View Full Version : [REL] NewInteriors V2.0...
pathealey2
02-15-14, 11:34 PM
FM interiors won't load on my XP 32 bit system as one folder in JSGME.
FM interiors always loads if you create 2 folders in jSGME and split the amount of data in NSS_7 files between them. IE..instead of one 496 mb folder - 2 folders of 250 mbs. Did not use 4 gb patch either.
Thanks to all the modders out there!
ohmygollygosh
02-16-14, 08:26 AM
FM interiors won't load on my XP 32 bit system as one folder in JSGME.
FM interiors always loads if you create 2 folders in jSGME and split the amount of data in NSS_7 files between them. IE..instead of one 496 mb folder - 2 folders of 250 mbs. Did not use 4 gb patch either.
Thanks to all the modders out there!
I find that rather interesting. May I ask how much installed RAM your machine has?
pathealey2
02-16-14, 05:19 PM
4 gigs memory - nothing extraordinary - just 32 bit xp.
With my old pc,1 or 2 (can not remember)gb of ram,XP 32bit, never had a problem running fm V1.
With my new pc,6gb win 7 32bit, I can not run fm interiors,any version and as a single mod.
But,how is the division in 2 folders? Just divide x folder and files to one and the rest to the second?
ohmygollygosh
02-19-14, 03:03 PM
With my old pc,1 or 2 (can not remember)gb of ram,XP 32bit, never had a problem running fm V1.
With my new pc,6gb win 7 32bit, I can not run fm interiors,any version and as a single mod.
But,how is the division in 2 folders? Just divide x folder and files to one and the rest to the second?
As you said "run fm interiors". It sounds like to me that you have managed to install the mod with JSGME but can't run it. Which isn't quite the same thing as Pathealey2 cunning trick to get his JSGME install deal with a big mod on his machine.
Have you tried using the 4 Gig patch ( sometimes called the 3 Gig patch) in conjunction with the bcedit command? If you have not then your game is still only accessing 2 gb of your available ram.
If you have not. May I suggest you have a look at page 16 in the LSH3_V5.1_Installation_EN.pdf found on the Living Silent Hunter Website.
http://www.lsh3.com/dl/v5/LSH3_V5.1_Installation_EN.pdf
It's a superb guide even if you don't actually use Living Silent Hunter. The only omission in the guide I would add is the method to turn off the switch if you have some problems with other applications.
To disable the 3GB switch:
1) Right-click on the Command Prompt in the Accessories program group of the Start menu
2) Click Run as Administrator.
3) At the command prompt, enter:
bcdedit /deletevalue IncreaseUserVa
4) Restart the computer
Also the suggested settings in the guide are to get LSH5 working perfectly. If you really want to max out your mods with say fm interiors and a big chunk of the iambecomelife merchant fleet mod for example. You could try
bcdedit /set IncreaseUserVa 3072
I'm using that setting on my Win7 32bit machine at the moment.
I hope I have not got the wrong end of the stick and totally misunderstood your post. Your situation with XP running fm interiors and Win 7 not. Doesn't make a lot of sense to me.
pathealey2
02-22-14, 04:32 PM
I made duplicate file for FM interiors folder - then i split the NSS_uboat7 file into 2 parts ( as it is the largest component of mod) and placed in duplicate file. Just keep file structure same C:\Program Files\Ubisoft\SilentHunterIII\MODS\FM_interiors pt2\data\Interior\NSS_Uboat7.
I hope it works for you.
One must find the good in any situation- especially XP.
I hope I have not got the wrong end of the stick and totally misunderstood your post. Your situation with XP running fm interiors and Win 7 not. Doesn't make a lot of sense to me.
No you did not and and join the club, I also can't understand why this happens. I have the 4gb patch enable.
I will try to see if pathealey2 method can fix this or not.
Thank you!
looks great! i will use this for sure!
Correct me if I am wrong, but is there a mod similar to this for the Type II?
Thanks!
Yes , there is such a mod.
This work is outstanding and gorgeous....I'm really impressed. This is a MUST have. Bravo et merci infiniment to share your beautiful work with us. Thankx very, very much...
PS: I should not imagine that, SHIII, today impressed me at this point. All I can say is that my system run like a charm with SHIII GWX:
Antec P193, Seasonic M12D, QuadCore i7_960@3316 MHz, Cooler Master V8, eVGA X58 SLI MICRO, Barracuda 7200.10 SATA 3.0Gb/s 3 TO (x2), 12Go DDRIII-1333, eVGA GeForce GTX 680 Classified (4096 Mo DDR5 VRAM), Iiyama ProLite E2607WS [26" LCD], Windows Seven x64, Logitech G9 Laser Mouse, Logitech G19s Keyboard, Logitech G13 Advanced gameboard, Logitech Flight System G940, Logitech G35 Surround Sound Headset, Creative Labs 5.1 Inspire T6100, NaturalPoint TrackIR 5.
Edit: Finally, I notice that the mod is not totally compatible with others interior mods like aces super turms, coning tover, damo's light and open hatch. So i'm going to seek here and here if I could find more recent informations...
fitzcarraldo
03-25-14, 06:11 PM
Edit: Finally, I notice that the mod is not totally compatible with others interior mods like aces super turms, coning tover, damo's light and open hatch. So i'm going to seek here and here if I could find more recent informations...
...but Aces Super Turms and the other mods are totally compatible with CCom full interiors. Not so detailed as NewInteriors v2, but a nice choice if you can´t live without the Aces mods.
Regards.
Fitzcarraldo :salute:
...but Aces Super Turms and the other mods are totally compatible with CCom full interiors. Not so detailed as NewInteriors v2, but a nice choice if you can´t live without the Aces mods.
Regards.
Fitzcarraldo :salute:
Ahoy Fitz,
Glad to see you after all this time! Thank you for your reply, but as you can imagine I have not wasted my time tonight. In fact, I found another way to add new compartments in my typ 7, compatible with the necessary Aces's modifications , of course. And since the configuration of my system allows it, I was looking forward to push silent hunter 3 in these rentranchements to see what happens.
However, out of curiosity, I wanted to enjoy the Flam's work on my system...What emotion...To see these guys sleep in their bunks...It touched me deeply...I felt, well they slept, they were alive. It was very touching.
So, I had to start everything from the beginning, and I had read long, wide and across pages and pages of the forum to find a consensus. And I must say, you helped me a lot there. I read everything on the Flakmonkey's topic mod; three, four, five times, could not remember (there are some pages indeed), the topic "New compartments", talking, among other things, the mod ccom. I have read and reread, although recess, tons of information issued by Aces on his page about Super Turms and everything that revolves around it. It's simple, as you see me, I did not sleep that night. I had to sleep three hours since noon. But the result was worth it, I confirm this !
Moreover, in this regard, I would like to thank everyone of the subsim forumers without which this game would have left long forgotten. Thanks to Neal to make Subsim possible. How much time have gone by since Fighting Steel ! Thanks to Jaesen Jones, TheDarkWraith, Brett25, Flakmonkey, Thomsen, Raptor, Venatore, Aces, JcWolf, Rubini, Carotio, OLC, Fubar, Desertstriker, Makman, GWX team, Plissken and you, Fitzcarraldo, and all others I may have forgotten. Thanks to all of of you to make Silent hunter III, always today a great submarine simulator.
I will create a new topic with a modifications list that I have mixed together. ;)
Nukesub
03-28-14, 11:23 AM
Hello,
Before I say anything else I just wanted to take a moment to thank you for making this incredible mod! It absolutely adds value to my SH3 experience :)
I have just a question or two. Firslty, using v1.0, whenever I click on the Engine Room area (the spot in the command room that should take you to the engine room) the camera instead seems to disconnect from wherever it is pointing at that time and floats up to the top of the sub.
Also, when I am on the bridge the camera seems to be disconnected by default. It will stay with the bridge as the Uboat moves, but if I move the arrow keys it moves away instead of staying in place and moving the 'view direction' around as it does without the mod.
Perhaps this is intended and I cannot read? ><
Either way, if anyone could weigh in on this behavior it would be much appreciated. For reference I have GWX 3 Gold and SH3Commander.
Thank you in advance!
CptCrunch
03-29-14, 06:48 PM
Hi,
I have installed this mod. I'm already running GWX Gold. I'm in port, sailing a type IXB. I can't get the mod to work. Is it OK with GWX? Is it specifically for a type VII or will it work with all the installed u-boats? Do I have to start a new career to get it to work? Somewhat perplexed :k_confused
Thanks for any help with this:-)
Krunch
diesel97
03-29-14, 08:35 PM
Just for type 7 - install with jgsme, start a new career and you're good to go.
ParaHandy
04-14-14, 10:04 AM
I'm running SH3 + GWX and Commander. Other than half a dozen GWX mods, I'm only using the debris and lifeboats. I've installed this, but it doesn't seem to be working.
