View Full Version : [REL]The Wolves of Steel - SH5 Megamod
vdr1981
01-20-14, 01:57 PM
It's been very hard for me to witnessing everyday frustrations of new SH5 captains and to read the same threads month after month, year after year, over and over again...I hope that something like this will make "life" at least a bit easier for newcomers or for anyone else who doesn't have much free time or to spend countless hours improving and searching for working modlist.
Although the mod it self is intended for average SH player you may find it somewhat "hardcore". Real navigation will make your job much harder and you'll find your submarine very vulnerable to enemy fire and annoyingly sluggish and slow underwater. Your "tonnage" will become much more appreciated with this expansion.
https://s6.postimg.cc/6fx2a71b5/56565225.jpg
All credits go to contributing authors of every individual mod!
Mods and tweaks included in The Wolves of Steel 2.2 - Subsim Community SH5 Expansion Pack:
Accurate German Flags
Accurate German Medals_by ual002
SD_MapLocationNameFix_v1_2
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking's Sky Banding Mod
gap - Real Diveplane Gauges v. 1
gap - HD 1 deg Scope Bearing v 1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_5_ byTheBeast
Equipment_Upgrades_Fix_v1_4_Hinged Snorkel_CTD Fix
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes - MagDet range 2.5m (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files v2
FXU_0_0_22_Shells Explosions_No Debris
FXU_0_0_22_Debris Particles_CTD Fix
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
FXU_0_0_22_UBoot_Sensors.fx
Large Optics for TDW UI for NewUIs_TDC_7_5_0
Large Optics for TDW UI 16 by 9_Fixed
Large Optics for TDW UI Manos Scopes Glass Effects
Large Optics for TDW UI RAOBF + Nomograph Fix
RadcapricornLarge Optics No Milliradian Scale Binoculars
TDC Graphics by Naights v1.0
TDW Round Fire Button v12 by Torpedo
Stopwatch by Shmal
Sjizzle's - Charts for NewUIs part 1_07.06.2013 (13)
Sjizzle's - Charts for NewUIs part 3_24.06.2013 (6)
Sjizzle's - Charts for NewUIs part 4_20.07.2013 (4)
Sjizzle's - Charts for NewUI's_06.08.2015 ( merged part_2 and part_5)
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2 (1)
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Sensors Difficulty Settings (init.aix)_v0.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
OPEN HORIZONS II v2.5
SH5 External Cargo 1.0
OPEN HORIZONS II v2.5_TWoS Enhancement
OH II v2.5 Grid Request fix Patch SH5
OH II v2.5 Flag_Wind_Patch
MQK LocationMaps_IO
MQK ShapeTextures_NO
MQK Gradient_IO
IO_StrategicMap_7_5_0_for_TDWv750
IO_StrategicMap_7_5_0_for_TDWv750 Grid Req Fix
IO_MapCourseLine_normal pencil_mod
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.3_IO Strat.Map_NewUIs v7.5.0
OHII v2.5 - Neutr.Nations in Allied Convoys_Temp.Fix II
OHII v2.5 - Convoys_Ships Enhancement_0.1.2
OHII v2.5 - Change days in bunker_24d_Flotillas.upc
TF capital ships behavior_Testing v0.1.1
Iron Crosses Disabled for No Tonnage Bar_IO Strat.Map_by vdr1981
Church's Compass Dials Mod v2.2 - Option Two
EQuaTool 01.01 by AvM - Large Style
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
autoscripts1.0_WOS_tuned
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Real U-Boat Performance - Type VII v1.7.2
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Shells_zon
torpedoes_g7a-e(.zon)_v0.2.1
R.S.D. - Reworked Submarine Damage v5.8.1 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.8.1 - German Patch
Ship Capsize & Listing Effects 1.0_by vdr1981
Ship C&L Effects 1.02 - Test
Speech fixes and additions (german version)
Sub Center on Map Fix_SF&A (ger.version) Compatible
Shadow Improvement ModLR
Small_trees_SH5_V1
sobers water splash anim SH5
sobers green crew training V4 SH5
sobers no footstep sound mod SH5 V2
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers CrewAI mod SH5
sobers shipwreck mod V8 SH5
Oby's Fix for Sobers shipwreck mod V8 SH5_no rocks
Pascal-sh5-VIIC-correct periscope in tube
pascal-sh5-VIIB-correct periscope in tube
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Wasserbomben_SoundFix_Basic_1.1
SkyBaron's Bold SFX for SH5 1.0
Shallow Waters Voice Be Gone
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Geleitschutz Gesichtet_WO Audio Fix
SH5_Sinking_ship_hydro_fix
SH5_Starshells_patch
SH5_No Funny Bandages
Disabled Unrealistic Commands_(ini files)_v1.01
KDB+GHG Upgrade
DBSM_Music_1_0_4
My Fog & Underwater 0.3
My Waves v0.2
My Sound Mix
Silent UI Sounds
No Crew Whispering
Grossdeutscher Rundfunk New Remix 1939-1945
Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix
Radio Stations_(radio.ini)
AilBubbles 1.0
AilImpurity 1.2
AilWhiteInterior 1.0
TWoS_New Ships Enhancement
TDW_No_Contact_Colors_1_1_0
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
SH5_MataHari's_More_Accuracy_for_TWoS_1.04_RAOBF Textures
Attack Disc by Andrey_Hard
SH5_FW Coastal Defenses by Vecko & gap
A Fistful of Emblems v1.51_TWoS Compatible
A Fistful of Emblems v1.51 (Weathered)_TWoS Compatible
SH5_Playable U-FlaK_0.1
RUSTED GLORY SH5_VIIA_Textures only
gap - Alternative Cursors & KM Map Tools v2_Parts
nVidia missing lights
SH5_Credits
new_KM_binos
smaller flags for Warships 1_0b
SkyBaron's ENIGMA v1.02 for TWoS
Ships sonar Fix For TWoS
METOX warning sound v 1.0
Rudder orders and send radio messages speech fix 1.0
Silentmichals interior mod 1.2.4
Old Style Explosions V1.1
_Jet_Aircraft
Flower_Class_Corvette_Pack
Targors SH5 Wooden Lifeboats ver. 0.4
Z_Roster_Names.cfg
Z_Tweaks_by vdr1981
... and hundreds of more TWoS exclusive patches , fixes, compatibility tweaks ect...
*If you have recognized your mod and from some reason you don't want your mod included in the Megamod please let me know and I'll react immediately!
*DO NOT add any additional mods if you are not 100% sure what you are doing! Most of the standalone mods are incompatible with this expansion .
https://youtu.be/-zOixaVdxVc
*DO NOT add any additional mods if you are not 100% sure what you are doing or you may induce all kind of stability and gameplay related issues!
Keep in mind that most of the standalone mods outhere are incompatible with this expansion.
Please don't discuss in this thread any potential issues caused by your own custom modlists and unsupported mods.
Also, make sure to pay special attention to FAQ and Tips section and feel free to ask in this thread for any additional elucidation.
*Full game reinstallation is highly recommended when replacing old with new megamod version (for example v2.1.x to v2.2.x) !
TWoS v2.2.x should be gamesave compatible with v2.0.1 and newer although there's a possibility that some changes won't be visible until your next fresh career start or advancement to the next campaign chapter (this depends largely of your TWoS version at the moment of your career start)...
Download The Wolves of Steel_SH5 Expansion Pack_Full (http://www.subsim.com/radioroom/downloads.php?do=file&id=4861)
Download The Wolves of Steel - Update (http://www.subsim.com/radioroom/downloads.php?do=file&id=5035)
Bugs, glitches and issues thread (http://www.subsim.com/radioroom/showthread.php?t=238315)
.
vdr1981
01-20-14, 01:58 PM
Quick Start Manual
Read before you start playing or posting questions!
http://s6.postimg.cc/y5hvjxp4h/FAQ.jpg
Gameplay
- I'm somewhat confused about SH5/TWoS concept of campaigns, missions and objectives?
The concept is nicely explained here. LINK (http://www.subsim.com/radioroom/showpost.php?p=2377332&postcount=3816)
- Do I always have to start my career from the first campaign?
No, type "silentotto" while you're in the campaign selection screen to unlock all campaigns and start any you want...
- How can I pass from one campaign chapter to the next one? (IMPORTANT)
Campaign transfers in TWoS are date controlled. This means that, in order to trigger the campaign transfer (http://www.subsim.com/radioroom/showpost.php?p=2427465&postcount=9), you will have to be ON PATROL when ending date of your current campaign chapter is reached, preferably somewhere at open sea without AI units in your vicinity. Campaign transfer should then be initiated, or it will be at least few days after the ending date. This is important so pay special attention not to skip this date due to badly timed docking...The end date of first "Coastal Waters" campaign is on 1st June 1940, "Happy Times" ends on 1st march 1941 ect. Check ending dates for other campaigns here (http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2).
Now, there is a catch... Due to certain broken aspects of SH5's launcher, there is a possibility that even upon reaching campaign chapter ending date, campaign transfer still may fail to initialize (your patrol just goes on without any visible flotilla objectives).
Additionally, in-game "Campaign/Flotilla transfer" radio messages will tell you exactly how to behave when nearing campaign chapter ending and what to do if the transfer fails to initialize on designated date... You can also put to a good use optional "Campaign Advance Verifier Testing" TWoS addon which will tell you will the automatic campaign transfer be successful upon loading a gamesave. Note that if you are getting persistent "problem detected" messages with this addon even after 2-3 reloads, the message may be false positive actually.
Alternatively you can use this workaround which will work for sure even if campaign chapter ending date is passed for a few days ...SH5 campaign progress workaround (http://www.subsim.com/radioroom/showthread.php?t=222403)
- We have "Enigma" machine too ?
Yes! Thanks to the amassing SkyBaron's (http://www.subsim.com/radioroom/member.php?u=259749) work, SH5/TWoS features, for the first time in SH series...
[Under construction
Check TWoS Quick Start Manual from your TWoS Documentation folder for full version...]
Trevally.
01-20-14, 02:25 PM
Looking out for this Vecko - well done
:Kaleun_Applaud:
mikaelanderlund
01-20-14, 02:57 PM
:yeah::yeah::yeah:
:salute:
THE_MASK
01-20-14, 04:52 PM
You can use any of my mods if you want :up:
vdr1981
01-20-14, 05:13 PM
Tnx guys! :up:
Let's hope this will work for our less "involved" comrades until we have something better, faster, more stable ect!
Have already subscribed for this topic:up:
Thanks in advance!
Just spotted this thread. Looking forward to your upcoming megamod, Vecko :yeah:
Vdr1981, Open horizons II?
THE_MASK
01-20-14, 08:49 PM
Re TC settings and NewUIs_TDC_7_5_0_Real_Navigation
This is my experience anyway . If you want the game to drop down to 1TC before you hit land while in real nav then max 256 and don't use travel mode . So I would have Maximum=256,512 . After 3 years I figured out that radio report to work with TDW New UI options should be your max travel setting otherwise if in non travel mode every radio contact report will drop the TC to 32 . Its just a suggestion .
Sjizzle
01-21-14, 03:17 AM
good one but i recomand you to use TDW_UI's 7.4.2 not cos 7_5_0 is test version and why not OH II 2.3.1
u can use my charts mod also ...
Delta Wolf
01-21-14, 03:57 AM
Good job guys, :salute:
Going to keep an eye on this one.
tonschk
01-21-14, 05:06 AM
Nice :D, well done :yeah:
vdr1981
01-21-14, 08:00 AM
Vdr1981, Open horizons II?
Sure...
Re TC settings and NewUIs_TDC_7_5_0_Real_Navigation
This is my experience anyway . If you want the game to drop down to 1TC before you hit land while in real nav then max 256 and don't use travel mode . So I would have Maximum=256,512 . After 3 years I figured out that radio report to work with TDW New UI options should be your max travel setting otherwise if in non travel mode every radio contact report will drop the TC to 32 . Its just a suggestion .
Tnx Sober, I could fix that...:up:
good one but i recomand you to use TDW_UI's 7.4.2 not cos 7_5_0 is test version and why not OH II 2.3.1
u can use my charts mod also ...
7.5.0 works just fine...Latest OHII isn't fully ready yet,check the main thread...
Many thanks for this megamod, to all those involved in it, with a particular mention to the soul of the project, vdr 1981:rock:
Just what I needed to fire up SH5 again.:up:
BigBANGtheory
01-21-14, 02:25 PM
"Step 2:
Open Main.cfg file (my documents/SH5/cfg) and make following" Should be ..My Documents\SH5\data\cfg I think.
An average SH Captain 'Lost at Sea', is IMHO going to be resistant to Real Navigation, though I agree it should be aspirational.
I can't believe how much SH5 has improved, it really is playable now because of Modders thank you so much, and credit to the Dev team for allowing it to happen. I hope you are proud of your collective achievements.
vdr1981
01-21-14, 02:43 PM
[LIST]
"Step 2:
Open Main.cfg file (my documents/SH5/cfg) and make following" Should be ..My Documents\SH5\data\cfg I think.
Oups...I'll fix that!:oops:
An average SH Captain 'Lost at Sea', is IMHO going to be resistant to Real Navigation, though I agree it should be aspirational.
Dont be afraid of real navigation...If you use automated scripts for navigator it's almost the same like default route clicking solution. Everyone can handle that...
Sepp von Ch.
01-21-14, 03:25 PM
Would be please possible to add into your megamod this mod with additional ships? Would be really great!
http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
vdr1981
01-21-14, 03:27 PM
Would be please possible to add into your megamod this mod with additional ships? Would be really great!
http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
I really can't say...:hmmm:
Thank you so much vdr1981 and to all of you modders out there that made this possible :subsim:
arnahud2
01-21-14, 06:01 PM
That's a huge and really needed job.
Thank you so much vdr1981 & his team, you deserves :up: and :up: !!!!
vdr1981
01-21-14, 08:38 PM
Anyone experiencing any problems with plotting tool and tool helper?:hmmm:
the megamod this patched?
drexvil
01-21-14, 11:39 PM
"Step 2:
Open Main.cfg file (my documents/SH5/cfg) and make following" Should be ..My Documents\SH5\data\cfg I think.
An average SH Captain 'Lost at Sea', is IMHO going to be resistant to Real Navigation, though I agree it should be aspirational.
I can't believe how much SH5 has improved, it really is playable now because of Modders thank you so much, and credit to the Dev team for allowing it to happen. I hope you are proud of your collective achievements.
I second the option of disabling Real Navigation. This option would give many novices a stepping stone to true immersive play on our terms. I know it would open up a can of worms but I think it would help many captains.
Thanks for your time spent on this, this is long overdue. :salute:
THE_MASK
01-21-14, 11:43 PM
I second the option of disabling Real Navigation. This option would give many novices a stepping stone to true immersive play on our terms. I know it would open up a can of worms but I think it would help many captains.
Thanks for your time spent on this, this is long overdue. :salute:Why , Real navigation is childs play to use . Even I can do it :yep:
Huginmunin
01-22-14, 04:17 AM
Ahoi everyone,
I'm somewhat of a beginner in the SH5-scene and have been playing (with increasing risk of addiction :03:) it for about 4 months now. I've tried a few mods and am now very happy to see a new one. I had almost given up all hopes that any "mega modders" are still keeping an eye on this game.
I have a small question, that maybe someone can answer:
Is it possible to play this mod in German? Is there a German patch from another mod which would be compatible with this one? For example a mod from Ruby2000? His German mods are often for OHII and Opus Magnum both. I thought there would maybe be something that covers all language changes in Wolves of Steele.
I can of course play the mod in English, but am a German speaker and wouldn't mind playing the game completely in German if possible.
Dankeschön und gute Jagd Kaleuns! :salute:
Anyone experiencing any problems with plotting tool and tool helper?:hmmm:
Yes with tool helper on its offset but if you turn it off then no problem
Sjizzle
01-22-14, 06:47 AM
Ahoi everyone,
I'm somewhat of a beginner in the SH5-scene and have been playing (with increasing risk of addiction :03:) it for about 4 months now. I've tried a few mods and am now very happy to see a new one. I had almost given up all hopes that any "mega modders" are still keeping an eye on this game.
I have a small question, that maybe someone can answer:
Is it possible to play this mod in German? Is there a German patch from another mod which would be compatible with this one? For example a mod from Ruby2000? His German mods are often for OHII and Opus Magnum both. I thought there would maybe be something that covers all language changes in Wolves of Steele.
I can of course play the mod in English, but am a German speaker and wouldn't mind playing the game completely in German if possible.
Dankeschön und gute Jagd Kaleuns! :salute:
as far is i know TDW UI have also german language IDK if this mega mod is in german language ,,,
vdr1981
01-22-14, 07:26 AM
Yes with tool helper on its offset but if you turn it off then no problem
OK, I really cant understand why that hapeend but this patch should solve the problem. Install it anytime in patrol or in bunker...
