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THEBERBSTER
08-24-17, 05:39 PM
Last updated 22nd June 2018
Download links can be found at the bottom of this post.

THEBERBSTERS All In One Beginners Mega Mod for SH4 221117 <updated version.

Important Installation Instructions Must Be Read First
Did you remember to create the new folder that I mentioned in my SH4 tutorial?
No, then Exit the Zip file and copy and paste the Zip file to your New Folder.

Ok, so you have your New Folder and your Zip file download is in it.
Open the Zip file and you will see 8 items.
Click on the Extract Tab.
Follow the prompt to Extract and Exit the Zip file.
You will now see the contents of the Zip file in your New Folder along with the Zip File download.
Copy and paste the folder called MODS to your SH4 Main Game Folder.

Installing JSGME
Copy and paste the JSGME Application to your SH4 Main Game Folder.
Open the JSGME Application and accept the prompts.
Untick the option to View online user guide.
Click on Finish to complete the installation.
Open the JSGME.exe icon.
You will now see all 17 mods disabled on the left side of JSGME.

Document Folder
Inside this folder you will find a “Readme” for each mod telling what it does in the game.

Note 1.
If you have previously been playing a modded game I recommend that you install this mega mod on a clean SH4 installation having used a Registry Cleaner.

Note 2.
If you have been playing an unmodded Stock/Vanilla Game then there is no need to re-install.

Note 3.
Large Address Aware (LAA) is an essential application for those of you who have a certain amount of spare ram.
SH4 only allows you 2gb of ram LAA allows your system to use what ram is available to your game.
By using this application stops ctd’s where without it ctd’s would undoubtedly occur in the game at some time.
Further information and instructions can be found in my SH4 Tutorials.

Note 4.
Webster’s New Orders Bar mod is no longer needed as it is included in Mod 2 MaxOptics IV for GFO 1.1.
I have included the text document from the original Webster’s New Orders Bar mod so you can see what the mod does in the game.

Note 5.
MaxOptics IV for GFO 1.1 includes Magnified Hud Dials for v1.5_Medium

Note 6.
There are 2 optional uprated Deck Gun versions over the stock game available in the mega mod.
8 Webster’s Uprated Deck Gun v1
8 Webster’s Uprated Deck Gun v2

Note 7.
For different bearing tool resolutions to the default Mod 14 3000 Yard Bearing Tool 1920x1080 mod go to:
Downloads
SH4
Game play
Page 6

Note 8.
Magnified Hud Dials for v1.5_Large should not be enabled as Magnified Hud Dials for v1.5_Medium is included in Mod 2 MaxOptics IV for GFO 1.1.

Picture 1. > This is what is in the Download Zip File.
https://s8.postimg.cc/975j635vp/zip_file_contents.jpg

Picture 2. > These are the Mods used in this Mega Mod with options showing that can be changed by you.
Note > Eye Patch for Stock may or may not be needed.
Note > Magnified Hud Dials for v1.5_Large should not be enabled.
https://s8.postimg.cc/6ptryrw91/Mods_used_in_this_mega_mod.jpg

Picture 3. > Document Folder Mod Information Text Files you can open and read.
https://s8.postimg.cc/kw9itw4id/Documents_Folder.jpg

Mega Mod Download Link > MediaFire
THEBERBSTERS All In One Beginners Mega Mod For SH4 221117 < Latest Version (http://www.mediafire.com/file/1u805k4id5qq33s/THEBERBSTERS+All+In+One+Beginners+Mega+Mod+For+SH4 +221117.zip)

(http://www.mediafire.com/file/8zj4j6984e8m49o/THEBERBSTERS_All_In_One_Beginners_Mega_Mod_For_SH4 .zip)Mega Mod Download Link > Subsim (http://www.mediafire.com/file/8zj4j6984e8m49o/THEBERBSTERS_All_In_One_Beginners_Mega_Mod_For_SH4 .zip)
THEBERBSTERS All In One Beginners Mega Mod for SH4 221117 < Latest Version (http://www.subsim.com/radioroom/downloads.php?do=file&id=5298)

Changes to latest version 221117
Updated installation instructions.
Updated text document readme’s.
Updated mods list.
Removed mod > Webster’s New Order Bar Menu for v1.5 as it is included in MaxOptics IV for GFO 1.1
Removed mod > Webster's Improved US Torpedo v2 as it was causing a ctd when the S18 type boat was selected.

Changes to latest version 221117 23rd June 2018
Optional New Mod
Alternative Hud For SH4 Compiled By THEBERBSTER > Enable JSGME (http://www.mediafire.com/file/nvg0rnn2066p9ng/Alternative%20Hud%20for%20SH4%20by%20THEBERBSTER.z ip)

Courtesy acknowledgement to all modders.
A special thank you to Webster.

propbeanie
08-24-17, 07:53 PM
Olde Fahrtz can order off of the Beginner's menu also, correct?... :har:

I've always liked Webster's GFO, and you've got a much better looking mix than what I used to run. Now to find some time for this... :lol:

Thank you, THEBERBSTER :salute:

THEBERBSTER
08-25-17, 06:12 AM
Hi pb
Just gives any newcomer an easy option into modding rather than Stock.
GFO very under rated IMO and a joy to play.
Thanks.
Peter

Rockin Robbins
08-25-17, 08:48 AM
GFO is a great mod for veteran players. I was totally shocked how much fun it is and spent a year playing that way.

Niume
08-25-17, 02:36 PM
what about mods for Operation Munson?

THEBERBSTER
08-25-17, 04:03 PM
Hi Niume
I have never played the German side in SH4 because I also play SH3 and SH5.
I always liked the American boats with their advanced TDC and radar and it makes a good game alternative for me to play.
Sorry.
Peter

Niume
08-26-17, 05:10 AM
Does SH 4 have like mod archive I really need it most of the mods are with dead links

THEBERBSTER
08-26-17, 07:04 AM
Hi Niume
I would not bother with mods and lists the only way forward with SH4 for advanced playing is with the FOTRSU mega mod.
This is excellent work done by a dedicated group of modders and is highly recommnended as I am currently playing this as well as GFO, LSH3-2015 and SH5 TWOS.
All highly recommended versions of Silent Hunter.
Peter

Rockin Robbins
08-26-17, 07:10 AM
And off-site mod links are mostly dead. But Subsim Download mod links are ALL alive and well. Those who relied on Medialink, 4-shared and imitators, File Planet, other hokey sites that don't cut the cheese: they're all gone. Even Carotio's Silent Hunter Mod site is gone. Kickinback, where TMO, RFB, OM and RSRDC were developed is gone. Only Subsim is a safe place for your mod.

Every single SH4 mod ever put on Subsim is a good healthy link and will be for a long time. Nuff said!:up::up::up: Thanks Neal.

s7rikeback
08-26-17, 02:50 PM
And off-site mod links are mostly dead. But Subsim Download mod links are ALL alive and well. Those who relied on Medialink, 4-shared and imitators, File Planet, other hokey sites that don't cut the cheese: they're all gone. Even Carotio's Silent Hunter Mod site is gone. Kickinback, where TMO, RFB, OM and RSRDC were developed is gone. Only Subsim is a safe place for your mod.

Every single SH4 mod ever put on Subsim is a good healthy link and will be for a long time. Nuff said!:up::up::up: Thanks Neal.

Cough, cough, cough!!!

See link below. Still alive and kicking with mods still being added. All game versions 3,4, & 5 supported.

As a side note, Neal now has these mods roughly up to june or mid-july, [see update log for latest files] in his hands on an external USB drive to upload to SUBSIM. :subsim:

propbeanie
09-04-17, 05:07 AM
Hi pb
Just gives any newcomer an easy option into modding rather than Stock.
GFO very under rated IMO and a joy to play.
Thanks.
Peter
Just to let you know, kind wonderful sir THEBERBSTER, you have put together an exemplary package with this. Full of options with clear, concise instructions. Something we hope to get close to with the FotRSU mod implementation. Excellent job, and I am having a wonderful time using it as a diversion, along with my recent OM install. It's even more fun your way than what I used to have! Again THEBERBSTER, excellent job, sir! I cannot recommend this high enough, and not just for the beginner, but for all SH4 players. Webster should take another bow for his mods! :salute:

THEBERBSTER
09-05-17, 07:22 AM
Hi pb
Thank you for your kind words.
As has previously been said Webster's GFO is very underatted and deserves better recognition.
In my own way I have tried to do it justice buy complimenting additional mods, many of his, and turning into a larger mega mod for all to play.

The instructions to me are always an important element as you have to take a view that the player may have no, or little knowledge but still wants to play your game.

I have pitched it purposely at the beginner rather than an intermediate or higher level player this because I believe FOTRSU is the Ultimate game for SH4.

Like you said pb it makes a good diversion even for us veteran players as a nice alternative.

To Webster. :Kaleun_Salute:
Peter

Rockin Robbins
09-05-17, 07:36 AM
If GFO were the only supermod for SH4 we'd all be very happy. It is the purest embodiment of the original game developers' vision of how Silent Hunter 4 should play. It's magnificent.

THEBERBSTER
09-05-17, 09:57 AM
Hi RR
Totally agree with you.

What is amazing considering its age is it has stood the test of time and is still going strong.
I have played many different versions of GFO over the years with optional added mods that Webster shows in his very informative text documents.
The list of mods I have put together in the Mega Mod however remains my favorite and I am pleased to be able to show it to newcomers rather than they take the stock route.
The key of course has to be good informative information that can be easily understood by anyone.
Peter

Rockin Robbins
09-06-17, 11:26 AM
Hey mods, can we get this thread stickied? What could be more important to the future of the game than giving a clear blueprint for success to newbies?

3 out of 4 doctors recommend Peter's thread for relief of pain and frustration caused by the steep learning curve of Silent Hunter 4.

Miggs
09-10-17, 11:13 AM
HI,
The d/l link seems dead and I can't find it in the downloads forum?

THEBERBSTER
09-10-17, 12:36 PM
Hi Miggs
Trust me, its alive amd kicking.
http://www.mediafire.com/file/8zj4j6984e8m49o/THEBERBSTERS+All+In+One+Beginners+Mega+Mod+For+SH4 %282%29.zip
Peter

propbeanie
09-10-17, 06:28 PM
Hey mods, can we get this thread stickied? What could be more important to the future of the game than giving a clear blueprint for success to newbies?

3 out of 4 doctors recommend Peter's thread for relief of pain and frustration caused by the steep learning curve of Silent Hunter 4.
I second that emotion, and I do believe now RR, that the College of Theraputic Gaming now has it at 9 out of 10 doctors. They can't get the 10th doctor away from his computer long enough to talk... I give it two thumbs up! :yeah:

Hi Miggs
Trust me, its alive amd kicking.
http://www.mediafire.com/file/8zj4j6984e8m49o/THEBERBSTERS+All+In+One+Beginners+Mega+Mod+For+SH4 %282%29.zip
Peter
"Alive and Kicking" and ~FUN~! :yeah:

Jimbuna
09-11-17, 03:22 AM
Thread stickied

Rockin Robbins
09-13-17, 09:29 AM
Thread stickiedWell done, Chief! Salute! (Jimbuna is not only moderator at Subsim, but also Chief of the Boat for the Grey Wolves)

Peter, how about uploading all this to the Subsim download area? PM Neal and if you need any help I'll be glad to lend a hand.

THEBERBSTER
09-13-17, 09:49 AM
Hi RR
Thanks for the endorsement.
Took your advice and got it stickied.
Can I still edit the mod from the downloads section if I need too?
I do not know how that side of it works.
Peter

Jimbuna
09-13-17, 10:23 AM
Well done, Chief! Salute! (Jimbuna is not only moderator at Subsim, but also Chief of the Boat for the Grey Wolves)



Your most welcome sir :salute:

Rockin Robbins
09-13-17, 01:44 PM
Hi RR
Thanks for the endorsement.
Took your advice and got it stickied.
Can I still edit the mod from the downloads section if I need too?
I do not know how that side of it works.
Peter
Absolutely, you can edit the download. Pull up the page in your browser and you'll have the option to edit that looks like you can only edit the text. That's wrong, and you can replace the file from that screen and update the text all in one operation.

THEBERBSTER
09-13-17, 02:01 PM
Hi RR
Thanks for the information.
Peter

Onkel Neal
10-01-17, 09:43 AM
Added
http://www.subsim.com/radioroom/downloads.php?do=file&id=5298 :Kaleun_Thumbs_Up:

KaleunMarco
11-10-17, 11:59 AM
peter,

i got a CTD at the first torpedo hit playing the GFO+Beginners Mod list. I wish i could provide more specific info but there was no extraordinary condition.
s-18 out of manila, dec 12, 1941, location just west of the convoy college, firing standard mark-10 torpedos. the failing module was SHcollisions.act.
brand new install of SH4 1.5 from CDROM. New install of JGSME. All previous SAVEGAMES deleted.

any ideas?:timeout::06:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
2 New Orders Bar Menu
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
8 Webster's Upgraded Deck Gun v2
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
12 Webster's Improved US Torpedo v3
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
17 Magnified Hud Dials for v1.5_Large
18 Webster's Eliminate Floating Plankton
19 Remove grain effect

THEBERBSTER
11-10-17, 02:13 PM
Hi mb
I hope this is just an isolated case for you.
I have never had a ctd with the GFO mega mod to date.
The only difference between us is I have never used v3 of 12 Webster's Improved US Torpedo v3 only v2.
I will try and track down some targets and see how I get on.
I have a Porpoise class out of Manila December 1941 and have just completed a special mission.
Peter

KaleunMarco
11-10-17, 02:54 PM
Hi mb
I hope this is just an isolated case for you.
I have never had a ctd with the GFO mega mod to date.
The only difference between us is I have never used v3 of 12 Webster's Improved US Torpedo v3 only v2.
I will try and track down some targets and see how I get on.
I have a Porpoise class out of Manila December 1941 and have just completed a special mission.
Peter

ok. i'll back out US Torpedo v3 and install v2 and see if that makes a difference.
btw, i am playing a career patrol not a mission. do you think that makes a difference.

THEBERBSTER
11-10-17, 03:08 PM
Hi mb
i am playing a career patrol not a mission. do you think that makes a difference. AFAIK only possibly in the length of time it takes you to complete the mission may be a problem if it is timed where as a career is on going.

