Log in

View Full Version : [REL] Stockgame almost fixed - a modlist


XenonSurf
05-07-19, 10:47 AM
For those players interested to play the stockgame but with most malfunctions resolved, those who like to have almost all features of TWoS, but are not willing to deal with the all-realistic setup and difficulty of TWoS, here is a modlist you can use. It makes the stock game work as intended but with many more useful features.

I'm still working to improve this modlist, but obviously it will not resolve all possible bugs present in the stock game. Some mods called 'adjusted' or comming from TWoS are not downloadable - not yet, but they will soon after I see that all is stable and not conficting - , and I explain what they do below in the notes.


Installation:
--------------

Before installing this modlist in the exact order as shown below, the stock game must be installed with German Voices (you will have English text), and patched to v.1.2.0. Then, the TDW Generic Patcher v.168 must be applied.


Also before running the TDW Generic Patcher, you must have these 'purified' files that you always keep as backup and replace them in your v.1.2.0 game installation.

CameraManager.act
EnvSim.act
kernel.dll
sh5.exe
SHCollisions.act
SHSim.act
SHSound.act
SimData.dll

One way to 'purify' these files is to install TWoS first, backup these files and deinstall everything afterwards. Or get your hands on these files...


Here my modlist:

------------------------------
Generic Mod Enabler - v2.6.0.157
[C:\Games\SilentHunter5\MODS]

Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Dark_Observation_Scope_from_TWoS (1)
SteelViking's Sky Banding Mod
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 12. Sounds
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151
Equipment_Upgrades_Fix_v1_4_Patch_1
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files v2
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_Sjizzles_Charts for NewUIs from TWoS
NewUIs_TDC_7_5_0_FIX_Message_English_XOTDC_Auto_Ma nual_TDC (2)
NewUIs_TDC_7_5_0_New_radio_messages_German
Automation Scripts for Stock Game (3)
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
OPEN HORIZONS II v2.5 (4)
OH II v2.5 Grid Request fix Patch SH5
STOCKGAME_ADJUSTED_Campaign_Transfer_messages (5)
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Tutorial - All v0.2(for OHIIv1.3)
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
R.S.D. - Reworked Submarine Damage_by vdr1981_from_TWoS [OPTIONAL]
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)_from_TWoS [OPTIONAL]
R.S.D. - Reworked Submarine Damage_by vdr1981_LESS_DAMAGE [OPTIONAL] (6)
Speech fixes and additions (german version)_ADJUSTED
IO_StrategicMap_7_5_0_for_TDWv750_ADJUSTED (7)
ShapeTexturesColor
IO_MapCourseLine_normal pencil_mod
Map_Tools_ADJUSTED_from_TWOS (8)
STOCKGAME_ADJUSTED_Stormys DBSM SH5 v1.3 Basemod
STOCKGAME_ADJUSTED_Stormys DBSM SH5 v1.3 additional crew sounds beta6
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
Campaign Start_VIIB_UFlaK_from_TWoS [OPTIONAL]
Game Difficulty EASY (IRAI changes) [OPTIONAL] (9)
Game Difficulty MEDIUM (IRAI changes) [OPTIONAL] (10)


Notes:


(1)
Before installing this, install the "SteelViking's Interior Mod V1.2" and its patch 1.2.2 first.
The observation scope in the command room is now dark and not white anymore. Taken from TWoS.

(2)
When you always play Manual TDC you can ignore this mod. If you play and want to switch from Manual to AutoTDC, you need to change an option in the OFEV (Disable the last in the XOTDC tab), and additionally this mod will fix the WO's wrong message.


(3)
These scripts will complete the TDW NewUIs_7_5_0 to be more complete based on all Trevally's scripts. Taken from TWoS for simplicity, else I needed to make many separate downloads. Note that the TWoS port pilots will NOT work with my modlist, you have to install 'Trevally Harbour & Kiel Canal Pilot v3.1'.

(4)
With this installment of OH2 v.2.5 you will play with the tonnage bar that fully works as intended by the stock game. You must however manually end the campaign chapters by following my red radio messages in the game when the time to end your campaign has come.

If instead you want to play without tonnage bar, then you need to fully install the mod 'OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.1_NewUIs v7.5.0' directly after the main OH2 mod, and in that case you don't need to advance your campaign manually.

(5)
No more guessing game: you will know when to advance campaign when the time has come. Red messages in-game will tell you what to do (all necessary files are included to change campaign correctly).

(6)
R.S.D mod will re-write all damage that your submarine can sustain, adding many more systems in the Sub System menu. Adjusted from TWoS to include latest changes. This will however turn the game's difficulty to HARD, so this mod is 'optional' only. Do not install any R.S.D. mod if you want EASY difficulty, and in this case also install the mod described in point (9).