The Wolves of Steel - 1.01 patch (http://www.mediafire.com/download/rptfqi697nvte9p/The+Wolves+of+Steel+-+1.01+patch.rar)
Waiting for your reply...
vdr1981
01-22-14, 11:29 AM
I second the option of disabling Real Navigation. This option would give many novices a stepping stone to true immersive play on our terms. I know it would open up a can of worms but I think it would help many captains.
Thanks for your time spent on this, this is long overdue. :salute:
Like I said, you don't need to take classes form celestial navigation or to learn how to use sextant. You have your navigator and he'll do all the hard work for you although you'll newer be quite sure where are you on the map exactly...
But if you wish GPS on a WWII submarine or to enter Scapa Flow by night with just few mouse clicks on navigation map then, I'm afraid, this megamod isn't for you...:yep:
Hi Vecko !
First of all, thank you very much for this Megamod. I really appreciate it !!!
:up: :salute:
I also want to say that I would like to have the opportunity to play this Megamod without Real Navigation. In my opinion, releasing an optional patch to disable Real Navigation would be a very nice option for all the players interested.
In any case, thank you very much again for this Megamod !!!
Txema
I also want to say that I would like to have the opportunity to play this Megamod without Real Navigation. In my opinion, releasing an optional patch to disable Real Navigation would be a very nice option for all the players interested.
I second that, please.
Aktungbby
01-22-14, 12:51 PM
And welcome back after a year and formally DREXVIL!:salute:
OK, I really cant understand why that hapeend but this patch should solve the problem. Install it anytime in patrol or in bunker...
The Wolves of Steel - 1.01 patch (http://www.mediafire.com/download/rptfqi697nvte9p/The+Wolves+of+Steel+-+1.01+patch.rar)
Waiting for your reply...
OMG am so happy it fixed it so far :salute: Thank you. Will keep you informed if counter any more problems :)
Now the only thing am missing is the speed charts, perhaps you didn't include them or something?
vdr1981
01-22-14, 02:36 PM
OMG am so happy it fixed it so far :salute: Thank you. Will keep you informed if counter any more problems :)
Now the only thing am missing is the speed charts, perhaps you didn't include them or something?
Hm, you don't have something like this?
http://s6.postimg.org/3knj7rt2p/SH5_Img_2014_01_22_20_33_16.jpg
Am not sure but when I click the user charts i get:
Default
Rpm hydrophone chart
Shipping
Other charts and tables
Ship recognition
Real navigation
and sub categories, not the ones you have.
vdr1981
01-22-14, 03:03 PM
Am not sure but when I click the user charts i get:
Default
Rpm hydrophone chart
Shipping
Other charts and tables
Ship recognition
Real navigation
and sub categories, not the ones you have.
Did you try to scroll them down? Is that all you have?
Did you try to scroll them down? Is that all you have?
:o ohhh thx again... didnt think of try to scroll in that window but there was the solution :)
vdr1981
01-22-14, 03:13 PM
:o ohhh thx again... didnt think of try to scroll in that window but there was the solution :)
Hehe, no problemo...Happy hunting! :up:
Aktungbby
01-22-14, 03:51 PM
:o ohhh thx again... didnt think of try to scroll in that window but there was the solution :)
Welcome back to the surface after a year+ long silent running Vegeta!:Kaleun_Salute:
Cybermat47
01-22-14, 04:48 PM
I'm very proud that some of my work has gone into Silent Hunter 5's first mega mod :woot::salute:
vdr1981
01-22-14, 05:54 PM
I'm very proud that some of my work has gone into Silent Hunter 5's first mega mod :woot::salute:
Well, it's not first and I hope certainly not the last! :up:
Thank you very much Vdr for the mod pack! I will check it out tomorrow.
By the way do you have any kind of stability issues with it or is it CTD free ?
Cybermat47
01-23-14, 12:50 AM
Just wondering, can we get a version of the mod without Real Navigation? Because I completely suck at it :wah:
Brodie9666
01-23-14, 04:18 AM
Just wondering, can we get a version of the mod without Real Navigation? Because I completely suck at it :wah:
I, like a few others here would like this too if its not too much trouble?
Other than that thank you for a great Mod, as a SH5 Noob I cant tell you how much of a relief it was to find this all encompassing mod, thank you sir.
vdr1981
01-23-14, 08:38 AM
Before I start to work on "simple" navigation patch can you guys confirm that you've watched this excellent Stoianm real nav tutorial (http://www.subsim.com/radioroom/showpost.php?p=1629500&postcount=21) where you can see that real nav with automated scripts for navigator isn't hard at all?
Before I start to work on "simple" navigation patch can you guys confirm that you've watched this excellent Stoianm real nav tutorial (http://www.subsim.com/radioroom/showpost.php?p=1629500&postcount=21) where you can see that real nav with automated scripts for navigator isn't hard at all?
:sign_yeah:
Having a "simple navigation" patch is okay, indeed, but you guys getting over your prejudices on real navigation and starting using it, would be really great! :yep:
vdr1981
01-23-14, 09:47 AM
:sign_yeah:
Having a "simple navigation" patch is okay, indeed, but you guys getting over your prejudices on real navigation and starting using it, would be really great! :yep:
TDW real navigation is the essence of this megamod, it's one of just few features that can make the difference between SH5 and other games in the series and it would really shame to just dump it like that IMO...And on top of that It is really simple to use so i must admit that I cant really understand people who don't want to use it...
TDW real navigation is the essence of this megamod, it's one of just few features that can make the difference between SH5 and other games in the series and it would really shame to just dump it like that IMO...
Fully agree with you. On the other hand, if adding a simple patch can make many players happy and your megamod (and SH5) more popular, why not to please them?
I mean: we can incite subsim buddies to enhance their gaming experience, but by forcing them to the change we will only achive the opposite: they will start hating real navigation :03:
And on top of that It is really simple to use so i must admit that I cant really understand people who don't want to use it...
Besides them being... shameless :D I have only one possible explanation: mental barrier... the same as my mother, failing to accomplish simple computer tasks she is perfectly capable to :O:
vdr1981
01-23-14, 11:19 AM
Fully agree with you. On the other hand, if adding a simple patch can make many players happy and your megamod (and SH5) more popular, why not to please them?
I mean: we can incite subsim buddies to enhance their gaming experience, but by forcing them to the change we will only achive the opposite: they will start hating real navigation :03:
Besides them being... shameless :D I have only one possible explanation: mental barrier... the same as my mother, failing to accomplish simple computer tasks she is perfectly capable to :O:
Hehe, I agree...:)
I'll prepare ""simple navigation" patch soon...
EDIT:
What I'm particularly happy about is the fact that we have almost 100 download and still there is no CTD reports which is pretty rare with the modlist of 80+ mods!
What I'm particularly happy about is the fact that we have almost 100 download and still there is no CTD reports which is pretty rare with the modlist of 80+ mods!
:yeah:
Let's hope that the recent OH problems (v 2.3 and later) will be ironed out soon, because its latest version really adds much to he game!
tonschk
01-23-14, 01:26 PM
I agree with :up: Gap :yeah:
you guys getting over your prejudices on real navigation and starting using it, would be really great! :yep:
I will test the mega mod as much my time allows cause work take awful lot of time of my life. Trying to report all problems i have during my hunt.
Brodie9666
01-23-14, 02:58 PM
Before I start to work on "simple" navigation patch can you guys confirm that you've watched this excellent Stoianm real nav tutorial (http://www.subsim.com/radioroom/showpost.php?p=1629500&postcount=21) where you can see that real nav with automated scripts for navigator isn't hard at all?
Ok i'll try and sum up my own personal noob experience, obviously I cant speak for everyone though...
I am for all intents and purposes a SH noob, although I have had some short lived experience with the SH franchise in the past, i've found that SH has stuck with me and has remained a franchise I have long intended to come and devote my increasingly limited game play time too.
After recently listening to an amazing audiobook called "Thunder Below!" by Eugene B Fluckey captain of the US Sub USS Barb during WW2 I decided that the time was ripe for me to get stuck into SH, SH5 being the latest (and, although I hope i'm wrong, possibly the last Silent Hunter game) I fire up Steam and downloaded the SH5 Gold Edition I bought during a recent Sale.
After a quick scan I found that there are many threads on the Steam SH5 Forum site which point new and potentially new SH5 players to this site for assistance, I however having found this site years before knew where to go, but upon my arrival, with it being so long since my last brief visit, I was essentially in the same boat as them, and let me tell you, its a daunting experience!
Firstly, I had to read up on what was wrong with the stock game, and then read up on which where the best potential fixes for it, all the while being concerned that the fixes I was looking at for the various different issues may all not be compatible with each other or even the game itself with it being the Steam version. I then had to download something called a JSGME and then watch a Youtube Vid on how to install and use it. By the time I had found several mods and all the associated patches and hotfixes that need to be applied with them I found that i'd been sat at the computer for nearly 4 hours and still hadn't even launched the game! I switched my PC off and went about my RL concerns somewhat disheartened and somewhat concerned by the fact that I may have chosen the wrong mod, or that the JSGME installation was done incorrectly or that I would be beset with CTDs due to everything being incompatible!
A few days later I came back (with some trepidation) and decided to seek advice and as such created THIS (http://www.subsim.com/radioroom/showthread.php?t=210732) post. I went off having lost another day game time but hopefull that I would get some experienced and knowledgeable advice.
The next day I found that I had, I also found out that my initial mod selection was wrong and so proceeded to attempt to download the suggested mods.
(It should also be noted that all of this and the previous foray into Mod selection and downloads had to be performed in and around a SubSim Daily Download Limit, something else which added to the frustration!).
It was during this second attempt that I found your Mega Mod, and honestly bud, I cant tell you the relief I felt upon finding it! It was like you had read my mind! All concerns about incompatibility where gone, your instructions where clear and concise (although I had a bit of trouble understanding Step 6). It was perfect!
So now, finally after nearly 4 days I was able to fire up the game for the first time! It should be noted here by the way, that being nearly 40 and being married with kids I have learned to be patient. This whole process, for some who let say are younger and who are more used to the Purchase > Download > Play process all happening within the same day, may have given up and walked away at this stage. I will admit that my limited game play time (see wife and kids comment above for details :P) did significantly prolong the process.
So firing up the game for the first time...It's a complicated game, there is a lot to learn and rightly so, I dont want some arcade shooter, I want a decent somewhat complex game that I can get my teeth stuck into. But remember that from a noob perspective, not only do they have to learn the base game, but then learn how to use all the mods that come with your Megamod, often these have no instruction on how to use them. The SH5 Manual is no help obviously and as such I found that my intial excitement on being able to fire up the game quickly died as I was shortly back on the forums bewildered on how to control the game (or even how to get into the bloody sub - figured that out eventually - DOH!). I found that yet again, another nights game time was sucked up by reading forum pages and watching Youtube vids.
Now to (finally) answer your question, why not the Real Navigation? Well in short (ironic I know given the above essay!), it was just one more bloody complication in between me and playing the game, it was yet another noob barrier, I nearly cried when I saw that after everything I'd been through to get to this point, I would, in order to even leave the port, was going to have to watch a 3 part youtube video! It was just too much on top over everything else!
I'm sure its brilliant, and i'm sure once i've gotten past the near vertical learning curve that this game plus the megamod's additions have I will seek it out and apply to the game. I'm also sure that once i've mastered the controls and nuances of the game I will look back at this time and wonder why I found it so difficult, but for now, I have decided that I will put the game aside, yes even though I have still yet to leave port! and await your Real Navigation free version of your Megamod which I now see you are planning to release. (Thank you!)
This has been a huge post, and I apologise for my ramblings, but I hope its given you some insight into what is facing a SH new comer.
I would like to add, that I think what you are doing here with this MegaMod is VERY important, this mod has the potential to be THE standard "must have" mod all newcommers to the game will install. I can foresee Stickies on the SH5 Steam Forums with links to to it. I for one will be extolling its virtues once I have it installed and up and running.
People will after installing the base game simply follow the link Sticked to the Steam Forum to the Megamod's download page and click it (I suggest adding a link and instructions for the JSGME to your page, or and I dont know if this is even possible, creating an .exe version of your mod so that a new player would simply just need to click it and direct it to their SH5 installation folder!?). What you have potentially built here could be the all in one solution to the near impenetrable noob barrier which i'm sure perturbs many SH5 noobs!
"If you build it they will come!" :smug:
Looking forward to your noob friendly release sir, keep up the great work!
TheDarkWraith
01-23-14, 05:16 PM
Ok i'll try and sum up my own personal noob experience, obviously I cant speak for everyone though...
I am for all intents and purposes a SH noob, although I have had some short lived experience with the SH franchise in the past, i've found that SH has stuck with me and has remained a franchise I have long intended to come and devote my increasingly limited game play time too.
After recently listening to an amazing audiobook called "Thunder Below!" by Eugene B Fluckey captain of the US Sub USS Barb during WW2 I decided that the time was ripe for me to get stuck into SH, SH5 being the latest (and, although I hope i'm wrong, possibly the last Silent Hunter game) I fire up Steam and downloaded the SH5 Gold Edition I bought during a recent Sale.
Do yourself a favor and buy the DVD version of the game. My Generic Patcher is not compatible with the Steam version of the game. You are totally missing out if you do not have patches of my generic patcher active. I'm assuming this compilation includes a GPS file. That file is to be used with my Generic Patcher (it's a snapshot file that directs the Generic Patcher as to which patches to enable/disable). GPS files make it easy to share with others which patches you have enabled and disabled. They also make it very easy to upgrade to newest version of the Generic Patcher when I release new versions.
Brodie9666
01-23-14, 05:36 PM
Do yourself a favor and buy the DVD version of the game. My Generic Patcher is not compatible with the Steam version of the game. You are totally missing out if you do not have patches of my generic patcher active. I'm assuming this compilation includes a GPS file. That file is to be used with my Generic Patcher (it's a snapshot file that directs the Generic Patcher as to which patches to enable/disable). GPS files make it easy to share with others which patches you have enabled and disabled. They also make it very easy to upgrade to newest version of the Generic Patcher when I release new versions.
I actually had a DVD copy of SH5 originally but seem to have misplaced it. I've looked high and low, but to be honest over the past few years I've found I prefer to get my games via Steam. This is the only occasion where that choice has presented any kind of an issue.
In the instructions on the front page it does make allowances for people who like myself have the Steam version, so I trust it is fully compatible.
TheDarkWraith
01-23-14, 05:43 PM
I actually had a DVD copy of SH5 originally but seem to have misplaced it. I've looked high and low, but to be honest over the past few years I've found I prefer to get my games via Steam. This is the only occasion where that choice has presented any kind of an issue.
In the instructions on the front page it does make allowances for people who like myself have the Steam version, so I trust it is fully compatible.
You can't use the Generic Patcher with the Steam version of the game. So your game is broke. Stadimeter won't work correctly, hydrophone won't work, everytime you use the broken stadimeter your AOB and Speed TDC dials will reset, I can go on and on. You need the DVD version of the game :yep:
Brodie9666
01-23-14, 05:51 PM
You can't use the Generic Patcher with the Steam version of the game. So your game is broke. Stadimeter won't work correctly, hydrophone won't work, everytime you use the broken stadimeter your AOB and Speed TDC dials will reset, I can go on and on. You need the DVD version of the game :yep:
So your telling me that the only ways I am going to be able to play SH5 is to either, play a broken un-modded Steam Version or to buy yet another SH5 but this time on DVD?
So your telling me that the only ways I am going to be able to play SH5 is to either, play a broken un-modded Steam Version or to buy yet another SH5 but this time on DVD?
Wait, I have a faster soluce. I will send you a PM :03:
TheDarkWraith
01-23-14, 06:10 PM
So your telling me that the only ways I am going to be able to play SH5 is to either, play a broken un-modded Steam Version or to buy yet another SH5 but this time on DVD?
Basically yes. Steam is utter crap. I despise anything like it (origin, etc.). I don't nor will I ever support crap like that. By not holding a physical copy of the software in your own hands you are at the mercy of whomever as to when they will let you play/use. They ultimately have the power to also stop you from ever playing/using it again (if they go out of business or decide they no longer want to support that piece of software). Why people use/support this crap is beyond me.
When Microsoft finally goes to the way of 'the cloud' like it intends to do I hope it's the death of them. This whole cloud thing is the most idiotic thing in the world! I swear people are either way too desensitized or they love sharing information about themselves to anyone/strangers. Using 'the cloud' is like broadcasting to the world ALL your personal information. Facebook, Twitter, etc. are the same. Wake up people. If you keep buying/using this crap then it will never go away/end. Everyone wonders why the US is so 'insert favorite explicative here'. It's all this Steam, Origin, Facebook, Twitter, Cloud crap.
Brodie9666
01-23-14, 06:13 PM
....so wait, are you saying you think its crap?