Incidentally mod number 2 can be disabled as it is already included in number 10.
Peter

KaleunMarco
11-10-17, 03:23 PM
Hi mb
AFAIK only possibly in the length of time it takes you to complete the mission may be a problem if it is timed where as a career is on going.

Incidentally mod number 2 can be disabled as it is already included in number 10.
Peter

so new orders bar is included in max optics?

KaleunMarco
11-10-17, 03:25 PM
ok. i'll back out US Torpedo v3 and install v2 and see if that makes a difference.


v2 torp makes no difference at all:i still get the same CTD.
could it be the detonator? i am using the magnetic exploder option on the shot.

KaleunMarco
11-10-17, 04:48 PM
v2 torp makes no difference at all:i still get the same CTD.
could it be the detonator? i am using the magnetic exploder option on the shot.

detonator doesnt make a difference and neither does the torpedo-mod version. SHcollisions.act does not know how to handle the Mk10 torpedo detonation on a target and abends. i'm stumped. :06:
i am going to try it without a torpedo mod and see what happens.

THEBERBSTER
11-10-17, 05:33 PM
Hi mb
so new orders bar is included in max optics? Yes.

I am using Mark 14 torpedoes.
I shot 3 torpedoes at this target without a game problem.
1 dud 2 hits.
Medium Modern Split Freighter 3269T
https://s1.postimg.org/5hhi9k2ltr/Medium_Modern_Split_Freighter_3269_T.png

What is your installation path?
Peter

KaleunMarco
11-10-17, 05:55 PM
Hi mb
Yes.

I am using Mark 14 torpedoes.
I shot 3 torpedoes at this target without a game problem.
1 dud 2 hits.
Medium Modern Split Freighter 3269T
https://s1.postimg.org/5hhi9k2ltr/Medium_Modern_Split_Freighter_3269_T.png

What is your installation path?
Peter
my install path is:
C:\Ubisoft\SH4\Data


i'm shooting Mark 10's. (S-18 model, man)
the problem seems to be 12 Websters Torpedo v2 or v3.
i got three Mk10 hits without any torpedo mod.
here is the mod list that works.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
8 Webster's Upgraded Deck Gun v2
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
17 Magnified Hud Dials for v1.5_Large
18 Webster's Eliminate Floating Plankton
19 Remove grain effect

i would have tried for a photo but there were two DD's who were thinking otherwise.

i looked over the torpedo mods and i didn't see anything that was unusual so as usual we are left scratching our heads. thanks for being patient and listening. i am going to press on with this install-mod-list and sink more ships. AMF.:salute:

KaleunMarco
11-10-17, 07:23 PM
peter,

how did mark 14's auto-load onto an s-18 while in port? this happened when i docked after my first manila mission in december 1941. i had 4 mk10's left from the patrol and the mk14's auto-loaded.
https://preview.ibb.co/jzngtG/sh4_20171110.jpg (https://ibb.co/bOXs0w)

propbeanie
11-10-17, 08:42 PM
You would definitely have a tough time shooting those... It'd take a LOT of polishing of the tubes to get them to slip through... :roll:

Seems to me that changing a torp mod in a career didn't work too well, so you might have to start the career over mark.

THEBERBSTER
11-11-17, 04:41 AM
Hi pb
Thanks for the info.
There was no torpedo choice at the beginning for me with my Porpoise only mk14's.
I have never captained a S18 so I was not aware that the same principal applied.

The mod 12 Webster's Improved US Torpedo v3 should not be causing problems, I have used it over the years with GFO without any problems to date as you can see from my picture.
As you are pointing out it would seem to be down to torpedo incompatibility with the S18 boat.
Peter

propbeanie
11-11-17, 09:50 AM
The S18 / S42 boats (basically, the same boat) can only take Mark 10 torpedoes. They are a smaller torpedo than the Mark XIV, lengthwise and in diameter. The Mk14 wouldn't even fit on the rails probably, in a Sugar Boat...

The v2 torpedo file only changes the parameters of how big and how strong the damage inflicted by the torpedo is, by a 35% increase. All v3 does is change that to a 50% increase over stock. Neither mod should cause him an issue. Something else in going on, unless... In and of itself, the torpedo mod is not really a big deal, but it is part of the player's boat, and shouldn't be changed while in a career. If he activated the mod ~after~ starting a career, that may have been the issue to begin with. The second situationt that mark bonamer describes (inappropriate torpedo loading) is very similar to what used to happen with v1.3 of the game (or was it v1.2??... :o).

So the question to mark bonamer could be: "Did you activate / de-activate the torpedo mods after starting a career, and then continue with the same career?" However, I cannot remember the "root cause" of the old torpedo issues, and didn't SH3 also have that (inappropriate torpedoes loading)??... A mind is a terrible thing to lose. :har: - perhaps mark bonamer should also check the file structure of the mods, and be certain that he has the "Data" folder where it should be for all of the mods he has in the MODS folder.

THEBERBSTER
11-11-17, 10:13 AM
Hi pb
It's a well known fact that the first patrol shold be done without making any upgrades or changes to the boat.
This rule of thumb is good for SH3-4-5.
Hopefully Mark will provide more information.
I think I might test out a new career with a S18 boat and see what happens.
On past experiences using these mods I do not think the problem is there but it will be interesting to see.
Peter

propbeanie
11-11-17, 10:16 AM
I've already tried mine, and no issues. But I did a new career, so later today, I'll do similar and apply the mod after going out, and see what happens.

Edit 1530 hours: I have managed to get myself sunk three times in a row now... I've run up the West coast from Manila and tried to intercept the invasion fleet, and I've struck out all three times... The first try wasn't really close, but I did get to within 2800 yards of the middle of the Troop Transports and shot a four torpedo spead. All missed. Three DD came over to see me, and sank me with their first pass. I mean to tell you, dropped a can not only right above me, but right on me, and 210 foot, below the thermal layer... 2nd time, I was a little further East, and let the DD drive right over the top of me, while I was on silent running and below the thermal. Came up to PD, shot another four torpedo spread with almost a 90 degree AOB, this time from 1200 yards from one Transport, and 800 yards from the 2nd... All missed. "Say whuh?" you say! I know, I know... how?? Picked up their skirts and went beneath them, I guess. But they're Mark 10s... Anyway, just about the time #4 was leaving the tube, we took damage from a DD ramming us, taking the periscopes with him and causing massive quantities of flooding... then the boom boom came, and we never made it out of there in 30 minutes of trying... The third try, I don't really want to talk too much about... :har:... suffice to say, a night surface attack doesn't work so well in GFO... I'm just going to have to take my time on the approaches. I'll post back when I can actually hit something with a torpedo. :salute:

KaleunMarco
11-12-17, 09:37 AM
You would definitely have a tough time shooting those... It'd take a LOT of polishing of the tubes to get them to slip through... :roll:

Seems to me that changing a torp mod in a career didn't work too well, so you might have to start the career over mark.

did not change the torpedo mod mid-career. all of the discussion that theberbster and i had on the subject was at the start of a career. currently, SH4 is running in stock mod as far as torpedos are concerned.

KaleunMarco
11-12-17, 10:13 AM
Hi pb
It's a well known fact that the first patrol shold be done without making any upgrades or changes to the boat.
This rule of thumb is good for SH3-4-5.
Hopefully Mark will provide more information.
I think I might test out a new career with a S18 boat and see what happens.
On past experiences using these mods I do not think the problem is there but it will be interesting to see.
Peter
i looked into all of the UPCUnitsData files and found no reference to Mk14 and S-18.
in the S-18 Submarine folder i checked out the NSS_s18.UPC file and it looks normal.
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58

Activeuserplayerunits.UPC looks normal:

[UserPlayerUnit 1.Compartment 4.WeaponSlot 1.Weapon]
ID=TorpedoTube21inOldUS
NameDisplayable=21" Torpedo Tube
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=TorpedoTube
AmmoTypesAccepted=Mk10Torpedo
AmmoTypeLoaded=Mk10TorpUS

i noticed in the section above that the Mk10 is defined as an "OLD" US torpedo. in Weapons.UPC, the Mk10 is defined in two weapon types, Weapon 8 (21 inch) and Weapon 11 (OLD). However, the Mk14 is right where it should be with Weapon 8.

so, where else does one look to find the link between a sub and its eligible torpedos?

propbeanie
11-12-17, 10:42 AM
In the Submarine folder, the EQP file, which is text-based, and the SIM file, which gets opened in S3ditor. Look under the "wpn_SubTorpedoSys" nodes. It's basically the tubes on the boat, not the torps themselves. How are you doing your "fresh" installs mark bonamer? It's almost like there's a little something in your installs that shows it's face when you apply a mod. In other words, what's the source of your files, the path to the game, the version of JSGME, etc.?

I probably didn't state it very well, but I was referring to your getting the Mark 14 torps in your S boat possibly being caused by the mod change during the career. If you did empty the Save folder, and started a new career, then I say (again): "I dunno"... Very strange - though years ago, not so strange. There used to be all sorts of weird nigglies in the game. My original disk was almost unplayable from a career perspective, unless of course, you died after a couple-three patrols. Otherwise, something would bomb on you. Ubi kept throwing "updates" at the game, which sometimes broke more than they fixed... :o

My brain is remembering a post on here (maybe the Ubi forum??) about someone having found an issue with the torps, but I'm thinking it was pre-v1.4 release - and it may have been SH3... then again, I are old, and I've slept quite a bit since 2007, including those afternoon naps on the couch, where I don't even remember having had lunch when I awaken... :o - maybe some one of the old heads here can remember that far back... :salute:

KaleunMarco
11-12-17, 12:37 PM
In the Submarine folder, the EQP file, which is text-based, and the SIM file, which gets opened in S3ditor. Look under the "wpn_SubTorpedoSys" nodes. It's basically the tubes on the boat, not the torps themselves. How are you doing your "fresh" installs mark bonamer? It's almost like there's a little something in your installs that shows it's face when you apply a mod. In other words, what's the source of your files, the path to the game, the version of JSGME, etc.?

I probably didn't state it very well, but I was referring to your getting the Mark 14 torps in your S boat possibly being caused by the mod change during the career. If you did empty the Save folder, and started a new career, then I say (again): "I dunno"... Very strange - though years ago, not so strange. There used to be all sorts of weird nigglies in the game. My original disk was almost unplayable from a career perspective, unless of course, you died after a couple-three patrols. Otherwise, something would bomb on you. Ubi kept throwing "updates" at the game, which sometimes broke more than they fixed... :o

My brain is remembering a post on here (maybe the Ubi forum??) about someone having found an issue with the torps, but I'm thinking it was pre-v1.4 release - and it may have been SH3... then again, I are old, and I've slept quite a bit since 2007, including those afternoon naps on the couch, where I don't even remember having had lunch when I awaken... :o - maybe some one of the old heads here can remember that far back... :salute:
ok...
EQP file has no reference to torpedos or torpedo tubes.
SIM file has no reference to torpedos, only doors animation. I exploded every + symbol and there is no reference to torpedos. if there is supposed to be a reference then that may be a problem.
fresh installs mean: Delete the savefiles from previous play. then de-install SH4, delete leftover SH4 folders, reboot, re-install from CDROM using unique folder on the C-drive and not the Program Folder that is suggested. then i replace JSGME and SHKeymapper into the new SH4 folder. i've learned my lessons.
Version of JSGME is Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\SH4\MODS]
i think that covers all of your questions.

i have seen this inappropriate torpedo assignment before but it was later in the war...and i do not remember which mod-group i was playing...and i just went with the flow.

how are new torpedos made available? i've looked in ammunition.upc and the Mk10 and Mk14 have concurrent and overlapping dates so there has to be another connection in a file between the sub and/or the tubes with the actual weapons in order to distinguish available types with the different subs. that is probably the file that is messed up and needs to be corrected.

propbeanie
11-12-17, 05:43 PM
Sorry about that mark bonamer. You said UPC, and for some reason, I did my 1968 Space Cadet imitation and said EQP. The sub's torp loadouts are in the UPC, the Tubes are in the SIM. There is also a Weapons.upc and an Ammunition.upc file down in the UPC folders, and in the Save folder. The torps themselves are in their own Torpedo_US.dat etc. files. I rely heavily on CapnScurvy, s7rikeback and keltos01 for proper linking of the files... my mind goes numb when I try :doh:

You'll see lines like this in the UPC file for the Gato:
Line 1326: IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
Line 1326: IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
Line 1327: IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo
Line 1327: IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo

The "NULL" designation means either "from the beginning" or "to the end", whatever the game supplies as a date, so the 14s re-load upon re-fit until April 1st, 1944, and then the Mk18s will load until the end of the game.

The S18 & S42 boats at Manila have:
Line 1221: IDLinkBunker=BowTorpedoRoom
Line 1222: IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo
Line 1222: IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo

(I didn't get my "copy" exactly the same, but you'll get the gist). There the Mk10 loads the whole time... If you have Notepad++, do a "Search" on the word "torpedo", and you should find those lines. If they're not very similar... There are quite a few more lines after those that describe the tubes and loadings... In the save folder, the ActiveUserPlayerUnits.upc file might have what's on your boat in that Save Game folder. On my computer it's E:\Users \propbeanie \Documents \GFO \data \cfg \SaveGames \00000001 \UserPlayer... etc. I use MultiSH4, hence the "GFO" instead of "SH4" for the folder.