As an add-on mod I have created the sub-mod 'R.S.D. - Reworked Submarine Damage_by vdr1981_LESS_DAMAGE_from_TwoS' with a more relaxed damage taken from your sub when hit by the enemy. This will change the game difficulty to MEDIUM. It's optional only for medium difficulty, you can also do without R.S.D mod, but be sure to load the mod described in point (10).

Technical notes:
I have revisited all 'Hitpoint' and 'Armor Level' values from the TWoS version v.2.2.10, changing them to be similar to my modlist before the changes, and transfering all other changed values to match Veko's (vdr1981) intentions with the mod. Veko's mod will behave the same, except that you will see less horrendous damages incured in one plane overfly and attack, especially if only straffing.
The damages incured by enemy ships should be at the level of the stockgame + TDW_7_5_0 + OHII, much easier than WoS in general.

(7)
I have modified the file UserChart_Shipping.TDW in the folder UserCharts because it's clashing with Sjizzles Charts. This was necessary because otherwise the Speed Conversion charts will not show-up anymore. I have left the *.bak file in the folder so you can see the changes done by comparing the 2 files. What it does is removing the non-colored chart which is anyway present in the Sjizzles charts, so I removed the double causing the problem.

(8)
With this mod I take the protractor found in TWoS to hide any contact tails that would reveal the course of the target. Other protractors (e.g. those from the IO_map) could also achieve the same result, but I like the WoS protractor more because it has better contrast.

(9)
With the installed IRAI_0_0_41_ByTheDarkWraith mod, and additionally the R.S.D. mod that makes your sub taking more realistic damages, the game diffculty can be considered to be very high. Recommended for expert players only that are already familiar with the game mechanics.

This mod will tweak the IRAI mod to have EASY DIFFICULTY with enemy ships (merchands and non-merchands).
Addtionally, disable all R.S.D mods to have your sub taking less damage.
Install this mod at the end of your modlist so you can easily remove it if you want a harder game later.

Important:
If you remove or re-install the R.S.D. mod, you must start a new career or campaign chapter, else the game will get messed-up!

(10)
With the installed IRAI_0_0_41_ByTheDarkWraith mod, and additionally the R.S.D. mod that makes your sub taking more realistic damages, the game diffculty can be considered to be very high. Recommended for expert players only that are already familiar with the game mechanics.

This mod will tweak the IRAI mod to have MEDIUM DIFFICULTY with enemy ships (merchands and non-merchands).
To make your submarine more resistant to enemy weapons (from ships or airplanes): Disable all R.S.D. mods, or keep the main R.S.D mod but add the sub-mod 'R.S.D. - Reworked Submarine Damage_by vdr1981_LESS_DAMAGE'.
Install this mod at the end of your modlist so you can easily remove it if you want an easier or harder game later.

Important:
If you remove or re-install the R.S.D. mod, you must start a new career or campaign chapter, else the game will get messed-up!



Download link:
Coming soon...and Subsim.com: if you want to host the mod, you are welcome :)

.

Sjizzle
05-09-19, 02:02 AM
nice one but there is 1 minor problem... the scope resolution... if that doesn't match with your screen aspect ration all targeting and measurement are off...
add scope resolution at least for 16x9, 16x10, 5x4 aspect ration... each scope has his own resolution large scope and manos scop too

Edit:

u can upload the mod to mediafire also :D

XenonSurf
05-09-19, 09:40 AM
nice one but there is 1 minor problem... the scope resolution if that doesn't match with your screen aspect ration all targeting and measurement are off...
add scope resolution at least for 16x9, 16x10, 5x4 aspect ration... each scope has his own resolution large scope and manos scop too

Edit:

u can upload the mod to mediafire also :D


Thank you very much Sjizzle, I didn't think about that, and I will appreciate every suggestion. :up:

This mod is intended for players who want a more relaxed game compared to TWoS. Also I will include now the R.S.D. 5.7 mod from vdr1981 which includes better equipment damages if I see that the game difficulty will not rise to an expert level of play.


Thank you and my best greetings!
:Kaleun_Salute:

THEBERBSTER
05-09-19, 02:52 PM
Hi XS
Link to your post #1 in my SH5 tutorials.
Peter

XenonSurf
05-09-19, 03:21 PM
Hi XS
Link to your post #1 in my SH5 tutorials.
Peter



Thank you Peter! My modlist will most likely still take some changes due to high pertinent suggestions here, and because still working on Veko's R.S.D. to include it in the list, but with more relaxed hitpoints and armor levels (currently I adjust the Zones.Cfg file which is a behemoth of a work...)