This whole cloud thing is the most idiotic thing in the world! I swear people are either way too desensitized or they love sharing information about themselves to anyone/strangers. Using 'the cloud' is like broadcasting to the world ALL your personal information. Facebook, Twitter, etc. are the same. Wake up people. If you keep buying/using this crap then it will never go away/end. Everyone wonders why the US is so 'insert favorite explicative here'. It's all this Steam, Origin, Facebook, Twitter, Cloud crap.
:haha: :up:
TheDarkWraith
01-23-14, 06:16 PM
....so wait, are you saying you think its crap?
I'm not here to derail the topic of this thread. Steam is utter crap in my opinion. Nothing more needs to be said about it. You have your opinion and I have mine :up:
Cybermat47
01-23-14, 10:46 PM
I've noticed some issues and glitches with the mod:
The Das Boot crew images, for me at least, destroys immersion because of the fact that the actual crew looks nothing like them. It would be great if this was made optional.
http://cloud-3.steampowered.com/ugc/577886316370225449/904FC84043B91D8DAAB53C35642DCA8C7E9F1AC1/
The UZO sight is now identical to the periscope's.
http://cloud-4.steampowered.com/ugc/577886316370266557/C2CA03BB0471DE5D5F660134D5E24E8B10FF9382/
The binoculars also have this problem.
http://cloud-2.steampowered.com/ugc/577886316370245761/F58A5BE8D3C39E8A944EA64A2423FA9004BAC847/
The underwater view is really messed up.
http://cloud-4.steampowered.com/ugc/577886316370210979/54E2F380A13030624DDBC1C66C6CB77DBAD7A07F/
THE_MASK
01-24-14, 12:23 AM
So what people want is clear underwater visibility , GPS plotting , bright nights so that you can see ships in total darkness miles away etc etc etc LOL .
Cybermat47
01-24-14, 12:28 AM
So what people want is clear underwater visibility , GPS plotting , bright nights so that you can see ships in total darkness miles away etc etc etc LOL .
I want GPS plotting (or as I prefer to call it, letting the navigator do all the tricky stuff) so I can read a book or watch a movie in transit, clear water so I can make good videos... but I don't want bright nights.
drexvil
01-24-14, 12:31 AM
So what people want is clear underwater visibility , GPS plotting , bright nights so that you can see ships in total darkness miles away etc etc etc LOL .
Ha ha ha, oh no the can of worms! :D
THE_MASK
01-24-14, 12:45 AM
I want GPS plotting (or as I prefer to call it, letting the navigator do all the tricky stuff) so I can read a book or watch a movie in transit, clear water so I can make good videos... but I don't want bright nights.Fair enough . You can transit with real navigation automation , only in straight line . But you already knew that . I must try to stay out of this thread , keep to my own thread .
drexvil
01-24-14, 12:46 AM
Personally I see minimal usefulness of the underwater blur effects in a submarine sim. I know it's for 100% immersion, but no real WWII captain went outside underwater to see his own boat anyway.
I use the underwater views it to admire the graphical beauty of the boats & torps speeding through water and of ships sinking to the abyss. Sounds lame, but I love the ocean and it gives me a thrill. I understand why it's been implemented, but in this case I'd leave it off.
Awesome megamod, it seems much faster than individual mods put together. :up:
vdr1981
01-24-14, 08:34 AM
@Cybermat47,
Yes, Das Boot crew is a bit messed up, I could deal with that in the future...
Regarding binocular view... If you ever used binoculars you must agree with me that the views from your screenshots are much more realistic then default "two circles" solution. I use binoculars a lot when I pay a visit to my parents in the country side and I always see only one circle, not two...:03:
Default underwater visibility in SH5 is totally unacceptable . I decided to use old Sober's FX2 solution because it's only one which will give us illusion that we can see something underwater but in a fact, we can't. This is very important for realistic gameplay. But it's not good for movie making , I agree...
Regarding "simple navigation" patch... It can't be done with single simple patch because most of the files needs to be manually deleted from the archive. This means that you'll have to wait until I create new archive and re upload it again.
Cybermat47
01-24-14, 02:33 PM
Regarding binocular view... If you ever used binoculars you must agree with me that the views from your screenshots are much more realistic then default "two circles" solution. I use binoculars a lot when I pay a visit to my parents in the country side and I always see only one circle, not two...:03:
Yes, but I've used WWII U-boat captain binoculars, and they don't have marks on them.
Are Stoian's free upgrade ( renown) mod and voice recognition 1.4 mod compatible with this megamod? Any of these maybe? If I'm fortunate and these are compatible is it okay if I install these two mods after the megamod,and the megamod's patch ?
tonschk
01-25-14, 07:41 AM
I fully agree with :salute: TheDarkWraith :sunny: :yeah:
This whole cloud thing is the most idiotic thing in the world! I swear people are either way too desensitized or they love sharing information about themselves to anyone/strangers. Using 'the cloud' is like broadcasting to the world ALL your personal information. Facebook, Twitter, etc. are the same. Wake up people. If you keep buying/using this crap then it will never go away/end. Everyone wonders why the US is so 'insert favorite explicative here'. It's all this Steam, Origin, Facebook, Twitter, Cloud crap.
I managed to install the voice recognition mod quite a bit.
von faust
01-25-14, 08:10 AM
Great MegaMOD !!!! :yeah:
It's all that I want but I have a problem.
(Excuse me for my English :O:)
I have reinstalled all, perform all step perfectly but all bars are disappeared (in the upper right corner and lower left corner).
I have try made some change with OptionsFileEditorViewer.exe (HUD folder) but without success
LeeHower
01-25-14, 10:09 AM
Thanks for this megamod and to all ,who makes the mods implemented in this.:salute:
I got one question. I have no option( icon ) for weapon officer to identify my target. Its the part of make as real as possible ( like real navigation ) or i have make some mistake during installation this mod?:/\\!!
Thank you
I want to thank you vdr1981 for this mod. Finally I can play SH5 without any frustration. I have one request however. Could you list all the hot keys since you have vastly more experience playing with this set up and I have never before really played any SH5 up until now? I find it all somewhat confusing. Also it states that with some of the new commands like the independent engine controls and electric engines on the surface the commands are only available through scripting. What does that actually mean?
The Mod Pack gives me a CTD after I hit a ship. In the next few mins. I made a save just before the shooting and after I reload the game I get a CTD even before the torpedo exploads. It's very strange for me. Has been CTD free till now. I just installed Stoian's free upgrade mod. Can it be a problem ?
I get this message in event viewer:
Faulting application name: sh5.exe, version: 1.2.0.0, time stamp: 0x562b9a96
Faulting module name: SHSim.act, version: 0.0.0.0, time stamp: 0x4bce9a5c
Exception code: 0xc0000005
Fault offset: 0x000819b9
Faulting process ID: 0x%9
Faulting application start time: 0x%10
Faulting application path: %11
Faulting module path: %12
Report ID: %13
Faulting package full name: %14
vdr1981
01-25-14, 05:46 PM
Yes, but I've used WWII U-boat captain binoculars, and they don't have marks on them.
Aaa, marks are problem...Well, it's due to radcapricorn's mod. Maybe we could ask him to remove those marks, that would be really nice...
Are Stoian's free upgrade ( renown) mod and voice recognition 1.4 mod compatible with this megamod? Any of these maybe? If I'm fortunate and these are compatible is it okay if I install these two mods after the megamod,and the megamod's patch ?
I'm not sure , I never used them...
Great MegaMOD !!!! :yeah:
It's all that I want but I have a problem.
(Excuse me for my English :O:)
I have reinstalled all, perform all step perfectly but all bars are disappeared (in the upper right corner and lower left corner).
I have try made some change with OptionsFileEditorViewer.exe (HUD folder) but without success
Hm, no such problems here, Shift+Z maybe?
Thanks for this megamod and to all ,who makes the mods implemented in this.:salute:
I got one question. I have no option( icon ) for weapon officer to identify my target. Its the part of make as real as possible ( like real navigation ) or i have make some mistake during installation this mod?:/\\!!
Thank you If you really want to use automatic target recognition, which is a bit unrealistic IMO especially because you can recognize a ship 20+km away, install this mod anywhere in patrol or in port ... http://www.subsim.com/radioroom/downloads.php?do=file&id=4248
I want to thank you vdr1981 for this mod. Finally I can play SH5 without any frustration. I have one request however. Could you list all the hot keys since you have vastly more experience playing with this set up and I have never before really played any SH5 up until now? I find it all somewhat confusing. Also it states that with some of the new commands like the independent engine controls and electric engines on the surface the commands are only available through scripting. What does that actually mean?
I rarely use keyboard commands...TDW UI is more then enough for me.
The Mod Pack gives me a CTD after I hit a ship. In the next few mins. I made a save just before the shooting and after I reload the game I get a CTD even before the torpedo exploads. It's very strange for me. Has been CTD free till now. I just installed Stoian's free upgrade mod. Can it be a problem ?
I get this message in event viewer:
Faulting application name: sh5.exe, version: 1.2.0.0, time stamp: 0x562b9a96
Faulting module name: SHSim.act, version: 0.0.0.0, time stamp: 0x4bce9a5c
Exception code: 0xc0000005
Fault offset: 0x000819b9
Faulting process ID: 0x%9
Faulting application start time: 0x%10
Faulting application path: %11
Faulting module path: %12
Report ID: %13
Faulting package full name: %14
You should not install any mod if you are not sure about compatibility...This could be corrupted save also. Don't save the game near AI units and don't overwrite old saves...
I would suggest clean reinstall of the game and new campaign...
If you really want to use automatic target recognition, which is a bit unrealistic IMO especially because you can recognize a ship 20+km away...
I couldn't agree more :yep:
Mikemike47
01-25-14, 07:58 PM
I have try made some change with OptionsFileEditorViewer.exe (HUD folder) but without success
Maybe this will help:
Updated OptionsFileEditorViewer app (v1.0.32.0): http://www.mediafire.com/?50a7d3ln2j5g2ej
This updated version has language packs and allows you to resize the window. It also has a new File command: File-->Reports-->Hot keys that creates a file in the applications path that lists all the hotkeys used by the mod and their status. This version also adds the familiar enabled/disabled icons that the Generic Patcher uses for a Boolean options.
How to use OptionsEditorViewer app: http://www.subsim.com/radioroom/showthread.php?t=202346
Hotkey update information (http://www.subsim.com/radioroom/showpost.php?p=2167778&postcount=11047) for Trevally to update for "how to use TDW options editor. I sent a PM to him.
Thank's for your reply Vdr. I never knew that I mustn't save near AI units and mustn't overwrite my old savegames.
What do you think ? Should I start a new campaign ? Or is is okay if I continue my campaign from a previous save game and in the future I won't overwrite any savegames at all ?
I think Stoian's mod is compatible because so far hasn't got any CTD what was affected by the changed renown values required by ugrades.
So now I have played for several hours and no CTD of any kind, i had friendly taskforce destroyed ships infront of me and Luftwaffe sink ships that was mine :shifty:
But few things that caught my mind,
first the sonar guy, he's working but it seems that he finds target and double report it, then he loses it and finds it again and this "loop" continues forever til I surface or getting out of range
Second a lot of orders I give are always double repeated from the crew like engage batteri recharge
Over all everything works like a charm so thank you again all modders and vdr1981
Great mod, no CTD or performance issues at all.
For beginner like me it was a little overwhelming to use real navigation but I now get how it works and I like it. I still can't home in a torpedo properly on a target but I'm working on that.
But there's one problem. During a daring attempt to attack an enemy convoy West of Ireland, I was spotted and deptcharged for over 12 hours. During which my navigator was wounded. He's no longer able to calculate my position every 2 hours. He's been wounded for some days now, and I'm afraid I'm going to crash into either the Irish rock shore or the French. Help?
^Welcome to SubSim Homuth :salute: (http://www.subsim.com/radioroom/member.php?u=320387)
LeeHower
01-26-14, 08:04 AM
Thank's for help vdr.:rock: I know not much realistic,however from i was reading in diary of my grandpa, they always discuss about identification ship, when have time do this. So i can try itself and after that let officer do idntification and see how correct i was :yeah:
Thank you
I figured it out.
Here's how to fix it for anyone yet to have the issue of having permanent wounded officers:
Try deleting the UPCInitial and the UserPlayerContextGE folders in C:\Users\Documents\SH5. Copy them, just in case it doesn't work or messes with your game, and restart the game......
When you launch the game after having done the fix, you load your last save game and when you are inside the submarine, wait for 2-3 minutes and your crew members will lose their wounded status. So be patient for a little while for the red layer to disappear.
Anlauf beginnt!
vdr1981
01-26-14, 10:08 AM
I figured it out.
Here's how to fix it for anyone yet to have the issue of having permanent wounded officers:
When you launch the game after having done the fix, you load your last save game and when you are inside the submarine, wait for 2-3 minutes and your crew members will lose their wounded status. So be patient for a little while for the red layer to disappear.
Anlauf beginnt!
That's one hell of the exploit...:D
Thank's for the tip Vdr. It was the save games what caused the problems. Please correct me Vdr if I'm wrong but I read the forums for days now and haven't found any instructions like this on any modder's mod.
Why isn't it a main footnote on every mod ? Because I think it's quite important to mention that you can't save near any ship. And I think it's not a common knowledge to know that.
It's very strange for me sorry about that.
By the way I restarted the campaign and that was enough.
It seems that Stoianm's upgrade mod is compatible with this pack.
diablo82
01-27-14, 02:12 PM
Is this MOD will work with my version of the game. I SH5 ver.1.2.0, the original downloaded and registered in uplay.com (not bought on DVD).
SnipersHunter
01-27-14, 02:24 PM
Nice:arrgh!:
Sjizzle
01-27-14, 03:01 PM
Is this MOD will work with my version of the game. I SH5 ver.1.2.0, the original downloaded and registered in uplay.com (not bought on DVD).
it's work ...
and also work the generic patcher too if is not a steam version ...
Hey.
Huge thanks for a modpack, it saves a lot of hassle. I hope you keep working on it and improving it.
However, even after aplying the patch, compass nav tool continues to be misaligned (others tools are working properly now, however marks are a bit off when i try to place them)
I also have an issue with one of the mods, im not sure which one causes it but my underwater vision looks like ****, its very distorted and pixely and it seems like someone sticked a shiny foil film in front of my periscope. Is there anyway to disable this mod?
Also while i agree that das boot is an awesome film... change of the portraits i can deal with... but overwriting audio files for my crew with the ones that are cut out from that film (with all the ambient sounds and whatnot) just doesn't work, im sorry. It sounds completely out of place.
diablo82
01-28-14, 08:32 AM
How to run the tutorial? I click on any tutorial but nothing happens.
How to run the tutorial? I click on any tutorial but nothing happens.
If you followed the instruction, the Tutorial is considered Completed!
Step 3:
Start new campaign and exit the game. Open CareerHistory.cfg (my documents/SH5/data/cfg) and make following changes...
Code:
HasCompletedTutorial=true
Trevally.
01-28-14, 12:59 PM
How to run the tutorial? I click on any tutorial but nothing happens.
To start any tutorial you must click on Tutorial in the main menu screen.
http://img718.imageshack.us/img718/8750/tutorialselect.png
Then select the tutorial you want to run, from the list.
http://img715.imageshack.us/img715/6121/selecymanualtdc90.png
Next click on Historical Missions. If the tutorial requires a set mission, it will be highlighted for you. Click on it. You will see the u-boat selection switch to this mission
If no missions are highlighted, select any one of them.
http://www.subsim.com/radioroom/
Finally click start and the mission will load and the tutorial will start.
:rock:Awsome Job vdr1981!
Re-installed SH5 after almost 2 years to try this....
One more try to see what has happened since late 2012 with a simple talk through, just what I needed.
I will have to learn real Navigation, but that might be an enrichment...
The only Thing I would like to Change is the underwater blurry effect.
Do you have a file that corrects that? I even prefer one with a very limited visibility, a la openingsscene dasboot.
If youre too busy maybe you can tell me which file to replace with one from another mod, if that is doable?
Thanks for sharing your great work,
Trebb.
BigBANGtheory
01-29-14, 07:20 AM
So what people want is clear underwater visibility , GPS plotting , bright nights so that you can see ships in total darkness miles away etc etc etc LOL .
What people want I think is a gentle learning curve, introducing more realism over time and then ending up with DCS : U-boat
Your mod list Sober is a good example in that caters well for the more experienced player, I consider it aspirational.
The other day I did my first venture into Scapa Flow, on the way out I died for what appeared to be no apparent reason I actually thought the game glitched me out and I collided with the terrain. It wasn't until my 3rd attempt that I used External View camera and saw my first mines in SH5. Had I not seen that and assumed wrongly that it was a glitch I'd have probably given up. Next time I go to Scapa Flow I'll do it without map updates and external cam :cool:
Paajtor
01-29-14, 09:04 AM
@BigBANGtheory
If you think you're in mines-infected waters, just raise your observation-scope just enough to get a view forward over the edge of the conning-tower.