At the present time, my laptop has decided to once again quit, and I can't get to my GFO, THEBERBSTER Style. So I'm using my Webster's GFO on a different computer. My project for tomorrow will be to blow the laptop away and re-do the whole thing. 'Course, I say that every 3 or 4 days, and then the computer starts working again... :o

THEBERBSTER
11-12-17, 05:47 PM
Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.:down:
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.:up:
I do not think this is a mod problem as I have used these mods for a long time without any problems.:hmmm:
Peter

propbeanie
11-12-17, 05:54 PM
Well, when I get my computer back, I might try the S42 then, and see if it does the same.

i looked into all of the UPCUnitsData files and found no reference to Mk14 and S-18.
in the S-18 Submarine folder i checked out the NSS_s18.UPC file and it looks normal.
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58

Activeuserplayerunits.UPC looks normal:

[UserPlayerUnit 1.Compartment 4.WeaponSlot 1.Weapon]
ID=TorpedoTube21inOldUS
NameDisplayable=21" Torpedo Tube
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=TorpedoTube
AmmoTypesAccepted=Mk10Torpedo
AmmoTypeLoaded=Mk10TorpUS

i noticed in the section above that the Mk10 is defined as an "OLD" US torpedo. in Weapons.UPC, the Mk10 is defined in two weapon types, Weapon 8 (21 inch) and Weapon 11 (OLD). However, the Mk14 is right where it should be with Weapon 8.

so, where else does one look to find the link between a sub and its eligible torpedos?
The ActiveUserPlayerUnits.upc has to be looked at in your Save folder, as mentioned above. The one in the game's "Data..." folder is the "initial" settings. That "TorpedoTube21inOldUS" refers to the tube, not the torp. The torp is after the comma. I haven't found a listing for a "TorpedoTube21inOldUS" either though... still looking in regular GFO

KaleunMarco
11-12-17, 06:51 PM
Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.:down:
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.:up:
I do not think this is a mod problem as I have used these mods for a long time without any problems.:hmmm:
Peter

thank you thank you thank you thank you.

i was beginning to take that CTD personal. :haha:
seriously, thanks for verifying.:salute:

KaleunMarco
11-12-17, 06:53 PM
Well, when I get my computer back, I might try the S42 then, and see if it does the same.


The ActiveUserPlayerUnits.upc has to be looked at in your Save folder, as mentioned above. The one in the game's "Data..." folder is the "initial" settings. That "TorpedoTube21inOldUS" refers to the tube, not the torp. The torp is after the comma. I haven't found a listing for a "TorpedoTube21inOldUS" either though... still looking in regular GFO

i found it in \data\submarine\NSS_s18.UPC

propbeanie
11-12-17, 07:13 PM
Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.:down:
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.:up:
I do not think this is a mod problem as I have used these mods for a long time without any problems.:hmmm:
Peter
Alright, just confuse things a little bit, I used Webster's original GFO, and since the first mission of my Career was ~again~ a waste of time - four torps, all ran deep - or else the Minelayer lifted its skirts again, two set to magnetic, two to impact at 15 foot... I went ahead then and made me a SingleMission, with an S18 on January 3rd, 1941, 0800 hours, with a docked Naka... :har: Can't miss, right? Here's the results:

https://i.imgur.com/Dk5oq0F.jpg
That's a mag pistol right, impact left...

https://i.imgur.com/vjre3Uq.jpg
Mag pistol detonation

https://i.imgur.com/n9vwKKd.jpg
impact detonation

I'll go ahead and noodle with the laptop, which I might be able to boot, but can't get online with it, and I'll report back with the results from the same mission in it.

propbeanie
11-12-17, 08:26 PM
Hello mark Bonamer! Confirmed on the other machine with THEBERBSTER's mix. Regular GFO is fine. I took out the torpedo mod, however, the game on the laptop seems to still be messed-up, basically in an unplayable state, and this is after deleting the Save folder. Thankfully, I used RR's Corruption Management System, and should have the game up and running just fine by midnight - if the computer holds out...

I used a QuickMission I made on one machine's GFO and used it on a 2nd machines THEBERBSTER version of GFO (not advisable), and that probably impacts my "findings". This machine I'm on now does not have the Max0ptic, and THEBERBSTER's does, so that may have corrupted the game further. Of course, the laptop computer with THEBERBSTER's GFO is dying and took a "Repair Boot Record" and three tries to get it to come up, so that may well be my further issues. I'm going to try the torp mod on my regular GFO here next, then add MaxOptics into it, and see what happens... :o

KaleunMarco
11-12-17, 09:39 PM
can i fix this somehow? medium freighters sailing with decks below the surface.
https://preview.ibb.co/e8bKXb/sh4_20171112.jpg (https://ibb.co/da1mCb)
upload private photos (https://imgbb.com/)
same setup as the with the Mk10/Mk14 issues.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
8 Webster's Upgraded Deck Gun v2
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
17 Magnified Hud Dials for v1.5_Medium
18 Webster's Eliminate Floating Plankton
19 Remove grain effect

propbeanie
11-12-17, 11:18 PM
I had to re-do my game after my first encounters with the Improved Torpedo mod, mark bonamer. Hard CTD, and had to use Task Manager to "kill" the process. You may well have mod soup now also. The game like that is not to be trusted. First, try deleting your Save folder, remove the Improved Torpedo mod, and play the game. See what happens. If that doesn't work, delete the Save folder again, and then re-install the game, and when you do the mod, leave out those Improved Torpedo mods.

I've been noodling with it all night, and while I know it's easy to do, I am perplexed. I tried all three of Webster's Improved Torpedo mods over in FotRSU, and they all work, when using an S18 or an S42 boat. No probs. Tried them in Stock. No issue.

So I had been in the process of taking the other mods out of the All-In-One GFO, one at a time and trying the Torp mod. Same issue. CTD. I'm down to trying to remove the Sonar View next, and then try the torp mod, but I'm giving up for the night. Stay away from the Improved Torpedo Mod in THEBERBSTER's GFO, unless you ~know~ you won't use an "S" boat. btw, those "misses" of mine earlier? They did go under the ship. I Saved a Replay on one of the ones I just did, and it's like the magnetic pistol doesn't work, and the torps went like a foot or two below the keel, never triggered. The ones that did register impact, would CTD the game. Is there something in the Improved Deck Gun mod, with its zon file?...

KaleunMarco
11-13-17, 12:21 AM
I had to re-do my game after my first encounters with the Improved Torpedo mod, mark bonamer. Hard CTD, and had to use Task Manager to "kill" the process. You may well have mod soup now also. The game like that is not to be trusted. First, try deleting your Save folder, remove the Improved Torpedo mod, and play the game. See what happens. If that doesn't work, delete the Save folder again, and then re-install the game, and when you do the mod, leave out those Improved Torpedo mods.

I've been noodling with it all night, and while I know it's easy to do, I am perplexed. I tried all three of Webster's Improved Torpedo mods over in FotRSU, and they all work, when using an S18 or an S42 boat. No probs. Tried them in Stock. No issue.

So I had been in the process of taking the other mods out of the All-In-One GFO, one at a time and trying the Torp mod. Same issue. CTD. I'm down to trying to remove the Sonar View next, and then try the torp mod, but I'm giving up for the night. Stay away from the Improved Torpedo Mod in THEBERBSTER's GFO, unless you ~know~ you won't use an "S" boat. btw, those "misses" of mine earlier? They did go under the ship. I Saved a Replay on one of the ones I just did, and it's like the magnetic pistol doesn't work, and the torps went like a foot or two below the keel, never triggered. The ones that did register impact, would CTD the game. Is there something in the Improved Deck Gun mod, with its zon file?...

so, the root cause seems to be mk10's from s-boat's, eh? very interesting. i am going to bed also. i had a rotten day.

as i am past the CTD for the moment i'm still trying to figure out the Mk14 loadout on the s-boat. i may may just edit the savefile.upc and shove off on the next mission.

i hope you have a pleasant night.

THEBERBSTER
11-13-17, 06:00 AM
Hi Guys
You cannot change the speed or impact type with the mark 10's.
Question.
Why is there no ctd with all the mods enabled in the mega mod with the Porpoise boat when the torpedoes hit?
Why is there only a ctd with the S18 boat with all the mods enabled in the mega mod?
Mod 2 should be enabled if mod 10 is disabled as it is already in mod 10.
Peter

propbeanie
11-13-17, 08:16 AM
Hi Guys
You cannot change the speed or impact type with the mark 10's.
Question.
Why is there no ctd with all the mods enabled in the mega mod with the Porpoise boat when the torpedoes hit?
Why is there only a ctd with the S18 boat with all the mods enabled in the mega mod?
Mod 2 should be enabled if mod 10 is disabled as it is already in mod 10.
Peter

Why is there no CTD when using the mod in FotRSU? I'm thinking something one of the mods below it conflict somehow. I haven't tried to use it in my regular GFO... be right back.

Edit 1030: Well, putting the very same mod in my regular GFO does not CTD the game. I also put the deck gun in there, no CTD. I do not see where the Sonar View would do anything. NoCrewFatigue? NewOrdersBarMenu???

Edit 1040: I take that back... it ~DOES~ CTD the regular GFO... I did a noob mistake and had an incorrect folder... yeesh!... :lol: - So why does it CTD in GFO, and not FotRSU and Stock?

captcrane
11-13-17, 11:23 AM
Ahoy mark bonamer I am currently using the GFO mod and in an S boat with mark 10 torpedoes. Just sank a Fuso Battleship with no ctd. I have never had a ctd with GFO. Here is my mod list
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

Webster's GFO Mod v1.1
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
Less Plankton 1.2
Magnified Hud Dials for v1.5_Medium
SofuGan
Bigger Better Protractors
Webster's New Orders Bar Menu for v1.5
Webster's Better Air Patrols for v1.4 and v1.5

I will tell you the graphics are awesome give this setup a try.
I was playing with the Max Optics mod(awesome mod by the way) took it out when I couldn't rescue downed pilots

Best of luck!

propbeanie
11-13-17, 03:54 PM
Well THEBERBSTER, I've noodled with all the settings in the Torpedo_US.zon, and any deviation from the GFO settings, and both your package and Webster's original will CTD with that ImprovedTorpedov2 (or 1 or 3).

KaleunMarco
11-13-17, 04:13 PM
Ahoy mark bonamer I am currently using the GFO mod and in an S boat with mark 10 torpedoes. Just sank a Fuso Battleship with no ctd. I have never had a ctd with GFO. Here is my mod list
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

Webster's GFO Mod v1.1
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
Less Plankton 1.2
Magnified Hud Dials for v1.5_Medium
SofuGan
Bigger Better Protractors
Webster's New Orders Bar Menu for v1.5
Webster's Better Air Patrols for v1.4 and v1.5

I will tell you the graphics are awesome give this setup a try.
I was playing with the Max Optics mod(awesome mod by the way) took it out when I couldn't rescue downed pilots

Best of luck!
ahoy captcrane,

thanks for the info. i may try that soon because SH4-GFO just took another CTD in the middle of a patrol and this is not much fun.

m

KaleunMarco
11-13-17, 04:24 PM
Ahoy mark bonamer I am currently using the GFO mod and in an S boat with mark 10 torpedoes. Just sank a Fuso Battleship with no ctd. I have never had a ctd with GFO. Here is my mod list
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

Webster's GFO Mod v1.1
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
Less Plankton 1.2
Magnified Hud Dials for v1.5_Medium
SofuGan
Bigger Better Protractors
Webster's New Orders Bar Menu for v1.5
Webster's Better Air Patrols for v1.4 and v1.5

I will tell you the graphics are awesome give this setup a try.
I was playing with the Max Optics mod(awesome mod by the way) took it out when I couldn't rescue downed pilots

Best of luck!

i found them. thanks.

propbeanie
11-13-17, 05:39 PM
yo...the first two mods on your list seem to be eluding me. under what names are they stored in the Download page?
Improved Stock Environment - but I think Webster only supports #1... and I think THEBERBSTER has it in his mix, though I'm not at the correct computer to check...

It is kinda hard to find...
http://www.subsim.com/radioroom/showthread.php?p=1875211#post1875211

THEBERBSTER
11-13-17, 06:36 PM
Hi pb
Yes you are quite correct Real Environments is included in the mega mod and needs to be patched to work with GFO.
Peter

captcrane
11-13-17, 08:32 PM
Hey Mark I put #1 ISE New clouds+Waves #2 ISE Realistic Colors into the mix after GFO because they altered some files it might be just me but I think the graphics are awesome! I intend to play Rising Sun next but it takes me along time to finish a career!

THEBERBSTER
11-14-17, 05:41 AM
Hi c
Webster's GFO documentation states:
"GFO is NOT compatable with any of the Real Environments ad-on option mods 2, 3, 4, & 5 because they replace too many elements of GFO. "
Peter

THEBERBSTER
11-14-17, 09:50 AM
Hi Guys
I am running a series of tests to find which mod is causing the ctd with the S18 boat.
Test 1 completed using the mods within the mega mod.
Mods 1 and 2 compatible no ctd on impact.
Peter

propbeanie
11-14-17, 01:00 PM
I won't have time to finish what I was doing with testing until this evening, but I'm suspecting the ISE and / or Patch, since those are the only two common denominators between your package and my other GFO install.

THEBERBSTER
11-14-17, 06:13 PM
Hi pb
S18 boat ctd problem.
Completed test 2 with 4 mods no ctd
1 Game Fixes Only Mod v1.1
2 New Orders Bar Menu
3 Real Environment mod install
4 GFO Patch for Real Env

Test 3 completed with 6 mods no ctd.
1 Game Fixes Only Mod v1.1
2 New Orders Bar Menu
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors

Test 4 completed removed 2 New Orders Bar Menu replaced with 10 MaxOptics IV for GFO 1.1 no ctd
1 Game Fixes Only Mod v1.1
10 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors

Test 5 completed no ctd
1 Game Fixes Only Mod v1.1
10 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM v3.0
8 Webster's Upgraded Deck Gun v1

Test 6 completed no ctd
1 Game Fixes Only Mod v1.1
10 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM v3.0
8 Webster's Upgraded Deck Gun v1
9 Webster's New sonar view for v1.5

Notice there is no S18 boat here.
https://s8.postimg.org/cxrrhpc5h/capture_001_16112017_212320.jpg

Generic Mod Enabler - v2.6.0.157
[D:\GFO\Silent Hunter 4\MODS]

Test 7 completed ctd with mod 12
10 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM v3.0
8 Webster's Upgraded Deck Gun v1
9 Webster's New sonar view for v1.5
11 Eye Patch for Stock
12 Webster's Improved US Torpedo v2

Will do another test with remainder of mods enabled.

