. The New UI does a nice looking dual shaft radio type button HUD thing too with it.
I helped Sober with an error on EUF mod configuration which you appear to be making too. Theres a 48mb patch:
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
What does the rad cap tools mod do?
And what does the SteelViking-HotSoup-WaterDrips mod do?
Thanks
What does the rad cap tools mod do?
And what does the SteelViking-HotSoup-WaterDrips mod do?
Thanks
Rad Cap tools allows to catch/turn certain items as RAOFB disc or even the NewUIs compass disc.
SteelViking-HotSoup-WaterDrips was a nice mod that Volodya made for me, to keep the water droplets leaking from tower stairs and cook meals smoke (both original old mods by - i don't remember who), compatible with SteelViking mod...
Bathrone
05-19-13, 05:47 AM
Nice, do you have a download link for the soup water drop mod please?
Here: http://www.mediafire.com/?x6cscyec2nlbd7b
I'll try to find the patch 1 you pointed to me too :salute:
Nice Fifi
I found the independent engines control patches to be reliable and robust. The New UI does a nice looking dual shaft radio type button HUD thing too with it.
I helped Sober with an error on EUF mod configuration which you appear to be making too. Theres a 48mb patch:
Corrected first post, and added to my list :up:
Changed for NewUIs version 7.4!
Macardigan
05-20-13, 08:25 AM
fifi, how to proceed to add my table to 7_4_0 tdw mod?
thanks, is that today I am very fine.:hmmm:
TheDarkWraith
05-20-13, 10:21 AM
fifi, how to proceed to add my table to 7_4_0 tdw mod?
It is very easy to do. Open up the file \data\UserCharts\UserChart_x.TDW with Notepad and follow the directions. You can either make your own UserChartx.TDW file or use an existing one. I would suggest making your own file though :up:
If you need help just ask.
Yes Macardigan, after opening data\UserCharts\UserChart_x.TDW, i just added:
; User Charts
; Category= the category where the chart will fall under (can be anything!) - if left blank will default to Default category
; Name= specifies the name to be shown in the charts listbox
; Filename= name of the DDS file of the chart (including .dds extension!) - user charts can ONLY be DDS files!
; Size= if you specify -1 then the DLL will get the size needed (width and/or height) from the image itself else you can specify custom size for the chart (image)
; Position= specifies the position on screen relative to upper left corner of game screen
; Draggable= valid values are 1 (yes) or 0 (no). If a 1 then you will be able to drag the chart anywhere on screen
; ToolTip= the tooltip displayed when the mouse is placed over the visible chart (image)
; max number of charts that can be defined is 20. Anything after 20 will be ignored!
; [ENDCHARTS] must be the last line in the file!
[Chart]
Category=
Name=Flags
Filename=FlagChart.dds
Size=-1,-1
Position=20,20
Draggable=1
ToolTip=Flag chart
[Chart]
Category=Shipping
Name=Shipping (colored)
Filename=SH5_Shipping_Chart_Colored.dds
Size=-1,-1
Position=10,10
Draggable=1
ToolTip=Colored shipping chart
[Chart]
Category=Shipping
Name=Shipping (non-colored)
Filename=SH5_Shipping_Chart.dds
Size=-1,-1
Position=10,10
Draggable=1
ToolTip=Non-colored shipping chart
[Chart]
Category=Speed conversions
Name=Knots in meters per minute
Filename=TabelleMin_English.dds
Size=-1,-1
Position=40,20
Draggable=1
ToolTip=conversion chart for knots in meters per minute
[Chart]
Category=Speed conversions
Name=Knots in kilometers per hour
Filename=TabelleStd_English.dds
Size=-1,-1
Position=60,20
Draggable=1
ToolTip=conversion chart for knots in kilometers per hour
[Chart]
Category=RPM hydrophone
Name=RPM hydrophone chart
Filename=SH5_RPM_hydrophone.dds ---> i renamed your dds file and copy/paste with others as above in data/UserCharts
Size=-1,-1
Position=10,10
Draggable=1
ToolTip=RPM hydrophone chart
[ENDCHARTS]
Easy to do and all explained in this post: http://www.subsim.com/radioroom/showpost.php?p=2059012&postcount=10003
kevinsue
05-22-13, 02:51 AM
Hello there, Just about to start a new mod install and have found this thread very helpful.