Am I right in thinking that I should press SHIFT+F2 to enter free cam, and I should then be able to move along the length of the boat into other compartments? When I try and move beyond the control room or the radio room I get the "Camera out of sectors" message.
BigWalleye
04-14-14, 01:24 PM
I'm running SH3 + GWX and Commander. Other than half a dozen GWX mods, I'm only using the debris and lifeboats. I've installed this, but it doesn't seem to be working.
Am I right in thinking that I should press SHIFT+F2 to enter free cam, and I should then be able to move along the length of the boat into other compartments? When I try and move beyond the control room or the radio room I get the "Camera out of sectors" message.
When you activate your mods, does JSGME warn that any New Intdriors files are being overwritten?
ParaHandy
04-14-14, 03:11 PM
I think maybe the torpedo damage 2.0 mod I installed done so. I've uninstalled all other mods and I'm going to start a new career and see if it works.
In theory, that's how it should work tho right? Shift+F2 to go thru to the other compartments? I've looked for the PDF flakmonkey describes in the OP but it isn't in the file (downloaded from here) and his link is dead, long ago I'd imagine.
ETA - Actually, I hadn't installed it. I'd kinda messed up with where I'd put my JSGME folder. I subsequently installed it but all I can see are the crew members bathed in red light. Everything else is just blackness....
I think perhaps my old laptop met it's match. Gutted, it looks absolutely spectacular. Cheers for the help anyway BigW.:Kaleun_Salute:
flakmonkey
04-18-14, 03:31 AM
I subsequently installed it but all I can see are the crew members bathed in red light. Everything else is just blackness....
Strangely that sounds like a bug i used to get, possibly related to the games software antialiasing/bloom, all the static meshes would vanish leaving just the crew visible.
Try hitting shift+pgdn a few times to turn off the aa/bloom effect and see if everything reappears.
SnipersHunter
04-23-14, 06:27 AM
Hey flakmonkey are u still working on your interrior? If it is so how is your work on the aft torpedoroom going?
makman94
04-23-14, 07:31 AM
.... how is your work on the aft torpedoroom going?
i would have asked the same thing Flakmonkey .
you work on the front torpedoes room was so rocking that getting the full interior by you will be just excellent !
ps: if you are still on that , please make one more version without all these static crew figures
all the best
flakmonkey
04-24-14, 01:48 AM
Honestly haven't done much work lately on the aft room. Quite bit of the equipment has been modelled, it's just getting round to putting stuff in the right place/texturing and getting it into game. I'll get there eventually:)
Personally, I like the static crew better than no crew. It feels kinda lonely walking around a empty boat.
SnipersHunter
04-24-14, 02:18 PM
Personally, I like the static crew better than no crew. It feels kinda lonely walking around a empty boat.
Yeah in Uboat HAHD there were a animated crew playing cards in the bunks , but Hans stopped working on that. But personally your right better static than nothing.
fitzcarraldo
04-24-14, 06:44 PM
let me know if you guys have any major problems with the mod. So far its only been tested on my pc, so i expect a few problems might pop up.
+ technically the aft room is in there (in the version with crew anyway) its just empty so far:up:
The problem I have is with Aces Super Turms, and Aces didn´t make a compatibility fix with his Super Turms.
If you could do a compatibility fix with Aces Super Turms, it would be great!
Many thanks for the great mod.
Fitzcarraldo :salute:
SnipersHunter
04-25-14, 04:35 AM
The problem I have is with Aces Super Turms, and Aces didn´t make a compatibility fix with his Super Turms.
If you could do a compatibility fix with Aces Super Turms, it would be great!
Many thanks for the great mod.
Fitzcarraldo :salute:
Yes that would be aweosme!:subsim:
1st Capitan Melechin
04-27-14, 12:10 PM
You're great Flakmonkey!!! Thank tou, sir!:salute::salute::salute:
1st Capitan Melechin
04-28-14, 01:58 PM
Ok, guys, sorry.
Great mod, it's true, but... IT'S DOESENT WORK! But maybe I've made some mistakes... :hmmm: Please help me!!!
I press SHIFT+H but hatches don't open.
I'm a goat, sorry... Someone want to help me with this beautiful mod???
Best regards and thank you, SubSim community:salute::salute::salute:
flakmonkey
04-28-14, 02:17 PM
Ok, guys, sorry.
Great mod, it's true, but... IT'S DOESENT WORK! But maybe I've made some mistakes... :hmmm: Please help me!!!
I press SHIFT+H but hatches don't open.
I'm a goat, sorry... Someone want to help me with this beautiful mod???
Best regards and thank you, SubSim community:salute::salute::salute:
Sorry to hear that, lets try and get things working for you...
First off, this mod only works for a type viib or viic boat, just in case youre using it with anything else.
Second, has the mod enabled properly, you should see a new bench type seat and a helmsman in the control room if everything has loaded properly.
Third, if i remember right the shift+h command was tied to the weapons officer, so will only work if he is in place.
Let me know if any of those help:salute:
BigWalleye
04-28-14, 04:56 PM
Sorry to hear that, lets try and get things working for you...
First off, this mod only works for a type viib or viic boat, just in case youre using it with anything else.
Second, has the mod enabled properly, you should see a new bench type seat and a helmsman in the control room if everything has loaded properly.
Third, if i remember right the shift+h command was tied to the weapons officer, so will only work if he is in place.
Let me know if any of those help:salute:
That third one got me! I beat my head against a wall trying to make the hatch opening work, then caught on that the Weps has to be on station. Of course, I usually check mods in one of the school boats, and the school boats ALWAYS have the Weps in his bunk. Wake him up, and everything works.
And, hey, FM. Your mod is killer! And so many nice atmospheric detail touches! A real work of art!
1st Capitan Melechin
04-29-14, 08:25 AM
I don't know how, but I managed to make it work!:06:
You're a genius, FlakMonkey... have you used Maya3d?
Thanks for that, it's the best mod ever, since I had SH3, an engine room and interiors were my dreams!:subsim:
Thank you, Sir!:salute:
P.s.: Sorry for grammatical mistakes, I'm not english!:haha:
SnipersHunter
04-30-14, 09:52 AM
If you could do a compatibility fix with Aces Super Turms, it would be great!
Fitzcarraldo :salute:
Would that be much work?
Iron Budokan
05-01-14, 12:41 PM
Excellent work, FlakMonkey, thank you. :salute:
Hawk U-375
05-16-14, 02:12 PM
Third, if i remember right the shift+h command was tied to the weapons officer, so will only work if he is in place.
I Forgot about that!!!!!!!!! :/\\!! :/\\!!:haha:
:up::yeah:
Darojax
06-20-14, 01:51 PM
Mr FlakMonkey, as I am sure you have heard a thousand times already: Fantastic work!
Anyone able to tell me how to remove the "damo`s atmospheric interior lighting" effect? For me it is way too gloomy and dark, I just got off watching the 3 hour version of Das Boot, and I must say I think the vanilla level of lighting is much better. Maybe there is an easy way to modify the mod to remove the gloomy lights? Thankful for any kind of assistance!
regards
Fred
U-45 VIIB
06-26-14, 09:07 PM
I'm new to the forum but I am a long time battle of the Atlantic enthusiast and have been playing the stock silent hunter 3 game for awhile now, I just recently downloaded and installed gwx gold and had no problems at all. So I was looking for other mods to make sh3 a bit more realistic and I came across this what appears to be a nice mod. I Downloaded the flies and unzipped them and placed them in the mod folder and then activated it using jsgme and i made sure that my boat was at home port using a VIIB . Nothing's different at all, it's like I never installed it. I'm pretty sure I unzipped the files correctly because I can view each of there content which I was not able to do before I unzipped. I also tried putting it on top of the mod list but sill noting. Any ideas on what I'm doing wrong?
Aktungbby
06-26-14, 10:32 PM
U-45 VIIB:Kaleun_Salute:
Jimbuna
06-27-14, 04:56 AM
Welcome to SubSim U-45 VIIB :sunny:
Are you receiving any reports of a conflict?
If not, try enabling the mod last but it would also be helpful if you could list the mods you have already enabled.
Anvar1061
06-27-14, 07:27 AM
I Downloaded the flies and unzipped them and placed them in the mod folder and then activated it using jsgme and i made sure that my boat was at home port using a VIIB . Nothing's different at all, it's like I never installed it. I'm pretty sure I unzipped the files correctly because I can view each of there content which I was not able to do before I unzipped. I also tried putting it on top of the mod list but sill noting. Any ideas on what I'm doing wrong?
SSS
Exclude the name FM_NewInterior v2.1D X 2 times
http://sd.uploads.ru/t/MgCnB.jpg
U-45 VIIB
06-27-14, 07:29 PM
SSS
Exclude the name FM_NewInterior v2.1D X 2 times
http://sd.uploads.ru/t/MgCnB.jpg
My flies look the same as that, what do you mean by "exclude" the name FM_NewInterior v2.1D X 2 times??