Peter

KaleunMarco
11-16-17, 10:20 PM
Hi pb
S18 boat ctd problem.
Completed test 2 with 4 mods no ctd
1 Game Fixes Only Mod v1.1
2 New Orders Bar Menu
3 Real Environment mod install
4 GFO Patch for Real Env

Test 3 completed with 6 mods no ctd.
1 Game Fixes Only Mod v1.1
2 New Orders Bar Menu
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors

Test 4 completed removed 2 New Orders Bar Menu replaced with 10 MaxOptics IV for GFO 1.1 no ctd
1 Game Fixes Only Mod v1.1
10 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors

Test 5 completed no ctd
1 Game Fixes Only Mod v1.1
10 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM v3.0
8 Webster's Upgraded Deck Gun v1

Test 6 completed no ctd
1 Game Fixes Only Mod v1.1
10 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM v3.0
8 Webster's Upgraded Deck Gun v1
9 Webster's New sonar view for v1.5

Notice there is no S18 boat here.
https://s8.postimg.org/cxrrhpc5h/capture_001_16112017_212320.jpg

Peter
i backed out the mod-mix i had and re-modded with these. driving an s-18...third mission and everything is ok so far. no base-move message though, when manila shut down.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
2 Improved Stock Environment_v3
3 ISE New clouds+Waves
4 ISE Realistic Colors
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
18 Webster's Eliminate Floating Plankton
19 Remove grain effect
17 Magnified Hud Dials for v1.5_Medium

THEBERBSTER
11-17-17, 05:02 AM
Hi MB
Mod 17 already included in mod 10.
Peter

KaleunMarco
11-17-17, 04:59 PM
Hi MB
Mod 17 already included in mod 10.
Peter

cool. then the next time i will skip 10. thanks for the update.:salute:

THEBERBSTER
11-17-17, 05:32 PM
Hi Guys
All tests completed and no ctd's.
I will uodate a version 2 on post#1 with a down load link to Media Fire as soon as I can find the time.
Peter

propbeanie
11-18-17, 10:24 AM
Hello THEBERBSTER, so your findings were it was MaxOptics' orders bar menu conflicting with Webster's New Order Bar Menu? Or #2 conflicting with the S18 / 42 boats? So just leave out #2 and it doesn't alter the S18.dat file? Why does it CTD so late then, with impact, and not when the torp is shot, I wonders aloud (being uneducated in such matters)... ??

THEBERBSTER
11-18-17, 11:40 AM
Hi pb
was MaxOptics' orders bar menu conflicting with Webster's New Order Bar Menu? Or #2 conflicting with the S18 No the problem was not there.
It was the torpedo mod that was causing the ctd.
I am preparing my v2 mega mod as soon as I can find the time
Peter

propbeanie
11-18-17, 12:58 PM
I did not word that very well. The mind running roughshod over the slower typing... The torpedo mod works in other mods (or so it seems). Have you determined what it conflicts with in GFO? In other words, from what I could tell, it did not work with the "base" of the mod, GFO itself. Is that what you found? Also, since there is a new Orders Bar Menu in Max-Optics, it's not necessary to load Webster's, correct? Similarly with #17 and #10...

THEBERBSTER
11-18-17, 02:28 PM
Hi pb
The torpedo mod works in other mods (or so it seems). Yes that is correct as long as it is not an S18 boat there is no ctd.
Peter

propbeanie
11-18-17, 03:06 PM
Hi pb
Yes that is correct as long as it is not an S18 boat there is no ctd.
Peter
Thank you, sir! :salute:

s7rikeback
11-18-17, 08:19 PM
Hi pb
Yes that is correct as long as it is not an S18 boat there is no ctd.
Peter

Hello THEBERBSTER,

What torpedo mod is effecting the S18 and it's torpedo launches please?

The reason for asking, it that I have just cloned & converted this model plus the Tambor, Gar & the S42 and am in the process of doing the other stock model US fleet-boats from playable to AI controlled for the CMN Mod.

Just want to make sure, it's CTD free..

Regards,
s7rikeback.

THEBERBSTER
11-19-17, 04:28 AM
Hi s7
This add on mod is causing the ctd only with S18/42 boats when added to my mega mod.
Webster's Improved US Torpedo v2
Peter

s7rikeback
11-19-17, 11:40 AM
Hi s7
This add on mod is causing the ctd only with S18/42 boats when added to my mega mod.
Webster's Improved US Torpedo v2
Peter

Thank you very much for the prompt reply.

THEBERBSTER
11-22-17, 08:46 AM
Hi Guys
New updated version now available on post #1.
Removes the ctd problem when using a S18 and S42 types boats.
Peter

KaleunMarco
11-22-17, 08:39 PM
Hi Guys
New updated version now available on post #1.
Removes the ctd problem when using a S18 and S42 types boats.
Peter
thanks, peter.
although you are a brit, on behalf of all amercians who frequent this website, i want to wish you a happy thanksgiving!
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mb

propbeanie
11-23-17, 09:11 AM
Hi Guys
New updated version now available on post #1.
Removes the ctd problem when using a S18 and S42 types boats.
Peter
Thank you very much THEBERBSTER! :salute:

KaleunMarco
11-27-17, 06:31 PM
peter,

how difficult is it to change the color of a menu-icon when it is activated? for example, on the radar menu there is an on/off button for SJ radar. when the set is on, the icon is green, when it is off, the icon is gold-ish. The SD radar does not perform the same. if i wanted to change the SD-icon to perform like the SJ-icon, what would i have to do? No, i have never messed with the menus or gui in SH4.

mb

THEBERBSTER
11-27-17, 06:58 PM
Hi mb
This is a question that propbeanie may well have the answer to or one of the FOTRSU guys.
Peter

propbeanie
11-28-17, 07:51 AM
Wellllll.... the menu icons are combinations of "pictures" that are pointed at by the "menu_1024_768.ini" file, which is a very scary part of the game to be noodling with, not only for that particular file, but also for the method of pointing at the pictures. I'm really not "qualified" to comment on doing much in that file, other than maybe causing a CTD... CapnScurvy is our "Resident Expert" on that file, but is very busy right now with further FotRSU updates. Maybe in a few weeks / months one of us will have time to look at GFO and see what you're referring to. That particular "Radar On / Off" button, by the way, is really the "Snorkel Up / Down" button in the Uboats, and was probably displayed differently in stock, hence the difference in GFO. :salute:

THEBERBSTER
11-28-17, 01:50 PM
Hi pb
Thanks for your response.:up:
Peter

KaleunMarco
12-01-17, 03:12 PM
Wellllll.... the menu icons are combinations of "pictures" that are pointed at by the "menu_1024_768.ini" file, which is a very scary part of the game to be noodling with, not only for that particular file, but also for the method of pointing at the pictures. I'm really not "qualified" to comment on doing much in that file, other than maybe causing a CTD... CapnScurvy is our "Resident Expert" on that file, but is very busy right now with further FotRSU updates. Maybe in a few weeks / months one of us will have time to look at GFO and see what you're referring to. That particular "Radar On / Off" button, by the way, is really the "Snorkel Up / Down" button in the Uboats, and was probably displayed differently in stock, hence the difference in GFO. :salute:
thanks, pb.
the function of that button is not a deal breaker but i thought it might be a nice-to-have...especially if it was something that i could work on independently.
could i do it....probably. if i have any downtime nearer the christmas holidays i may ping scurvy and ask for a tip or two.
thanks again.

mb

Koinskyz
12-09-17, 06:58 AM
Theberbster, a big thank you for this Mods selection and all your excellent tuto guides. They are extremely precious to fine tune the different versions.

... Would have been lost at sea without your help...

THEBERBSTER
12-09-17, 07:22 AM
A Warm Welcome To The Subsim Community > Koinskyz
Tutorials And Other Information Links In My Signature Below
Thank you for your comments you are more than welcome.

KaleunMarco
12-13-17, 12:22 PM
peter,

something odd happened at the beginning of a patrol that you may have some insight on.

november 1944, pacific career, umpteenth patrol in the career, baleo-class boat. nice approach on a IJF TF. fire torpedos. score hits. dive deep and make like a nice quiet whelk. press the "z" key, i hear the audio and see the text that says, rig for silent running, but no icon appears. wait for a minute or so. repeat the "z" key, same audio and text...rather than secure from silent running.

ever heard of that happening? BTW, "z" worked as silent-running during the last patrol.

mb
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
2 Improved Stock Environment_v3
3 ISE New clouds+Waves
4 ISE Realistic Colors
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
18 Webster's Eliminate Floating Plankton
19 Remove grain effect
17 Magnified Hud Dials for v1.5_Medium
U.S. Medals Fix II_Stock

THEBERBSTER
12-13-17, 04:18 PM
Hi mark
I must admit I have not come across that problem but I have never reached 1944.
Might be worth creating your own thread and see if one of the FOTRSU guys recognizes this as a game bug.
There are various sound issues with SH4 and this may be one of them.

17 Magnified Hud Dials for v1.5_Medium
Already included in.
10 MaxOptics IV for GFO 1.1

I have tested these two mods but too be honest I did not see any benefit in replacing Webster's
3 ISE New clouds+Waves
4 ISE Realistic Colors

ever heard of that happening? BTW, "z" worked as silent-running during the last patrol. Silent running has always worked for me without any problems.
Incidentally I always bring my crew to "Action Stations" around enemy action.
Peter

KaleunMarco
12-14-17, 09:23 AM
Hi mark
I must admit I have not come across that problem but I have never reached 1944.
Might be worth creating your own thread and see if one of the FOTRSU guys recognizes this as a game bug.
There are various sound issues with SH4 and this may be one of them.

17 Magnified Hud Dials for v1.5_Medium
Already included in.
10 MaxOptics IV for GFO 1.1

I have tested these two mods but too be honest I did not see any benefit in replacing Webster's
3 ISE New clouds+Waves
4 ISE Realistic Colors

Silent running has always worked for me without any problems.
Incidentally I always bring my crew to "Action Stations" around enemy action.
Peter
the mod-mix issue we (you) discovered and discussed earlier in this career. i did not want to make fundamental changes mid-career so i am saving that for the next time.

silent running returned the next day after i saved, exited, and restarted, which makes this issue look/taste/smell like an unexpected Ubisoft feature.

thanks for confirming.

Happy Christmas to you and yours in Southhampton!

propbeanie
12-14-17, 11:18 AM
mark bonamer, what we have found in the game in general is that the use of Time Compression really messes with the whole spectrum of game aspects, from sound to graphics, and everything in between. The game does not consistently restore sound, graphics or even menu functionality sometimes, having troubles, such as "drawing" all of a ship, or even the "landscape" of a nearby island.

Some of the older versions of the game had a 2048x TC max setting, which is why that was chosen in the FotRSU mod. Even that is too high in certain aspects, especially when you're traveling along and encounter a surface ship by "sight" (such as an S-18 boat without radar, or a newer boat without radar traveling at Ahead Full or higher), which can happen rather easily at night. This is why sometimes when you come out of a high TC, you don't hear the crew, but only the ocean background noise and the internal ambience. As you've found, Save the game, exit the whole thing, and then re-enter and you're usually OK - so long as the "Save" works...

Of course, "shelling out" to Windows does it even more harm - Paused or not. The more going on in the game that has to be kept track of, the worse it gets. Technically speaking, the game is not "Windows friendly", and like Windows itself, wants "exclusivity" with the hardware, and I suspect that Windows and the game fight over who's the boss of the hardware...

THEBERBSTER
12-14-17, 11:28 AM
Hi pb
Thanks for chipping in with your expertise of SH4 knowledge.
My technical knowledge of SH4 is limited so I appreciate you keeping an eye on my thread.
Many of the questions that will appear here in the future I suspect you will have already answered on your FOTRSU thread.
Peter

propbeanie
12-14-17, 11:56 AM
I do thank you for that Peter, but I am very fortunate to be working with a team that isn't just "modding" a mod, but are actually researching the previous mods, not only finding issues in them, but also in the Stock game - which is where a lot of mod issues actually originate. All of these guys are into full-function testing of every aspect of the game that we touch. The FotRSU team has the "expertise" that I'm using... :salute:

THEBERBSTER
12-14-17, 01:01 PM
Hi pb
FOTRSU a great and respected team you are working with which I am sure will benefit the SH4 community as you progress and dig deeper into the game.
Peter

captcrane
12-19-17, 11:14 AM
Ahoy THEBERBSTER Just wanted to give you a 2 thumbs up for showing your Mod setup for GFO added some of them to my setup and it greatly improved my enjoyment of the game. You the MAN!!!!!!!!!:Kaleun_Thumbs_Up:

THEBERBSTER
12-19-17, 01:57 PM
Hi cc
Glad you like the setup as it works a treat.
What's your mods list looking like now?
Post #9 JSGME How To Export Your Mod List To A Subsim Post (http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9)
Peter

captcrane
12-20-17, 09:03 AM
Hey THEBERBSTER Here is my mod list

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

Webster's GFO Mod v1.1
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
Less Plankton 1.2
SofuGan
Bigger Better Protractors
Webster's New Orders Bar Menu for v1.5
Webster's Better Air Patrols for v1.4 and v1.5
Extra Allied naval bases for Stock SH4 + UBM (V3.0)
MaxOptics IV for SH4 1.5


I should point out I also used a couple of Aanker's edits 1 to stop torpedoes from firing with the enter key
2. not successfully yet though trying to get weather reports with ctrl+W a little frustrating but not the end of the world

The maxoptics for GFO download link does not work @ least last time I checked
Just personal taste for #1 ISE New clouds+Waves & #2 ISE Realistic Colors
However the I noticed my same mod list does not look the same on a notebook compared to desktop computer I had to replace my cpu fan on desktop so i used a laptop and noticeably not the same

THEBERBSTER
12-20-17, 11:37 AM
Hi cc
Webster's New Orders Bar Menu for v1.5 al readuy included in.
MaxOptics IV for SH4 1.5Peter

Leftydad
12-26-17, 01:00 PM
Hi Berbster. Where is your SH4 tutorial located that you mention in this topic? Tried to find it, but couldn't.

THEBERBSTER
12-26-17, 03:27 PM
Hi Ld
At the bottom of post #1.
Enjoy. :Kaleun_Salute:
Peter

aanker
12-27-17, 11:34 AM
I should point out I also used a couple of Aanker's edits 1 to stop torpedoes from firing with the enter key
2. not successfully yet though trying to get weather reports with ctrl+W a little frustrating but not the end of the world
Sorry I missed your post Captcrane. Do you still need help getting Ctrl+W to work?

Happy Hunting!

