View Full Version : S-BOOT MOD V2 Download Please
Bladekill1298
02-24-25, 11:53 PM
Does anyone have a download link for
S-BOOT MOD V2 by MIKHAYL
that isn't to a broken FTP or corrupted Mediafire files
Mister_M
02-25-25, 07:54 AM
Try here: https://www.mediafire.com/folder/1637p1s855ukz/_Silent_Hunter_Mod_Collection#x03lgjw5qjjsq
Bladekill1298
02-25-25, 10:27 AM
Try here: https://www.mediafire.com/folder/1637p1s855ukz/_Silent_Hunter_Mod_Collection#x03lgjw5qjjsq
"Archive Corrupt"
Jeff-Groves
02-25-25, 10:42 AM
https://www.mediafire.com/file/veqijgiup61puzb/S-BOOT_MOD_V2.zip/file
Bladekill1298
02-25-25, 11:39 AM
https://www.mediafire.com/file/veqijgiup61puzb/S-BOOT_MOD_V2.zip/file
I got archive corrupted again am I supposed to use 7zip or winrar to open this?
Jeff-Groves
02-25-25, 11:42 AM
I unzip with Windows then use 7 zip for the 7z files.
I didn't have any problems with the download myself so it's something with your download .
Bladekill1298
02-25-25, 12:43 PM
I unzip with Windows then use 7 zip for the 7z files.
I didn't have any problems with the download myself so it's something with your download .
I managed to just put everything into a folder and it worked but now I'm on the .bat part and its not doing anything a command prompt opens but nothing ever actually happens to my sh3 1.4v folder even after renaming it
and in the readme it says to use SBM2 Install Step1.bat but mines just SBM
Jeff-Groves
02-25-25, 12:51 PM
That's because the files in this Mod are not the final build. They are the files used to create a final version. One would need to copy ALL the data folders from each folder to a single Data folder. Then just JSGME that.
Not all of these files get blended though! The bat file you see just deletes a few things before the missing full build would be installed.
Bladekill1298
02-25-25, 12:57 PM
That's because the files in this Mod are not the final build. They are the files used to create a final version. One would need to copy ALL the data folders from each folder to a single Data folder. Then just JSGME that.
Not all of these files get blended though! The bat file you see just deletes a few things before the missing full build would be installed.
so it works even though its up for 2 seconds? But then also the next part I don't even see Run "SBM 2.0 beta.exe". its not in my archive nor the folder
what I meant by putting it into a folder was I extracted everything into a folder (so its not 001-007 right now) so I can open up the 001 rar but the readme or wtv I'm supposed to do isn't doing its doing
Also I thought this was for GWX 2.1
Jeff-Groves
02-25-25, 01:05 PM
There is no SBM 2.0 beta.exe
The Author removed the actual final build after getting upset over something and leaving SubSim.
Don't recall that reason but I remember the results. It's one of the reasons there's only so much time one can edit posts.
And this Mod was intended to be installed to a Clean SH3. But uses a lot of GWX_3 files.
I did help build some things for this Mod. I created all the Torpedo Door animations for it as one thing.
Bladekill1298
02-25-25, 01:16 PM
There is no SBM 2.0 beta.exe
The Author removed the actual final build after getting upset over something and leaving SubSim.
Don't recall that reason but I remember the results. It's one of the reasons there's only so much time one can edit posts.
And this Mod was intended to be installed to a Clean SH3. But uses a lot of GWX_3 files.
I did help build some things for this Mod. I created all the Torpedo Door animations for it as one thing.
So the readmes useless then?
Jeff-Groves
02-25-25, 01:25 PM
Yep.
Now some creative person could rebuild the complete Mod with the files provided. That's gonna take some work! The file structure in this pack is all whacked!
Lots of cleaning up and getting things in a correct folder structure and then testing with fingers crossed.
Bladekill1298
02-25-25, 01:28 PM
Yep.
Now some creative person could rebuild the complete Mod with the files provided. That's gonna take some work! The file structure in this pack is all whacked!
Lots of cleaning up and getting things in a correct folder structure and then testing with fingers crossed.
Is there anyone that has the full complete build and also if its just a bunch of scattered files which ones do I put in?
Jeff-Groves
02-25-25, 01:31 PM
I've never actually seen a complete build that I can recall.
:hmmm:
But that was 16 years ago!