U-45 VIIB
06-27-14, 07:36 PM
Welcome to SubSim U-45 VIIB :sunny:
Are you receiving any reports of a conflict?
If not, try enabling the mod last but it would also be helpful if you could list the mods you have already enabled.
Hears a list of my current mod set up
Interior mod
GWX-VIIC41 player sub
GWX-16km atmosphere
GWX-enhanced Damage Effects
GWX-Integrated Orders
GWX-Late War Sensors snorkel Antennas
GWX-Main movie- 'Das Boot'
And no I'm not getting any conflict reports. I appreciate any help.
fitzcarraldo
06-27-14, 09:19 PM
Welcome aboard!
For me you could have problems with Integrated orders and VIIC/41 mods with NewInteriors.
Regards.
Fitzcarraldo :salute:
Anvar1061
06-27-14, 10:31 PM
My flies look the same as that, what do you mean by "exclude" the name FM_NewInterior v2.1D X 2 times??
SSS
Correctly
http://sd.uploads.ru/t/MgCnB.jpg
Not correctly
http://sd.uploads.ru/t/JvBs3.jpg
U-45 VIIB
06-27-14, 10:57 PM
Welcome to SubSim U-45 VIIB :sunny:
Are you receiving any reports of a conflict?
If not, try enabling the mod last but it would also be helpful if you could list the mods you have already enabled.
SSS
Correctly
http://sd.uploads.ru/t/MgCnB.jpg
Not correctly
http://sd.uploads.ru/t/JvBs3.jpg
Oh gotcha, we'll I'm pretty sure mines correct thank you for your help
U-45 VIIB
06-27-14, 10:58 PM
Welcome aboard!
For me you could have problems with Integrated orders and VIIC/41 mods with NewInteriors.
Regards.
Fitzcarraldo :salute:
I'll diffidently give it a shot thanks a lot
Hi all
Ouch, wonderful. It's very a GREAT job, Flakmonkey.
Thanks you very much for this.
Kaleu. Jochen Mohr
07-13-14, 11:06 AM
Hello,
Any chance to upload it on another place?
When I click the download link it asks me to enter a captcha but the image is blank, so I can't download it.
Much appreciated and thanks in advance. :)
Plissken_04
07-14-14, 09:25 AM
Hello,
Any chance to upload it on another place?
When I click the download link it asks me to enter a captcha but the image is blank, so I can't download it.
Much appreciated and thanks in advance. :)
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/FLAKMONKEY/
Username & Password in my Signature!!!
So Long
Maik
Kaleu. Jochen Mohr
07-14-14, 01:47 PM
Thanks Plisken, much appreciated! :yeah:
doschi1990
09-28-14, 05:47 AM
Hey FM.
Thank you for this great mod. I am so happy with this.:yeah:
But whats going on with your aft Torpedoroom?
Can you tel us how long we must wait for this?
Nice greatings.
BigWalleye
09-28-14, 07:18 AM
Hey FM.
Thank you for this great mod. I am so happy with this.:yeah:
But whats going on with your aft Torpedoroom?
Can you tel us how long we must wait for this?
Nice greatings.
FM has indicated that there is a certain amount of work already done. I'm sure he would appreciate your offer to help.
Dronston
09-28-14, 09:42 AM
TBH, I don't think he will finish it? He probably would have done it already by now.
Dronston
09-28-14, 10:13 AM
FM has indicated that there is a certain amount of work already done. I'm sure he would appreciate your offer to help.
Oh he is still working on it? Great! Forget I said anything :salute:
WilhelmSchulz.
09-28-14, 09:41 PM
All im getting is the Contol room. :-?
Dronston
09-29-14, 09:49 AM
Edit about text below, I didn't p[lay for a few months and totally forgot the weapons officer has to be on his post for the command to work...doh, all the details...
For some reason I can no longer open the hatch doors with shift+h, anyone know why? It worked before.
In my Commands_en.cfg I have put (after installing Conus' widescreen mod):
[Cmd300]
Name=Weapons_officer
Ctxt=1
Key0=0x48,Cs,"Shift+H"
GoBack=Weapons_officer_view
and my mod list is:
GWX3.0 Additional_Ammo
GWX3.0 All_Weather_Guns
Waterstream+Exhaust Combi V2.3 for GWX3
M.E.P v4.2
Merchant_Fleet_Mod_3.2
Type VII Black-White-Grey MK1
Update M.E.P v4.2 to v4.3
Hafenkontur_ScapaFlow
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Sh3_volumetric_clouds&fog_V2.2
GWX_Combined_Skin_Pack
Optional - FSF for MEP v4.2
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
Undersea_Mod_Reworked
Conus' SH3GWXWS(widescreen) 2.3
GWX Large Compass(for widescreen mod)
BigWalleye
09-29-14, 10:17 AM
For some reason I can no longer open the hatch doors with shift+h, anyone know why? It worked before.
In my Commands_en.cfg I have put (after installing Conus' widescreen mod):
[Cmd300]
Name=Weapons_officer
Ctxt=1
Key0=0x48,Cs,"Shift+H"
GoBack=Weapons_officer_view
and my mod list is:
GWX3.0 Additional_Ammo
GWX3.0 All_Weather_Guns
Waterstream+Exhaust Combi V2.3 for GWX3
M.E.P v4.2
Merchant_Fleet_Mod_3.2
Type VII Black-White-Grey MK1
Update M.E.P v4.2 to v4.3
Hafenkontur_ScapaFlow
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Sh3_volumetric_clouds&fog_V2.2
GWX_Combined_Skin_Pack
Optional - FSF for MEP v4.2
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
Undersea_Mod_Reworked
Conus' SH3GWXWS(widescreen) 2.3
GWX Large Compass(for widescreen mod)
It's a four-step process:
1) Move an officer into the Weapons Officer slot on the Crew Status screen.
2) Go back to the Command Room and press SHIFT-; .
3) Watch the hatch open.
4) Be glad there is no one watching as you sit there feeling lame. :D I always do. Once spent an hour trying to get the #@%*(&$%# thing to work!
It doesn't help that I use the school missions for testing and these always start with the WE position unoccupied.
Dronston
09-29-14, 10:19 AM
Lol just as you post this I edited my post above that my weapons officer was not in place, totally forgot about that...it works now.
stevee620
11-11-14, 07:57 PM
Hi everyone,
I've just installed FMs new interiors after watching a vid on youtube so i had to have them. I notice on the vid though, that in the diesel engine room, the pistons are moving, mine don't. I'm quite new to this game so i don't really know what i need to get them to move. Any ideas anyone? Also my gramophone no longer plays, is this normal for this mod?
Thanks,
Stephen.
stevee620
11-11-14, 09:28 PM
Tried to remove this post, realized that the engines weren't moving because i was submerged and using the batteries lol. :oops: And now the gramophone is working too...
What a fantastic mod it is too..... Well done flak monkey!!
jbruns29
11-12-14, 12:24 AM
This MOD is beyond impressive! Where did these detailed interiors come from? How was the engine animated?
stevee620
11-12-14, 06:21 PM
One thing that i've noticed since adding the mod, my sub , the IIA, where the interior isn't modified, i have a constant ticking noise, even when the chronometer is not running, is this normal?
IIRC that is the ticking of the clock.
stevee620
11-12-14, 07:36 PM
Hi HW,
Yes, it is, i just found it a bit annoying, and i hadn't noticed it before the mod, so i just modified the clock wav file to zero sound and got rid of it.
pedalboat
11-29-14, 04:27 PM
Nice Type VII interior, but the lighting (especially when night comes) gives me a headache. I'd be better off with the original SH3 lighting.
Jimbuna
11-30-14, 08:17 AM
Welcome to SubSim pedalboat :sunny:
pedalboat
11-30-14, 10:49 AM
Thanks for the welcome, Jimbuna.
I've been Silent Hunting for years and I just decided to become part of the crew and share with you the northeast breeze that is now blowing in Cape Ortegal, which by the way is only a few kmts from where I live.
This cape apart from submarine warfare also brings memories from Leslie Howard when the DC-3 he was flying as a passenger was shot down in June 1943 not far from here....
Alarm!!
ReallyDedPoet
11-30-14, 02:36 PM
Welcome to SUBSIM :-)
makman94
11-30-14, 03:15 PM
Nice Type VII interior, but the lighting (especially when night comes) gives me a headache. I'd be better off with the original SH3 lighting.
hello Pedalboat,
you can edit it and make it as you like
you will need a tool called s3d ( http://s3d.skwas.com/ )and then open the .dat files and edit the AmbientLight node as you wish (copy there the stock-original light values)
pedalboat
12-01-14, 06:16 PM
Thanks Makman94.