MrGeeBee
05-09-19, 04:17 PM
Coming back to this game, and found this, nice. I found TWoS too complicated for me as it is now. A couple of clarifications/questions though.

One way to 'purify' these files is to install TWoS first, backup these files and de install everything afterwards. Or get your hands on these files...So if I understand this correctly you need to apply the same modifications to these files as TWoS does? So couldn't I just copy the TWoS snapshot file: TWoS 2.0_Snapshot.gps to the TDW and apply that? Or does it mess around with other files as well?

XenonSurf
05-09-19, 06:07 PM
Coming back to this game, and found this, nice. I found TWoS too complicated for me as it is now. A couple of clarifications/questions though.

So if I understand this correctly you need to apply the same modifications to these files as TWoS does? So couldn't I just copy the TWoS snapshot file: TWoS 2.0_Snapshot.gps to the TDW and apply that? Or does it mess around with other files as well?


No, you would either need to have the files I mention above and not comming from Steam or: install TWoS and backup these files after a successful TWoS installation.
After that, you would need to re-install all the game, patch to 1.2.0, and overwrite your game with these files. If you don't, then TDW Generic Patcher will not work, and you cannot mod the game like in my modlist (more precisely: you can but my entire mod will not work.) That's what I said above, sorry you didn't understand.
My future download could overcome this problem with a one-click JSGME mod installation, but we are not there yet.

MrGeeBee
05-09-19, 06:53 PM
No, you would either need to have the files I mention above and not comming from Steam or: install TWoS and backup these files after a successful TWoS installation.
After that, you would need to re-install all the game, patch to 1.2.0, and overwrite your game with these files. If you don't, then TDW Generic Patcher will not work, and you cannot mod the game like in my modlist (more precisely: you can but my entire mod will not work.) That's what I said above, sorry you didn't understand.
My future download could overcome this problem with a one-click JSGME mod installation, but we are not there yet.


Well, I'm on UPlay so it's already 1.2.0 ready so no issue there. No I understood you perfectly fine, just that I instead of doing it like you did, I applied a modified version of the TWoS Snapshot to only change those files mentioned, and nothing else. Was a lot easier than install TWoS, reinstall the game again and copy the files. Looking forward to the complete list. :salute:

EDIT: Except I couldn't find 'Dark_Observation_Scope_from_TWoS' at least not by that file name.

XenonSurf
05-09-19, 07:00 PM
@MrGeeBee,

But to have a TWOS snapshot you did have to install TWoS first... :hmmm:
Whatever, you need all files returned to v.1.2.0 of the game. If you have that, try to apply the TDW Generic Patcher. If it works you will be able to install and play my modlist certainly.

XenonSurf
05-09-19, 07:06 PM
EDIT: Except I couldn't find 'Dark_Observation_Scope_from_TWoS' at least not by that file name.


It cannot be downloaded (yet), I said it above. And what it does is in the point (******).

MrGeeBee
05-09-19, 07:31 PM
@MrGeeBee,

But to have a TWOS snapshot you did have to install TWoS first... :hmmm:
Whatever, you need all files returned to v.1.2.0 of the game. If you have that, try to apply the TDW Generic Patcher. If it works you will be able to install and play my modlist certainly.

No the TWoS installer is just a zip file so I pulled the gps file from it and modified it a bit to fit the correct files. But it's almost the same anyway, just less hassle for reinstalling.


It cannot be downloaded (yet), I said it above. And what it does is in the point (******).

Well, sort of, albeit a bit unclear. :03:

Some mods (called 'adjusted' or comming from TWoS) are not downloadable, but I can help if you ask, and I explain what they do below in the notes.


(******)
Before installing this, install the "SteelViking's Interior Mod V1.2" and its patch 1.2.2 first.
The observation scope in the command room is now dark and not white anymore. Taken from TWoS.

Great work! :salute:

XenonSurf
05-09-19, 09:57 PM
I'm now very pleased to announce that I have re-worked Veko's (vdr1981) 'R.S.D - Reworked Submarine Damage' mod. It is now more oriented towards the stock game, meaning sustained damage will be more forgiving in general and in particular for external equipment.
Don't be glad too soon however: Attacking planes or armed merchands will not be a piece of cake, if hit by shells your Hull Integrity will go down slowly but surely, so better avoid playing the flak or deckgun hero too many times :)
A plane which only uses canons and no bombs cannot deeply damage your hull anymore. Deck guns from merchands CAN instead, so always keep attention!
The damages incured by enemy ships should be at the level of the stockgame + TDW_7_5_0 + OHII, much easier than WoS in general.