Use it to scan for mines in front of your sub (during the day, obviously), as you can tilt it down just enough to see your bow up ahead.
vdr1981
01-29-14, 10:51 AM
Hey.
However, even after aplying the patch, compass nav tool continues to be misaligned (others tools are working properly now, however marks are a bit off when i try to place them)
Hm, looks like problem with plotting tools appeared because of high compression rate of the archive with winrar. Maybe you should try to extract the megamod again and tell me do you have some errors. If patch doesn't help try to download EQuaTool 01.01 by AvM and install it manually after the megamod.
I also have an issue with one of the mods, im not sure which one causes it but my underwater vision looks like ****, its very distorted and pixely and it seems like someone sticked a shiny foil film in front of my periscope. Is there anyway to disable this mod?
:rock:Awsome Job vdr1981!
The only Thing I would like to Change is the underwater blurry effect.
Do you have a file that corrects that? I even prefer one with a very limited visibility, a la openingsscene dasboot.
If youre too busy maybe you can tell me which file to replace with one from another mod, if that is doable?
Thanks for sharing your great work,
Trebb.
If you are not satisfied with current underwater visibility you should try to install latest Sober's Realistic underwater visibility FX8 mod, but again, don't expect miracles.
Due to engine limitation it isn't possible , for now, to have realistic underwater view like we had in SH3 and SH4.
What people want I think is a gentle learning curve, introducing more realism over time and then ending up with DCS : U-boat
You can take all the necessary learning curves in the thread with Stoianm video tutorials. Really , he covered up almost every subject. Until then, your gameplay should be gentle. If you want more "customization" , then maybe it is better solution for you to use sober's modlist and choose which mod you want to use.
Unfortunately, SH will never be DCS but it shouldn't be Hawks or WoT either IMO...
I'm having a bit of a problem during the request process of refueling in the east coast of the USA. I had successfully refueled once during a patrol before but on this patrol something is very very wrong.
The situation is: I ask for resupply. The icon pops up on the map. So far so good,but here comes the strange thing. At the point where the refueling icon is a SUBMARINE will appear and he will travel from there. And there isn't any kind of tanker ship nearby. Tried to load an earlier game without luck. Tried multiple resupply calls but every single refuel icon's have the same problem and on every single marker a submarine will appear.
But it's strange because one patrol before I could do it easily.
Fantastic effort. well done man!
now all we need is a comprehensive manual with the end result of the modsoup
as much as I love the idea of 'what does this button do? let's press it and see', i remember a couple of hours spent reading the huge GXW3 manual. It was very very helpful to get the most out of the game
Hey there,
Thanks for the compilation, works like a charm. I have been crusing around and trying to learn the real navigation and enjoying the sights. As an engineer in the digital age im happy to work with pencil, protractor, ruler and compass again. In my opinion its the best immersion one can get in the game.
However i have a problem, it has been stated above in different forms. The underwater visibility. I know it should be distorted to add realism, but sometimes (out of combat and not being serious) i just loved to see the vessel glide within the water. It is kinda soothing for me and i was dedicating a monitor at work to it :)
Is there any way to disable this feature? I promise i wont use it to cheat :) If i see any mines on the periscope, ill just drive onto them and end that particular patrol there, i promise.
Sjizzle
01-30-14, 09:11 AM
Hey there,
Thanks for the compilation, works like a charm. I have been crusing around and trying to learn the real navigation and enjoying the sights. As an engineer in the digital age im happy to work with pencil, protractor, ruler and compass again. In my opinion its the best immersion one can get in the game.
However i have a problem, it has been stated above in different forms. The underwater visibility. I know it should be distorted to add realism, but sometimes (out of combat and not being serious) i just loved to see the vessel glide within the water. It is kinda soothing for me and i was dedicating a monitor at work to it :)
Is there any way to disable this feature? I promise i wont use it to cheat :) If i see any mines on the periscope, ill just drive onto them and end that particular patrol there, i promise.
the underwater visiblity is made by sober remove that u are not cheating at all ... but i am not sure how u can remove from this compilation ...
i really dont think it as cheating
just wanted to emphasize that i like the realism trend :salute:
Trevally.
01-30-14, 10:49 AM
I'm having a bit of a problem during the request process of refueling in the east coast of the USA. I had successfully refueled once during a patrol before but on this patrol something is very very wrong.
The situation is: I ask for resupply. The icon pops up on the map. So far so good,but here comes the strange thing. At the point where the refueling icon is a SUBMARINE will appear and he will travel from there. And there isn't any kind of tanker ship nearby. Tried to load an earlier game without luck. Tried multiple resupply calls but every single refuel icon's have the same problem and on every single marker a submarine will appear.
But it's strange because one patrol before I could do it easily.
That uboat will refuel you - just get close to it (it is a type VII, but that all I had):up:
Trevally.
01-30-14, 10:51 AM
Re: underwater debate
I too think the underwater should be as in stock
If external view is checked in options - the only way to view is through scope
Perhaps a patch to overwrite this:06:
Re: underwater debate
I too think the underwater should be as in stock
Me too. :yep:
More in general, the little problem of megamods, as opposed to enabling mods one by one, is that everyone got different ideas on what mods should be included and what not.
Perhaps a patch to overwrite this:06:
easily done: replace Underwater.pfx with the one from DynEnv's main mod or from one of the Enhanced Visibility submods. IIRC
Main mod = underwater a little more blurred than in stock game (but not as distorted/pixelated as per sober's underwater FX)
Enhanced Visibility (medium) = stock effect
Enhanced Visibility (high) = no underwater effect :up:
Trevally.
01-30-14, 01:07 PM
Me too. :yep:
More in general, the little problem of megamods, as opposed to enabling mods one by one, is that everyone got different ideas on what mods should be included and what not.
easily done: replace Underwater.pfx with the one from DynEnv's main mod or from one of the Enhanced Visibility submods. IIRC
Main mod = underwater a little more blurred than in stock game (but not as distorted/pixelated as per sober's underwater FX)
Enhanced Visibility (medium) = stock effect
Enhanced Visibility (high) = no underwater effect :up:
Thanks Gap:up:
vdr1981
01-30-14, 01:23 PM
Me too. :yep:
More in general, the little problem of megamods, as opposed to enabling mods one by one, is that everyone got different ideas on what mods should be included and what not.
I agree...For me the priority of this megamod is stability testing., to determent finally could SH5 be stable with modlist of 80+ mods. So far, the results are pretty encouraging and this is really good news for any future SH5 megamod!
Regarding personal preferences ... Yes, I could remove real navigation, underwater visibility mod or any other mod which makes SH more realistic or difficult to use, but in no time we would have list of 15+ optional patches which will pose serious problem for most of people.
Trevally.
01-30-14, 01:31 PM
I agree...For me the priority of this megamod is stability testing., to determent finally could SH5 be stable with modlist of 80+ mods. So far, the results are pretty encouraging and this is really good news for any future SH5 megamod!
Yes and this is indeed great:yeah:
Regarding personal preferences ... Yes, I could remove real navigation, underwater visibility mod or any other mod which makes SH more realistic or difficult to use, but in no time we would have list of 15+ optional patches which will pose serious problem for most of people.
Very true:yep:
I just copied and pasted Gaps instructions into a readme for myself - perhaps just adding readme files or link to these hints from people who know and if users really want to change something - a little encouragement to open the files may be a good thing and lead to more modders:hmmm:
I also have note from Serge and rad for when I play again
tonschk
01-30-14, 02:10 PM
Me too. :up:
Re: underwater debate
I too think the underwater should be as in stock
THE_MASK
01-30-14, 02:53 PM
Me too. :yep:
More in general, the little problem of megamods, as opposed to enabling mods one by one, is that everyone got different ideas on what mods should be included and what not.
easily done: replace Underwater.pfx with the one from DynEnv's main mod or from one of the Enhanced Visibility submods. IIRC
Main mod = underwater a little more blurred than in stock game (but not as distorted/pixelated as per sober's underwater FX)
Enhanced Visibility (medium) = stock effect
Enhanced Visibility (high) = no underwater effect :up::yep::O: If I were you I would do a patch with the underwater FX mod taken out . This megamod was very much needed btw .
Guys, vdr keeping this Megamod up to date is a grand thing indeed..
Imho all these additional requests makes the Megamod unmanageable soon.:o
As suggested above: an easy possible solution (which is stable with me so far):
Simply activate in JSGME after Steel Wolves mod the FX option from DynEnv 2.9.
Thats it, clear water again.
I then activated Atlantic Green 1.1 ( http://www.subsim.com/radioroom/downloads.php?do=file&id=1728 )
with reduced gamma after that and very happy with result!:up:
Cheers, Trebb.
Thanks the answer Trevally. I catched up with him with about 0.5% fuel percentage! :)
Sorry about the question I thought it's just some kind of a bug because first there was a tanker with whom I could manage the refuel procedure.
But it's all good now. Thanks to you!
Trevally.
01-30-14, 04:33 PM
Imho all these additional requests makes the Megamod unmanageable soon.:o
Yes trebby - where will it end if vecko adds a patch for this - we will soon need a patch for that.
Discussion here can help people adjust their own game:up:
Thanks the answer Trevally. I catched up with him with about 0.5% fuel percentage! :)
Sorry about the question I thought it's just some kind of a bug because first there was a tanker with whom I could manage the refuel procedure.
But it's all good now. Thanks to you!
Glad you got it working Cond:salute:
perhaps someday I can get a XIV to add in place of that typeVII
By the way I like watching my boat sailing from the underwater view too but I'm okay with this "realistic camera" either.
I can understand why others mentioned this camera thing.
I think everybody who writes here appreciates your mod Vdr so don't take it personally. It is far the most stable and the best mod in my opinion.
I like realistic things basically just I prefer the "clear" camera option because of the screenshots and the feeling what it can give me. I never use it for other inspections because it takes away the joy, but for underwater screenshots it's great.
If that Sober's Dynenv is possible and stable can somebody report that please ? Because that would be quite good and it would give the option to everybody who likes to watch his own boat sailing.
icthird623
01-30-14, 05:35 PM
vdr1981 (http://www.subsim.com/radioroom/member.php?u=263063)
Really nicely done. Thank you and the moders that make it possible
Thanks Gap:up:
In alternative, you can also open that file in notepad, and experiment with its one setting until you find your optimum, but beware: little increments/decrements have a great effect, and if memory serves me well putting the FX to 0 crashes the game. DynEnv's Enhanced visibility high uses a very low setting, but not 0.
:yep::O: If I were you I would do a patch with the underwater FX mod taken out .
Is a patch really needed? This feature can be adjusted by anyone. More in general, I like the idea of providing people with instructions on how to finetune this megamod to their tastes/needs, rather than complicating Vecko's life with tons of small patches which basically would deceive the spirit of an all-in-one megamod. My two cents indeed.
This megamod was very much needed btw .
:agree:
Obercunnersdorf
01-30-14, 06:32 PM
hello, how do I remove the real navigation? It is difficult to use
Cybermat47
01-30-14, 06:44 PM
hello, how do I remove the real navigation? It is difficult to use
I don't use this mod anymore, but I'm pretty sure that vdr198 (did I spell that right?) is working on a version without real navigation.
Thanks to vdr1981 for this mod. No ctds for me so far.
No matter how exiting SH5 was before, or how user friendly people thought the game was without real nav.....SH5 was a real disappointment because of the ctds. Remember how it was, you've achieved your objectives, you are still celebrating the raid on Skapa Flow or the sinking of the Queen Mary, you have had the time of your life escaping the depth charges and boooooom......... the game crashes to desktop and your game is not saved. And then all the detective work: 'does this mod conflict with the other 85?' 'Remove them one by one and test' 'And test again and another ctd'.
So thanks again vdr1981 for a stable megamod. Mission accomplished.
But remember also, that all the great megamods in SH3 and SH4 had other compatible mods added later by other modders. People are going to mix and match anyway, no matter how big or good the megamod is.
I think it is a great idea that instructions are given about how to remove the blurred water effect for example. A patch is not always necessary if people know how to do it themselves on their own responsibility. It also gives the modders time to get on with other things.
Real nav: I never tried it until now. It's not as hard as people might think. Of course it takes time and some people may prefer to 'teleport' to the hunting grounds and see some action as fast as possible. Fair enough. But if you want to play this game as a simulation game, then real nav is the one to chose.
Just as a matter of curiosity, vdr1981, why have you chosen the original SH5 characters with the eye patch and glasses? Stability?
Anyhow, I had sort of put SH5 on the shelf because of the ctd problems. But thanks to the work of the modding community, it is back in use again.:up:
hello, how do I remove the real navigation? It is difficult to use
I don't use this mod anymore, but I'm pretty sure that vdr198 (did I spell that right?) is working on a version without real navigation.
Step 1: disable The Wolves of Steel
Step 2: open data\Menu\menu.txt in notepad, and remove semicolons ( ; ) from the following lines:
...
;820=Unknown
;821=Warship
;822=Merchant
;823=Submarine
;824=Aircraft
...
;2273=Your submarine
...
Step 3: delete the following files from The Wolves of Steel
data\Menu\cfg\Maps.cfg
data\Menu\Gui\ContLine.dds
data\Menu\Gui\Units\Torp.dds
data\Menu\Gui\Units\UnitAir.dds
data\Menu\Gui\Units\UnitAirL.dds
data\Menu\Gui\Units\UnitAirM.dds
data\Menu\Gui\Units\UnitMShip.dds
data\Menu\Gui\Units\UnitMShipL.dds
data\Menu\Gui\Units\UnitMShipM.dds
data\Menu\Gui\Units\PlayerSub.dds
data\Menu\Gui\Units\Sub.dds
data\Menu\Gui\Units\SubL.dds
data\Menu\Gui\Units\SubM.dds
data\Menu\Gui\Units\UnitWShip.dds
data\Menu\Gui\Units\UnitWShipL.dds
data\Menu\Gui\Units\UnitWShipM.dds
data\Submarine\NSS_Uboat7a\NSS_Uboat7a_shp.dds
data\Submarine\NSS_Uboat7b\NSS_Uboat7b_shp.dds
data\Submarine\NSS_Uboat7c\NSS_Uboat7c_shp.dds
data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41_shp.dds
data\Terrain\LocationMaps\ShapeTextures\arrowbody. dds
data\Terrain\LocationMaps\ShapeTextures\arrowbody. tga
data\Terrain\LocationMaps\ShapeTextures\arrowbody_ red.dds
data\Terrain\LocationMaps\ShapeTextures\TextureArr owHead.dds
data\Terrain\LocationMaps\ShapeTextures\TextureArr owHead_red.dds
Step 4: re-enable the megamod.
Step 6: if you want to customize the style of contacts and lines displayed on map, enable any of the TDW Add-on mods (http://www.subsim.com/radioroom/showthread.php?p=1663860#post1663860) on top of The Wolves of Steel.
Step 7: launch the game, load your campaign, open the options menu (only available while in bunker IIRC) and make sure that map contacts are switched on.
That's all guys. :up:
I hope I didn't forget anything. You should still be able to ask your navigator for dead reckoning/celestial fixes, but this feature would be pretty useless, indeed.
One last world, if you care: now that you know how to switch back to the much more comforting "GPS navigation" of stock game, may I ask you to refrain from following my instructions right away, and to give real navigation a try for good? Shouldn't work for you, you are always in time for getting back to this post :03: :salute:
Real nav: I never tried it until now. It's not as hard as people might think. Of course it takes time and some people may prefer to 'teleport' to the hunting grounds and see some action as fast as possible. Fair enough. But if you want to play this game as a simulation game, then real nav is the one to chose.
True!
If even a samurai going by the name of limkol, from the bilge, was able to use real navigation with the only aid of a bottle opener (if ever he found it), why you skilled captains should not be able to as well? :D
even after aplying the patch, compass nav tool continues to be misaligned (others tools are working properly now, however marks are a bit off when i try to place them)
Hm, looks like problem with plotting tools appeared because of high compression rate of the archive with winrar. Maybe you should try to extract the megamod again and tell me do you have some errors. If patch doesn't help try to download EQuaTool 01.01 by AvM and install it manually after the megamod.
:hmmm:
tools' alignment getting altered by high compression rate? I don't think so, and enabling EQuaTool on top of 'The Wolves of Steel' + patch won't solve the issue either since, if memory serves me well, the problem is exactly in some wrong setting from one of its versions.
May I ask you to enable this mod (http://www.subsim.com/radioroom/showthread.php?p=1621025#post1621025) instead? You can use it in combination with EquaTools if you want (see mod instructions for further detail), in wich case it should fix EquaTools's misaligned tools :yep:
If even a samurai going by the name of limkol...
Cheers Gap:O:
:oops: :D
Where's your opener? I can only see an half-epmpty bottle, but at least you are not longer a banzai Japanese sailor ;)
The bottle's half full.....not half empty! According to equipment upgrades, I don't get the bottle opener until 1946
(Sorry for hijakking thread)
The bottle's half full.....not half empty!