Downloaded the tool and changed the RGB values accordingly.
That was easy as pie. I'm really surprised.
Awesome!
peterthegreeksailor
12-28-14, 07:37 PM
Hey guys, a question. Do we have any updates on AFT torpedo room???
Thanks :|\\
flakmonkey
01-07-15, 02:17 PM
Hey guys, a question. Do we have any updates on AFT torpedo room???
Thanks :|\\
To be honest, no. I made a few bits of equipment about a year ago and haven't really touched it since. Sadly most of my gaming time is spent on ps4 and xb1 now, haven't played a proper game in ages.
It didn't help that my sh3 install glitched. Leaving me unable to save my patrol if I'd sunk anything :(
Fubar2Niner
01-07-15, 02:45 PM
Sadly ???..... What ya mean 'Sadly'......... Pull yourself together man, get back on that PC and beat the crap out of it, teach it who is boss! We miss you FM. :salute:
Best regards.
Fubar2Niner
sik1977
02-18-15, 04:27 PM
Amazing interiors. I tried it on the VIIB/C, and its really great work. Reminds me of the Das Boot interiors.
But, right now I am on a Type IX career, so any such interior mods for IXs out there?
Thanks.
Darojax
02-21-15, 10:59 AM
Huge thanks for this, truly amazing work! Beautiful.
Schmonzo
02-26-15, 05:56 AM
hey,
I installed this with NYGM and am loving it, the only problem is that the hatches won't open, eventhough the shift+h command is in the commands_de.cfg. Can anyone help and tell me what file I have to edit?
(I can go through the wall next to the hatches with free camera)
Generic Mod Enabler - v2.6.0.157
[D:\G\Sim\Silent Hunter 3\MODS]
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Harbor Traffic Add-In
NYGM_HiRes_Submarines_3_6F
IABLShipsforNYGM_New_Thomsen
FM_NewInterior v2.1D
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
btw. putting FM_NewInterior v2.1D behind Ahnenerbe in the loadorder messes with my periscope view, so that is not an option.
Dronston
02-26-15, 05:59 AM
Make sure the weapons officer is on his post, otherwise the command don't work, well with GWX anyway. A mistake I make every time I didn't play the game for a while.
Schmonzo
02-26-15, 06:55 AM
Make sure the weapons officer is on his post, otherwise the command don't work, well with GWX anyway. A mistake I make every time I didn't play the game for a while.
Yay! That was the problem, thanks!
Metalogic
03-06-15, 03:24 AM
Wow! This is great.
I think I have this working with just this installed (in this order) on Win 8.1 64 bit (I have 16Gb RAM):
1.6b Unofficial Patch inc. 4GB fix
The with JSGME:
Accurate German Flags
FM_NewInterior v2.1D
Ahnenerbe WideGui 1920 x 1080 Final
This should be okay, right? Just aiming for a nicer "stock" experience for now
Everything seems to work as far as I can tell
Is it possible to make this mod work together with MaGui F?
I did try using the fix that comes along with MaGui but no avail - it still CTDs when I try to start a career mission. Naval academy missions load OK.
My modlist:
M.E.P v5
M.E.P v5- VisualSensors for GWX3
TMT v2 with EFS (GWX3 version)
GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
FM_NewInterior v2.1D
MaGui F
FM_NI_Fix_for_MaGui F
German Images for MaGui F
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
Using GWX3 obviously.
I also tried putting in DD_OH_V3.09_20091209162038 before FM_NewInterior v2.1D since in was mentioned in readme of MaGui fix. The same readme also mentions FM_NewInterior_V1.0 Could this be the problem? If so, is there a fix for the 2.1D version?
j4ckkn1fe
04-11-15, 07:12 PM
Is it possible to make this mod work together with MaGui F?
I did try using the fix that comes along with MaGui but no avail - it still CTDs when I try to start a career mission. Naval academy missions load OK.
My modlist:
M.E.P v5
M.E.P v5- VisualSensors for GWX3
TMT v2 with EFS (GWX3 version)
GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
FM_NewInterior v2.1D
MaGui F
FM_NI_Fix_for_MaGui F
German Images for MaGui F
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
Using GWX3 obviously.
I also tried putting in DD_OH_V3.09_20091209162038 before FM_NewInterior v2.1D since in was mentioned in readme of MaGui fix. The same readme also mentions FM_NewInterior_V1.0 Could this be the problem? If so, is there a fix for the 2.1D version?
I too am wondering if there is a fix/patch out there!
fitzcarraldo
04-11-15, 10:59 PM
Try Ccom full interiors. It works fine with MaGUI.
Regards.
Fitzcarraldo :salute:
Ccom full interiors
Is that a separate mod from the main CCoM mod? If so, where can one download it from?
alpha_1
05-04-15, 09:52 PM
Hi All;
I'm running with GWX 3.0. I haven't been able to find a readme document for "New Interiors' so I've assumed that the GWX open hatches mod must be disabled. I've found also that integrated orders has a conflict with 'New interiors'. I've installed the mod through JSGME and activated it. Once my game is loaded, I find that I have new interiors (very nice, BTW), but I can't get the hatches to open. Shift +H I believe? Is there another GWX mod I should be deactivating in order to get the hatches to work?
Any help with this would be appreciated, thanks.
Cheers,:hmm2:
hauangua
05-05-15, 08:45 AM
HI alpha_1
Open with Notepad your sh3\data\cfg\commands_en.cfg
Find WEAPON OFFICER and copy:
;WEAPONS OFFICER
[Cmd300]
Name=Weapons_officer
Ctxt=1
Key0=0x48,Cs,"Shift+H" ;;-------> ADD
GoBack=Weapons_officer_view
Then copy:
[Cmd350]
Name=Weapons_officer_end
Ctxt=1
Key0=0x48,Cc,"Ctl+H" ;;-------->ADD
Save
You can only "ADD" 2 files !!! :03:
PS......Your Weapon Officer must ALWAYS be at his station !
alpha_1
05-05-15, 11:12 AM
Jeepers creepers fellas! I think I knew that but just plain forgot:ping:.My stupid, sorry.
Thanks for the heads up on this. I will give this a try for sure.
Cheers,:arrgh!:
hello, can i have a download link ( and working if possible )
of an open hatch mod for ix type plz.
cause i have new interiors mod 2.1D but not working for type IX... :/
and i dont find ( working download link ) for open hatch mod .....
Thank you !
hello, can i have a download link ( and working if possible )
of an open hatch mod for ix type plz.
cause i have new interiors mod 2.1D but not working for type IX... :/
and i dont find ( working download link ) for open hatch mod .....
Thank you !
Plissken_04
05-08-15, 07:14 PM
hello, can i have a download link ( and working if possible )
of an open hatch mod for ix type plz.
cause i have new interiors mod 2.1D but not working for type IX... :/
and i dont find ( working download link ) for open hatch mod .....
Thank you !
Take a look at here:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/DIVINGDUCK/
or here:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/LUCAGAETA/
Username & Password in my Signature!!!
So Long
Maik
Take a look at here:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/DIVINGDUCK/
or here:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/LUCAGAETA/
Username & Password in my Signature!!!
So Long
Maik
Hello man, i finally found this mod with lot of difficulty....
anyway i know your space with all these mod, but i always get a error when dowloading one of your files :/
Thanks anyway.. !
but i have black texture on the food crate when using this mod, any idead about that btw.. ??
good week-end.
Plissken_04
05-09-15, 11:47 AM
Hello man, i finally found this mod with lot of difficulty....
anyway i know your space with all these mod, but i always get a error when dowloading one of your files :/
Thanks anyway.. !
good week-end.
Don't use Chrome or Safari Browser for Download :03:
So Long
Maik
Don't use Chrome or Safari Browser for Download :03:
So Long
Maik
well i am using dragon comodo i can download anything without any problem really.
but on your ftp still not wroking.
when i dl a files and when the download is finish, i see under the file something like network error :/
helopilot59
05-15-15, 11:47 AM
Is there a way to move through the compartments in this mod? I can open hatches, but can't move through them. Thanks in advance for the help
Sailor Steve
05-15-15, 12:03 PM
Shift+F2 should let you walk around the boat. It works for me. Also Shift+E lets you do the same except the boat is moving all around you so simulate the actual movement in heavy seas.
If that's not working for you then something is wrong with the installation.
helopilot59
05-15-15, 03:57 PM
Thank you sir, can't wait to try it out.:03:
bstanko6
06-03-15, 12:41 AM
I had a question about this mod. Maybe someone can help me. I posted a link from another post I made about FM interirors. Thanks.
http://www.subsim.com/radioroom/showthread.php?t=220437
bstanko6
06-03-15, 03:11 AM
Hey Blitzkrieg! I will keep that in mind for the future.
You have a solution to this issue? I know you got a trick up your sleeve somewhere!