:haha:
Bladekill1298
02-25-25, 01:32 PM
I've never actually seen a complete build that I can recall.
:hmmm:
But that was 16 years ago!
:haha:
:( :(
Jeff-Groves
02-25-25, 01:33 PM
Is there anyone that has the full complete build and also if its just a bunch of scattered files which ones do I put in?
Most of the data files can be blended into a single build. There in is the problem. Not all are need! I'd go by date and time stamp myself.
Bladekill1298
02-25-25, 01:38 PM
Most of the data files can be blended into a single build. There in is the problem. Not all are need! I'd go by date and time stamp myself.
so basically just mesh together what could possibly work and see if it works
and if it uses some gwx 3.0 files does that mean it can work in gwx?
also is the v1 version complete?
Jeff-Groves
02-25-25, 01:44 PM
Version 1 was complete but not as complete as Version 2 was intended to be.
Bladekill1298
02-25-25, 01:46 PM
Version 1 was complete but not as complete as Version 2 was intended to be.
do you know off hand what files mesh together?
Jeff-Groves
02-25-25, 01:54 PM
Not off hand. I'd use date and time of files to start a new test build myself.
1st I'd correct file structures then start moving stuff.
One could write a bat file to do most of the moveing of folders I'd say.
Then dig through that for useless stuff.
Bladekill1298
02-25-25, 02:02 PM
Not off hand. I'd use date and time of files to start a new test build myself.
1st I'd correct file structures then start moving stuff.
One could write a bat file to do most of the moveing of folders I'd say.
Then dig through that for useless stuff.
Thank you :)
Jeff-Groves
02-25-25, 02:12 PM
There's 37 folder to go through. All have subfolders but only need the data folder and all folders under that moved into a single Data folder.
But not everything in those are needed! That's where one needs to examine a TON of stuff! Some folders have the same files but for different reasons.
There's also worthless folders that need deleted from a test build. Examine the Campaign folders for an example.
Bladekill1298
02-25-25, 02:15 PM
This sounds awful
Jeff-Groves
02-25-25, 02:20 PM
This sounds awful
That's how doing a new Major Mod goes.
:doh:
I'd also have to wonder what the SubSim community would think about rebuilding this Mod as a releasable, working version?
:hmmm:
It is complete like a puzzle in a box is. One just needs to figure out what goes where.
I've had the SBM 2 folder on my DeskTop for years debateing on doing a rebuild.
Let's see what the Community thinks about a SBM 2 rebuild.
Mister_M
02-25-25, 02:52 PM
Strange. I remember having played this mod, and I had no problem to install it. :hmmm:
Jeff-Groves
02-25-25, 03:00 PM
I played Version 1 but don't recall ever playing Version 2.
Now read this post for a final answer.
https://www.subsim.com/radioroom/showpost.php?p=1225343&postcount=1235
I'd figure it's Abandonware after nearly 16 years.
Jeff-Groves
02-25-25, 04:28 PM
Using JSGME I've made an all in one install for V2 if anyone would like to try it.
:03:
I'll only send a link by PM if your interested.
It seems to work OK. Not sure how to actually use it but it does run.
Bladekill1298
02-26-25, 11:59 AM
Using JSGME I've made an all in one install for V2 if anyone would like to try it.
:03:
I'll only send a link by PM if your interested.
It seems to work OK. Not sure how to actually use it but it does run.
Please send and also why only through PM?
Jeff-Groves
02-26-25, 12:10 PM
Please send and also why only through PM?
I'm not the creator of this Mod so I'm not posting a general download link at this time.
PM with link sent.
Bladekill1298
02-26-25, 02:03 PM
Thank you
Jeff-Groves
02-26-25, 02:10 PM
You'll need to run that bat file, do the Multi-sh3 thing and JSGME.
After that place the file you downloaded in the MODS folder and then activate it.
Mister_M
02-26-25, 02:26 PM
Using JSGME I've made an all in one install for V2 if anyone would like to try it.
:03:
I'll only send a link by PM if your interested.
It seems to work OK. Not sure how to actually use it but it does run.
Hi Jeff !
I'm interested too. :03:
Jeff-Groves
02-26-25, 02:30 PM
Link sent.
:salute:
I sent a message to the Moderator Gods about posting an open link here at SubSim.
We will see what they say about reviving the Mod and opening a new thread to improve it.