At the moment I am using silentmichals interior mod 1.2.1 installed after SteelViking's Interior Mod V1.2 and patch for the added ambiance. Is this OK or does it also break SteelVikings mod as the hot soup and water drips did?
If not, I wonder if some talented person would know how to script some of the crew to sit at the dining table at various times of the day for meals etc just to add a that little extra to the ambiance?
I was looking on the Historical Naval Ships Association website and found the translated "The Submarine Commanders Handbook" 1943 edition which was used by the U-boat commanders and makes for great reading.
It would be great to have this made into a book that could be accessed like the SOAN in TDW's u.i's to study while your waiting for that convoy:D
This is the link if anyone is interested. http://www.hnsa.org/doc/uboat/index.htm
volodya61
05-22-13, 03:54 AM
Welcome aboard :salute:
At the moment I am using silentmichals interior mod 1.2.1 installed after SteelViking's Interior Mod V1.2 and patch for the added ambiance. Is this OK or does it also break SteelVikings mod as the hot soup and water drips did?
It's OK.. just let it overwrite SteelViking's files :up:
If not, I wonder if some talented person would know how to script some of the crew to sit at the dining table at various times of the day for meals etc just to add a that little extra to the ambiance?
Not possible at the moment.. SH5 animation :nope:
Macardigan
05-22-13, 11:01 AM
It is very easy to do. Open up the file \data\UserCharts\UserChart_x.TDW with Notepad and follow the directions. You can either make your own UserChartx.TDW file or use an existing one. I would suggest making your own file though :up:
If you need help just ask.
(google translation)
my apologies, thedarkwraith. Thanks and congratulations for this improvement. I should ask to you first. Per usual I ask fifi.:O:
:yeah:
Macardigan
05-22-13, 11:30 AM
fifi.
roger that :salute:
I now understand how it works.:rock:
Cool Mac! :up:
Added and updated first post list with New Torpedoes Explosion - FX Update add-on :sunny:
Added Small_trees_SH5_V1 + sobers more trees SH5 + Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith :sunny:
List is running great on fresh install + latest generic patcher :up:
THE_MASK
05-24-13, 12:09 AM
What about the Memel terrain fix mod :timeout:
You don't have any problem with orbit listener enable in TDW patcher (your first screen), the objective bar that doesn't change is fix now ?
What about the Memel terrain fix mod :timeout:
Sure :up:
Just back from sea, didn't see your fixes...
You don't have any problem with orbit listener enable in TDW patcher (your first screen), the objective bar that doesn't change is fix now ?
No problem so far, but just the first one activated.
Added Scapa Terrain fix V4 for OH2 V2.2 and Memel Terrain fix for OH2 V2.2.
Thanks to Sober :salute:
You no longer uses obelix map?
to a problem or you just do not want it?:06:
You no longer uses obelix map?
to a problem or you just do not want it?:06:
Well, both...
Too many mods can kill mods :yep: and noticed some trouble shooting ingame with all the NewUIs stuff (7 of them already) + strategic map and its options activated on top of all that...(micro freezing etc)
I think it was too heavy (anyway for my computer) to handle all that fluently.
Furthermore, i experienced some few random CTDs using the interface as it was, so since i made it "lighter", all is fine again :yep:
Don't get me wrong, i loved Obelix strategic map, it's a nice mod :up:
But about 76 mods is enough imo :haha:
The minelayer gryf still have reflection even with your mod, look like your forguet it
You no longer uses obelix map?
to a problem or you just do not want it?:06:
...I think it was too heavy (anyway for my computer) to handle all that fluently.