Or better yet, how about an image of the torpedo room. I mean just a 2d pic of the room as seen from the radio room. I really do not need to go inside of the room, but it is better than a black opening down the corridor. no interaction, no entering the area, just a pic for background or even simpler, just a door to cover that dark opening? Can somebody make this, or help me make this happen?
peterthegreeksailor
07-26-15, 10:19 PM
To be honest, no. I made a few bits of equipment about a year ago and haven't really touched it since. Sadly most of my gaming time is spent on ps4 and xb1 now, haven't played a proper game in ages.
It didn't help that my sh3 install glitched. Leaving me unable to save my patrol if I'd sunk anything :(
Hey flak!When i wrote you about aft i was doing my service in the Navy (oh yeah i was a real sailor!!! :D)!!! I finish a whole career while i was in service, so after i finish with my duties i kinda left it also!!! I hope you would be able to finish the aft torpedo room so the mod would be complete!!:Kaleun_Salute:
p.s Sorry for my bad english!!!!
Ludwig van Hursh
08-17-15, 05:52 PM
Is this for just the VII-C or both the VII-C and VII-B?
Is this for just the VII-C or both the VII-C and VII-B?
All VII's
Ludwig van Hursh
08-18-15, 10:05 AM
I seem to be having trouble with this. I installed it via JSGME and it crashed when I tried to load a mission. Is there any particular order this must go or mods I shouldn't enable with this?
Anvar1061
08-18-15, 12:27 PM
I seem to be having trouble with this. I installed it via JSGME and it crashed when I tried to load a mission. Is there any particular order this must go or mods I shouldn't enable with this?
SSS
How much RAM and which operating system?
Ludwig van Hursh
08-18-15, 01:52 PM
4 gigs, technically 8 but I run Windows 32 bit.
Anvar1061
08-18-15, 08:34 PM
4 gigs, technically 8 but I run Windows 32 bit.
SSS
You called your problem!
Ludwig van Hursh
08-18-15, 08:50 PM
SSS
You called your problem!
lol Thanks.
Guys just a simple question that I do not know or remember ...
Do the engine room is animated while the boat is at surface ???
I am asking this cause I have installed this mods
GWX - Merged Campaign
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V6
GWX - Axis Mediterranean Aircraft Skins
Aces' Super Pens v4 GWX3 Version
Hunt_I_to_III_mod
Konrad_Krumm_VIIc_U201
VIIB-VIIC[1939-1941]-transit
GWX - Late War Sensors Snorkel Antennas
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior v2.1D
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Materials file for Aces' multi-mod v1.3
Aces_Multimod_compatability_fix_release_v1.3
Aces' Super Turms v6 for GWX
Ahnenerbe WideGui 1920 x 1080 Final
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 2x MG-34 version for GWX
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Aces' Torpedo Rooms Camera Fix v2.2 for CCom Mod
b25_SF_Grass_Full_V2
SH-5 Water for SH-3 20 Km V84 Optional Fog take
Sh3_volumetric_clouds&fog_V2.2
JCW Up-date
U-Boat III Alpha Version
Fubars crew skins4
Das Boot Clothes
Merchant_Fleet_Mod_3.2
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
MFM-v3-US+UK_Skins19400601
MFM-v3-US+UK_Skins19401101
MFM3.2 displacement correction mod
From Aces Try This
CobaltsVIIC41
Wolfehunter_VIIB_Final
They're installed after the FM interiors and not animated ...
I want to know if its animated engines or not to check if there was a change due to the ACES Mods ???!!!
:salute:
The engines are animated but, I have noticed sometimes they do not, if I have just set the speed by clicking the knot meter instead of ahead 1/3 or standard. In glancing over your list, I do not see anything that should interfere with them.
The engines are animated but, I have noticed sometimes they do not, if I have just set the speed by clicking the knot meter instead of ahead 1/3 or standard. In glancing over your list, I do not see anything that should interfere with them.
Yes I saw that yesterday matey..Thanks...if I use the numeric shortcuts of the keyboard it haves animation if I use the speed dial it doesn't...:hmmm::up:
And by the way diesel sounds for the interior is there any Mod for this matey ???
The only mods outside of sound pack mods that come to mind are Brett25's louder diesels mods that raise the volume of the diesel engines. They are available at Maik's site.
Anvar1061
08-31-15, 05:35 AM
And by the way diesel sounds for the interior is there any Mod for this matey ???
SSS
http://www.subsim.com/radioroom/showpost.php?p=1915059&postcount=1
Thanks guys...I actually do not understand why no one never done an Interior diesel sound for this Mod...its the missing last thing to complete this Mod that its already perfect...
:woot:
Sailor Steve
08-31-15, 09:21 AM
I'm not sure what that would involve. I've always hated the fact that the only diesel sound is external, so inside the boat and especially inside the engine room is always quieter than the bridge, but I suspect it's hard-coded and not possible to change.
I seem to recall someone posting that they tried and found that the sound was louder in the control room than the engine room.
I seem to recall someone posting that they tried and found that the sound was louder in the control room than the engine room.
Yes I recall that has whell, that is why I asked for a mod to change this !
Anvar1061
10-11-15, 07:19 AM
SSS
Does anyone want to add pleasant things from lucagaeta?
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=969
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=974
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1032
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1022
http://www.subsim.com/radioroom/showpost.php?p=1228660&postcount=1
HanSolo78
10-12-15, 02:51 PM
Looks quite nice... maybe I will port this over to my new interiors....
Magic1111
10-13-15, 03:57 PM
Looks quite nice... maybe I will port this over to my new interiors....
Good Idea Han! :yeah:
Öhm, can´t wait to play WAC 5.0......:D
HanSolo78
10-14-15, 12:53 PM
Good Idea Han! :yeah:
Öhm, can´t wait to play WAC 5.0......:D
Ôhm.. the more things I add, the more the list gets bigger and the more things will last.
Anything more? :har:
Magic1111
10-14-15, 04:19 PM
Ôhm.. the more things I add, the more the list gets bigger and the more things will last.
Anything more? :har:
Hehehehe, when you release WAC 5.0 on easter 2016 that´s enough time to do all things....:haha:
Anvar1061
10-16-15, 01:36 AM
SSS
Any progress flakmonkey? :hmmm:
:salute:
THEGAMETIPER
10-16-15, 11:49 PM
when I saw this interior I liked what I saw.
I tried to record it in fraps and it don't do it credit but between the walk cheat the open hatch mod and seeing the motor work it is top of the line
you feel like your in the boat it self. the creator did a great job.
but I am wondering is there a reason when I use it that,
it only works in training missions not career single mission or multiplayer
with me it crashes the game
beyond the bugs I meet this interior is awesome.
I hope not only he makes the rest of it but does the upgrades to the other U-boats too.
Aktungbby
10-17-15, 12:06 AM
THEGAMETIPER!:Kaleun_Salute:
HanSolo78
10-17-15, 12:52 AM
Surely you have a mod conflict with other mods. Ususually FMs interior work in training missions and in career. So you have to figure out which mod is to blame. And actually there is only this interior mod for type VII now available. Seems to be FM is not working on other subs...
THEGAMETIPER
10-17-15, 02:45 AM
before I respond I want to thank every ones welcome here and now with thanks.
to han as you thought I too first felt it may have been a mod conflict.
but here is the thing first I did a process of elimination
from the gw extra graphics mod to the harbor mod to the life boat mod the open hatch mod
one by one of the mods I installed was removed until there was just one the interior itself.
that's when sh3 crashed even faster.
so I am in the dark if its not the mod or mods
am I missing something in grey wolves like a update or something I am using 3.0
but I seen a config 3.2 so I am wondering if 1 what is the 3.2 and is there a new version of the mod and 2 if your able to fully use FM's interior with out a crash are you using 1 the 3.2 con fig and 2 a different vs of windows?
I ask because with another game I had a mod conflict where the windows version was the problem with the mod and not the game.
Jimbuna
10-17-15, 07:06 AM
Welcome to SubSim GAMETIPER :sunny:
ReallyDedPoet
10-17-15, 08:14 AM
Welcome to SUBSIM THEGAMETIPER :up:
What are your system specs ?
Anvar1061
10-17-15, 10:39 AM
but I am wondering is there a reason when I use it that,
it only works in training missions not career single mission or multiplayer
with me it crashes the game beyond the bugs I meet this interior is awesome.
#1
As with interiors VX.X, the system requirements are higher than the stock game.
For a steady 60fps i would recommend a minimum spec of:
Win7 64bit
8Gb system ram
Any modern dx10/11 card with 1Gb ram or more.
Additionally the use of the 4Gb patch is STRONGLY advised.
THEGAMETIPER
10-17-15, 02:52 PM
well as I said before to everyone thank you for the greetings
if you are asking about system spec.
do you mean the os graph card and frame rate?