At this pace that bottle will be 'fully empty' in no time :03:
According to equipment upgrades, I don't get the bottle opener until 1946
:har:
You should have reported the issue in EUF's thread then. Or maybe it is a feature? :hmmm:
(Sorry for hijakking thread)
I join the apology request :D
Thanks for this Mod, good job:salute:
Muerevich
01-31-14, 01:31 PM
No idea what to do I click on sub in map but i cant plot its course, i just have a compass and some other navigation tools but they just draw lines on map, how do i move my sub, each time I exit the harbor I crash on the bank across, do I steer my sub manually? don't I have a navigator and pilot for this?
Muerevich, you can use the pilot to get you out of the harbour using automation. You can also use the automation function to get your navigator to place your position on the map automatically. You set the compass to the direction you need to sail and get the navigator to fix your position as often as you want by clicking on the nav officer icon.
A guy called Stoiamn has made some YouTube videos to explain real navigation in greater detail and shows what map tools to use etc.
Don't give up, it gets easier..
Be aware: if you click on the compass to change course while you are using time compression, the boat does not always change course. I only change course with time compression on 1.
vdr1981
01-31-14, 02:23 PM
A guy called Stoiamn has made some YouTube videos to explain real navigation in greater detail and shows what map tools to use etc.
Don't give up, it gets easier..
http://www.youtube.com/watch?v=33sXTKl4Qt8
Trevally.
01-31-14, 02:41 PM
No idea what to do I click on sub in map but i cant plot its course, i just have a compass and some other navigation tools but they just draw lines on map, how do i move my sub, each time I exit the harbor I crash on the bank across, do I steer my sub manually? don't I have a navigator and pilot for this?
Using "Real Navigation" with "Trevally Auto Scripts"
In the bunker run scripts Kiel Outbound and Real Nav Auto Position.
http://img13.imageshack.us/img13/6306/33989365.png
When Harbour pilot is finished you should be here
http://img130.imageshack.us/img130/8983/60392343.png
Use the Nav Officer to get a fix
http://img842.imageshack.us/img842/6549/49759340.png
With the ruler draw your next leg. Note 40km at 284 deg
http://img833.imageshack.us/img833/8373/18075383.png
Work out how long at your speed (9.5knots) will it take to get to your waypoint.
http://img194.imageshack.us/img194/5171/55910014.png
Make notes with supermarks
http://img204.imageshack.us/img204/6940/89724871.png
Draw legs and set headings to your patrol area. "Auto fix" will keep posting your position on the map.
You can click on the stopwatch to get an alarm clock that TDW added. This can be set to alarm when your timed legs runs are up.
As you get closer to patrol area, start using "No Station Search for Real Nav" You must go below to use as the boat will auto dive.
http://img600.imageshack.us/img600/9456/76568801.png
Trevally.
01-31-14, 02:44 PM
Quote:
Originally Posted by Tonci87 http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1994553#post1994553)
Thanks for the explanation Trevally, I´m tempted to try it. One question. If I use RN, how can I determine the course of a target?
By observing the target.
Can be by sight, hydro or radar.
If you know what bearing from you the target is - next find the range.
Plot this on your map - i.e. bearing 10deg range 7km
Wait some time and do it again. You can now plot a second mark and this will give you an est of target course and speed.
Enough that you can get closer without them seeing you and plot an attack.
To get range by sight you can use the stadi or the raobf
To get range by hydro - you need to do some map work - see a snap shot of my tutorials here:-
Quote:
When you run the Four Bearings Tutorial in game, it will take you through
some key areas of map work first.
http://img412.imageshack.us/img412/9355/26646616.png
http://img404.imageshack.us/img404/2773/94044727.png
This is followed by a step by step instruction for finding enough target info
from long range hydro contact. Thus allowing you to plan an intercept course and gather all info required for a firing solution.
http://img375.imageshack.us/img375/156/42118266.png
http://img403.imageshack.us/img403/5757/41397457.png
As each part is displayed, you then apply it to your game as the tutorial advances. This will allow you to move on at your own pace.
You can also rewind (scroll) and repeat a section again.
The tutorial will guide you right through to attacking the target.
http://img291.imageshack.us/img291/9688/79230877.png
Even as the tutorial is best run with real nav and no map updates,
you can have these features on and see what is happening.
Trevally.
01-31-14, 03:03 PM
RAOBF
http://img813.imageshack.us/img813/6349/pic3l.png
What is each ring for? Link (http://www.subsim.com/radioroom/showpost.php?p=1563984&postcount=4)
Finding Range and AOB by pictures Link (http://www.subsim.com/radioroom/showpost.php?p=1573021&postcount=200)
Finding Speed by pictures Link (http://www.subsim.com/radioroom/showpost.php?p=1565233&postcount=37) and tip Link (http://www.subsim.com/radioroom/showpost.php?p=1572245&postcount=189)
Target is too big to fit in the RAOBF at x6 zoom Link (http://www.subsim.com/radioroom/showpost.php?p=1567833&postcount=97)
In game Tutorial Mod by Trevally Link (http://www.subsim.com/radioroom/showthread.php?t=177725)
Stoianm's Video Tutorial Link (http://www.subsim.com/radioroom/showpost.php?p=1640008&postcount=52) and Link (http://www.subsim.com/radioroom/showpost.php?p=1640856&postcount=53)
Trevally.
01-31-14, 03:06 PM
Trevally TDC helper
For easy starting and stopping of these scripts, use the hotkey feature from the automation page.
http://img41.imageshack.us/img41/2083/48013027.png
To get the best results from the Solution Finder, you should only run it when you are in firing range.
1km to 3km will give you very good solutions with a hit chance very high.
3km to 5km will give you a good solution with a good chance to hit.
5km and above, hmmm not so good :arrgh!:
Press your hotkey to start the script and click run.
Ensure you are locked onto and set to follow target and have manual target TDC on.
Click next to start the script.
http://img59.imageshack.us/img59/1030/97934910.png
The script will inform you and show you what setting to input into your TDC
This will be with the dials - so ensure you have them on.
As the info builts in your TDC, it will check that you are iinputting correctly.
Here it is informing you of the AOB.
As you can see it is 16. Don't worry about the .4235572815:arrgh!:
The 16 deg to starboard will do:D
http://www.subsim.com/radioroom/
Finding speed.
http://img151.imageshack.us/img151/6696/40777723.png
Update to range setting.
http://img855.imageshack.us/img855/2120/33053219.png
When your solution is good - LOS!
http://img41.imageshack.us/img41/6430/35563998.png
vdr1981
01-31-14, 03:34 PM
And that's why our Trev is "Best of Subsim"! :up:
i followed the instructions that gap posted of how to get the gps navigation back, i can see my sub on the map but cant plot course.
and is the stock target sytem removed in this mod i mean the lock on ship and shoot torpedo
Is there a hot key to close all the hatches during battle stations and has anybody ever had the watch crew remain stuck outside during a dive? Just like in SH4.
And that's why our Trev is "Best of Subsim"! :up:
Hats off to our Trevally :Kaleun_Applaud:
i followed the instructions that gap posted of how to get the gps navigation back, i can see my sub on the map but cant plot course.
Welcome aboard pe332
Try also removing data\Real_navigation.txt from the Vecko's megamod, and let me know if works :salute:
tonschk
02-01-14, 10:10 AM
:woot::yeah::salute::sunny:
And that's why our Trev is "Best of Subsim"! :up:
Hi sailors.
I find The Wolf of Steel Megamod very interesting and a good initiative.
For more than a year I have used my own mod soup including about 40-50 mods, which has proved to be very stable with no crashes, but now and then I wish to update a couple of the mods and then problems very often will start to appear. Therefore next time I fell for updating, I will surely test the Wolf of Steel Megamod.
Once again thanks to the mod community :salute:
vdr1981
02-01-14, 02:09 PM
Can anyone do some testing for me?
I need you to start to game and enter museum . Take a look at all american and british planes. then exit to main menu and start new "Black Pit" campaign using ""silentotto" cheat...
vdr1981
02-02-14, 07:30 AM
Anyone???:huh:
ZAGOR64BZ
02-02-14, 12:04 PM
Hi, So far I got a CTD while in museum, looking at US fighter...
I'll test it again...
edit:
try it again...no crash while in museum but CTD on Black pit loading screen...
Any use?
vdr1981
02-02-14, 12:06 PM
Hi, So far I got a CTD while in museum, looking at US fighter...
I'll test it again...
Tnx!:up:
1. Is there a hotkey for closing all the hatches simultaneously.
2. It says that all of Trevally's tutorials are corrupted when I mouse over them in the main menu.
lesec74
02-02-14, 02:12 PM
1. Is there a hotkey for closing all the hatches simultaneously.
2. It says that all of Trevally's tutorials are corrupted when I mouse over them in the main menu.
only for the first question:normally with the hotkey F7 the hatches are closed.(battlestation).
sorry for my english:salute:
TheDarkWraith
02-02-14, 02:20 PM
only for the first question:normally with the hotkey F7 the hatches are closed.(battlestation).
If you have my patch enabled for this then when battlestations are ordered or unordered the hatches will automatically close/open.
BigBANGtheory
02-03-14, 05:49 AM
Install notes:
Step 1:
Make clean install and patch the game to v1.02
fyi it's v1.2.0 I think you'll find, but we know what you mean just for new guys to SH5 might be worth changing.
diablo82
02-03-14, 06:12 AM
After activating this mod problems have arisen such:
- No maps TAI
http://imagizer.imageshack.us/v2/150x100q90/30/avml.jpg (https://imageshack.com/i/0uavmlj) http://imagizer.imageshack.us/v2/150x100q90/200/1qyg.jpg (https://imageshack.com/i/5k1qygj)
- When activated helper tool in the toolbar on map (navigation map), the cursor is not in the center of the circle.
http://imagizer.imageshack.us/v2/150x100q90/822/k72k.jpg (https://imageshack.com/i/muk72kj) http://imagizer.imageshack.us/v2/150x100q90/513/mt4b.jpg (https://imageshack.com/i/e9mt4bj)
Video (http://youtu.be/lAgzBa_uYmM)
How to fix it?
After activating this mod problems have arisen such:
- No maps TAI
Not sure about this. Maybe The Wolves of Steel has it as minimized by default, but you should still be able to expand the TAI by dragging its borders (bottom left corner of the screen) :hmm2:
- When activated helper tool in the toolbar on map (navigation map), the cursor is not in the center of the circle.
http://www.subsim.com/radioroom/showthread.php?t=211004 :salute:
diablo82
02-03-14, 07:10 AM
Not sure about this. Maybe The Wolves of Steel has it as minimized by default, but you should still be able to expand the TAI by dragging its borders (bottom left corner of the screen) :hmm2:
When I click TAB or manually expand on the map, it does not exist
When I click TAB or manually expand on the map, it does not exist
Better waitig for an asnwer by vdr1981 then.
Regarding your other issue, there is also a patch by Vecko which should fix the plotting tool offset, but some other user reported that it didn't work for him. Should you opt for my alternative fix, let me know if you need for any further elucidation about it :salute:
diablo82
02-03-14, 07:45 AM
Better waitig for an asnwer by vdr1981 then.
Regarding your other issue, there is also a patch by Vecko which should fix the plotting tool offset, but some other user reported that it didn't work for him. Should you opt for my alternative fix, let me know if you need for any further elucidation about it :salute:
I activated the mod "Equa tool by AvM 01.01 - Large Style" and the problem corrected. The problem with the map TAI, still exists.
vdr1981
02-03-14, 09:43 AM
I activated the mod "Equa tool by AvM 01.01 - Large Style" and the problem corrected. The problem with the map TAI, still exists.
Yes, TAI map is disabled with TDW options file editor. You can use same application to enable it again...
diablo82
02-03-14, 10:39 AM
Yes, TAI map is disabled with TDW options file editor. You can use same application to enable it again...
Where to look for it in the options TDW?
vdr1981
02-03-14, 10:55 AM
Where to look for it in the options TDW?
You'll see "TAI map" tab when you open the application, although you'll never see any use from TAI map, if you play on realistic settings of course...
...you'll never see any use from TAI map, if you play on realistic settings of course...
yep, always hated that odd map: it is always on the way. On the other hand I never disabled it, because it is very useful for testing purposes, when other units are involved.
I'm having trouble with the engine telegraph using SH3 style UI. When I click ahead 1/3 the telegraph goes to slow, click ahead standard and it goes to 1/3 and so on, this only happens when submerged.
Da11en47
02-03-14, 04:19 PM
I just download off steam and it seems to have patch itself to ver. 1.2
My questions are does the steam version work with JSGME?
Basically what I'm asking is will it install correctly using the original directions, if not, how do I go about installing this mod? Also what part of the process do you install the mods 1.01 patch?
Thank you.
I just download off steam and it seems to have patch itself to ver. 1.2
Right; being a download, the Steam version of the game is pre-patched.
does the steam version work with JSGME?
yes :yep:
Basically what I'm asking is will it install correctly using the original directions, if not, how do I go about installing this mod?
This megamod is composed of a collection on files (mods) and a set of 'hardcoded' patches deviced by TDW (not to be confused with the official patch 1.2).
The mod installation process (with JSGME) is identical for both versions of the game, but having the Steam version of SH5, you won't be able to use TDW's patcher for applying the required hardcoded patches. This would turn in lack of some features, unfixed bugs from stock game, and other adverse effects. :-?
Also what part of the process do you install the mods 1.01 patch?
As a general rule, when using JSGME, mod patches must be enabled after their relative main mods :03:
Da11en47
02-03-14, 09:30 PM
How do I know it installed correctly? Everything looks the same as before, menus, version number, etc?
THE_MASK
02-03-14, 09:39 PM
How do I know it installed correctly? Everything looks the same as before, menus, version number, etc?
http://www.mediafire.com/download/5682137iz5vlby5/JSGMEModValidator_v1_0_11_ByTheDarkWraith.zip
Da11en47
02-03-14, 09:45 PM
JSGME Mod Validator v1.0.11.0 by TheDarkWraith
C:\Users\Dallen\Desktop\JSGMEModValidator_v1_0_11_ ByTheDarkWraith\jsgmemodvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items
using Silent Hunter 5
SH5 version is 1.2.0.0
MODS installed:
The Wolves of Steel - SH5 Megamod
The Wolves of Steel - 1.01 patch
Validating mods...
Validating C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\MODS\The Wolves of Steel - SH5 Megamod
C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\MODS\The Wolves of Steel - SH5 Megamod\data doesn't exist!
Validating C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\MODS\The Wolves of Steel - 1.01 patch
C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\MODS\The Wolves of Steel - 1.01 patch installed correctly
Checking for items to look for...
no items to look for defined
Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
no conflicts
So did it work...
THE_MASK
02-03-14, 10:02 PM
SH5 Megamod\data doesn't exist!
It has something to do with steam . It will work with steam . Someone will have to tell you what the problem is with steam . Just wait for an answer .
Did you put the correct wolves of steel folder in the MODS folder before enabling with the mod enabler . The Wolves of Steel /data
Not The Wolves of Steel /MODS /The Wolves of Steel / data
Da11en47
02-03-14, 11:34 PM
I believe I did it right, I'm going to try again tomorrow with a fresh install. But if someone knows how to do it properly through Steam I would appreciate a walk through or guide.
I never did see the file TheDarkWraithUserOptions.py in step 6, to make any changes.
Wow, the more I read the more I keep seeing maybe I shouldn't have bought this off of Steam. Is a hardcopy the way to go or what about buying off Amazon, download or hardcopy? http://www.amazon.com/Silent-Hunter-Battle-Atlantic-PC/dp/B002PAIPQO/ref=sr_1_3?ie=UTF8&qid=1391492017&sr=8-3&keywords=silent+hunter+5
Thanks again, I'm a former SH3 & 4 player and now seem way of touch with this game even though it was released 2010...
I believe I did it right, I'm going to try again tomorrow with a fresh install. But if someone knows how to do it properly through Steam I would appreciate a walk through or guide.
Step 1: make sure that JSGME is configured correctly. You should either put it within your SH5 installation folder (i.e. C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5) or, if installed elsewhere, create a shortcut to JSGME.exe and make it to point to the said path. Detailed instructions on how to use JSGME are available at this link (http://www.subsim.com/radioroom/showthread.php?p=2060920#post2060920). Coming from SHIII-IV, you probably know it all already, but a good repetition won't harm. :)
Step 2: make sure you have dropped The Wolves of Steel in the correct folder: <C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\MODS>.
Step 3: as noted by sober, make sure that the TWoS's folder you have enabled through JSGME, is the correct one; the folder to be dropped in the <...\Silent Hunter 5\MODS> folder should have a <data> subfolder immediately inside it. :yep:
There is no reason for JSGME-ready mods not to work with the Steam copy of the game, as many other Steam-SH5 owners never complained. If you have followed the above instructions to the letter, your campaign selection menu should look like this (http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2) :up:
Wow, the more I read the more I keep seeing maybe I shouldn't have bought this off of Steam.