Technical notes:
I have revisited all 'Hitpoint' and 'Armor Level' values from the TWoS version v.2.2.10, changing them to be similar to my modlist before the changes, and transfering all other changed values to match Veko's spirit and intentions with the mod. Veko's mod will behave the same, except that you will see less horrendous damages incured in one plane overfly and attack, especially if only straffing.


2 mods added to my modlist:


R.S.D. - Reworked Submarine Damage_by vdr1981_LESS_DAMAGE_from_TwoS
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)_from_TWoS

XenonSurf
05-12-19, 11:50 AM
Currently I try to remove a nasty sound problem. Sometimes after loading a save, when clicking on the SH3-style dials or one of the left icons, also when ordering something in the crew icon menu (like getting depth under keel) then the sound will not play (you should hear 'Auftauchen, Grosse Fahrt voraus, etc. to confirm the orders). Saving and reloading the game will fix it, but this is very cumbersome.


I don't know if its' due to some TDW NewUI problems, maybe related to the fact I'm using the SH3-style dials instead of the stock SH5 ones. There is nothing similar found as an issue in the readme files. Or it could have to do with my DBSM sound mod loaded which has no specific Sh.sdl which I needed to remove to make it work, the sh.sdl files is from OHII.


This will unfortunately delay my download package preparation. I intend to make all those mods downloadable which are not available at Subsim.com so everyone could load the mod as for my modlist above.


Thanks very much for anyone having ideas about where this problem could come from, so I can concentrate my research on that. :up:


[EDIT]
This sound problem seems to happen more often when you go immediately in the NavMap after game loads, and using TC to 256 or higher.
So the 'ritual' should always be: first go in some neighbour rooms to fill the game cache, go to bridge, and only then the teleport will fully work and - sound problems seem not to happen. I guess there is very little I can do against, except this 'ritual' .




Greetings,
XS

XenonSurf
05-13-19, 09:26 PM
Dynamic Environment SH5 v 2.9 will definitly make it in my modlist. For all those who wonder why it isn't already: I wanted to make sure game stability is assured before adding this extensive mod and its useful sub-mods.

Sjizzle
05-15-19, 12:32 AM
@XenonSurff if u need the manos or large optic resolution patches let me know and i will upload it for u !!!

XenonSurf
05-19-19, 01:22 PM
I have updated my modlist to change the order of some mods and add new mods that enhance the game experience but keeping the game stable.


New is that now there are 3 game difficulties, EASY, MEDIUM and HARD (default). Still testing all this in action.


I've added the DynEnv 2.9 mod with a setup that will greatly enhance the exterior environment of the game, especially the water and waves.


Now you will know when your current campaign will come to an end and you will know what to do to advance the campaign. You will get specific messages from me during game when the time comes. No more guessing game :)


The R.S.D. mod is only 'optional' now due to the possible choice of game difficulty. Removing or re-installing this mod will however mean that you must restart a new career or campaign chapter, this is a limitation I can not overcome, sorry.



These are the added mods:


DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 12. Sounds
...
...
STOCKGAME_ADJUSTED_Campaign_Transfer_messages
...
...
Game Difficulty EASY (IRAI changes) [OPTIONAL]
Game Difficulty MEDIUM (IRAI changes) [OPTIONAL]


I have changed all my notes and their order in the main post, read them for more info!


My download package and my final mod release will likely be called 'Unofficial Patch v.1.3.0'.

XenonSurf
05-25-19, 01:27 PM
I made some further interesting additions, not yet in my modlist above because of testing phase.

a) Deck Guns / Flak Guns

Reworked U-boat Guns_from_TWoS_EASY_HANDLING (default)
will take the recent files for deck gun and flak gun handling (the aiming) and make it easier, yet keeping all other realistic changes.

Reworked U-boat Guns_from_TWoS_REALISTIC_HANDLING (optional)
will instead keep the realistic handling with more slow gun speeds and elevations, making it more difficult to operate them.

b) Scopes

For default, I will add the very nice and realistic scopes from Emtgufs mod (see screenshots below).

Optionally I include the 'Large Optics for TDW UI for NewUIs_TDC_7_5_0' together with 'Large Optics for TDW UI RAOBF + Nomograph Fix', but these scopes are too 'high-tech' to my taste turning the scopes into an external camera :)
Nevertheless, I must account that my own taste doesn't match yours maybe, so I include them.

Also all possible aspect ratios are included to match your monitor resolution.