I will try to explain best I can I am not a tech.
win 7
screen 1024 * 768 32 bit 85 hz
graph NVidia GeForce gt 640
but if its the graphics why would it only work in the training and not in the multiplayer single or career would it had crashed in training too?
but there was one thing I did not see where is the bath room?
what was the meat that was hanging I know ham and ribs what was the other?
CaptBones
02-07-16, 01:10 PM
Well, I hope this isn't a case of bringing forth a zombie thread...but here goes.
After years of not being particularly unhappy about being confined to the control room, radio/hydrophone rooms, my tiny little "cabin", and a couple of topside locations, I made a separate (Multi SH3) installation of LSH3 2015 and have been wandering through the boat, looking for my crew, but otherwise very pleased with the details.
So, I'd like to install the interiors in my GWX3 submarines, both Type II and Type VII (is there anything like this for the Type IX?). I've opened the folders in this MOD and looked through the files and have found a couple of things in the "Commands_en" file that look like conflicts with Ace's Crew on Deck and ThomsenSoundPack (specifically Cmd39, Cmd150, Cmd204, Cmd250, Cmd262, Cmd300, Cmd313, Cmd418, Cmd429, and Cmd453). I'm sure there would also be conflicts with GWX-Open Hatch and Raptor's Interior and probably others as well. So, if anyone has installed these MODs together, I'd like some suggestions on whether there are serious problems and/or are there any ways to resolve the conflicts (I don't mind tinkering with text files or tweaking files with S3D).
BTW...yes, I could experiment and try to fumble around to see if I can stumble across the answers myself, but why not ask the community and see what some of the experts have to say? Besides, I'm sure there are some other conflicts/over-riding issues (with the environmental MODs, for instance) that will be apparent to someone.
My current MODs (these have been working well together for a long time):
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
GWX_LifeBoats&Debris_v4
GWX_Ships_Buoyance&Draught_mod
GWX_Waterstream+Exhaust Combi V2.3
GWX_Waterstream+Exhaust Combi V2.3- Single Exhaust for TypeII
GWX - 16km Atmosphere
GWX - Alternative Flotillas
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
GWX - Open Hatch Mod
Aces' Combined SH3.SDL Files v2
Aces' Crew On Deck - Stand alone mod v1 GWX Version
Das Boot Officers
OLC's Modified Searchlight Beams for GWX3
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Uniforms
SH-5 Water for SH-3 20 Km V84
Thomsen's Sound Pack V3.2cg
TeifeMkI(German)
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
TorpedoTubesFireFinal vGW
Merchant_Fleet_Mod_3.2
MFM3.2 displacement correction mod
Ricks_GWX_Rec_Man_Final
V16B1 (JSGME)
Thanks, in advance.:salute:
flyer102
05-04-16, 03:33 PM
This mod is CTD for me, even though I'm not running any other mods besides GWX, and SH3 commander...
Any help?
:/\\!!
:/\\!!
:/\\!!
:/\\!!
:/\\!!
Anvar1061
05-06-16, 05:41 AM
This mod is CTD for me, even though I'm not running any other mods besides GWX, and SH3 commander...
Any help?
:/\\!!
:/\\!!
:/\\!!
:/\\!!
:/\\!!
http://www.subsim.com/radioroom/showpost.php?p=2351586&postcount=377
CoffeelinFine
06-14-16, 05:44 PM
Hey guys. Maybe a noob question but is this safe to use along with a UI mod? They conflict with each other for some reason so I'm curious.
Anvar1061
06-15-16, 12:23 AM
Hey guys. Maybe a noob question but is this safe to use along with a UI mod? They conflict with each other for some reason so I'm curious.
Did you mean interface mod? You need to compare the differences in data/Cfg/сommands_**.сfg and make changes if necessary. There is a backup of the original file if you need to restore it.
Extreme96
06-24-16, 06:40 PM
Its compatible wih Thomsens Sound pack ? ask because both mods have the same file NSS_Uboat7_CR.dsd
Tovarisch Lucas
07-10-16, 11:34 AM
What a great mod! Now I don't need SH5 anymore. Thank you mate for spending your time to make this awesome mod!:salute:
Aktungbby
07-10-16, 02:15 PM
Tovarisch Lucas!:Kaleun_Salute:
Jimbuna
07-10-16, 07:11 PM
Welcome to SubSim Tovarisch :sunny:
cookiemonste
03-14-17, 04:57 PM
Its compatible wih Thomsens Sound pack ? ask because both mods have the same file NSS_Uboat7_CR.dsd
It seems to work.
shadow_wxh
04-07-17, 02:40 AM
This is really cool stuff,can we make it compatible with other GUIs?I am curently using MaGui 3.4.:up:
BigWalleye
04-07-17, 08:46 AM
Flakmonkey is still around. PM him. He would probably give you permission to do so.
Hof1976
09-10-17, 02:44 PM
Any chance of incorporating these interiors. to SH4 for the OM mod?
Darkbluesky
11-21-17, 02:59 PM
Hi FM, BIG thanks for this. This is the best one I have tested so far. I wanted to say that you have managed to create/keep the ambient perfectly. I LOVE this.
I tried WAC5 with its full interior mod, but -although it uses your interior-, the sailors added there are an ambient breaker, together with other details which break the mood (lights, and their metal protection, etc).
I prefer much more your static crew, although few and static they feel much more 'real', at least much more integrated. They are just fine.
The mood and details you put there are so good that I am trying to use this mod with WAC5 instead of his own full interiors. Even if that means losing the full interiors in type IX and II.
Do you have plans when to add the aft torpedo room? I can't wait!
Krieg Francis
01-02-18, 04:49 AM
Doesn't work for me.
Anytime I start turning my head, it crashes the game.
hauangua
01-02-18, 05:01 AM
Doesn't work for me.
Anytime I start turning my head, it crashes the game.
You need of 4GBpatch
Gramitzky
02-19-18, 04:07 PM
Hi guys :Kaleun_Salute:
I wanted to ask about this excellent mod: I've got it working fine on a Type VIIC playthrough and it's fanatstic. I've tonight tried it on my Type VIIB playthrough and...all the hatches are shut "downstairs" - no response from the usual SHIFT + H / CONTROL + H to open and close them. Works fine outside on the conning tower and foredeck still, but hatches are refusing to comply inside the sub.
After much fannying about messing with the mod load order (thought it might be a few other mods messing with it) I am still having no joy. Went back and tested it on the Type VIIC playthrough...everything works just fine.
So, I'm coming to the conclusion it's not fully integrated for the type 7B - up top it works but no functionality internally in the sub...
Am I right in thinking this? Or have I made an error / is there a mod clash...?
LIST of Current Mods in order:
GWX - No medals on crew
GWX - Enhanced Damage effects
GWX - Main movie Das Boot
GWX - Lite hHarbour traffic
GWX - Torpedo damage final ver2.0
ALL_Weather_Guns
MEP v5
MEP v5 - Visual sensors for GWX3
FixAllSubGWX
GWX - Integrated Orders
GWX - FM_NewInterior v2.1D
Any help or enlightenment would be much appreciated :)
Gramitzky
02-20-18, 03:55 PM
Nevermind - got it working in the end :)
Dont know how - just decided to function after having dived in type 7B :hmmm:
The hatch control is linked to the weapons officer, I think. One has to have him in his station, for the hatch to move.
Gramitzky
02-21-18, 07:17 PM
Thats makes perfect sense. I usually leave WO position empty beginning and end of missions. That explains why. Thanks Rhodes.
Hello everyone.
I come here to ask, where is the readme pdf? In the OP post says it is included in the download but I can't find any readme file.
This closes the "open hatch" mod of GWX, right? how can I access the other rooms?
Thanks in advance.
ivanov.ruslan
04-06-18, 01:31 AM
Hi,there is a readme file ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/FLAKMONKEY/FM_NewInterior_V1.0.7z
Hi,there is a readme file ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/FLAKMONKEY/FM_NewInterior_V1.0.7z
Thanks! This is exactly what I needed! :salute:
Belmondo
01-08-19, 11:32 AM
Welcome to me are all rooms except electric motors and rear torpedo tube
Belmondo
01-09-19, 02:59 PM
I have a question whether it is possible to make the module turn on and turn off the red light. And stabilize movement. It is a constant height.
Badileus
02-22-19, 02:38 PM
Is there any version of this mod now complete with the aft torpedo/e-engine-room? I ask because of this youtube-video from "Wolfpack345":
https://www.youtube.com/watch?v=CrsRozRos8I
He said he used v2.1D, but there is a completely modeled e-engine-room (9:55). Couldn´t contact him so far and ask him. Does anyone know more?