That is true: having a Steam copy of the game you can't use TDW's patcher, and you are going to loose many new features and fixes that couldn't be achieved through ordinary mods :salute:
vdr1981
02-04-14, 10:15 AM
I'm having trouble with the engine telegraph using SH3 style UI. When I click ahead 1/3 the telegraph goes to slow, click ahead standard and it goes to 1/3 and so on, this only happens when submerged.
Yes...This is because we now have new values for electric engines rations introduced by TDW generic patcher. I think this is normal behavior but TDW knows the best.
diablo82
02-04-14, 05:29 PM
http://imagizer.imageshack.us/v2/150x100q90/812/s5j5.jpg (https://imageshack.com/i/mks5j5j)
How to reduce RAOBF rings so as to you could see the whole scale. For me it is cut up and down.
How to enable scale in the middle of the viewfinder periscope. For me it is shifted to the left and up.
I am having crashes due to something with my video cards. I could be the underwater FX mod because I have Nvidia cards and I understand that this particular mod doesn't play well with them. It could also be an overheating problem but I'm not sure. How do I get rid of the underwater FX inorder to check this?
diablo82
02-05-14, 03:50 AM
http://imagizer.imageshack.us/v2/150x100q90/812/s5j5.jpg (https://imageshack.com/i/mks5j5j)
How to reduce RAOBF rings so as to you could see the whole scale. For me it is cut up and down.
How to enable scale in the middle of the viewfinder periscope. For me it is shifted to the left and up.
Can someone help on this? Is this a bug in the mod?
Hi guys,
If I wanted to change the crew's heads like in Mighty Fine Crew mod, how would I do it?
I don't want to just add Mighty Fine Crew mod for example, as I know this will affect other things. It's only the textures I want to change. So what files will I need to add/change?
It's not a big deal for me, but I do think those stock heads take a bit of the realism away. Eye patches and glasses on a u-boat?
I am not expecting anyone to use their time on making a patch, but if I knew how to do it myself it would be great:up:
I appreciate your hard work. Thanks again:salute:
teambmw
02-05-14, 10:53 AM
Hi guys,
If I wanted to change the crew's heads like in Mighty Fine Crew mod, how would I do it?
I don't want to just add Mighty Fine Crew mod for example, as I know this will affect other things. It's only the textures I want to change. So what files will I need to add/change?
It's not a big deal for me, but I do think those stock heads take a bit of the realism away. Eye patches and glasses on a u-boat?
I am not expecting anyone to use their time on making a patch, but if I knew how to do it myself it would be great:up:
I appreciate your hard work. Thanks again:salute:
+1 stock faces look weird
diablo82
02-05-14, 05:55 PM
http://imagizer.imageshack.us/v2/150x100q90/812/s5j5.jpg (https://imageshack.com/i/mks5j5j)
How to reduce RAOBF rings so as to you could see the whole scale. For me it is cut up and down.
How to enable scale in the middle of the viewfinder periscope. For me it is shifted to the left and up.
What to do to in my RAOBF looked like this
http://imagizer.imageshack.us/v2/150x100q90/839/85cp.jpg (https://imageshack.com/i/nb85cpj)
Is it the fault of the screen resolution? The SH 5 is set to max resolution of 1366x768.
vdr1981
02-06-14, 09:53 AM
What to do to in my RAOBF looked like this
http://imagizer.imageshack.us/v2/150x100q90/839/85cp.jpg (https://imageshack.com/i/nb85cpj)
Is it the fault of the screen resolution? The SH 5 is set to max resolution of 1366x768.
You can ask in this thread...http://www.subsim.com/radioroom/showthread.php?t=209462
steineib
02-06-14, 12:28 PM
Yes, TAI map is disabled with TDW options file editor. You can use same application to enable it again...
and how ?
diablo82
02-06-14, 01:26 PM
You can ask in this thread...http://www.subsim.com/radioroom/showthread.php?t=209462
I ask in this thread because I have installed this mega mod "The Wolves of Steel" + "The Wolves of Steel - Patch 1.01"
diablo82
02-07-14, 04:39 PM
I have no idea how to do that RAOBF work 100% I installed the mod from Sobers and mega mod The Wolves of Steel and always the same effect is. Maybe something has a version of the game for that. I have steam version, not the DVD. Probably not play this game. : (
THE_MASK
02-07-14, 05:46 PM
I have no idea how to do that RAOBF work 100% I installed the mod from Sobers and mega mod The Wolves of Steel and always the same effect is. Maybe something has a version of the game for that. I have steam version, not the DVD. Probably not play this game. : (Buy the dvd version :yep:
diablo82
02-08-14, 01:26 AM
Buy the dvd version :yep:
DVD version of the game help? What is the DVD version differs from steam?
THE_MASK
02-08-14, 02:27 AM
DVD version of the game help? What is the DVD version differs from steam?
http://www.subsim.com/radioroom/showthread.php?t=181433
Capt. Sproutch
02-08-14, 06:05 AM
About Dvd version and/or Steam version, i bought steam version before i realize that i will have issues with modding the game.
If i buy the game again and DL it @ ubistore, can i later mod the game and fix the exe like the DVD version?
Thanks submariners :)
vdr1981
02-08-14, 07:20 AM
I'm working on the new version of the megamod, some of changes will be:
- OH II v2.4
- MightyFine Crew Mod 1.2.1
- Optional patch for TDW real navigation
- Optional patch for Sober's underwater views
- Optional patch for Tscharlii's realistic hydrophones
- RPM Hydrophones mod will be removed until full compatibility with OHII and TDW New UI's is confirmed...
Thank you very much, Vecko. It sounds great !!
Looking forward to the new version of the mod !!
:salute:
Txema
Sounds good Vecko. Your hard work is appreciated.:salute:
vdr1981
02-08-14, 06:12 PM
New version is uploaded. Check first post for more information and installation instructions.
Previous version is shifted to 2nd post.
ZAGOR64BZ
02-08-14, 07:03 PM
:up:You're my hero man!!!!! Really love your mega-mod, but I'm a "80% reality" kinda guy..lol....seriously...hope one day that I'll be getting a grasp at Real nav, so to further increase the fun of the game..but for now I'll enjoy the easier version...
TNX MAN!!!:yeah:
vdr1981
02-08-14, 07:41 PM
Just noticed strange plotting tools bug again...:hmmm:
I'll upload the fix shortly...
Hi Vecko,
First of all, thank you very much for the new version of the supermod !!
The new realism options (real navigation, underwater visibility...) are much appreciated.
Let me ask a question: I have noticed that you have gone back to NewUI 7_4_0, while you were using 7_5_0 in the previous version... Why have you done it?
Thank you very much again for all your work in the supermod !!
:salute:
Txema
Capt.Warner
02-08-14, 09:28 PM
Thanks for the megamod, I have only just recently come back to sh5 and have had nothing but headaches due to clashing mods, hopefully this will take care of it.
The only thing I must do now is have some patience on learning the ways of this game again.
cheers. :Kaleun_Cheers:
Just made the switch to the new version and when I try to open the .py file with the viewer I get this error message........... Invalid option entry found. Option value contains menu entry that exceeds Max string property @ line number 1920. Now how do I fix this?
Capt.Warner
02-09-14, 12:57 AM
Just having a slight problem with the mod, how do I lock onto my target, explored all officer menus and also tried the spacebar but cannot seem to lock onto an enemy ship, besides this all has been well with the mod... thanks
vdr1981
02-09-14, 07:51 AM
Hi Vecko,
First of all, thank you very much for the new version of the supermod !!
The new realism options (real navigation, underwater visibility...) are much appreciated.
Let me ask a question: I have noticed that you have gone back to NewUI 7_4_0, while you were using 7_5_0 in the previous version... Why have you done it?
Thank you very much again for all your work in the supermod !!
:salute:
Txema
Purely testing purposes...Next update will probably be based on 7.5.0 and until then maybe it will become official .Casual SH5 player wont see much of the difference...
Just made the switch to the new version and when I try to open the .py file with the viewer I get this error message........... Invalid option entry found. Option value contains menu entry that exceeds Max string property @ line number 1920. Now how do I fix this?
Are you sure that you've opened right .py file?
Just having a slight problem with the mod, how do I lock onto my target, explored all officer menus and also tried the spacebar but cannot seem to lock onto an enemy ship, besides this all has been well with the mod... thanks Press "space" then 'X'...
'
vdr1981
02-09-14, 08:22 AM
I've uploaded new version of plotting tools fix which also contains Gap's fix for U-mark...
Install it anywhere after the main mod, you can remove previous version if you like but it's not necessary...
The Wolves of Steel 1.01 - Plotting Tools Fix v2 (http://www.mediafire.com/download/2hn3bs6ohaflid2/The+Wolves+of+Steel+1.01+-+Plotting+Tools+Fix+v2.rar)
Sjizzle
02-09-14, 08:53 AM
heya m8 i have a question...
first in your main mega mod foldere there aslo other folders too like
MODS, snapshot, language pack etc etc ...
it's not better to put thoes in other folder not in main folder ppl will enable the whole folder of your mega mod they don't look inside if is the corect folder structure.....
vdr1981
02-09-14, 09:28 AM
heya m8 i have a question...
first in your main mega mod foldere there aslo other folders too like
MODS, snapshot, language pack etc etc ...
it's not better to put thoes in other folder not in main folder ppl will enable the whole folder of your mega mod they don't look inside if is the corect folder structure.....
Hey Sjizzle!:salute:
Those are files and folders from TDW generic patcher and the only thing one have to do is to install it properly, I don't see any problems with that. Maybe I didn't understand you correctly?
steineib
02-09-14, 10:36 AM
looks good so far, ok on my first mission i had see this 2 polish destroyers. one torpedo had hit one and he burnes and after a while the stern had sunk .... so the destroyer had stand in the half in the water. but the sea was on the place ~150m deep.
Sjizzle
02-09-14, 11:15 AM
Hey Sjizzle!:salute:
Those are files and folders from TDW generic patcher and the only thing one have to do is to install it properly, I don't see any problems with that. Maybe I didn't understand you correctly?
ok here we go ...
on the whole forum we say don not enable the patcher vith the mod enabler cos is stand allone aplication here on your mega mod the patcher is inside of the your mega mod main folder.... there also a folder wich on is called MODS inside of that folder are other mods too ...some ppl will be damn confiused
take a look a this print screen
http://www.mediafire.com/convkey/5852/3brvbtsnwy32rvvfg.jpg
Everything is looking good now. I don't know what happened with the .py file. I just reinstalled again and everything worked this time.
vdr1981
02-09-14, 03:00 PM
ok here we go ...
on the whole forum we say don not enable the patcher vith the mod enabler cos is stand allone aplication here on your mega mod the patcher is inside of the your mega mod main folder.... there also a folder wich on is called MODS inside of that folder are other mods too ...some ppl will be damn confiused
take a look a this print screen
It doesn't matter if patcher is copied with JSGME or manually or placed anywhere on hard drive as long as user knows how to enable it properly nad correctly patch SH5.exe. Now, I assumed that everyone already know how to use JSGME or TDW generic patcher because those are two fundamental stuffs when it comes to SH5.
Are you suggesting that it could better to place all of patcher's files and folders in one folder or to remove it completely?
Do you think it would be good idea to place link to the description in the first post how to use TDW patcher?:hmm2:
Sjizzle
02-09-14, 03:12 PM
It doesn't matter if patcher is copied with JSGME or manually or placed anywhere on hard drive as long as user knows how to enable it properly nad correctly patch SH5.exe. Now, I assumed that everyone already know how to use JSGME or TDW generic patcher because those are two fundamental stuffs when it comes to SH5.
Are you suggesting that it could better to place all of patcher's files and folders in one folder or to remove it completely?
Do you think it would be good idea to place link to the description in the first post how to use TDW patcher?:hmm2:
yup is a good ideea to place a link ... and this is only my opinion remove the MODS folder from there cos somebody will enable them and then will come here cos have cd's with the megamod
Paajtor
02-09-14, 03:22 PM
I think it's best to exclude TDW SH5 Patcher from the Wolfs of Steel Megamod.
Basic layout of the 1st post of this thread, imo first should be to tell the players how to properly install and patch SH5 to v1.2.
Include a hint, on where to find the Gameupdater, in case users can't succeed in patching to v1.2.
(for example..:\Program Files (x86)\Ubisoft\SH5\Support\GameUpdater).
This will be about the same for both dvd- and steam-version.
Then a hint for the steam-users to skip the following section (TDW's Patcher), and continue with the rest of the setup.
Then that following section, which should be a download-link and a link to TDW's Patcher topic.
This way, everyone will know where to look, and how to install and apply.
And every WoS Megamod player will use the same procedure.
THE_MASK
02-09-14, 03:50 PM
or a hint for steam users to skip SH5 altogether .
Mikemike47
02-09-14, 07:43 PM
I assumed that everyone already know how to use JSGME or TDW generic patcher because those are two fundamental stuffs when it comes to SH5.
Thanks for trying to make this gigantic mega mod easier without CTDs for the lesser experienced subsimmers. I knew you would be bombarded with more questions relevant to other mods eventually. Others just need to read the documentation first, instead of taking the shortcut of asking others first and not trying themselves.
Do you think it would be good idea to place link to the description in the first post how to use TDW patcher?
Refer them to the how to use TDW patcher links at the bottom of post #1 of the [TEC] SH5.exe patcher thread.
rascal101
02-10-14, 04:21 AM
Hi to you - many thanks for a great mod, looks really good, the problem is the install process- I installed Jonesoft enabler but not sure if I placed it in the right place, also copied all the files into the data section of the game, over writing as I went and stuck the patches and main mod into Jonesoft -
And nothing happens, game wont open and I dont know whats going on, on top of which I got this dame Uplay thing which I have no idea what to do with - I am really sorry but can you be a little more explicit with exactly what part of the mod goes where and activated when and how, I'm sorry if this sounds really lame but I have no idea, I think you may have assumed more IT knowledge on the part of users than many possess
In a nut shell HELP!!
Rascal
It's been very hard for me to be a witness of everyday frustrations of new SH5 captains and to read same threads month after month, year after year, over and over again...I hope something like this will make "life" en least a bit more easier for newcomers or for anyone else who doesn't have much free time to spent countless hours improving and searching for stable modlist.
Although the mod it self is intended for average SH player you may find it very "hardcore". Real navigation will make your job much harder and you'll find your submarine very vulnerable to enemy fire and annoyingly sluggish and slow underwater. Your "tonnage" will become much more "appreciated".
http://s6.postimg.org/lt7c5df5d/poster5b3ac4ce08b29c526d9bb6896dc39d54305744b2.jpg
http://s6.postimg.org/yelle0jxt/TWS_tape.jpg
All credits goes to contributing authors of every individual mod!
Mods included in The Wolves of Steel 1.01:
Accurate German Flags
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_No Starshells (.eqp Files)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_4_2_New_radio_messages_German
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_4_2
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Darkened Scopes Alt Attack Scope
TDC Graphics by Naights v1.0
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
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 v2.4 - Edited
OHII v2.4 patch2 IMPORTANT
SkyBaron's Leigh Light for SH5 1.1 - for OHII v2.4
SH5 External Cargo 1.0
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
EQuaTool 01.01 by AvM - Large Style
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.2
sobers best ever fog V22 SH5
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
EMCCD v0.3.1 by archer9
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.4 Compatibility Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.5 - German Patch v1
R.S.D. - Less Accurate AI Gunners
R.S.D. - Depth Charges Fix_attempt 4
DBSM_Music_1_0_4
Speech fixes and additions (german version)
sobers no footstep sound mod SH5 V2
Shadow Improvement ModLR
sobers water splash anim SH5
gap - HD 1 deg Scope Bearing v 1.0
TDW options _7_4_2 - Simple Navigation
The Wolves of Steel 1.01 - Compatibility Patches and Tweaks_7_4_2*If you recognize your mod and from some reason you don't want your mod included in the Megamod please let me know and I'll react immediately!
Install notes:
Step 1:
Make clean install and patch the game to v1.02
Step 2:
Open Main.cfg file (my documents/SH5/data/cfg) and make following changes...
[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=1,256
CriticalDamage=1,256
CrewEfficiency=128
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=32
FriendDetected=1
EnemyDetected=1
RadioReport=256
Particles=32
PrayState=1
HunterState=1
3DRender=512
Maximum=512and...
[DEVELOPING]
Modding=Yes
;MenuEditor=Yes
;DebugScripts=YesStep 3:
Start new campaign and exit the game. Open CareerHistory.cfg (my documents/SH5/data/cfg) and make following changes...
HasCompletedTutorial=trueStep 4:
Install The Wolves of Steel 1.01 and selected optional patches via JSGME in this order...