Screenshots from my modlist:


https://ibb.co/YNSXdzF
https://ibb.co/2KJwB4p
https://ibb.co/z5QPbqh
https://ibb.co/jMdQdmY
https://ibb.co/1MFWJFh
https://ibb.co/XLJzGK8
https://ibb.co/YPx5C4w
https://ibb.co/kQg1hJH

XenonSurf
05-27-19, 10:19 AM
I have added optional double ammo sub-mod for all guns in the Reworked U-boat Guns mod, for both realistic and easy settings.

Benzin1973
06-04-19, 02:37 AM
I would like to give SH5 another shot. But honestly, i dont feel like spending 5 hours downloading, configuring and installing dozens of mods.


Any chance we can get your mod as one download? maybe mediafire link?



I (and im sure others) would really appreciate it! :)

XenonSurf
06-04-19, 10:17 AM
I would like to give SH5 another shot. But honestly, i dont feel like spending 5 hours downloading, configuring and installing dozens of mods.


Any chance we can get your mod as one download? maybe mediafire link?



I (and im sure others) would really appreciate it! :)


Once I have finished all stability tests, my download will contain a compressed MODS folder that you move into your game directory, after that you launch JSGME and you install all with one click. Cannot get easier.
I will explain how to use profiles in JSGME, which makes all optional mod handlings even easier.


However:
I will not support my mod after making the download available, maybe I will answer some occasional questions here but don't rely on it...I will include important readmes, but if you guys use mods you must know the HowTo, sorry. I'm not a game publisher, I'm a modder :)

XenonSurf
06-04-19, 10:46 AM
I will make it so that the TDW Generic Patcher will be applied in every case with all necessary files involved, but still you must follow exactly a short instruction (will not take long). This has some obvious benefits that I cannot elaborate in plain text here, but you will enjoy :)

In this regard, I must repeat here that my modlist must be considered to be an unofficial patch. I take no responsability for any usage of it...
Nach mir die Sinflut...After me, the Deluge...


.
XS

Benzin1973
06-05-19, 05:00 PM
Excellent! Looking forward to your release! :Kaleun_Salute:
Thanks!

XenonSurf
06-14-19, 12:40 PM
Current situation:


Still not ready for download, still testing going on.


Air Support from airports in your campaign will require that I provide a snapshot of the generic patcher to load, I don't think the normal user can get this right otherwise ...


New settings for Time Compression actually in my testing; this will require that I provide a special mod to set the OptionFileEditorViewer.
Currently TC will work like in TWoS, but I'm not happy with it, I want TC1 on any ship and the ability to increase TC to your leasure afterwards. I must test the TC settings in the OFEV and tweak them to see the results, this will cost time again...A lot of details like these to fix, and also provide some basic 'Starting Guide' documentation.

Benzin1973
06-14-19, 04:35 PM
Thanks for your hard work! Hope to be able to check it out soon.


If i may make a suggestion: Besides the full modlist, Howbout a "light" version of your mod list? One that doesnt add new/fancy stuff, but just lets you play the game as bug free as possible? you know, like the GFO (game fixes only) mod for SH4?

XenonSurf
06-15-19, 09:30 AM
The final steps of my testings are more close now, here is an info update :


Aircraft Support during campaign:


By activating some triggers in the TDW Generic Patcher, you will receive air support from allied airbases that are reasonably close to your location when you send a Contact Report. Wether you receive support will however depend on BDU's judgement, the more the target is important, the more likely you will receive support, also the vicinity of the allied airbase is a factor for receiving the support within a reasonable time frame.
This feature can however also work against you: if an enemy ship detects you, be prepared that it will also send a radio report, and consequently enemy ships or aircrafts from enemy airbases will head to your location to 'join the party'...
After testing these activated triggers (testing still going on), I'm optimistic to say that the game will remain stable. I will provide this feature as a 'Snapshot' to load with the Generic Patcher. In the case your game gets unstable, you can then reload a snapshot with 'Standard Settings'.


Time Compression - Setting Changes

(from my included Readme):


---------------
I have changed TC to make more sense between TRAVEL MODE switched on or off.
Use Travel Mode in friendly waters or in situations where you want higher TC to reach a zone or to end your patrol more quickly. Switch Travel Mode OFF in enemy waters in order to guarantee that TC will drop to 1 on any contact visible by your crew on the bridge.
In the NavMap, it's the icon on the upper right, if it's yellow then Travel Mode is on, otherwise it's off.

Enemy Aircrafts:
I have changed the settings for Time Compression with enemy aircrafts to drop to TC1 in all cases as soon as your crew spots planes, wether Travel Mode is on or off, that doesn't matter. You will therefore have enough time to take defensive action in this most dangerous situation.