Anvar1061
02-22-19, 03:21 PM
Is there any version of this mod now complete with the aft torpedo/e-engine-room? I ask because of this youtube-video from "Wolfpack345":
https://www.youtube.com/watch?v=CrsRozRos8I
He said he used v2.1D, but there is a completely modeled e-engine-room (9:55). Couldn´t contact him so far and ask him. Does anyone know more?
CCoM_8.x_Bug_Hecktorpedoraum
http://www.mediafire.com/download/wri5myi3lo7f58b/CCoM_8.x_Bug_Hecktorpedoraum_v1.0.7z
http://www.subsim.com/radioroom/showpost.php?p=1956758&postcount=40
ThePrody
02-22-19, 03:33 PM
Yes, if you install the NI mod , there is nothing beyond the engine room . I think the complete interior requires the U Boat Compilation mod .
There are some supermods that have the full interior included, LSH and WAC, if i'm not mistaken .
Badileus
02-25-19, 08:02 AM
CCoM_8.x_Bug_Hecktorpedoraum
http://www.mediafire.com/download/wri5myi3lo7f58b/CCoM_8.x_Bug_Hecktorpedoraum_v1.0.7z
http://www.subsim.com/radioroom/showpost.php?p=1956758&postcount=40
Thanks for the reply,
but i have GWX installed. CCoM is another Mega-Mod, if i understand it right. So have i to change from GWX to CCom in order to use the file (CCoM_8.x_Bug_Hecktorpedoraum) or can i just overwrite the existing file (i think it is "NSS_Uboat7_RR.dat") in my current Installation with GWX and the NewInteriors v2.1D?
I just simply replaced the file "NSS_Uboat7_RR.dat" with the CCom-file. Now the hatch to the aft room is open and i can look through it, but when i enter the room, i get "camera out of sector" and it gets black.
Belmondo
04-14-19, 08:25 AM
Hello, how can you change the color of light in the rooms and what program and in what files
Tomi_099
04-15-19, 07:37 PM
Good work as always !! Look very nice !! :Kaleun_Salute:
Kumando
08-19-19, 01:45 PM
Is this for type VII only?
Anvar1061
08-19-19, 02:27 PM
Is this for type VII only?
Yes. But there is a full interior for WAC v 5.
shadow_wxh
03-11-20, 12:28 PM
Does anyboady understand why Conning Tower Camera and Periscope Camera doesnt work with WAC5.0 Full interior?
i have a problem with this mod. every time when i put this mod the game crashes....what can be the cause...?
John Pancoast
11-22-20, 06:28 PM
i have a problem with this mod. every time when i put this mod the game crashes....what can be the cause...?
If you don't have a 4gb patch installed, try that. Find it here. (https://ntcore.com/?page_id=371)
[QUOTE=flakmonkey;1995111]FM_NewInteriors v2.1D
Here is the latest version of the NewInteriors mod, i hope ive managed to keep that cosy/claustrophobic feeling the original Ubisoft interior models had, there is still some work to do, notably the aft torpedo room, as with any mod it is an ever evolving thing.
dont working with gwx? every time i try to run this mod with gwx sim crash but idk why and i have a good pc belive me...
John Pancoast
11-23-20, 04:09 PM
[QUOTE=flakmonkey;1995111]FM_NewInteriors v2.1D
Here is the latest version of the NewInteriors mod, i hope ive managed to keep that cosy/claustrophobic feeling the original Ubisoft interior models had, there is still some work to do, notably the aft torpedo room, as with any mod it is an ever evolving thing.
dont working with gwx? every time i try to run this mod with gwx sim crash but idk why and i have a good pc belive me...
Works fine for me with any install including GWX and I use an eleven year old laptop.........WITH the 4gb patch mentioned above.
If you don't have a 4gb patch installed, try that. Find it here. (https://ntcore.com/?page_id=371)
Works! Danke! Good Hunting!
John Pancoast
11-23-20, 07:07 PM
Works! Danke! Good Hunting!
:salute:
Really awesome full interior, if not the best I’ve seen!
A must have for NYGM or GWX.
CapZap1970
04-05-21, 01:12 PM
Yes. But there is a full interior for WAC v 5.
Is there a link? Thank you very much! :up:
CapZap
FUBAR295
04-05-21, 01:21 PM
Is there a link? Thank you very much! :up:
CapZap
Try here:
https://www.mediafire.com/file/brlth3arf9yhbza/WAC5.0_Full_Interior.7z/file
Remember it was made for WAC and is very memory heavy, and may slow or crash your game on some PC's. :yep:
Good hunting,
FUBAR2958
CapZap1970
04-05-21, 03:21 PM
Try here:
https://www.mediafire.com/file/brlth3arf9yhbza/WAC5.0_Full_Interior.7z/file
Remember it was made for WAC and is very memory heavy, and may slow or crash your game on some PC's. :yep:
Good hunting,
FUBAR2958
Thank you FUBAR295! :up:
I am aware that it is heavy and made for WAC5.0. will do some extensive tests to see if the mod hinders the normal flow of the game first.
:Kaleun_Salute:
CapZap
John Pancoast
04-05-21, 03:22 PM
This (https://www.mediafire.com/file/lo4c3s49r84v7b6/DD_OH_V3.09_20091209162038.7z/file) is a very good one too. Not full interior but it automatically moves the helmsmen to their watch stations when surfaced and reverse when submerged as was done irl.
It does not have the quarters, engine room, etc. walk through if that matters.
Of course that also means it is less resource demanding.
I love the linking water here and there. Very nice touch.
Would be cool if we had the shower at the scale to conning tower when we surface :D
CapZap1970
04-05-21, 05:27 PM
JP: That's the one I have currently installed and it works perfectly! :up:
Fifi: Do you think it's doable? Too much work involved, I presume... :yep:
JP: That's the one I have currently installed and it works perfectly! :up:
Fifi: Do you think it's doable? Too much work involved, I presume... :yep:
Have no idea if it’s doable, but it’s working for some drops why not for many more? :) :haha:
Thinking about it, we have this kind of shower already present ingame, when we get damaged...remember the broken pipe inside!...
CapZap1970
04-06-21, 01:39 AM
That's correct!!! :yep:
Few days ago had to take a very long shower in the CR due to heavy damages and long repair times... :timeout:
Noticed strange thing with this wonderful mod.
I'm using it with my NYGM install and GWX install...and with my GWX, have no crew at the dive planes when surfaced (accurate) but as soon as dive ordered, crew is back on seats!
Never noticed that before, and i love it!
But the strange is in my NYGM install, have always the crew!...
Must be special to GWX? :hmmm:
https://i.goopics.net/LR8xO.jpg
FUBAR295
04-11-21, 10:28 AM
Been playing NYGM since it was RUB and you have to keep in mind that it is really very basic except for the game play, not a lot of frills or extra's, it was devoid of any real eye candy. If you wanted those you played GW.
There are some things that have been added over the years to address the looks and such, but it still does not look like GW. The crew at their dive plane stations while surfaced was something to be lived with, since you are not spending a lot of time in zentral anyway but up on the bridge or other stations critical to finding, attacking and evading. So I give it a pass on such nuances that was in real life.
Now a days I have been playing more GWX, CCoM and Onealex as I have the time to play more, but NYGM is my go to.
Good hunting,
FUBAR295
John Pancoast
04-11-21, 10:32 AM
Noticed strange thing with this wonderful mod.
I'm using it with my NYGM install and GWX install...and with my GWX, have no crew at the dive planes when surfaced (accurate) but as soon as dive ordered, crew is back on seats!
Never noticed that before, and i love it!
But the strange is in my NYGM install, have always the crew!...
Must be special to GWX? :hmmm:
The crew changing positions works in NYGM too. Something must be amiss.
The crew changing positions works in NYGM too. Something must be amiss.
Do you know what exactly makes this crew change? :hmmm:
Maybe in animations?
Have to check what could interfere...
John Pancoast
04-11-21, 11:47 AM
Do you know what exactly makes this crew change? :hmmm:
Maybe in animations?
Have to check what could interfere...
I don't have access to the game files right now, but the function is in the *_CR.dat files. Look for a "Dummy_helm_vanish" node, something similar.
I don't have access to the game files right now, but the function is in the *_CR.dat files. Look for a "Dummy_helm_vanish" node, something similar.
:hmmm: If it’s in the CR dat file, it has not been overwritten...
I have checked, and everything should be correct with the Helm Vanish stuff :yep:
It’s present in my Interior CR dat, present in my Library DD Interior dat, and present in my Animations DD Interior ... those 3 files absolutely necessary to get the effect.
Now, I’ve noticed even in my GWX install, it’s not working each time...sometimes it’s perfect, sometimes they don’t vanish (or way after and/or after changing views)
Maybe it’s a memory problem (to many actions/animations etc to handle for my PC) or maybe there is a special condition to meet that is missing...
But anyway it’s here :up:
EDIT: it’s not a memory issue, because i figured out each time i ask my watch officer something (nearest contact) the 2 guys disappear if they are still there inside!