The Wolves of Steel 1.01
The Wolves of Steel 1.01 - Plotting Tools Fix v2
*The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2
*The Wolves of Steel 1.01 - Tscharlii's Realistic_Hydrophone_1_1 _7_4_2
*The Wolves of Steel 1.01 - Sober's Realistic Underwater FX2* - Optional patches
Step 5:
Properly activate TDW generic patcher and load "7_4_2_Snapshot" snapshot. The patcher is allready placed in the main game folder. How to use TDW Generic Patcher (http://www.subsim.com/radioroom/showthread.php?t=205620).(Skip this step if you use Steam version)
Step 6:
Go to data/Aplications/OptionsFileEditorViewer and start OptionsFileEditorViewer.exe, set correct path for menu.txt (data/menu/menu.txt) and correct SH5 installation path. Click top "open" and browse data/scripts/menu for TheDarkWraithUserOptions.py. Make en least one change, just in case...Save
Step 7:
Start new campaign and choose "skip tutorial".
[Download The Wolves of Steel 1.01 - SH5 Megamod] (http://www.subsim.com/radioroom/downloads.php?do=file&id=4298)
The Wolves of Steel 1.01 - Plotting Tools Fix v2 (http://www.mediafire.com/download/2hn3bs6ohaflid2/The+Wolves+of+Steel+1.01+-+Plotting+Tools+Fix+v2.rar)
*Optional patches are contained in the main archive.
Sjizzle
02-10-14, 06:56 AM
Hi to you - many thanks for a great mod, looks really good, the problem is the install process- I installed Jonesoft enabler but not sure if I placed it in the right place, also copied all the files into the data section of the game, over writing as I went and stuck the patches and main mod into Jonesoft -
And nothing happens, game wont open and I dont know whats going on, on top of which I got this dame Uplay thing which I have no idea what to do with - I am really sorry but can you be a little more explicit with exactly what part of the mod goes where and activated when and how, I'm sorry if this sounds really lame but I have no idea, I think you may have assumed more IT knowledge on the part of users than many possess
In a nut shell HELP!!
Rascal
whoop if i understood as well u copied all the files from the mega mod data folder in your game data folder ??? and over writed all ? if yup big mistake ...u must unistall the game and reinstall it .... NO NEED TO COPY THE MEGA MOD DATA FOLDER IN YOUR GAME DATA FOLDER !!!!
instal JSGME in your SH5 folder after u done with the istall proces open JSGME and will creat a folder wich u will name it MODS ...Copy there the Mega mod and enable it with JSGME..
Deep_Hunter
02-10-14, 07:27 AM
Hey guys,
first of all thank you for that awsome mod!!! I just wanted to ask if there is a possibility to have the whole thing in german (just because its a german sub, i'm german and so on... :O:) As far as i know, there is only one post for this topic (its in this thread post 29) but unfortunatly i didn't understand the answer from Sjizzle...is there a Deutschmod or something that i can use?
Many thanks for any answer...
Sjizzle
02-10-14, 08:18 AM
Hey guys,
first of all thank you for that awsome mod!!! I just wanted to ask if there is a possibility to have the whole thing in german (just because its a german sub, i'm german and so on... :O:) As far as i know, there is only one post for this topic (its in this thread post 29) but unfortunatly i didn't understand the answer from Sjizzle...is there a Deutschmod or something that i can use?
Many thanks for any answer...
the game have an option when u install it to chois the language ....English or german ....and then the whole speach and menu are in german ....
ich spiele auch in Deutsch....
Deep_Hunter
02-10-14, 09:12 AM
Ah ok, thx for the answer...and Wolves of Steel doens't overwrite any speech settings like Orders and stuff like that?
Sjizzle
02-10-14, 09:24 AM
Ah ok, thx for the answer...and Wolves of Steel doens't overwrite any speech settings like Orders and stuff like that?
nope as far i know ....
Deep_Hunter
02-10-14, 09:36 AM
Cool, thank you again!
Gute Jagd und immer ne Handbreit Wasser unterm Kiel :D
Hey, I just checked your Profil...esti din Romania? I like your country!
vdr1981
02-10-14, 10:36 AM
Links for Sjizzle's and Mikemike's guides for JSGME and TDW patcher are added to the first post.
Now, the only thing one have to do is to spend 15 minutes of his life and do some reading and everything must work fine. I have tested install instructions on the friend of mine who have 0 experience in SH5, and it worked. So patience is crucial. This is not World of Tanks after all...
I wish I could, by some magic, install the game and the modes for everyone personally, but I can't...
Step 4:
Install The Wolves of Steel 1.01 and selected optional patches via JSGME in this order...
The Wolves of Steel 1.01
The Wolves of Steel 1.01 - Plotting Tools Fix v2
*The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2
*The Wolves of Steel 1.01 - Tscharlii's Realistic_Hydrophone_1_1 _7_4_2
*The Wolves of Steel 1.01 - Sober's Realistic Underwater FX2
* - Optional patches
All about JSGME - Generic Mod Enabler (http://www.subsim.com/radioroom/showthread.php?t=204593)
Step 5:
Properly activate TDW generic patcher and load "7_4_2_Snapshot" snapshot. The patcher is allready placed in the main game folder. (Skip this step if you use Steam version)
How to use TDW Generic Patcher (http://www.subsim.com/radioroom/showthread.php?t=205620).
Mikemike47
02-10-14, 10:42 AM
Links for Sjizzle's and Mikemike's guides for JSGME and TDW patcher are added to the first post. :up:
Now, the only thing one have to do is to spend 15 minutes of his life and do some reading and everything must work fine.
That would save time for a lot of us and server resources!!!!
Sjizzle
02-10-14, 11:21 AM
Cool, thank you again!
Gute Jagd und immer ne Handbreit Wasser unterm Kiel :D
Hey, I just checked your Profil...esti din Romania? I like your country!
offtopic and sorry for that ...
yup i am from Romania and from the same city where Dracula ( Vlad the impaler ) was born SIghisoara ....i wish that all of u visit 1 time that nice medivel city ....
Sjizzle
02-10-14, 11:21 AM
Links for Sjizzle's and Mikemike's guides for JSGME and TDW patcher are added to the first post.
Now, the only thing one have to do is to spend 15 minutes of his life and do some reading and everything must work fine. I have tested install instructions on the friend of mine who have 0 experience in SH5, and it worked. So patience is crucial. This is not World of Tanks after all...
I wish I could, by some magic, install the game and the modes for everyone personally, but I can't...
:salute::up:
I installed this mod 3 times and every time it ended up giving me a half broken SH5.
No options for User charts show up, the identification book doesn't work. Parts of the UI are missing like the dials and such for the torpedos. Speed or depth won't display. Some of the options through through the crew don't work, like I cannot ever get my position..
So I have a choice between a boring incomplete game, or a broken game.. Lovely :shifty:
adrians69
02-10-14, 03:16 PM
Thanks for this great megamod vdr! And thanks also to all those modders who's mods are included in this. Works perfectly and seems stable.
:up:
Sjizzle
02-10-14, 03:52 PM
I installed this mod 3 times and every time it ended up giving me a half broken SH5.
No options for User charts show up, the identification book doesn't work. Parts of the UI are missing like the dials and such for the torpedos. Speed or depth won't display. Some of the options through through the crew don't work, like I cannot ever get my position..
So I have a choice between a boring incomplete game, or a broken game.. Lovely :shifty:
tell us your exactly what problem u have with this mode and we try to help u.... if u come and blame and don't give use some details about your problem we can't help u ...
vdr1981
02-10-14, 04:07 PM
I installed this mod 3 times and every time it ended up giving me a half broken SH5.
You could install it 1000 times ...If you do not follow instructions the result will always be the same. Obviously , you're doing something wrong...
Now , tell us what have you done exactly and maybe we'll manage to help you...
tell us your exactly what problem u have with this mode and we try to help u.... if u come and blame and don't give use some details about your problem we can't help u ...
Did you miss this part of my post?:
"No options for User charts show up, the identification book doesn't work. Parts of the UI are missing like the dials and such for the torpedos. Speed or depth won't display. Some of the options through through the crew don't work, like I cannot ever get my position.."
That's about all I figured out that didn't work before I gave up..
I'll clarify a few of those points a bit for you:
1.The user charts menu is just 2 black rectangle boxes with no options for any charts.
2. Identification book shows up, but all it says is "OK" on the front. It cannot be opened or viewed in any way.
3.I've seen these nice torpedo control panels and dials on peoples screenshots, and lets plays, but unless there's some hidden button I'm not pressing, I get no controls at all on the right side of my screen
4. Speed and depth are not showing up on the UI. It always reads at 0.
5. I'm not sure all the crew commands are working. Like if I tell my navigator to calculate my position, nothing happens.
You could install it 1000 times ...If you do not follow instructions the result will always be the same. Obviously , you're doing something wrong...
Now , tell us what have you done exactly and maybe we'll manage to help you...
I followed the directions exactly. Infact, by the 3rd time I had already memorized the install process..
That isn't to say I couldn't have done it wrong though.. I could do it wrong 1000 times if the instructions are ambiguous.
What confuses me is that there are 2 posts within a minute of each other on your first page with 2 versions of the same mod and it isn't really clear which is the most up to date, or even why an out of date version would be there.
So theres:
The Wolves of Steel 1.01
The Wolves of Steel 1.01 - Plotting Tools Fix v2
*The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2
*The Wolves of Steel 1.01 - Tscharlii's Realistic_Hydrophone_1_1 _7_4_2
*The Wolves of Steel 1.01 - Sober's Realistic Underwater FX2
I installed them exactly as they are there and I had problems I mentioned above.
But then there is also:
Wolves of Steel - SH5 Megamod
Wolves of Steel - 1.01 Patch
I thought they must be old versions, but then I read '"zadnji 7.5.0" snapshot'.. If thats some kind of version number, then that implies its newer than the one on the 'Wolves of Steel 1.01'
Really confusing. You know, there's a reason why developers have those numbers to tell you the version. You have 3 files with 1.01 as the version(not counting bonus) and one big file with no version.
If your versions were named like this:
Wolves of Steel - 1.00 full
Wolves of Steel- 1.00-1.01 Patch
Wolves of Steel 1.1 full
Wolves of steel 1.2 patch
Etc, Etc.
It would make a hell of alot more sense instead of these ambiguous versions.
I'm not new to mods or Modding either.. But trying to get a decent mod to make up for Ubisofts unfinished game is proving to be a real PITA.
indycar
02-10-14, 05:16 PM
havent read everything but most of the thread
i have a question or few
sh5 v1.2 with mods TWoS and TWos patch
prolly did everything the right way when following instructions but
crew is silent i see them takling but no sound is heard and
prolly sth with real nav i cant locate my sub on map and cant get out of that stupid port i am (most east one) looks like im in a giant pool theres land all around
any of you get those probs
gonna check configs for real nav now
vdr1981
02-10-14, 05:24 PM
Listen Drake...You are the first of more then 600 persons who have downloaded this megamod and found it's install instruction "ambiguous". Is it really so hard to follow the steps from download page?! I clearly said yesterday that previous version is moved to the second post, yet again from some reason, you're trying to find some connection between two separate megamods.
Do your self a favor and don't think to much about 7.4.2 and 7.5.0 markings (not to mention that everyone who had slightest contact with modding of SH5 will know for sure what those numbers mean ),install the game, follow instruction from the first post and enjoy.
Drake,
In my opinion the instructions to install the megamod are well explained. Obviously you are not following the installation steps properly...
Please, read the instructions of the first post again (including the links to explain the mod enabler and TDW GenericPatcher) and follow those instructions carefully. The megamod works very well if you follow the instructions properly.
And thank you very much for this excellent megamod, Vecko, I really like it !!! Your work is much appreciated :salute:
Txema
:up:
That would save time for a lot of us and server resources!!!!
Couldn't agree more!! :yeah:
I just started playing SH5 because of your mod vdr. I don't have a lot of experience with it because I have played SH4 and 3. I just switched to the new set up with 7.4 instead of 7.5 and I just ran into a problem. I crash dived and my compressed air kept going down so I quickly ordered surface. When I surfaced my compressed air level had dropped to 15 %. Of course it replenished with know trouble but I was wondering if anyone else has seen this before?
Listen Drake...You are the first of more then 600 persons who have downloaded this megamod and found it's install instruction "ambiguous". Is it really so hard to follow the steps from download page?!
Its not a matter of difficulty. Its a matter of it actually working. If a person does one thing wrong, it might not work. In this case its likely that I used an old version, or mixed versions together because you don't seem to understand the simple concept of version numbers... It's really not difficult.
I clearly said yesterday that previous version is moved to the second post
Where? I don't see that on the front page, or any part of you first two posts. Am I supposed to scroll through every page of postings to know this or what?..
you're trying to find some connection between two separate megamods.
So in the previous sentence it was an old version, now its a separate mod all together? This is a very ambiguous statement.
So let me see if I understand this correctly.. The version history goes like this:
Grey Wolves - SH5 Megamod
Grey Wolves 1.01 Patch
Grey Wolves 1.01 --new version? shouldn't it be named 1.02?
Grey Wolves 1.01 plotter fix -- its a patch, give it a new version.
Instead of 1.00, 1.01, 1.02, 1.03, etc you have 4 files, one without a version number, and 3 with the same. No dates for when that version was released, and no other explanation other than how to install them.
Can you understand how this could be confusing?
Do your self a favor and don't think to much about 7.4.2 and 7.5.0 markings (not to mention that everyone who had slightest contact with modding of SH5 will know for sure what those numbers mean ),install the game, follow instruction from the first post and enjoy.
I never said I had any connection to SH5 modding. The first time I installed SH5 was a few days ago. I played SH3 a very long time ago. I saw some 'lets play' videos and it looked good with mods so I wanted to give it a try. I played 1.2 vanilla and it was pretty weak, and nothing compared to the mods I saw in videos.
As soon as I came to this forum I felt a rather arrogant & elitist feel about it.. Your responses have confirmed that for me.
Instead of offering any help, or an admission that you mod could have been named more clearly, Its gotta be my fault it didn't work, right?.. :huh:
rascal101
02-11-14, 02:29 AM
No I am sorry, I must disagree with you Drake is right - you make a simple assumption that every one here has the same knowledge as you when this is not the case
I followed your instructions implicitly and now I find I should not have over written the game files in the data folder - well I'm sorry, that was the impression I got from the instructions, after all if I was not supposed to do anything with them why are they included in the download!!!!
I am sorry I don't mean to be critical the trouble is most of us players havn't got half the skills you have, that's why you created this mod and we didn't, but fair is fair your instructions assume a lot of knowledge on the part of us users that we simply don't have
As a result I now have to uninstall the game yet again and reinstall yet again because I misinterpreted your instructions
Please can you provide a step by step install instruction, what to put where and what to leave out - I don't even know if I need this patcher thing or not I assumed not, and that this was for folks who are still making mods, but now I am not so sure
Please don't be angry, just take this as honest input from some one who wants to enjoy your work
Here's an example - you guys suggest installing JSME into the Root Directory of the game, I dont know where that is is it in the first folder or the one called Data where most of the games files are - You might laugh your head off - but I wonder how many others there are who don't know either
Regards
R
Listen Drake...You are the first of more then 600 persons who have downloaded this megamod and found it's install instruction "ambiguous". Is it really so hard to follow the steps from download page?! I clearly said yesterday that previous version is moved to the second post, yet again from some reason, you're trying to find some connection between two separate megamods.
Do your self a favor and don't think to much about 7.4.2 and 7.5.0 markings (not to mention that everyone who had slightest contact with modding of SH5 will know for sure what those numbers mean ),install the game, follow instruction from the first post and enjoy.
Trevally.
02-11-14, 04:51 AM
Ah this is most sad as Vecko made this mega-mod to help people try SH5 and see what it has become.
The SH5 mod forum is full of posts about how hard it is to add mods to SH5 due to the large number needed. This is in part due to no team forming with one aim. SH5 modding is a group of individuals working on an area of the game each and trying to work together - but each to their own work.
We have seen a few mega mods - this is the 4th one - so what happened to the others?
They have been lost due to the work here continues - a megamod soon becomes outdated when new versions of each and every mod are made.
So with this mega mod by Vecko - we can see a change.
Someone who is willing to keep if updated and repair where required - even to take bits out that some people do not like (this is hard to do - so well done Vecko)
So why is it still causing problems for installing for some users?
It is not yet ready to be made into a self extractor/installer - so that means the only way is with JSGME
Now JSGME has been here for a long time and there is really no excuse for not reading or watching the many tutorials for its use. Right here on this forum is a guide to mods stickied to the top.
anyway - onto your issues:D
No I am sorry, I must disagree with you Drake is right - you make a simple assumption that every one here has the same knowledge as you when this is not the case
I followed your instructions implicitly and now I find I should not have over written the game files in the data folder - well I'm sorry, that was the impression I got from the instructions, after all if I was not supposed to do anything with them why are they included in the download!!!!
hmm - just use jsgme (after watching a tutorial vid) to install the main part of the mod.