Ships:
I have adjusted the TC to drop to TC1 in case of any ship contact (enemy or friendly) when not in travel mode, so you cannot deduce from the dropping TC wether it's an enemy or not, you need to properly identify all ships! Whith Travel Mode activated, TC cannot go higher than TC64 in most cases if new ships are expected to come in sight (especially in ports), this limitation is a necessity for game stability. After the ships have gone out of sight, increase TC again if you want, but you need to specially take care when navigating in ports, if using high TC you are always risking to collide with ships!

Radio Messages:
I have made it so that radio messages received will never drop TC. This should not be a problem because in dangerous situations you should not be in high TC anyway and you can then still read messages in time, also with high TC the Radio Message Box will be flashing on the NavMap to show you an incoming message, so you can return to TC1 manually and read the message if you want.
Optionally, you can press an icon on the upper right in the NavMap to set TC1 on any radio message received.

IMPORTANT!
The necessary file responsible for Time Compression, main.cfg, is copied to the savegame folder by the game when the options are set in the SH5 game menu the first time, and it will NOT change afterwards. If you have already played SH5 and such a file is present in your savegame folder, it's important that you also replace it manually with the file in this mod in ...Documents\SH5\Cfg, otherwise this mod will not work.
Also the mod 'OFEV_Necessary_Settings' must be loaded to set the OptionFileEditorViewer accordingly.

-----------


Some issues with the campaign Open Horizons II v.2.5
Some CTD's can happen in the Kiel port, the most heavy port in the game as far as computer ressources are concerned.
Some units in the Kiel Canal are enemy ones (ships from Poland) and you can see friendly planes attacking them. There is little I can do about, I will try to make file replacements taken from TWoS for the campaign, but this will most likely not work. All I can say: If you see enemy ships in the canal, close your eyes and continue with your travel :)
If you get persistent CTD's in Kiel after going out of the bunker, you must save the game before CTD in a separate slot and reload this save. In rare occasions, ships in ports will behave wrongly and cause CTD, in this case also try to save and reload, or as an extreme measure: change your departure date with KSD Commander. Here too, there is little I can do against without heavily doing changes in OHII...


.
XS

XenonSurf
06-18-19, 11:18 AM
Problems with Secondary Mission 'Scapa Flow' (Breaking the Forteress):


When reaching the Scapa Flow main bay (the aerea where the mission icon is placed), a lot of escorts, freighters and tankers will be there standing still and not react to my presence. I know that's NORMAL because of AI limitations.
But I didn't see these big warships like reported in the forums (and the reason why you are there), so my question is: Will different ships spawn each time you go to Scapa during the time the mission is active (showing on your map)? Thanks very much to let me know.


In my testing case, only 2 big troop ships have spawned (big fishes with 17.000 tons each) and were moving North-South in the aerea. I have sunk them both, but this will not fill the tonnage bar in the secondary mission icon, but in my Captain's Log it's reported as sunken. I think the tonnage bar will only fill if the exact targets for the mission are destroyed, and there is nothing I can do about, apart just having the reminder: Return to port and you will be rewarded for your sinkings, whatever ships, with RENOWN POINTS - and some 'little' PROMOTION POINTS for your crew. But you need to return to port to see that, right ? Was the tonnage bar supposed to work like this?


Please anyone expert enough with the unimproved OH2 v.2.5, please tell me if this is supposed to happen like this, or is this game part broken in OHII v.2.5? :hmmm:
I could of course easily take the whole Tonnage Bar out of the game by adding a sub-mod of OHII, but I'm interested to optionally deliver my modlist with a WORKING tonnage bar without flaws if possible at all. It's very difficult to investigate this problem because there are tons of complaints and posts about this topic which are very confusing and contradicting...Meaning it's very difficult to reconstruct how the tonnage bar was SUPPOSED to work on one side, and on the other side, to reconstruct how BROKEN it really was and how it did perform with OHII v.2.5.


Any comments and responses to my questions are highly welcome !
Thanks !


.
XS

XenonSurf
06-18-19, 05:37 PM
Ok, I have figured out that 'Breaking the Fortress' is not a secondary mission, but a main mission that you need to chose in the bunker to advance your tonnage bar. (Or play without tonnage bar to spawn all suitable ships.)

Oby
06-18-19, 05:55 PM
This is a peace of campaign config file for Scapa Flow mission from Total Germany campaign project(target classes and types required to complete it):



[Campaign.CampObj.MacroObj 1]
ObjectiveID=TG_Scapa_Flow
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=Scapa_Raid
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19390910
EndDate=19391015
IsCompleted=false
IsFailed=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Special_Operation_P
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=
IsCompleted=false

[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1

[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=11
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=10
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Class=BBQueenElizabeth
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=Scapa_Raid


The targets are certainly there at the appropriate date(marked above). Check the Royal_Oak.mis in TG campaign project.