Dahoon
01-13-18, 07:42 AM
I have some problems getting the mod list to work 100%. It works perfectly as long as I don't enable 1 Game Fixes Only Mod, 2 MaxOptics or 15 Magnified Hud Dials. If I enable any of those three the game crashes to desktop from the loading screen.



Am I doing something wrong I wonder? I'm pretty sure I followed the guide to the letter :hmmm:

THEBERBSTER
01-13-18, 08:26 AM
Hi Dahoon
The mod list is 100% reliable.
Lets see what is going on.
Post #9 JSGME How To Export Your Mod List To A Subsim Post (http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9)

[D:\GFO\Silent Hunter 4\MODS]
1 Game Fixes Only Mod v1.1
2 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM v3.0
8 Webster's Upgraded Deck Gun v1
9 Webster's New sonar view for v1.5
10 Eye Patch for Stock
11 Pacific Sound Mod
12 Stop The Shouting
13 sobers compass mod_version color
14 3000 Yard Bearing Tool (1920x)
15 Webster's Eliminate Floating Plankton
17 Remove grain effect

Peter

Dahoon
01-13-18, 08:51 AM
That is how mine looks too. But just adding one of the three mentioned causes a crash:

http://tweaks.dk/Capture.PNG





http://tweaks.dk/Capture2.PNG


http://tweaks.dk/Capture3.PNG



http://tweaks.dk/Capture4.PNG

http://tweaks.dk/Capture5.PNG

http://tweaks.dk/Capture6.PNG





Everything else seems to work 100 %. What did I do wrong? :oops:

Dahoon
01-13-18, 09:42 AM
Okay, I have done something wrong but I have no idea what. Most MODs work fine but a few doesn't. TMO doesn't and crashes with the same errors but FoTRS work just fine. :doh:

Bleiente
01-13-18, 09:53 AM
It would be better to completely reinstall the game and delete the folder SH4 under "My Documents". :o

Dahoon
01-13-18, 10:13 AM
I only tried TMO after so I doubt that is the problem (EDIT: I see you edited your post). I have now uninstalled, deleted all folders (including the one in My Documents), cleaned the registry and reinstalled the game (and made a backup of the files). Adding the "1 Gamefixes Only Mod" now and...... GREAT SUCCESS!

:Kaleun_Cheers:

Bleiente
01-13-18, 10:28 AM
Yes - has overlapped with your post. :D

But fine, if it works now. I always have a prepared backup copy of SH4 in packed format on the hard drive, so I can clear the game in about 2-3 min and restore it instantly.
But there are also great tools - RR Corruption Management System (SH4CMS) for example... :03:
http://www.subsim.com/radioroom/showthread.php?t=229395

:salute:

THEBERBSTER
01-13-18, 11:56 AM
Hi B
You need now to install the rest of the mods if you want to use my mega mod.
If you are only going to have the main GFO mod then you also need to add Webster's New Order Bar.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1192
Peter

Bleiente
01-13-18, 02:37 PM
Thanks for this advice @Sir Berbster.
I just wanted to help Dahoon with his problem, there was no competent member online or wanted to answer... and he was waiting for an answer.

:Kaleun_Salute:

captcrane
01-13-18, 03:10 PM
Sorry I missed your post Captcrane. Do you still need help getting Ctrl+W to work?

Happy Hunting!

Hey aanker thanks for asking about the ctrl+W the editing seems simple enough but for some reason still a no go for me. Maybe because of GFO mod?


[Cmd261]
Name=Report_weather
Ctxt=1
MnID=0x3F250006
Key0=0x57,c,"Ctrl+W"

aanker
01-13-18, 07:37 PM
Hey aanker thanks for asking about the ctrl+W the editing seems simple enough but for some reason still a no go for me. Maybe because of GFO mod?


[Cmd261]
Name=Report_weather
Ctxt=1
MnID=0x3F250006
Key0=0x57,c,"Ctrl+W"
Yes, the GFO mod, however you can edit the same file in the GFO mod and make your own mini mod and it should work.

Rather than uninstalling the GFO mod to edit the Commands.cfg file, make a copy of the GFO Commands.cfg file, edit the copy, and use the same folder structure as GFO for your mini mod:

Make a folder and call it, GFO_Weather
In that folder make a Data folder
In the Data folder make a Cfg folder
- and put your GFO edited Commands.cfg file in this Cfg folder

Put this GFO_Weather folder in your MODS folder and JSGME should see it. It would be best to enable it only when you have returned to base.

Now you've made your first mod. Good luck!

captcrane
01-14-18, 06:26 AM
Hello aanker many thanks for your quick response. I actually never even considered about being in port when I edited the file. I will give that a whirl. It's a small thing but I always liked that feature in SHCE. Peace out

THEBERBSTER
01-14-18, 04:02 PM
Hi guys.
Can I call time please on spamming my dedicated thread.
peter

KaleunMarco
02-04-18, 01:56 PM
hey peter!

i hope winter has not been too cruel to you across the pond. i, myself, just came in from removing 3 or 4 inches of that white stuff from my driveway and walkways.

just wanted to let you know that i finished the Uboat part of GFO 1.1 and thoroughly enjoyed it. i stayed with a 9D2 the whole way (14 patrols) and lived to tell the tale.

so, now that i have completed both a US and a German career, i need to find another mod-group to play.

many thanks to you and the others who contributed to this mod-group.:Kaleun_Cheers::salute::yeah:

mark
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
2 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
8 Webster's Upgraded Deck Gun v2
9 Webster's New sonar view for v1.5
10 Eye Patch for Stock
11 Pacific Sound Mod
12 Stop The Shouting
13 sobers compass mod_version color
14 3000 Yard Bearing Tool (1920x)
15 Magnified Hud Dials for v1.5_Large
16 Webster's Eliminate Floating Plankton
17 Remove grain effect

Ichthyos
02-04-18, 03:38 PM
the eye patch for stock did the reverse for me; it broke the eyes.

I removed it and the eyes were fine.

might want to recheck that one.


also, the 3000 yard tool was causing significant lag when I used time compression, to the point where I could not go above 1024 without causing the game to skip large chunks and getting ctds. removing it fixed these issues, and TC is now smooth again at all speeds.

aanker
02-04-18, 05:38 PM
..... also, the 3000 yard tool was causing significant lag when I used time compression
There is a 1500 yard tool that works much better, plus no lag. If you need a longer line just extend it on the tool's 1500 long line using the bearings you want as a guide. It is accurate enough using this method.

3000 is overkill, imo.

Happy Hunting!

THEBERBSTER
02-04-18, 05:44 PM
A Warm Welcome To The Subsim Community > Ichthyos
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Tutorials And Other Information Links In My Signature Below

High TC will depend on your systems capabilities and your frame rates will drop in high traffic areas.
If you start scrolling your map you may also experience some lagging as the frame rate drops.
Personally I would not want to play without the 3000 yard tool.
I would recommend using CTRL+F8 to keep an eye on your frame rates.
As a SH5 player I am used to playing with lower TC than 1024 so it does not bother me too much accept after leaving port in friendly waters I like to ramp it up a bit.
No problems regarding the eye patch works for me rather than the stock creepy eye.

THEBERBSTER
02-04-18, 05:55 PM
Hi MB
Glad to hear you enjoyed my mega mod selection.
The next step up would be either TMOwtw2.50 or RFB.
I can certainly recommend TMOwtw2.50 as I have played this quite extensively.
There are also some good mods which can be added to it as well.
Check out my tutorial post #4
Peter

KaleunMarco
02-04-18, 07:52 PM
Hi MB
Glad to hear you enjoyed my mega mod selection.
The next step up would be either TMOwtw2.50 or RFB.
I can certainly recommend TMOwtw2.50 as I have played this quite extensively.
There are also some good mods which can be added to it as well.
Check out my tutorial post #4
Peter

thank you, peter.
i will take your suggestion and play TMOwtw.

Ichthyos
02-04-18, 11:22 PM
A Warm Welcome To The Subsim Community > Ichthyos
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Tutorials And Other Information Links In My Signature Below

High TC will depend on your systems capabilities and your frame rates will drop in high traffic areas.
If you start scrolling your map you may also experience some lagging as the frame rate drops.
Personally I would not want to play without the 3000 yard tool.
I would recommend using CTRL+F8 to keep an eye on your frame rates.
As a SH5 player I am used to playing with lower TC than 1024 so it does not bother me too much accept after leaving port in friendly waters I like to ramp it up a bit.
No problems regarding the eye patch works for me rather than the stock creepy eye.


sorry, but I actually have quite a decent machine, and travelling between pearl and okinawa without serious time compression is just ridiculously tedious.

with 3000 enabled, I had skips and crashes at even 1024. I get full framerates without it, in every situation.

also? I never had anything BUT your mod list installed, and the eye thing happened on a completely stock 1.5 install, with nothing but your modlist installed.

again... something must be wrong with it, despite the claims otherwise, since REMOVING it resulted in perfect eyes.

check it again.

aanker
02-05-18, 10:31 AM
sorry, but I actually have quite a decent machine, and travelling between pearl and okinawa without serious time compression is just ridiculously tedious.

with 3000 enabled, I had skips and crashes at even 1024. I get full framerates without it, in every situation.

also? I never had anything BUT your mod list installed, and the eye thing happened on a completely stock 1.5 install, with nothing but your modlist installed.

again... something must be wrong with it, despite the claims otherwise, since REMOVING it resulted in perfect eyes.

check it again.
Did you install either the 4GB Patch or LAA Large Address Aware? Recommend you use one of them. THEBERBSTER has a tutorial on how to do it right.

Don't forget to change the SH4.exe properties from read only when you configure/install LAA.
Note 3.
Large Address Aware (LAA) is an essential application for those of you who have a certain amount of spare ram.
SH4 only allows you 2gb of ram LAA allows your system to use what ram is available to your game.
By using this application stops ctd’s where without it ctd’s would undoubtedly occur in the game at some time.
Further information and instructions can be found in my SH4 Tutorials.
That 3000 graphic uses a lot of RAM.

THEBERBSTER
02-05-18, 11:05 AM
Hi I
With due respect there is nothing wrong that I am aware of with my mega mod.
I have been playing with this for over 2 years and at high TC rates above 3000 in friendly waters without any problems to date.
As I found it very enjoyable I decided to give the SH4 community to enjoy it also.
Peter

THEBERBSTER
02-05-18, 11:08 AM
Hi guys
2 New SH4 Posts can be found in my tutorials.

Post #14 (http://www.subsim.com/radioroom/showpost.php?p=2297834&postcount=14)Minutes Imperial Speed Chart Tables (http://www.subsim.com/radioroom/showpost.php?p=2297834&postcount=14)

Post #15 (http://www.subsim.com/radioroom/showpost.php?p=2297835&postcount=15)Hours Imperial Speed Chart Table (http://www.subsim.com/radioroom/showpost.php?p=2297835&postcount=15)

Peter

KaleunMarco
02-06-18, 05:10 PM
sorry, but I actually have quite a decent machine, and travelling between pearl and okinawa without serious time compression is just ridiculously tedious.

with 3000 enabled, I had skips and crashes at even 1024. I get full framerates without it, in every situation.

also? I never had anything BUT your mod list installed, and the eye thing happened on a completely stock 1.5 install, with nothing but your modlist installed.

again... something must be wrong with it, despite the claims otherwise, since REMOVING it resulted in perfect eyes.

check it again.

Ichthyos,
i have played both sides of GFO without a problem.
in the past, i found these things to be tripping points:

not properly re-installing. a fresh install is always necessary.
not properly configuring LAA.
not deleting saves from previous game play. yes, i know, this sounds like BS, but i had all kinds of CTD until i deleted the old save files and then, {poof} like magic, they CTD's disappeared.
not making any mod changes when not in port between patrols.


have fun.

mb

KaleunMarco
02-06-18, 05:12 PM
Hi MB
Glad to hear you enjoyed my mega mod selection.
The next step up would be either TMOwtw2.50 or RFB.
I can certainly recommend TMOwtw2.50 as I have played this quite extensively.
There are also some good mods which can be added to it as well.
Check out my tutorial post #4
Peter


peter,
who is first-level-support for TMOwtw?
i just started patrol #2 out of pearl and for the second time i started the mission at midway but ended it at pearl. pearl is the designated home base.
is that what was intended?:hmmm:
mb

Ichthyos
02-06-18, 07:22 PM
Ichthyos,
i have played both sides of GFO without a problem.
in the past, i found these things to be tripping points:

not properly re-installing. a fresh install is always necessary.
not properly configuring LAA.
not deleting saves from previous game play. yes, i know, this sounds like BS, but i had all kinds of CTD until i deleted the old save files and then, {poof} like magic, they CTD's disappeared.
not making any mod changes when not in port between patrols.


have fun.

mb

1. was a fresh install
2. LAA does not affect mod behavior, but I used the one posted here to be sure (before I ever even ran the game for the first time). and manually checked the modified exe later. all good.
3. there was no previous gameplay; never played SH4 before.
4. this is a possibility, since I cannot recall if I had added any texture mods while not in port later. but they were texture mods (foofighter's high res boat skins) and affected none of the files involved in the eyes mod.

THEBERBSTER
02-07-18, 04:05 AM
Hi MB

who is first-level-support for TMOwtw? I would go to the main TMO thread or make a new post.

Your port base will always be the one you return to unless you receive radio orders to tell you otherwise.
If you are based in the Asiatic Fleet then you will certainly be moving around a bit with different bases as the Japanese invade different countries.
Peter

Snook592
02-15-18, 03:30 PM
Hi! I finally got SH4, but it's the old V1.0 on CD-ROM. I'm doing a clean install. I might have missed this scrolling through the thread, but do I need to load the Ubisoft V1.4 patch before installing this mega mod? Thanks for your help!
James

THEBERBSTER
02-15-18, 04:48 PM
A Warm Welcome To The Subsim Community > Snook592
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3-4-5 Tutorials And Other Information Links In My Signature Below

If you patch to v1.4 you will be able to use some mods.
Most of the mods are designed to be used with the latest v1.5 patch which comes with the U-boat missions and is available as a download and you will then be able to use my mega mod.

propbeanie
02-15-18, 04:55 PM
This mod is for v1.5, which is the UBoats Missions Add-On. If you've got the disk, then you can purchase a download from like Amazon (https://www.amazon.com/Silent-Hunter-Wolves-Pacific-Download/dp/B004I43FAG/ref=sr_1_7/146-1032725-0728213?ie=UTF8&qid=1518731338&sr=8-7&keywords=Uboat+Missions), or even buy the Gold Edition (https://www.amazon.com/Silent-Hunter-Wolves-Pacific-Download/dp/B008X73CE8/ref=sr_1_1?ie=UTF8&qid=1518731617&sr=8-1&keywords=Silent+hunter+4+Gold), which is the "latest" version, or even directly from the Ubisoft Store (https://store.ubi.com/us/silent-hunter-wolves-of-the-pacific-gold-edition/575ffda9a3be1633568b4e26.html#q=silent-hunter&start=3), where that particular version costs less than the Amazon's Add-on does... hmmm....

aanker
02-15-18, 05:41 PM
The v1.5 Add-on is not just U-Boats. This Add-on fixes many things for the fleet boats vs Japan War in the Pacific that the 1.4 patch didn't fix. There is a huge difference if you look under the hood at the files the v1.5 Add-on repairs.