So the watch officer action is linked to those guys...
John Pancoast
04-12-21, 09:04 AM
I have checked, and everything should be correct with the Helm Vanish stuff :yep:
It’s present in my Interior CR dat, present in my Library DD Interior dat, and present in my Animations DD Interior ... those 3 files absolutely necessary to get the effect.
Now, I’ve noticed even in my GWX install, it’s not working each time...sometimes it’s perfect, sometimes they don’t vanish (or way after and/or after changing views)
Maybe it’s a memory problem (to many actions/animations etc to handle for my PC) or maybe there is a special condition to meet that is missing...
But anyway it’s here :up:
EDIT: it’s not a memory issue, because i figured out each time i ask my watch officer something (nearest contact) the 2 guys disappear if they are still there inside!
So the watch officer action is linked to those guys...
Strange stuff Fifi. :hmmm: Sorry I can't be of much help; never seen this before.
Seems i need my watch officer to make them disappear when on surface !
No big deal anyway...they are under his orders :)
Belmondo
04-12-21, 09:49 AM
Really cant explain this one. you should see the empty aft room, basicaly just a template before i add final models and textures, i just checked inside the dat and it should be there.
Honestly cant think of a reason it wouldnt show up. Also, missing engine room crew is to be addressed in the next installment when the finished aft room is added:salute:
http://s1.postimage.org/xh5a2r97z/temp.jpg
I know it might be stupid, but could you please add a few more sailors to each compartment?
Anvar1061
04-12-21, 10:18 AM
flakmonkey was going to do this 8 years ago. Last activity on the forum 06.02.2019
Belmondo
04-12-21, 12:08 PM
flakmonkey was going to do this 8 years ago. Last activity on the forum 06.02.2019
that's a pity
cookiemonste
04-17-21, 09:54 AM
Try here:
https://www.mediafire.com/file/brlth3arf9yhbza/WAC5.0_Full_Interior.7z/file
Remember it was made for WAC and is very memory heavy, and may slow or crash your game on some PC's. :yep:
Good hunting,
FUBAR2958
Is this mod compatible with GWX? Because my game crashes every time I try to start a patrol in a carreer.
FUBAR295
04-17-21, 10:07 AM
Is this mod compatible with GWX? Because my game crashes every time I try to start a patrol in a carreer.
It does work in GWX. Did you load it in while in port and in between patrols?
Keep in mind those full interiors mods are performance eater :yep:
4GB patch mandatory and good PC...
The FM new interior is working with every megamod.
cookiemonste
04-17-21, 01:51 PM
It does work in GWX. Did you load it in while in port and in between patrols?
First time I started a new campaign with that mod enabled, I even passed the naval academy with the mod.
After that I tried the campaign and it kept crashing.
Keep in mind those full interiors mods are performance eater :yep:
4GB patch mandatory and good PC...
The FM new interior is working with every megamod.
It does. but its missing some compartments, which the WAC interior isnt.
FUBAR295
04-17-21, 02:18 PM
First time I started a new campaign with that mod enabled, I even passed the naval academy with the mod.
After that I tried the campaign and it kept crashing.
As both Fifi and I have explained, the WAC full interior mod is memory intensive so your system my not be able to handle the memory load. It does work in GWX.
Post a list the other mods you are currently using. it might shed some light on the problem.
cookiemonste
04-17-21, 02:31 PM
Mods im using.
4gb patch installed.
It worked with the naval academy.
I have enough RAM. (32gb)
Anvar1061
04-17-21, 03:27 PM
Mods im using.
4gb patch installed.
It worked with the naval academy.
I have enough RAM. (32gb)
Are you trying to use the interior of WAC with GWX?
cookiemonste
04-17-21, 04:19 PM
Yes.
Kumando
06-17-21, 06:57 PM
Wolfpack345 has a version of this mod that includes the electric room, the version that its here it doesnt have it, do you know where to download it?
CapZap1970
06-17-21, 08:44 PM
Wolfpack345 has a version of this mod that includes the electric room, the version that its here it doesnt have it, do you know where to download it?
:oNever heard about it! Would be great if someone could share it... :yeah:
Wolfpack345 has a version of this mod that includes the electric room, the version that its here it doesnt have it, do you know where to download it?
Wolfpack345 used german uboat compilation, which has its own full interior. Maybe you should start looking there.
Kumando
06-18-21, 06:46 AM
Wolfpack345 used german uboat compilation, which has its own full interior. Maybe you should start looking there.
Yeah i managed to fix it, thanks!
astvitaliy1982
08-01-21, 10:54 AM
FM_NewInteriors v2.1D
Here is the latest version of the NewInteriors mod, i hope ive managed to keep that cosy/claustrophobic feeling the original Ubisoft interior models had, there is still some work to do, notably the aft torpedo room, as with any mod it is an ever evolving thing.
I have included the comprehensive readme pdf from interiors v1.0 since very little has changed.
Key commands remain the same and still include commands from DivingDucks open hatch (OH) mod.
SHIFT+F2 for free camera
SHIFT+E for dymanic free camera
SHIFT+H to open hatches
Ctrl+H to close hatches
SHIFT+O to raise observation scope (while sonar man is at station)
Ctrl+O to lower observation scope (while sonar man is at station)
As with interiors V1.0, the system requirements are higher than the stock game.
For a steady 60fps i would recommend a minimum spec of:
Win7 64bit
8Gb system ram
Any modern dx10/11 card with 1Gb ram or more.
Additionally the use of the 4Gb patch is STRONGLY advised.
changes in v2.1D
more bug fixes
corrected some of the CEs animations since i moved him when i added the bench seat.
includes damo`s atmospheric interior lighting (hence 2.1D)
changes in v2.1
numerous bug fixes
added engine room crew
added correct crew "bench" seat in control room
added helmsman
Changes in v2.0
Added forward torpedo room
fixed forward crew quarters (no more corner sofa)
added static crew
added collisions, prevents free camera from floating outside the interiors.
tweaked diesel sounds
Still to come,
aft torpedo room!
Feel free to modify as you see fit!
Happy modding!
In addition to the credits from the original interiors (see pdf),
this mod also uses textures from the Das Boot crew clothes mod (lafeeverted).
Also includes work by Damo (lighting settings for that cosy atmospheric feel)
This mod should be enabled with JSGME.
Download,
http://www.mediafire.com/download.php?4lt6p44ig6dqv44
Lots of Pics...
http://s8.postimage.org/j3yu963th/shot1.jpg
http://s8.postimage.org/mozb64xqt/shot2.jpg
http://s8.postimage.org/y55q46bx1/shot3.jpg
http://s8.postimage.org/pcorghqs5/shot5.jpg
http://s8.postimage.org/qhitlvd91/shot6.jpg
http://s8.postimage.org/z127jmllh/shot7.jpg
http://s8.postimage.org/8u10no3bp/shot8.jpg
http://s8.postimage.org/5ol0b7a39/shot9.jpg
http://s8.postimage.org/6s54n5uqd/shot10.jpg
http://s8.postimage.org/6gnoaeead/shot11.jpg
класс!!!:Kaleun_Applaud:
Malhard
03-07-24, 01:42 PM
I love this mod but it is causing some problems in GWX. When I use it, I can't use some shortcuts and some icons are unusable. Example: Shift + U, Shift + D, icon on the left, for the radio, icon below to submerge, among many others. Any solution?
Aktungbby
03-07-24, 03:32 PM
Malhard!:Kaleun_Salute:...'silent running' since 2017; the infamous :subsim: seven-year-itch strikes again!:yeah::arrgh!:
FUBAR295
03-07-24, 05:39 PM
Try removing the Commands_en.cfg included in the mod and just utilize the one already in use.
Malhard
03-08-24, 04:28 PM
Malhard!:Kaleun_Salute:...'silent running' since 2017; the infamous :subsim: seven-year-itch strikes again!:yeah::arrgh!:
Thank you my friend. A long time in silent running :D
Malhard
03-08-24, 04:30 PM
Try removing the Commands_en.cfg included in the mod and just utilize the one already in use.
Thank you very much! Solved!!! Thank you! :salute:
Hof1976
06-09-24, 06:42 PM
All commands work other than opening and closing hatches. i cant access the rest of the sub. Using onealex mod. any help would be appreciated.
Hof1976
06-09-24, 09:12 PM
[QUOTE=Hof1976;2914300]All commands work other than opening and closing hatches. i cant access the rest of the sub. Using onealex mod. any help would be appreciated. Edit: it has resolved itself. could have been a strange load quirk. great mod !! :p2:
CIA_MAN
07-21-24, 09:04 AM
Question for this mod: when you are in the diesel room... and the engine is running... is there at your side also not so much sound of the engines? :hmmm: strange thing at my uboat... :03:
Thanks!
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