This will require files in the data folder to be rewritten - most most will do this. It is just some files have had things changed or parts added. When JSGME warns about overwriting - click allow
I am sorry I don't mean to be critical the trouble is most of us players havn't got half the skills you have, that's why you created this mod and we didn't, but fair is fair your instructions assume a lot of knowledge on the part of us users that we simply don't have
As a result I now have to uninstall the game yet again and reinstall yet again because I misinterpreted your instructions
Very frustrating - but does help the understanding of the process when we make mistakes and don't give up
Please can you provide a step by step install instruction, what to put where and what to leave out - I don't even know if I need this patcher thing or not I assumed not, and that this was for folks who are still making mods, but now I am not so sure
You just need to install the main mod and the patch.
Those other two files are the options I was talking about before - the ones that Vecto took out. Here you can add them back if you did not want to take them out.
As soon as choices are given - modding becomes hard
No choices = "I don't like part A" , "I don't like part B" etc:D
Read the guide linked for the patcher.
The patcher is a app that allows you to make changes to your own SH5.exe
This is what UBI would do if they still supported the game - however they would install a new exe into your game.
For us - that would be illegal so TDW has made is as easy as possible to fix your own one. The app is easy to use if you check the guides.
Now what Vecko has done is given you a blueprint for these changes - so you can fix the important things - just read about the patcher and you will now here what I mean.
Please don't be angry, just take this as honest input from some one who wants to enjoy your work
:arrgh!:
Here's an example - you guys suggest installing JSME into the Root Directory of the game, I dont know where that is is it in the first folder or the one called Data where most of the games files are - You might laugh your head off - but I wonder how many others there are who don't know either
Regards
R
The root (or lowest part of a plant where nutriants and taken in and ......:D) is the SilentHunter5 folder.
Some reading into jsgme or watching jsgme vids would show you this.
http://www.subsim.com/radioroom/showthread.php?t=181538
Video tutorial number 1 in that list is how to use jsgme
hope I was of some help:salute:
:subsim:
THE_MASK
02-11-14, 06:01 AM
I have had a lot of dislikers . Overall SH5 is a great game because of the foundations of the game and modders . Just keep at it .
rascal101
02-11-14, 06:19 AM
Thanks Trevally appreciate the time and patience to reply SO
From your post I take it those of us who are concerned with playing using the mod dont need to worry about the Patcher, that is what I first thought, but then reading more posts on this board I became unsure - so for now I will leave it out
I would also like to ask about the three optional patches that come in the download, now would a player concerned with realism and historical accuracy and excellent environmental and explosive affects, would they, could they, should they install all three, one or the other and if so is there a particular order - again I am sorry if this seems a dumb question, but I have no idea why I should choose one or the other, or none or all three
Thanks
Rascal
Ah this is most sad as Vecko made this mega-mod to help people try SH5 and see what it has become.
The SH5 mod forum is full of posts about how hard it is to add mods to SH5 due to the large number needed. This is in part due to no team forming with one aim. SH5 modding is a group of individuals working on an area of the game each and trying to work together - but each to their own work.
We have seen a few mega mods - this is the 4th one - so what happened to the others?
They have been lost due to the work here continues - a megamod soon becomes outdated when new versions of each and every mod are made.
So with this mega mod by Vecko - we can see a change.
Someone who is willing to keep if updated and repair where required - even to take bits out that some people do not like (this is hard to do - so well done Vecko)
So why is it still causing problems for installing for some users?
It is not yet ready to be made into a self extractor/installer - so that means the only way is with JSGME
Now JSGME has been here for a long time and there is really no excuse for not reading or watching the many tutorials for its use. Right here on this forum is a guide to mods stickied to the top.
anyway - onto your issues:D
hmm - just use jsgme (after watching a tutorial vid) to install the main part of the mod.
This will require files in the data folder to be rewritten - most most will do this. It is just some files have had things changed or parts added. When JSGME warns about overwriting - click allow
Very frustrating - but does help the understanding of the process when we make mistakes and don't give up
You just need to install the main mod and the patch.
Those other two files are the options I was talking about before - the ones that Vecto took out. Here you can add them back if you did not want to take them out.
As soon as choices are given - modding becomes hard
No choices = "I don't like part A" , "I don't like part B" etc:D
Read the guide linked for the patcher.
The patcher is a app that allows you to make changes to your own SH5.exe
This is what UBI would do if they still supported the game - however they would install a new exe into your game.
For us - that would be illegal so TDW has made is as easy as possible to fix your own one. The app is easy to use if you check the guides.
Now what Vecko has done is given you a blueprint for these changes - so you can fix the important things - just read about the patcher and you will now here what I mean.
:arrgh!:
The root (or lowest part of a plant where nutriants and taken in and ......:D) is the SilentHunter5 folder.
Some reading into jsgme or watching jsgme vids would show you this.
http://www.subsim.com/radioroom/showthread.php?t=181538
Video tutorial number 1 in that list is how to use jsgme
hope I was of some help:salute:
:subsim:
Trevally.
02-11-14, 06:50 AM
Thanks Trevally appreciate the time and patience to reply SO
Thanks for your thanks:D:salute:
From your post I take it those of us who are concerned with playing using the mod dont need to worry about the Patcher, that is what I first thought, but then reading more posts on this board I became unsure - so for now I will leave it out
Now here I am not an expert as I have not kept upto date with the most recent fixes, but I would say you should try and apply this.
If you can read a few time the guide to how to use the patcher - you can then use the "snapshot" the Vecko has made.
He did this because some people have made mistakes with the patcher - so TDW enabled us to load pre set setting. this is what the snapshot provided with this mod is (an easier way to use it)
So to use the patcher or not?
It is not required, but at some point in your gamming with SH5 you will come across and issue (game bug - of which there are many) and this issue will spoil your game. If you then come to this forum for help with the issue - users will tell you that that issue has been fixed by TDWs patcher.
So at some point you should use it.
I think it will be ok (not 100% sure here) to add it later when you are more familiar with the game. This would need to be done in what we call "a bunker save".
A bunker save is when you have docked at your home port and are off your boat standing on the wharf. Here you save your game and exit to add patches or mods. By doing this it gives the game a chance to change itself (modded) and then load correctly.
If you did not to this and changed your game while ON your boat - ctds are common as game creates a working file when you start a patrol (loading screen). If this working file does not match the game files = ctd
So bunker saves and then patching/modding lets your game create a new working file based on the changes you have made.
So installing mods at a bunker save is recommend (or at the very start of you game - before starting a new career as this will also create a working file)
So to sum up - use the patcher now or latter, but at some stage you should use it.
I would also like to ask about the three optional patches that come in the download, now would a player concerned with realism and historical accuracy and excellent environmental and explosive affects, would they, could they, should they install all three, one or the other and if so is there a particular order - again I am sorry if this seems a dumb question, but I have no idea why I should choose one or the other, or none or all three
Thanks
Rascal
This is the minimum you should install:-
The Wolves of Steel 1.01
The Wolves of Steel 1.01 - Plotting Tools Fix v2
If you then find that you are unhappy with your boats GPS system of navigation - you can add "real nav" later
If you are not happy being able to look out your scope when 100m down and see DDs bearing down on you - add the under water mod (bunker save required :D)
When you get real good at attacking ships with the TDC and you then want another way to gain the info you need to make a solution for your torp run - you can add "*The Wolves of Steel 1.01 - Tscharlii's Realistic_Hydrophone_1_1 _7_4_2" as this mod (addon) will allow you to count the revolutions of a ships propeller and look up a chart to find its speed.
again this one need a bunker save
Its good to have choices, but it can make things harder.
Vecko's megamod has given us choices where he feels it most useful at the cost of some learning to install.
Hope this helps and feel free to ask as much as you want - we do try and answer most requests :subsim:
Really sorry that some guys are having problems. I feel your frustrations....I have also had them too..... before I got used to TDW' s patcher, the many options and JSGME. But stick with it guys, it'll work out.
We can't really blame Vecko for problems with TDW's patcher or JSGME. How much frustrations do you think he has had making a long list of mods compatible with each other. You know how frustrating that is.....download, read the thread, read the readme, add, adjust, load, play ....crash....start again, add a new mod, start again....crash.
We can't even blame him too much for possible problems with his own megamod. He's done it for free using his own time and a great deal of patience. And let's face it; if Ubisofts game was complete we would not have had half of the problems. At least Vecko and the other modders listen to us and release patches (very quickly) if they find a problem or improvement to their work.
Stick with it guys. It's worth the effort. It's the most stable mod list I have used so far. If it takes a few months to perfect, thats ok with me. After all, some of us have had the game for almost 4 years!
vdr1981
02-11-14, 10:33 AM
. In this case its likely that I used an old version, or mixed versions together because you don't seem to understand the simple concept of version numbers...
Where? I don't see that on the front page, or any part of you first two posts. Am I supposed to scroll through every page of postings to know this or what?..
So in the previous sentence it was an old version, now its a separate mod all together? This is a very ambiguous statement.
I guess it's always easier to blame someone else for your own incompetence...
Just give up, it's hopeless. I suggest you to check Sober's, Sjizzle's or Fifi's modlists threads...
Capta1n
02-11-14, 11:35 AM
I guess it's always easier to blame someone else for your own incompetence...
Just give up, it's hopeless. I suggest you to check Sober's, Sjizzle's or Fifi's modlists threads...
Dang man, pretty harsh, don't take criticism well do we. Maybe you should just give up?
vdr1981
02-11-14, 12:23 PM
havent read everything but most of the thread
i have a question or few
sh5 v1.2 with mods TWoS and TWos patch
prolly did everything the right way when following instructions but
crew is silent i see them takling but no sound is heard and
prolly sth with real nav i cant locate my sub on map and cant get out of that stupid port i am (most east one) looks like im in a giant pool theres land all around
any of you get those probs
gonna check configs for real nav now
I can't say anything about crew voices, never had such problem.:hmmm: Have you install the game by any chance in German or any other language other then English?
If you cant handle TDW real navigation, then try again but this time with The Wolves of Steel 1.01 version from the first post. You should skip optional patch called The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2.
Dang man, pretty harsh, don't take criticism well do we. Sure I can! Constructive criticism, yes, but I can't stand frustrated statements like "your works sucks", "it doesn't work" or "your mod broke my game" without single concrete question.
Maybe you should just give up?
O yes, I will! But not yet kameraden, not yet... Certainly not when someone with 15 days of subsim experience tell me so...:03:
Sure I can! Constructive criticism, yes, but I can't stand frustrated statements like "your works sucks", "it doesn't work" or "your mod broke my game" without single concrete question.
O yes, I will! But not yet kameraden, not yet... Certainly not when someone with 15 days of subsim experience tell me so...:03:
I was going to reply more or less the same :lol: :up:
Keep up your great work Vecko, and forgive them for they don't literally know what they are talking about :yep:
@ Capta1n
Maybe you should play Silent Hunter Online? :hmmm:
indycar
02-11-14, 12:42 PM
I can't say anything about crew voices, never had such problem.:hmmm: Have you install the game by any chance in German or any other language other then English?
If you cant handle TDW real navigation, then try again but this time with The Wolves of Steel 1.01 version from the first post. You should skip optional patch called The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2.
sounds work now god knows what was wrong only did turn on pc again after i came back from work
prolly missed our the real nav mod in the soup thx
PS puno ti hvala, ovo je super
602Sqn_Puff
02-11-14, 12:42 PM
Very nice mod but I have a couple of small issues that I hope someone can help with.
1 when I try and scroll the mouse wheel over the heading bar, it no longer works and I unfortunately can't now use this method to set my course.
2 when I use the alternative method of setting my speed , ie I use ctrl and then click on a speed in knots, this now does not work. My boat will only go from ahead slow to ahead standard and nothing in between.
3 I no longer have a compass on the ruler tool to allow me to plot my course and I have tried using the drag compass wheel but I can't get the ruler to plot 'beneath' this compass wheel.
Here is hoping someone can point me in the right direction.
Thanks
Kev
Sjizzle
02-11-14, 01:08 PM
I guess it's always easier to blame someone else for your own incompetence...
Just give up, it's hopeless. I suggest you to check Sober's, Sjizzle's or Fifi's modlists threads...
totaly agree with you :up:
Dang man, pretty harsh, don't take criticism well do we. Maybe you should just give up?
pls fallow gap advice... play silent hunter online
vdr1981
02-11-14, 01:25 PM
sounds work now god knows what was wrong only did turn on pc again after i came back from work
prolly missed our the real nav mod in the soup thx
PS puno ti hvala, ovo je super
Nema na cemu druze! :salute:
Very nice mod but I have a couple of small issues that I hope someone can help with.
1 when I try and scroll the mouse wheel over the heading bar, it no longer works and I unfortunately can't now use this method to set my course.
2 when I use the alternative method of setting my speed , ie I use ctrl and then click on a speed in knots, this now does not work. My boat will only go from ahead slow to ahead standard and nothing in between.
3 I no longer have a compass on the ruler tool to allow me to plot my course and I have tried using the drag compass wheel but I can't get the ruler to plot 'beneath' this compass wheel.
Here is hoping someone can point me in the right direction.
Thanks
Kev
Steam version?
1. And what happens if you click the heading bar few times? I mean, click on heading bar to disable compass and try again.
2. On surface or underwater? Check both engines and prop. shafts, are ther running properly? What's happening when you command full speed ahead ?
3. What's happening if you click on "tool helper"?
THE_MASK
02-11-14, 02:54 PM
Move the exe patcher to the desktop found in The Wolves of Steel 1.01 .
Click on the patcher icon /File/Open .
Click on File/Restore snapshot .
Click on the snapshot found in The Wolves of Steel 1.01
How hard is it ?
diablo82
02-11-14, 04:19 PM
Buy the dvd version :yep:
I just ordered the DVD version. Does I will have continue to log in to Uplay? I hope that the DVD version will not so many problems with mods as on version of steam.
___________________________
I use the Google translator
602Sqn_Puff
02-11-14, 04:44 PM
Nema na cemu druze! :salute:
Steam version?
1. And what happens if you click the heading bar few times? I mean, click on heading bar to disable compass and try again.
2. On surface or underwater? Check both engines and prop. shafts, are ther running properly? What's happening when you command full speed ahead ?
3. What's happening if you click on "tool helper"?
DVD version.
Clicked on the heading bar numerous times, still the same
On surface, both shafts and engines running. Will go to any speed when ordered but not when I use alt speed selection to select the speed in knots.
EDIT: seems to be working now?? will test further and report back
Toll helper only showed the tool name I was using in a small pop up. Fixed this by utilising the jimimadrids map tools from TDW's own download.
Thanks for taking time to reply.
I just started playing SH5 because of your mod vdr. I don't have a lot of experience with it because I have played SH4 and 3. I just switched to the new set up with 7.4 instead of 7.5 and I just ran into a problem. I crash dived and my compressed air kept going down so I quickly ordered surface. When I surfaced my compressed air level had dropped to 15 %. Of course it replenished with know trouble but I was wondering if anyone else has seen this before?
Is somebody going to give any feedback on this?
Mikemike47
02-11-14, 06:18 PM
I just started playing SH5 because of your mod vdr. I don't have a lot of experience with it because I have played SH4 and 3. I just switched to the new set up with 7.4 instead of 7.5 and I just ran into a problem. I crash dived and my compressed air kept going down so I quickly ordered surface. When I surfaced my compressed air level had dropped to 15 %. Of course it replenished with know trouble but I was wondering if anyone else has seen this before?
Compressed air issue is more of a stock issue from experience or related to other mods perhaps. I have been playing New UIs 7.5, test version 12 for about 6 months now. Save game. Exit game and restart game. Compressed issue fixed.
Similar to situation where you are at the bunker. Asking the guy for upgrades or torpedoes, and those options are grayed out. Save the game. Exit game and restart game. Options are restored.
Compressed air issue is more of a stock issue from experience or related to other mods perhaps. I have been playing New UIs 7.5, test version 12 for about 6 months now. Save game. Exit game and restart game. Compressed issue fixed.
Similar to situation where you are at the bunker. Asking the guy for upgrades or torpedoes, and those options are grayed out. Save the game. Exit game and restart game. Options are restored.
Thank you for the feed back. I did that and as you said everything was hunky dory again. Just a temporary glitch. If it happens again I'll RTB for Repairs LOL!
vdr1981
02-12-14, 01:49 PM
DVD version.
Clicked on the heading bar numerous times, still the same
On surface, both shafts and engines running. Will go to any speed when ordered but not when I use alt speed selection to select the speed in knots.
EDIT: seems to be working now?? will test further and report back
Toll helper only showed the tool name I was using in a small pop up. Fixed this by utilising the jimimadrids map tools from TDW's own download.
Thanks for taking time to reply.
So, only the problem with heading bar persist, right?
Can you at least use compass to select course?
602Sqn_Puff
02-12-14, 02:07 PM
So, only the problem with heading bar persist, right?
Can you en least use compass to select course?
Yep, compass and rudder dial work fine...:)
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