You can check the exact spawn time of big ships with mission editor or manualy with text editor in TG project folder. Usually there are one battleship and one cruiser anchored at the northern side of Scapa bay.


For target classes and types look at the Names.cfg file in data/Roster folder.

XenonSurf
06-18-19, 06:21 PM
Thanks very much, Obi, for this in-depth info about the Scapa Flow mission, this helps me a lot to see which assets are to be expected.



During my campaign test, I did chose the other mission in the bunker called 'British Coastal Waters', but at some point 'Breaking the Fortress' did appear in my map so I headed my sub to Scapa Flow. Once reached, I have made extensive usage of the external camera to 'travel' in all parts of the aerea, but didn't see bigger warships, however I have used the North route to go around the island to avoid the entrance patrols and - i did save the game and reload. Has this an impact for the ships to spawn in the target area?


Thank you a lot, I will check with the Mission Editor which I'm somewhat familiar with (I have used it to modify some single missions) :up:


Cheers,
XS

Oby
06-18-19, 06:39 PM
I asume that you play TWOS, which is date oriented . I don't and don't know how special missions are spawning in that mod. I will explain it as it works in vanilla with OHII mod:



It can be a little tricky because the time interval for Scapa is only one month. And it is a mission which means that you must request it from officer in bunker. So when you see a Breaking Fortress campaign objective on map, you don't go to Scapa, you must first return to base and request a mission(Scapa) for BF. It is better to allready be in base at the time.


It is good to know objective dates for campaigns.They are written somewhere on subsim, I think. You probably know how to regulate days spent in bunker for that purpose(manually via .cfg file or with KSD commander).



Excuse me for my English.I hope you understand, what I'm trying to tell you.

XenonSurf
06-18-19, 07:24 PM
Thanks! No, I play with my modlist as described in the first page. I just start again from bunker, this time I chose the Scapa Flow mission. I change to leave port in 3 days and from Wilhelmshaven, I'm sick to crash my sub with TC 256 in the Kiel canal... :)


I think that considering your suggestions, everything should go fine then. Also I still have plenty of time, it's 28.09.1939 when leaving bunker, the mission expires on 15.10.1939.

Oby
06-19-19, 01:40 AM
It should work.

I put some of my screenies at the bottom. Put them in chronological order from oldest to latests an you'll see how I did the mission(ignore depth charge pictures).

This was an experimentaiton(no real navigation,all map updates and so), for modding purposes only.


Try to use eastern approach as Prien did in real life. In OHII,there are some nice historical details.

Watch out for planes,destroyer and patrol boat on east entrance.

BF campaign objective bar should fill up as soon as you sink one apropriate target in mission zone(no tonnage).

It would be even better if AI would work normally. Try to save when you are on the spot and experiment. You'll see, that AI is somehow broken near ashore.

Good luck anyway.


https://mega.nz/#!CfwUzAqL!xmjWU-T652VdiR9mmkyb0f9jQ3LiFgWHku7WVvznhY4

XenonSurf
06-19-19, 10:24 AM
It should work.

I put some of my screenies at the bottom. Put them in chronological order from oldest to latests an you'll see how I did the mission(ignore depth charge pictures).

This was an experimentaiton(no real navigation,all map updates and so), for modding purposes only.


Try to use eastern approach as Prien did in real life. In OHII,there are some nice historical details.

Watch out for planes,destroyer and patrol boat on east entrance.

BF campaign objective bar should fill up as soon as you sink one apropriate target in mission zone(no tonnage).

It would be even better if AI would work normally. Try to save when you are on the spot and experiment. You'll see, that AI is somehow broken near ashore.

Good luck anyway.


https://mega.nz/#!CfwUzAqL!xmjWU-T652VdiR9mmkyb0f9jQ3LiFgWHku7WVvznhY4


Thank you for your pictures :up:
They are gorgious, I can see that you did meet a lot of resistance, I like the depth charge pictures a lot :D
In my first run, I had a lot of ships standing still in the Scapa bay, but I will check wether saving /reloading will unstuck them to get active, this would be the hell for my submarine...
A very good occasion to see if my 'Air Support' changes will work as I say, a lot of British planes should join Scapa once I am detected...Let's see...

