View Full Version : TDW's sub flag mod?
Greendevil303
10-11-13, 10:43 AM
I can't get this thing to work :06: Is there a certain way to install it/open it with JSGME?
Oleander
10-11-13, 11:09 AM
They have to be enabled through the eqp file. Read through Wraith's instructions on how to enable them for each sub.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3878
Greendevil303
10-12-13, 01:34 AM
Ok. So I've modified the .eqp file. I assume you copy and paste the modded data lines from the appropriate u-boat file into the appropriate submarine .eqp file and save it, correct?
V13dweller
10-12-13, 01:35 AM
That should be it.
Make sure you enable it while in base.
Greendevil303
10-12-13, 01:55 AM
That should be it.
Make sure you enable it while in base.
I guess I must have missed that part lol. Back to base I go! :haha:
Greendevil303
10-12-13, 09:55 AM
I can't get this thing to work. I went in game and my control room was pitch black.
Grrrrrr...
I can't get this thing to work. I went in game and my control room was pitch black.
Grrrrrr...
What have you done :06:
Greendevil303
10-12-13, 06:16 PM
What have you done :06:
I think they may have suffered cut backs on military spending? Is there a candlelight or gas lantern mod? :hmmm:
Oleander
10-12-13, 06:48 PM
Are you sure you edited the right eqp files? Also, don't just copy and paste, not all of the subs have the flags in the same equipment spot. For instance, the VIIc has them listed in the 14,15 and 16 spots.
Find the line in the NSS_UboatXXX that starts "; Edited by TheDarkWraith" those usually say flags in their name. All you have to do is change the start date to 19380101 in order to have them from the beginning.
Greendevil303
10-12-13, 08:35 PM
Are you sure you edited the right eqp files? Also, don't just copy and paste, not all of the subs have the flags in the same equipment spot. For instance, the VIIc has them listed in the 14,15 and 16 spots.
Find the line in the NSS_UboatXXX that starts "; Edited by TheDarkWraith" those usually say flags in their name. All you have to do is change the start date to 19380101 in order to have them from the beginning.
I put the data lines in the type VIIA .eqp file and put in the right number sequences. Is this mod to be done before you start a campaign?
Oleander
10-12-13, 09:06 PM
I put the data lines in the type VIIA .eqp file and put in the right number sequences. Is this mod to be done before you start a campaign?
I usually restart the game to make sure there aren't any files being cached by the engine. If you put in 19380101 for the flagpole and flag1 as the start date and then save the file, it should work.
Greendevil303
10-13-13, 09:33 AM
Ok, so to be perfectly clear, when I modify the .eqp file on the sub do I remove the instructional text from the equipment lines 11/12/13? Or does everything from "; Edited by TheDarkWraith" down go in the file? I also assume you apply the ";END FILE" line after equipment line 13? Save file, enable MOD folder via JSGME and start game?
This seems relatively easy, just don't know what I'm doing wrong :06:
Oleander
10-13-13, 10:16 AM
Any line that begins with a ";" has been "commented" out, meaning the game engine wont read that particular line.
All you have to do is find this:
[Equipment #]
NodeName=M97
LinkName=Turm_flagstaff
; if no flags are enabled you can disable the flagstaff by setting the start date to 19451230.
; if a flag is enabled then ensure the flagstaff is visible by setting the start date to 19380101
StartDate=19451230
EndDate=19451231
[Equipment #]
NodeName=M98
LinkName=Turm7A_Flag_1
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is top flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230
EndDate=19451231
[Equipment #]
NodeName=M99
LinkName=Turm7A_Flag_2
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is bottom flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230
EndDate=19451231
The lines I've highlighted in yellow are the only ones you need to modify. The equipment numbers aren't the same for all the subs, so don't copy and paste the whole thing into the file. Simply locate the items, do a search by hitting ctrl+f and typing in "flag", then change the start dates to 19380101.
If you're still having trouble with it after this, send me a PM.