That's why they charge money for the v1.5 U-Boat Add-on.

Hope this helps.

Happy Hunting!

Snook592
02-15-18, 09:06 PM
Mooo-hahah. Thank you, all! I played a bunch of SH2 back in the day, and I've been waiting a year to get into SH4. Thanks again!
James

Jimbuna
02-16-18, 07:00 AM
Welcome to SubSim James :Kaleun_Salute:

omegaweapon1981
02-22-18, 03:49 PM
Hi, Just joined the forum and just started playing silent hunter 4 for the first time :Kaleun_Salute:...Thank you so much for uploading the beginner's mod files to mediafire as i was not allow to download any files via subsim for unknown reason...

Jimbuna
02-23-18, 09:19 AM
Welcome omegaweapon1981 :Kaleun_Salute:

THEBERBSTER
02-23-18, 01:44 PM
A Warm Welcome To The Subsim Community > omegaweapon1981
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3-4-5 Tutorials And Other Information Links In My Signature Below

desepticon
05-01-18, 04:20 PM
I'm getting a black square in my periscope when its lowered. You can see around the edges of it like its not stowed. Any idea how to fix this?

desepticon
05-02-18, 03:29 AM
Ummm. This is the only mod I have installed on SH4. I am using Wolves of Steel on SH5, but I don't see how that's relevant. Seeing as though this is the mod I'm using, posting here seems appropriate to me.

I'm running the game at a 1680x1250 resolution. My native resolution is 2560x1600, but I don't use that for the game because everything would be crazy small, and require more performance. I have applied the appropriate Bearing Tool patch for the 1680 resolution, if that matters. I'm guessing the issue has something to do with MaxOpitics IV, but an extensive search has turned up anything relevant. But I'm not sure.

edit: after disabling the Mod 16 Magnified Hud Dials for v1.5_Large (which seemed a bit big for me anyway) the issue seems to be fixed. Weird. Thought that would just change the dials.

THEBERBSTER
05-02-18, 04:48 AM
A Warm Welcome To The Subsim Community > desepticon
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3-4-5 Tutorials And Other Information Links In My Signature Below

There will always be peculiarities with font sizes when large resolutions are used.

Good to hear you worked it out.
I take it you have are using a monitor and not a television?

desepticon
05-02-18, 05:48 AM
I'm using a monitor. And it wasn't a font issue. When my periscope (either one) was lowered, it displayed a big black square. Like it was supposed to be blacking out the view, but I could see around the edges into the 3D enviroment.

Punisher1978
05-26-18, 10:29 AM
Hi guys,

New member here. Nice ta meet you. I'm well versed with Silent Hunter 3 LSH2015, and want to play SH4 with mods, but not sure which mega mod to go with.

I know what I'd say I'm intermediate/good skill and want an immersive experience. From what I gather FOTRS and this one are where its at, but which one to start?

Like I said, I'm good, but not a total realist (I like to keep the external cameras and map updates).

Which one first, as I intend to delve straight into a career.

Thanks in advance.

THEBERBSTER
05-26-18, 04:34 PM
A Warm Welcome To The Subsim Community > Punisher1978
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3-4-5 Tutorials And Other Information Links In My Signature Below

(I like to keep the external cameras and map updates). These changes are optional in Game Play settings as you can see from the picture by ticking or un-ticking the boxes.

https://s26.postimg.cc/4ucvb0ox5/Game_Play_Settings.png

My Mega mod is based on Webster's GFO mega mod and is very enjoyable uprated stock game with bugs taken out.

FOTRSU is a more advanced game which is still w.i.p. but very playable with many changes having been made by the FOTRSU team not only to the game but also the graphic quality as well.

Aktungbby
05-26-18, 06:19 PM
Punisher1978!:Kaleun_Salute: & omegaweapon1981

Fifi
06-22-18, 04:36 AM
This is actually a very nice mod, even for veterans :yep:
Beside SH5 TWOS, it’s a good thing to have SH4 with your mega mod Peter.
I have just added the maps color mod on top of it, for personal taste.
Was wondering if I could get the TMO or FOTRS command bar icons (red) instead of the stock one you have… but no big deal :)

Anyway I wanted to ask if your mod is also good to go for German side career?
Can I add the German Speech Fix - Spaxs SH4 Uboat SPEECH FIX_V8 mod on top of it (to have German voices)?

THEBERBSTER
06-22-18, 08:38 AM
Hi Fifi
Nice to know that you are enjoying the mega mod.
Webster's GFO is very underrated and I agree with you that although it is aimed at the noobie stock player it is also a very enjoyable alternative for us experienced players looking for something different.

I have never played the German side in SH4 as with SH3 and SH5 being German orientated it is nice to be able to get on board an American fleet boat which are far more advanced than the German boats.
The Narwahl with its 2 deck guns when it opens up is a deafening sound with vibrant muzzle blasts as well.
This boat is only available from Pearl Harbor.

As you are referring to a sound file and not a mod there is a good chance that there will be no conflict.

SH4 and GFO does not state that you can only play one side.
I would suggest that you do not enable mods number 7 and 11 for the German side.

Peter

Fifi
06-22-18, 10:33 AM
Ok Peter.

On side note, with eye patch enabled, I had crew men without eyes…
I desabled it, and it seems ok now.
You should mention there is no need to take this mod unless you have problems with crew men eyes :yep:

THEBERBSTER
06-22-18, 10:59 AM
Hi Fifi
Thank you for the information.

Was wondering if I could get the TMO or FOTRS command bar icons (red) instead of the stock one you have… but no big deal :) I have been looking into this for you.
It would appear that you need to look at the gui dds files as you would expect as they are basically pictures common to all boats.
Go to data\Menu\skins\American\Gui\layout\
FOTRSU shows 2 dds files Hud and Hud.bak
GFO only has the 1 Hud file.
If you compare the 2 Hud files it might just be a case of taking 1 out and putting 1 in ???????? worth a try.

Peter

Fifi
06-22-18, 12:57 PM
Probably worth a try, yes. But for that, I need to download FOTRS… and i’m Not ready yet. (One day downloading delay with my crappy connection)
I’m waiting for next Fotrs update anyway. :salute:

THEBERBSTER
06-22-18, 04:58 PM
Hi Fifi
PM sent.
Peter

Fifi
06-23-18, 01:39 AM
Thanks a lot Peter, i’ll try it and report back later on :up:

Fifi
06-23-18, 03:04 AM
Cool, it works :yeah:
I’ll make it as a jsgme mod now, instead of deleting stock files.
Thanks Peter

THEBERBSTER
06-23-18, 04:27 AM
Hi Fifi
Wow, that is good news.
Am I right in thinking you only put the 1 Hud dds file in a folder and the folder in JSGME?
Peter

Fifi
06-23-18, 05:07 AM
In fact I putted the 2 files, because was not 100% sure only one was working ok.
After a quick test with only one file gave me the sensation not all the buttons were 100% active. But I could be wrong…
Anyway the game will take the files needed, with both in jsgme :)

I activated last in jsgme and result is perfect.

THEBERBSTER
06-23-18, 06:39 AM
Fifi
Thanks for the information I will make it into a JSGME folder as an optional Hud for SH4 Stock and my mega mod.
Peter

Fifi
06-23-18, 10:15 AM
Good idea Peter.
I much prefer the new bar than stock one :yep:

THEBERBSTER
06-23-18, 11:28 AM
This alternative hud is the same as can be found in FOTRSU and TMO and is an option to be able to use it in my Mega Mod with GFO.
It can also be used in the Stock game as well.
Full documentation and pictures included.
Alternative Hud For SH4 Compiled By THEBERBSTER > Enable JSGME (http://www.mediafire.com/file/nvg0rnn2066p9ng/Alternative%20Hud%20for%20SH4%20by%20THEBERBSTER.z ip)
Peter

Fifi
06-24-18, 05:39 AM
Hi Peter,
I think you should provide the additional 3000m bearing tool mod instead of your 3000 yard bearing tool mod for those who use metrics instead of imperials…
I didn’t even know they were existing :)
Of course, the one for the right resolution…

Maphisto86
09-15-18, 12:58 AM
Hello Peter.



I tried to install this wonderful mega mod you compiled on my computer but it keeps trying to find nonexistent files within the mod files everytime I start the game. I had successfully installed it on a different computer just fine, but it refuses to work on my own laptop. At first, I thought it was a missing file in my stock game but a clean reinstall did not sort out the issue. The game keeps saying files are missing such as 'data/menu/data/black80.tga' and 'data/menu/skins/american/gui/intelligenceunits/paper.dds. Are you familiar with either of these files?

THEBERBSTER
09-15-18, 05:09 AM
Hi M
Sounds more like a corrupted install with all those missing files.
Do you have the option to copy the game from the computer to your laptop?
Peter

propbeanie
09-15-18, 06:28 AM
Which version of the game do you have Maphisto86? If you got the game from Steam, it might be v1.3. The mod needs v1.5, which has Uboats in it. :salute:

THEBERBSTER
09-15-18, 09:21 AM
Hi M
Silent Hunter should not be installed in the Programs Files (x86) directory as it has restrictions.

Downloaded my mega mod and installed on a pristine SH4 copy.
Installed LAA,
Installed JSGME and Mods.

SH4.exe as administrator.
Installed MultiSH4,

Game loaded no problems.:salute:

Peter

Maphisto86
09-16-18, 07:08 PM
Which version of the game do you have Maphisto86? If you got the game from Steam, it might be v1.3. The mod needs v1.5, which has Uboats in it. :salute:


I have the v1.5 copy; the "Gold" edition.






Hi M
Silent Hunter should not be installed in the Programs Files (x86) directory as it has restrictions.

Downloaded my mega mod and installed on a pristine SH4 copy.
Installed LAA,
Installed JSGME and Mods.

SH4.exe as administrator.
Installed MultiSH4,

Game loaded no problems.:salute:

Peter




I will try to use MultiSH4 and see if it works. The game loads just fine on Vanilla but not with any of the mods activated. Strange since I did the same thing for the other family desktop and it ran fine with mods installed. :hmmm:


EDIT: Sept 17 2018


A new install appeared to fix things. Something must have happened during my previous install to muck up the files. Thanks for your suggestions THEBERBSTER and propbeanie. :salute:

THEBERBSTER
09-17-18, 04:56 AM
Hi M
Good to see you are up and running.:Kaleun_Applaud:
Peter

chopped50ford
12-13-18, 09:19 AM
Thank you for putting this together! :Kaleun_Salute:

THEBERBSTER
12-13-18, 04:22 PM
Hi c5f
My pleasure.
Peter

Zky
12-28-18, 09:45 PM
How is this list with Ops Monsun, any special order or somethings I dont need?

Thanks! :salute:

THEBERBSTER
12-29-18, 04:50 AM
Hi Zky
The 3000 yard bearing tool (Mod number 16) you would need to change to metric for the German campaigns.
This is the direct equivalent regarding size in the metric version will now become Mod number 16 in the enabling list.
http://www.subsim.com/radioroom/downloads.php?do=file&id=2798
The mods are numbered so as to install in the correct order.
Peter

Faamecanic
02-02-19, 11:58 PM
Hey all...returning Skipper here after taking a LONG break from SH4 (at least 8 years?)

So first question is ...should I let SH4 wolves of the pacific install DX9??

Second is Berbster says to create a folder as he says in his tutorial...looked around and cant find the tutorial where he says to create a folder... So what folder do I create and where?

Thanks in advance all. :salute:

propbeanie
02-03-19, 12:48 AM
Yes, definitely install the DirectX v9.0c. It has library files that SH4 needs that are no longer in the "modern" DirectX versions. Microsoft will not let it overwrite the rest of the DirectX, but will allow it to add a couple of files needed for "backwards compatibility"...

As for the folder, I'm not certain what you are referring to about THEBERBSTER's instructions, but maybe you're looking at the folder of where to install the game to? With "modern" Windows, the "Program Files" folders are protected from user or "un-authorized" edits, such as what JSGME would do. In Windows XP, the OS didn't care, but now there is User Access Control (UAC) and other schemes to protect the computer from the User. When you go to install the game itself, change the path from "C:\Program Files (x86)\Ubisoft \Silent Hunter..." to something like "C:\Games \Ubisoft \Silent Hunter..." (or whatever you want to do for a path), and that way, you won't run afoul of the MS protection racket when you go to apply mods... You might also be looking at where THEBERBSTER had said to make a folder to download the mod into, and unzip it in that folder, then moving the parts you want from there into the MODS folder of your install? Be sure you don't have any double folders...

btw, you'll not find an easier mod to deal with than THEBERBSTER's GFO re-mix here (http://www.subsim.com/radioroom/showthread.php?p=2508558#post2508558) (first page of the thread). :salute:

Faamecanic
02-03-19, 09:55 AM
Thanks for the speedy reply. Looks like I will need to reinstall SH4 to get the Dx9 files... oh well.

The folder I was referring too was in his instructions on the first page

"Important Installation Instructions Must Be Read First
Did you remember to create the new folder that I mentioned in my SH4 tutorial?
No, then Exit the Zip file and copy and paste the Zip file to your New Folder. "

Thats the folder I was asking about. I always make folders on my "Games" Harddrive to install games to vs. letting games go to the default path. So I think Im Ok.