XenonSurf
06-20-19, 12:33 PM
I will soon start a new thread with the title


[REL] Xenon's Modlist


containing my final modlist ready for download

this will be the prelude to make it ready for download - probably via Mediafire.
I'm working now to include some useful docs, install instructions, and game tips retrieved from my numerous posts here in Subsim. In one word: you will not just download and not knowing what to do next and how to start playing. I will try to cover all that and doing a mini guide for 'how to use the TDW NewUIs features'.


My last changes in my modlist are these additions:


Campaign Transfer Messages required when playing WITH TONNAGE BAR
Campaign Transfer Messages required when playing WITHOUT TONNAGE BAR
Deutscher Sprachpatch
Iron Crosses & Tonnage Bar Removed from Map_from TWoS
OH II v2.5 Campaign Messages_German_Font_FIX
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.1_NewUIs v7.5.0
Time Compression_NewSettings


I have also included a profile (*.mep file that you load in JSGME) for a 'Stock Game with Minimal Mods installed' that looks like that:


----------------
Accurate German Flags
No_Damn_Bubbles_No_Damn_Halo_Mod_ADJUSTED
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151
Equipment_Upgrades_Fix_v1_4_Patch_1
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files v2
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
OH II v2.5 Campaign Messages_German_Font_FIX
Campaign Transfer Messages required when_playing_WITH_TONNAGE_BAR
---------------


Real purists of the game can take away the 4 last mods to have a 100% stock game with most bugs resolved (but still a lot of game nuisances, so I don't recommend using this list unless you want to know what the release game looked like). This minimal list WILL STILL REQUIRE YOU to apply the latest TDW Generic Patcher v.0.168 on a SH5 v.1.2.0 game before adding these mods.


See you in my new thread soon!
Cheers,
:Kaleun_Cheers:XS

thend
07-26-19, 10:26 AM
Thanks!

No_Damn_Bubbles_No_Damn_Halo_Mod_ADJUSTED

Ligths.cgf file, the two values are set to 0

This can also have some effect.

Some environment mods that are not compatible with it.

-----------------

[InteractiveObjectsHighlight]
Spread=0
Blend=0
-------------------------


I think a lot of people know.
Maybe a newcomer like me has encountered this kind of problem.

XenonSurf
07-26-19, 10:31 AM
Thanks!

No_Damn_Bubbles_No_Damn_Halo_Mod_ADJUSTED

Ligths.cgf file, the two values are set to 0

This can also have some effect.

Some environment mods that are not compatible with it.

-----------------

[InteractiveObjectsHighlight]
Spread=0
Blend=0
-------------------------


I think a lot of people know.
Maybe a newcomer like me has encountered this kind of problem.


The mod you mention above is only necessary for my minimal modlist, not for my major one. And I have made changes to it based on the original mod that was not perfect.

lukehouse356
08-01-19, 11:16 AM
I am so glad you are creating this. If I understand your purpose, I am so excited to be able to have the eye candy and functionality without having to deal with the steep learning curve and time investment of 100% realism (especially with two small children). I played SHIII quite a bit back when it was the latest and greatest. I am exited to get back into this game series. I don't suppose you have an ETA on when your new thread/mod soup DL will be released? Thanks again! :Kaleun_Cheers:

Aktungbby
08-01-19, 11:26 AM
lukehouse356!:Kaleun_Salute:

XenonSurf
08-01-19, 07:03 PM
I am so glad you are creating this. If I understand your purpose, I am so excited to be able to have the eye candy and functionality without having to deal with the steep learning curve and time investment of 100% realism (especially with two small children). I played SHIII quite a bit back when it was the latest and greatest. I am exited to get back into this game series. I don't suppose you have an ETA on when your new thread/mod soup DL will be released? Thanks again! :Kaleun_Cheers:


I'm happy to say that once released this mod will be for you, you can set 3 different levels of difficulty, easy / medium / hard, while 'hard' will be at the level of TWoS regarding damages to your sub and enemy AI.


Currently I'm making final tests to check that all features really work and the game will be stable, this takes time, also I will include a starting guide about how to use the interface - with pictures included - and some basics about intercepting a convoy and using the hydrophone.


Stay tuned!
Best greetings,
:Kaleun_Cheers:XS

THEBERBSTER
08-02-19, 06:44 AM
A Warm Welcome To The Subsim Community > lukehouse356
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

thunder4e
08-22-19, 11:39 AM
That looks very interesting.

I install SH5 fresh today after 4 Years and realize Downloading my old Mods is a pain because of the download limit :/\\!!, i'm looking forward to this and hopefully we can get a mediafire also. :yeah:

Aktungbby
08-22-19, 02:46 PM
thunder4e!:Kaleun_Salute: after a long silent run!

lukehouse356
10-28-20, 03:16 PM
Any progress report on this guy? Thanks!