Greendevil303
10-13-13, 10:38 AM
Thank you for bearing with me. I feel like an idiot :oops:
I will fix this as soon as I reinstall the game. Now Ubisoft game launcher is being stubborn. Again.
I think they may have suffered cut backs on military spending? Is there a candlelight or gas lantern mod? :hmmm:
:rotfl2:
Greendevil303
10-13-13, 03:18 PM
:woot:It's working!! :woot:
Thanks, gents!
Oleander
10-13-13, 04:29 PM
:rock:
:woot:It's working!! :woot:
What, the candle mod? :D
Greendevil303
10-13-13, 06:37 PM
What, the candle mod? :D
:haha:
Oleander
10-13-13, 06:41 PM
It worked for the Hunley....for a little while anyway.
:haha:
In my own list of the funniest mod names ever conceived here on subsim, your "Candlelight/Gas Lantern Mod" scores high, just below the "Virtual Match Box Mod (http://www.subsim.com/radioroom/showthread.php?p=1850487#post1850487)" and the "Gillette Patch (http://www.subsim.com/radioroom/showpost.php?p=1857206&postcount=804)". Yet, my personal favorite is still this guy who inadvertently had a "Mod Soap (http://www.subsim.com/radioroom/showthread.php?p=2083951#post2083951)" enabled with JSGME :haha:
Got to :subsim:
THEBERBSTER
10-19-13, 11:04 AM
Hi Guys
I have looked at TDW's readme and checked the mods eqp file Equipement. It shows 11 & 12 already enabled with 13 disabled in the mod download.
I have enabled the mod last in JSGME but am getting a ctd with it enabled
Any conflicting mods that it needs to be in front of?
Greendevil303
10-19-13, 12:04 PM
Hi Guys
I have looked at TDW's readme and checked the mods eqp file Equipement. It shows 11 & 12 already enabled with 13 disabled in the mod download.
I have enabled the mod last in JSGME but am getting a ctd with it enabled
Any conflicting mods that it needs to be in front of?
I run mine second to last and have no issues. Maybe list your mods and someone can chime in?
FWIW, my last mod is U-Boat Historical Specifications.
THEBERBSTER
10-19-13, 02:08 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.4
Fuel Gauge WoGaDi_SteelViking's Interior
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
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 smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
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
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Fifi mods for NewUIs V2
Manos Scopes-patch for 16x9
Conus' Das Boot Crew Faces
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod
Shadow Improvement Mod
Expanded Navies by Cybermat47 v.1.0.01
sobers Lights Cfg V5 SH5
Depth Charge Fix Reduced Explosion Range
EQuaTool 01.01 by AvM - Large Style
sobers map colors SH5 V1
NewUIs_TDC_7_4_2_Real_Navigation
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally TDC Help v2
Church's Compass Dials Mod v2.2 - Option One
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Change days in bunker
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
sobers NO water drops V1
Realistic ammo amount for AA and deck guns
sobers darker ship bow spray
DBSM_Music_1_0_4
Warfox Upgrades 0 Renown v1
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
smaller flags for Warships 1_0b
THEBERBSTER
10-22-13, 06:09 PM
It's taken me 3 evenings but I have actually sorted my mod soup out with 73 mods and at last with the Sub flag mod working:)
InvisibleDeath
10-22-13, 09:00 PM
I think they may have suffered cut backs on military spending? Is there a candlelight or gas lantern mod? :hmmm:
Well you see there is a military sub group called der milche und wasser party. They want to end the Unterboot program but cutting off funding even though Hitler said go. So now you have to just find the option when you dive for 'feel for periscope depth'.
You see when you choose that option you get the youngest kid on the sub pushed through a hole in the bottom of the boat. They count the knots as he floats to the surface and they get a tug from him when he is there. Eventually, when there are 12 knots consumed they level off the boat and pull the kid back in. :yeah:
Greendevil303
10-23-13, 07:51 AM
^^:yep:
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