Furthermore, i experienced some few random CTDs using the interface as it was, so since i made it "lighter", all is fine again :yep:
That's weird. I have just checked Illyustrator's mod, and his raw maps are exactly the same (huge) size as stock ones. Whererever your problems came from, I don't think they were related with the MQK mod :yep:
The minelayer gryf still have reflection even with your mod, look like your forguet it
Okay, this happens because I tweak a bit the sim file of the Rocket/Gryff unit (had to add a few new gun_turret controllers and to change some Id's), and I used a base the stock file. Here is a quick fix to it:
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch (http://www.mediafire.com/?9ep6c50rwab010o)
Enable it after OHII v2.2 main mod
thank you
I'll refine my list hoping that I will not make too many mistakes.:hmm2:
- Added latest NewUIs_TDC_7_4_2_ByTheDarkWraith + add-on mods
- changed for latest Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013
:salute:
Changed for RPM Hydrophone merchants 2.1 -for OHII full v2.2- (english) + Fifi_NoReflections_compatible_RPM_Hydrophone_Merch ants_2.1 :up:
Macardigan
05-30-13, 05:05 PM
Changed for RPM Hydrophone merchants 2.1 -for OHII full v2.2- (english) + Fifi_NoReflections_compatible_RPM_Hydrophone_Merch ants_2.1 :up:
UPDATE:
remove word: (english)
reuploaded 2.1 with fixes in french tables.
sorry :O:
divingbluefrog
06-01-13, 09:38 AM
I'm giving my mod list the final touch, and dispite all my efforts there is only one mod that I can't find :
FX Update torpedoes (modified for torpedoes patches).
Any hint welcomed :)
volodya61
06-01-13, 09:50 AM
I'm giving my mod list the final touch, and dispite all my efforts there is only one mod that I can't find :
FX Update torpedoes (modified for torpedoes patches).
Any hint welcomed :)
All these fixes are now in the Generic Patcher's archive :up:
All these fixes are now in the Generic Patcher's archive :up:
Yes! ---> i've kept Volodya's file, that's why the name slightly differt :yep:
volodya61
06-01-13, 04:20 PM
Yes! ---> i've kept Volodya's file, that's why the name slightly differt :yep:
:o
There are my files in the Patcher's archive.. why is your file name different?
:hmmm: don't know...don't recall i changed it...
volodya61
06-01-13, 04:34 PM
:hmmm: don't know...don't recall i changed it...
:03: maybe you was drunk :O:
Probably, as usual! :rotfl2:
Probably, as usual! :rotfl2:
http://www.jokeweb.net/wp-content/uploads/2012/09/funny-image-1853.jpg
Changed for Sobers Terrain fix for OH2 V2.2 instead of the 2 mods Memel and Scapa fix.
Changed for NewUIs v7.5.0
Bathrone
06-02-13, 04:21 AM
Hello there my french friend
So your doing the same the same as Sober with the fuel gauge fix
Would you please consider also adding the clock fix for the rear torp room that fix is in the same link discussion thread as the fuel gauge fix that Sober links too
Im using on your suggestion the diesel sub smoke mod and I like it thanks for that
Also started using the fixed water drops and steaming soup mod nice :yeah:
And oh, I cant resist but the French are the best cooks in the world :up: Bernaise Sauce, Lobster Thermidor, Foie Gras, Camembert Cheese, Mother Sauces....Mmmmm
^^^^ Done :up:
Added Fix clock rear torpedo room VIIA in first post.
divingbluefrog
06-03-13, 02:07 AM
As we are on the request mode for missing mod in your list, may I ask you to mention Real_Battery_Lifetime_Fix_Mod_V_1.0.
People seem not really aware that they are running with subs that are roughly cut off a 40% submerged range.
Merci d'avance.
As we are on the request mode for missing mod in your list, may I ask you to mention Real_Battery_Lifetime_Fix_Mod_V_1.0.
People seem not really aware that they are running with subs that are roughly cut off a 40% submerged range.
Merci d'avance.
Yeah, but from the author:
Note : this mod is actually compatible with the 7_4_0 and 7_4_1 version of News_UI.
I'm using 7_5_0 v5 test, and not sure if compatible or how to make it compatible with all my mods (low modding skill still :D)
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