I think I will be using the TMO mod... I am definitely not new to the SH series having played MANY hours of GWX on SH3, and TWOS on SH5... was only going to use THEBERBSTERS mod files to get the Large Memory Address mod.

Thanks again!

THEBERBSTER
02-03-19, 03:39 PM
Hi F
pb is quite correct in his post.


This is the first part of the mega mod instructions.
Did you remember to create the new folder that I mentioned in my SH4 tutorial?
No, then Exit the Zip file and copy and paste the Zip file to your New Folder.

Ok, so you have your New Folder and your Zip file download is in it.
Open the Zip file and you will see 8 items.
Click on the Extract Tab.
Follow the prompt to Extract and Exit the Zip file.
You will now see the contents of the Zip file in your New Folder along with the Zip File download.
Copy and paste the folder called MODS to your SH4 Main Game Folder.
continued:


I like to keep everything tidy and easy.
Peter

Faamecanic
02-03-19, 08:29 PM
Im with you....and even without quite understanding the instructions..basically did exactly what they said :)

Thanks all...

Fifi
02-16-19, 12:49 PM
Hi Peter,

Do you know why i'm getting this bad view in both periscopes?
Periscope fully lowered (when raised it's ok)
:hmmm:

https://image.noelshack.com/fichiers/2019/07/6/1550339171-sh4img-2019-02-16-18-44-50-791-resultat.jpg

THEBERBSTER
02-16-19, 03:13 PM
Hi Fifi
Yes I have seen it in my SH4 mega mod and FOTRSU when the periscope rises it disappears and shows when you enter the periscope station.
Peter

Fifi
02-16-19, 05:03 PM
Humm... i don’t have that in FOTRSU... in fact not in any SH.

I don’t think it’s « normal ». I’ll try to have a look, even with my limited skill...

propbeanie
02-16-19, 09:41 PM
Are you looking at 0° in the one, and 180° in the other, and looking at the opposing periscope tube?... although I don't know why you'd be seeing "clouds" in a semi-tranparency at the top... :salute:

Fifi
02-17-19, 02:33 AM
Are you looking at 0° in the one, and 180° in the other, and looking at the opposing periscope tube?...


I don’t understand what you mean... :oops:

propbeanie
02-17-19, 10:13 AM
I don’t understand what you mean... :oops:
If your Attack scope is looking at the Observation scope, and vice versa, then you would be looking at the other scope's tube. However, when fully lowered, they should be fully retracted, and have nothing but "dark" visible. What is your mod list for THEBERBSTER's mix? :salute:

Fifi
02-17-19, 11:35 AM
Ah, ok! :up:

I have this weird view in both periscope fully lowered.
Looking at zero bearing each. But in fact at any bearing. They aren’t looking at each other.

The list is the one provided in the right numbers order...

But Peter said he had the same issue (wich is an issue, because fully lowered you don’t have to get this strange view)

propbeanie
02-17-19, 01:04 PM
I just ran my THEBERBSTER's mix of GFO, and it does do the same. I used an S-Boat, and with the scope all the way down, it looks just like your picture, no matter where I look. As I raise it, the scope comes out of its well, and you have a full view:

https://i.imgur.com/AKacz44.jpg

I had to get above the cross beam there to have an unobstructed view.

I do know that CapnScurvy fixed that view on FotRSU, which is why it is not like that there, unless you do happen to look at zero and one-eiqhty... :salute:

Fifi
02-18-19, 04:09 AM
Hi Peter,

Do you know why i'm getting this bad view in both periscopes?
Periscope fully lowered (when raised it's ok)
:hmmm:

https://image.noelshack.com/fichiers/2019/07/6/1550339171-sh4img-2019-02-16-18-44-50-791-resultat.jpg

Found out the culprit :up:

Without the magnified dials N°15 activated, the periscope views are normal when fully lowered! :yeah:

hundtand
02-20-19, 09:37 AM
Thanks for putting this list together! If I want to run this list together with the Run Silent Run Deep campaign, where should that be in the load order?

THEBERBSTER
02-20-19, 12:31 PM
A Warm Welcome To The Subsim Community > hundtand
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

The RSRDC mod would need to be tried in position 3.
You would also need the RSRDC patch for GFO which would go in position 4.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1159
This is assuming that you are still going to use the MAX OPTICS IV mod.

Aktungbby
02-20-19, 01:13 PM
hundtand!:Kaleun_Salute:

Pruciak
02-21-19, 11:09 AM
Is this compatible with Optical Targetting Correction? Also is there a mod where I can have map tools like in TMO?

THEBERBSTER
02-22-19, 08:08 AM
Hi Pruciak

Optical Targetting Correction Will most likely not be compatible with Max Optics IV as this mod already makes changes to the periscope and adds an additional magnification size.

can have map tools like in TMO Sorry cannot answer this as I do not have TMO installed. You would need a dedicated map tool mod to be enabled to be added to the SH4 mega mod.
Peter

Pruciak
02-23-19, 02:07 AM
Thank you for a quick answer. I'm enjoying your mod, especially the deck gun upgrade ;) managed to sink a destroyer in heavy fog with deck gun thanks to the upgrade (I know it's not even close to realistic but was great fun).

THEBERBSTER
02-23-19, 04:50 AM
Hi P
Glad to hear you are enjoying my mega mod.
Fun is the word, that is what it is all about.
There is no point in playing a game at any level if it is not fun.
Peter

The_Pharoah
03-01-19, 08:13 PM
hi guys

just reinstalling SHIV after many many years (been reading lots of sub books) - just confirming with this mod- does it also improve the campaign? ie. enemy units, actual career progression, busy ports, more enemy shipping, etc?

THEBERBSTER
03-02-19, 05:33 AM
Hi TP
GFO which is the main mod removes many of the stock games bugs.
Additional naval bases are added.
Peter

hunter301
03-12-19, 02:43 PM
hi guys

just reinstalling SHIV after many many years (been reading lots of sub books) - just confirming with this mod- does it also improve the campaign? ie. enemy units, actual career progression, busy ports, more enemy shipping, etc?

Same here. Joined Subsim community back in the subcommand and SH3 days.
Had SH2 and Destroyer Command loaded as well. Sadly can't find DC anymore.
Just recently pulled all the old games and desktops out of mothballs as I'm renovating my "Man Cave" as my wife would call it and turning into my sons room for when he comes home from college this summer. Have used any the systems or games in a long time. Now I don't know why I ever stopped. Set them up in the dining room a couple of months ago to try out. Been there ever since. Although the desktops don't work anymore my newer laptops have this game now screaming. With 8 gigs of ram all graphics are gorgeous with no lagging what-so-ever.
I was happy to see your latest update was as recent as 2018. Hopefully that means no CTDs or bugs if I load the supertanker mod up.

Having said that I am mostly concerned about using MODS that get the game closure to realism. Before I go on thought I REFUSE to use the realistic dud function on the game. At least not yet. Sorry I'm just not good enough to chance losing a kill on a bad fish.
One of my pet peeves is how fast the destroyers are always on top of you and how they turn so much quicker than you. Although I have not played the games in quite some time I have still been doing my ever constant reading. Everything I have always read about this Era says that the subs can turn tighter than the destroyers. Sometimes that's all that got them out of the way of a serious pounding.
I saw in the forums that somebody had done a mod that actually tuned down the destroyers so they couldn't "Pop the Clutch and do 0-37 in a 1/4 second" as the post put it. In the Mega Mod are the destroyers modded more accurately?

tomandre81
04-04-19, 07:59 PM
https://imgur.com/a/hcmmPo8

THEBERBSTER
04-05-19, 07:13 AM
Hi t
Disable mod 15 Magnified Hud Dials.

Peter

Mios 4Me
04-11-19, 08:20 AM
Not sure if it's a compatibility issue, but I've had several crashes on the 11th patrol of my first new career in 1.5. I'd seen some camera oddities in patrol 9, but nothing serious until the 11th, when the system began lagging significantly and eventually crashed before refusing to load. I'd hoped it was limited to that patrol, but the latest one did the same last night. Both times I experienced the "hundreds of destroyers off the Ryukyus" glitch.

Here's my jgsme list:

[DEPENDANCIES]
1 Game Fixes Only Mod v1.1=
14 3000 Yard Bearing Tool (1920x)=
700 Cheap and Early Torpedoes=""
[MODS]
1 Game Fixes Only Mod v1.1=1
10 Eye Patch for Stock=2
13 sobers compass mod_version color=3
14 3000 Yard Bearing Tool (1920x)=4
16 Webster's Eliminate Floating Plankton=5
17 Remove grain effect=6
6 Bigger Better Protractors=7
7 Extra Allied naval bases for Stock SH4 + UBM v3.0=8
700 Cheap and Early Torpedoes=9
MidwayCareer with balao 1941=10

Any help would be appreciated.

THEBERBSTER
04-11-19, 11:17 AM
Hi M4M
My mega mod is ctd free and has not caused me any problems to date.
You have added additional mods which are not compatible and is the most likely reason why you are experiencing problems.
Peter

Mios 4Me
04-11-19, 01:21 PM
Hi Peter, that wasn't a criticism of your mod - just wondering if you might know which of the others it might be or if I simply put something in the wrong order. If nothing can be done, it looks like I'll have to wipe and reinstall SH4 and would like to retain whatever I can.

THEBERBSTER
04-12-19, 04:43 AM
Hi M4M
My mega mod has numbers for a specific reason so it is important that they are enabled in the correct order.
Any additional mods should be added after.
Your additional mods need to be disabled.
I do not think at this stage you need to do a re-install unless your game is corrupted.
I think it is most likely you have a mod which is not compatible.

What does this mod do?
700 Cheap and Early Torpedoes=""
If you do not have enough Renown this can be manually changed.

This mod 10 Eye Patch for Stock=2 is really an option because not all players experience the piercing eyes so you could test without this just by looking at his eyes when the game loads to the command room.

i would suspect this mod is your most likely suspect.
MidwayCareer with balao 1941=10
The Sargo would be a good choice here.
Peter

The Kraken Wakes
04-12-19, 10:01 AM
Hello Berbster,
I have just started playing SH4 and I would like to do my own mods instead of relying on other people's effort. I know I am reinventing the wheel, but I want to prove I can do it. I need to know what tools to use, I have tried looking at DATs in a hex editor called HxD but I am not getting far. Specifically,
1. I want to edge the speed up on my Gato
2. I would like to design custom torpedoes, variable speed, blasting power, range. I read a post somewhere by somebody who looked into .zon's for this.
3. I wanted to fast track educate my crew to help do 1 and 2, but the crewmembers.upc doesn't appear to be used during Quick Missions.
So where does it find the crew then ?

I would be really grateful if you can help me.
Thanks in advance.
Kraken Wakes

THEBERBSTER
04-12-19, 03:31 PM
Hi TKW
I admire your enthusiasm, but what you are proposing is a big undertaking and very time consuming.
I do not have the experience I am afraid to guide you in the right direction but I do wish you luck in your projects.
I would suggest that you put your project on a new thread so you will get a better response than on my dedicated one.

Peter

Mios 4Me
04-16-19, 01:13 PM
Hi Peter,


Cheap & Early Torpedoes mod makes all torp marks available and free beginning 1/1/43. I use it solely to get proper torpedoes - the Mark 16 - as renown isn't a concern. Balao, same reasoning, though I'd take a Tench if I could get it instead. At this stage, they add a great deal to the enjoyability of the game.



So the game is having issues running at TC above 1500 a few weeks into each patrol, the camera views of other ships become distorted, and the program often crashes on the way home thanks to the TC issues. If this isn't corruption, I will disable all mods, then reenable yours in order and try restarting the latest patrol. If this does sound corrupted to you, I suppose the only thing to do is wipe the program and reinstall.

THEBERBSTER
04-16-19, 03:09 PM
Hi M4M
I am sure my mod is not the cause of your problems as I have played it extensively including high TC.
Peter

Mios 4Me
04-16-19, 04:58 PM
And I'm as confident as a newbie can be that you are correct. Thanks for your time and the mod.

The Kraken Wakes
04-29-19, 09:13 PM
Hi RR,
just to say thanks for your support recently. I only joined and started playing SH4 about 5 weeks ago. So far, I have modded the boat and started writing my own missions and getting them to work.
I do have one dreamy sort of idea to discuss. Wouldn't it be great if there was a macro language we could use and write in the language ourselves that could dynamically throw more enemy units at us and change tactics or strategy depending on what the player unit did ? But I think we can get halfway there by modifying the mission.mis. We would set a trigger/event if he is doing well, to radio message the player to press a button on an applet after he had saved. The applet would go into the .mis, read off the player's position, and write in some really mean extra enemy units on a converging course. It could set traps too.
The ME is all very well but all the units have to be in there to begin with, whereas this applet would modify the mis dynamically after you save and before you reload. We wouldn't be able to know what to expect. We could write it in any language that can deal with a text file and produce a screen - VB, C sharp etc.
One thing I haven't figured out is how to distinguish landmasses.
Can I have some feedback on the idea, guys ?

T K W

THEBERBSTER
04-30-19, 03:48 AM
Hi TKW
This is not the right thread to discuss this.
You need to make your own thread so you receive the relevant replies
Peter

gpawood
02-25-20, 07:13 PM
Silly question, but to we install the mods 1 to 17 or 17 down to 1?
thanks, gpawood

Aktungbby
02-25-20, 09:15 PM
gpawood!:Kaleun_Salute:

THEBERBSTER
02-26-20, 06:28 AM
A Warm Welcome To The Subsim Community >gpawood
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below


1 to17

Jimbuna
02-26-20, 09:19 AM
Welcome gpawood :salute:

Reaktionslos
05-17-20, 12:51 PM
I've installed all the mods by using Generic Mod Enabler and tested the submarine school with torpedo training.
When using the deck gun my ears explode.
The gun are so loud. I turned down the volumen to the last possible position but the gun is still extremly loud.
Does anyone got the same problem? Did I install anything wrong or a wrong order?

Aktungbby
05-17-20, 09:34 PM
Reaktionslos!:Kaleun_Salute:

THEBERBSTER
05-18-20, 09:30 AM
A Warm Welcome To The Subsim Community > Reaktionslos
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below


Disable Webster' deck gun mod and see if that cures your problem.

Reaktionslos
05-18-20, 03:39 PM
Disable Webster' deck gun mod and see if that cures your problem.

Thank you. This help a little bit.


I've attached my JSGME. Does the order make sense?
I am confused because of the grey out ones.

Captain Prise
10-09-20, 12:13 AM
wow thanks a lot for this awesome mod

eelwick
03-31-21, 12:08 AM
Hello Berbster, thank you for this mod! I'm really enjoying this so far.



Would anyone be able to comment on compatibility with these two mods?



Improved Ship Physics 2.x
https://www.subsim.com/radioroom/downloads.php?do=file&id=4578
(I know it says for RFB/RSRD, is there anything similar?)



Natural Sinking Mechanics
https://www.subsim.com/radioroom/downloads.php?do=file&id=1306

propbeanie
04-03-21, 01:21 PM
I do not recall myself about those mods versus Game Fixes Only, which is what THEBERBSTER's mix is, and which is basically the Stock game. So anything for stock, for the most part, should function in THEBERBSTER's mix. Look at the Roster folder listings in THEBERBSTER's mix, and anything in ISP or NSM not listed would not be affected by the mods. You would also have to cross-reference the mods, and see if there are conflicts between the two that might cancel the first-activated mod out... Hopefully, someone more knowledgeable will come along, if you have more questions. :salute:

KaleunMarco
04-03-21, 07:33 PM
Hello Berbster, thank you for this mod! I'm really enjoying this so far.



Would anyone be able to comment on compatibility with these two mods?



Improved Ship Physics 2.x
https://www.subsim.com/radioroom/downloads.php?do=file&id=4578
(I know it says for RFB/RSRD, is there anything similar?)



Natural Sinking Mechanics
https://www.subsim.com/radioroom/downloads.php?do=file&id=1306

i am adding comments to what PB posted.

the simplest way to find conflicts to to apply each one of these mod-sets, one-at-a-time AFTER GFO, and take note of the files you are overwriting that have already been replaced in the JSGME message box.

Capt Codetrucker
08-28-21, 01:46 PM
Hi,

I have installed a clean vanilla SH4 + UBM.

I am trying to install THEBERBSTER's Beginner's Mega Mod via JSGME.

I have activated the "1 Game Fixes Only v1.1."
I have tried activating "2 MaxOptics IV for SH4 1.5" and was presented with a warning box with an avalanche of this-has-already-been-altered warnings asking me if I am sure I want to activate the mod. I am not sure which is why I am posting.

First, I am making the assumption I am supposed to activate each mod, one at a time by following the prefix number of each mod, but it is not working as related above.

Q1: Are the mods supposed to be activated following the numbers?

Q2: If the above is correct, am I supposed to activate each chronological mod with impunity and just ignore the warnings?

Your help is appreciated. I am an old man who gets easily confused. Please be patient. :)

Mad Mardigan
08-28-21, 02:12 PM
Hi,

I have installed a clean vanilla SH4 + UBM.

I am trying to install THEBERBSTER's Beginner's Mega Mod via JSGME.

I have activated the "1 Game Fixes Only v1.1."
I have tried activating "2 MaxOptics IV for SH4 1.5" and was presented with a warning box with an avalanche of this-has-already-been-altered warnings asking me if I am sure I want to activate the mod. I am not sure which is why I am posting.

First, I am making the assumption I am supposed to activate each mod, one at a time by following the prefix number of each mod, but it is not working as related above.

Q1: Are the mods supposed to be activated following the numbers?

Q2: If the above is correct, am I supposed to activate each chronological mod with impunity and just ignore the warnings?

Your help is appreciated. I am an old man who gets easily confused. Please be patient. :)

Ahoy, Capt Codetrucker:Kaleun_Cheers:

As it goes, get everything set up, to the point of having the mods, dropped into the 'MODS' folder... once done, ensure that there is no zipped files inside of them. After that, reread post 1, on the special notes before it gets to the pic's... taking note of those mods mentioned that are not needed.

Delete those from out of 'MODS' folder... once that is done, then renumber accordingly.

Once that is done, then begin the activate process, by the numbers. As for the override notification... those in that list, will be swapped accordingly. Unless there is some major error in their being put together (which is a small chance, but a chance nonetheless... :yep:) you 'should' be alright in allowing the override to go forth.

Am pretty confident that the work THEBERBSTER put into that compilation, has been tested by them & is about as error free as is humanly possible.

Hope this helps. :shucks: :yep: :up:

M. M.

:Kaleun_Salute:

Capt Codetrucker
08-28-21, 02:29 PM
Thank you, M. M. It helps a lot.

Accorfing to your guidance and the mods, I only had to delete/renumber one file.

I suspected the Q.C. had been handled. The deficit was not with the product, but with my lack of understanding and an unsympathetic gimpy noodle. LOL.
Thanks again. :up:

Mad Mardigan
08-28-21, 02:32 PM
Thank you, M. M. It helps a lot.

Accorfing to your guidance and the mods, I only had to delete/renumber one file.

I suspected the Q.C. had been handled. The deficit was not with the product, but with my lack of understanding and an unsympathetic gimpy noodle. LOL.
Thanks again. :up:

No prob. :up:

Good huntin'... :salute:

M. M.

:Kaleun_Salute:

Mad Mardigan
08-28-21, 05:40 PM
Am wanting to know...

would vickers03's interiors mod & subskin 4k mods (SH4_original_4k_light_gray_less_rust / SH4_original_4k_normal_maps_STOCK) , be able to be used with this... am including the order activated list from JSGME, & any insight in where to best add them in, if it is possible to use them. Thanks.

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\THEBERBSTER-All-n-1 SH4 mix\MODS]

1 Game Fixes Only Mod v1.1
2 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM v3.0
8 Webster's Upgraded Deck Gun v1
9 Webster's New sonar view for v1.5
10 Pacific Sound Mod
11 Stop The Shouting
12 sobers compass mod version color
13 3000 Yard Bearing Tool (1920x)

M. M.

:Kaleun_Salute:

DontBlnkBadWolf
04-29-22, 03:08 AM
First post in years. I have forgotten about owning this game & a couple of weeks ago Steam sent me a Wish List price drop and I got the U-Boat Missions add on. So, here I am again looking at mods for SH4 & I have a question about these mods in the Mega Mod Pack.

I know, by reading the ReadMe of the mods that any of them that are for GFO will not work with FotrS, but for the mod Stop the Shouting it says it's been tested with TMO and RFB.

Can anyone point out the mods that will work with FotrS, please?

Mad Mardigan
04-29-22, 08:04 AM
First post in years. I have forgotten about owning this game & a couple of weeks ago Steam sent me a Wish List price drop and I got the U-Boat Missions add on. So, here I am again looking at mods for SH4 & I have a question about these mods in the Mega Mod Pack.

I know, by reading the ReadMe of the mods that any of them that are for GFO will not work with FotrS, but for the mod Stop the Shouting it says it's been tested with TMO and RFB.

Can anyone point out the mods that will work with FotrS, please?

Hmm.... With the latest version of FotRS-U, would say is advisable... to just go with the add in mods that the team includes with the work.

That & follow the ones mentioned of that were looked at to be useable such as vickers officers quarters interior mod, I think EAX sounds mod... also by vickers... & his battle flags mod. Last that I know of, at any rate.

Can check out the mod set, info on the 1st post for FotRS-U, found here:

https://www.subsim.com/radioroom/showthread.php?t=243064


Hope this helps... :shucks: :yep: :up:




:Kaleun_Salute:


M. M.

DontBlnkBadWolf
05-02-22, 12:27 PM
Hmm.... With the latest version of FotRS-U, would say is advisable... to just go with the add in mods that the team includes with the work.

That & follow the ones mentioned of that were looked at to be useable such as vickers officers quarters interior mod, I think EAX sounds mod... also by vickers... & his battle flags mod. Last that I know of, at any rate.

Can check out the mod set, info on the 1st post for FotRS-U, found here:

https://www.subsim.com/radioroom/showthread.php?t=243064


Hope this helps... :shucks: :yep: :up:





:Kaleun_Salute:


M. M.

It does help, actually. Thank you

Mad Mardigan
05-02-22, 01:32 PM
It does help, actually. Thank you

:shucks: :up:


:Kaleun_Cheers:





:Kaleun_Salute:


M. M.

goldmastersims
05-04-22, 12:59 PM
Hmm.... With the latest version of FotRS-U, would say is advisable... to just go with the add in mods that the team includes with the work.

That & follow the ones mentioned of that were looked at to be useable such as vickers officers quarters interior mod, I think EAX sounds mod... also by vickers... & his battle flags mod. Last that I know of, at any rate.

Can check out the mod set, info on the 1st post for FotRS-U, found here:

https://www.subsim.com/radioroom/showthread.php?t=243064


Hope this helps... :shucks: :yep: :up:




:Kaleun_Salute:


M. M.

It does help, actually. Thank you
Is it okay to enable these mods while saves are already in patrol?

Mad Mardigan
05-04-22, 03:29 PM
Is it okay to enable these mods while saves are already in patrol?

Best, rules of thumb... with & when looking at, adding in add in mod/s, is best advisable... unless the attached read me, says otherwise... activation of them, is best done after RTB or just prior to starting a new patrol. :yep:


Hope, this helps... Clarify that... :shucks: :yep: :up:




:Kaleun_Salute:


M. M.

l02turner
10-15-22, 03:59 PM
After reading the description, I thought I would benefit from this utility. I have 8GB RAM on an Acer Aspire E5-575 system.

When I tried to download LAA I rec'd this message: laa_2_0_4.zip is not commonly downloaded and may be dangerous. Is this something I can ignore? I assume only the relatively few computers users running SH4 are affected by LAA limits?

Awaiting your response... TIA

KaleunMarco
10-15-22, 08:37 PM
After reading the description, I thought I would benefit from this utility. I have 8GB RAM on an Acer Aspire E5-575 system.

When I tried to download LAA I rec'd this message: laa_2_0_4.zip is not commonly downloaded and may be dangerous. Is this something I can ignore? I assume only the relatively few computers users running SH4 are affected by LAA limits?

Awaiting your response... TIA

yeah, that's a windows thing.
LAA is no harm to your system.
i have it on my PC.
before you use it with SH4 (or 3 or 5) be sure that you have installed SH in a folder that is not in a Windows subfolder, such as Program(x86).
and.....
be sure to uncheck the Read-only sh4.exe properties.
:Kaleun_Salute:

Captain Wreckless
10-22-22, 04:43 PM
be sure to uncheck the Read-only sh4.exe properties.
:Kaleun_Salute:


This is the part I ALWAYS forget to do. :har:



CW :ahoy:

l02turner
10-23-22, 07:25 PM
Thanks for the reply. One more question, my system is a 64 byte system - will using a 32 byte software be a problem?

KaleunMarco
10-23-22, 07:31 PM
Thanks for the reply. One more question, my system is a 64 byte system - will using a 32 byte software be a problem?

it shouldn't. most of us have the same environment. you may have to adjust the Compatibility settings, but wait and see.

l02turner
10-23-22, 07:33 PM
BTW - The color text you used to write: "This is the part I ALWAYS forget to do" is impossible for me to see - likely because of my color blindness. I try to read all the stuff you post because you are so knowledgeable about being s sub-driver
;-)


Ahoy, Capn!

propbeanie
10-23-22, 08:10 PM
Have you tried to use the "SubSim Smart Dark" skin l02turner, or are you using the "Compass Lite" or "Admiral Blue" - or perhaps you are on a mobile device that only uses the "blue", in which case, the orange text 'bleeds' and makes your eyes hurt - but it does stand-out nicely on the Smart Dark. When you find text you can't read so well, just click and drag (finger swipe, whatever) to select a post's text, and the "high-lighting" of that will make the text legible... :salute:

btw, if you go to use any of the torpedo mods in the mod package and then drive an S-Boat, the game will crash as the torpedo goes to explode. Known issue with those mods, so don't use them, or don't use the S-Boats if you do add the other mods in.

wrestfoot7
09-06-23, 12:22 AM
Is there a mod where you can have a career based out of groton connn or new london or even england we had some subs stationed,.... not many but they existed, they also did shakedowns on their way through the canal im surprised fotrs doesnt have one starting in groton or portsmouth nh...or maine... and traversing the canal going to pearl...

Kal_Maximus_U669
09-07-23, 11:22 AM
The subject here is mainly the Pacific War such a vast subject to cover in its entirety...have you played FOTRS...there are loads of things to do....why ask for stuff like that then that you already have lots of mods...noting the errors and reporting them will help the FOTRS team a lot Thank you...:salute:

propbeanie
09-08-23, 06:22 AM
Is there a mod where you can have a career based out of groton connn or new london or even england we had some subs stationed,.... not many but they existed, they also did shakedowns on their way through the canal im surprised fotrs doesnt have one starting in groton or portsmouth nh...or maine... and traversing the canal going to pearl...
Bubblehead1980 did his version of TMO, and has the start out of the East Coast somewhere, goes to Scotland, and patrols off North Africa, as well as other European locations. Rather boring stuff compared to the Pacific side, but he did activate it in his package.

TMO Update BH V2.0 Release (https://www.subsim.com/radioroom/showthread.php?p=2771180#post2771180)

Kal_Maximus_U669
09-09-23, 03:45 PM
Bubblehead1980 did his version of TMO, and has the start out of the East Coast somewhere, goes to Scotland, and patrols off North Africa, as well as other European locations. Rather boring stuff compared to the Pacific side, but he did activate it in his package.

TMO Update BH V2.0 Release (https://www.subsim.com/radioroom/showthread.php?p=2771180#post2771180)

The torpedoes "deconnes"... let's see if it works with... what I doubt...:D
Hey Boss...I don't want to discourage him but let's see this...:hmmm:

eelwick
12-25-23, 01:32 AM
Hello, many thanks for this mod. Getting back into Sh4 and this is a fun easy way to do it!

Im having a couple issues -

1. with the periscope down, I can see a black square but it doesn't cover the entire view. I can see through the edges. Not gameplay breaking, just immersion breaking (update- I found that not enabling Real Environment and Magnified HUD dials helped with this)

2. I still have missing eyes even with the patch enabled in JSGME. any thing else I can try to get them back?

Cpt. Sneed
10-23-24, 04:21 PM
I will try to make this work...thank you