Mister_M
02-26-25, 02:40 PM
Have you included the RND campaign fix which corrects some random CTD?
Jeff-Groves
02-26-25, 02:44 PM
What I did was follow the instructions from this thread...
https://www.subsim.com/radioroom/showpost.php?p=1225343&postcount=1235
I used JSGME to load everything into a blank data folder to have the single install you have from my link.
So I have no idea about any updates or crash problems.
Given there's enough interest? I am open to discuss them and possible fixes.
Mister_M
02-26-25, 03:55 PM
Mikhayl stated that he managed to fix some errors in the RND campaign which caused some CTD. See here: https://www.subsim.com/radioroom/showpost.php?p=1253725&postcount=1251
This updated campaign is here: https://www.mediafire.com/file_premium/y33bwl79q6rvmk3/Campaign_SB_v0.1.7z/file
Jeff-Groves
02-26-25, 04:00 PM
Thanks Mate!
:salute:
I've been doing some tests that change things up a bit.
:03:
The boats are now listed as SBType- instead of SSType- in my install.
Jeff-Groves
02-27-25, 03:41 PM
Well how many people would be interested in Updating this Old Mod?
:hmmm:
The textures need a real good going over as a start.
There's also other things here and there.
Bladekill1298
02-28-25, 12:42 AM
Well how many people would be interested in Updating this Old Mod?
:hmmm:
The textures need a real good going over as a start.
There's also other things here and there.
Ik atleast 4 people not including me would like the mod
Ktl_KUrtz
03-02-25, 02:54 AM
I have played it before and really enjoyed it!
Lets hope we can get a download and install that is easy to understand!
:Kaleun_Wink:
KUrtz
Jeff-Groves
03-05-25, 02:35 PM
I'm working on the files to make a simple JSGME install to GWX 3.
No reason to have all the stuff as it was intended to install GWX 3 stuff to a clean, stock SH3.
So it's pick and choose at the moment. I also plan to update the textures for the SchnellBoots. They are rather bland right now.
Once I get the HDMI cord I need to run GWX-KCE on my TV? I may try my hand at makeing it work with that.
Could always use some help if anyone is interested.
:hmmm:
Part of the work needed to update to a better 'Look' is re-UVing the Player Boats. Including AO burning.
Mister_M
03-05-25, 04:15 PM
... update the textures for the SchnellBoots. They are rather bland right now.
Part of the work needed to update to a better 'Look' is re-UVing the Player Boats. Including AO burning.
I totally agree ! :up:
Jeff-Groves
03-05-25, 04:27 PM
I've done some simple Key Frame animation work also.
The cranks at the Torpedo loading area now rotate. Working on an animated Crew member to do the cranking.
:03:
I'm looking at just how many Crew Animations are needed for the SchnellBoots?
I could replace every one of them with a Better looking Crew. Say from SH5?
I can export every needed animation from SH5 and improve the 3D models from same.
Being there's just a few animations needed for the SchnellBoots? Not really a major job.
Bladekill1298
03-05-25, 04:53 PM
I've done some simple Key Frame animation work also.
The cranks at the Torpedo loading area now rotate. Working on an animated Crew member to do the cranking.
:03:
I'm looking at just how many Crew Animations are needed for the SchnellBoots?
I could replace every one of them with a Better looking Crew. Say from SH5?
I can export every needed animation from SH5 and improve the 3D models from same.
Being there's just a few animations needed for the SchnellBoots? Not really a major job.
I just tried launching the mod in career and it doesn't work for GWX 3.0 and Stock
Jeff-Groves
03-05-25, 05:01 PM
It won't work with GWX 3 as is. Not my fault.
There are issues with an install to Stock SH3 also.
Again not my fault.
Working on a better release which I will post at some time.
Ktl_KUrtz
03-05-25, 05:18 PM
It won't work with GWX 3 as is. Not my fault.
There are issues with an install to Stock SH3 also.
Again not my fault.
Working on a better release which I will post at some time.
:Kaleun_Cheers:
KUrtz
Bladekill1298
03-05-25, 07:47 PM
It won't work with GWX 3 as is. Not my fault.
There are issues with an install to Stock SH3 also.
Again not my fault.
Working on a better release which I will post at some time.
Well whatever you manage to do I will be grateful
Sledgehammer427
03-06-25, 05:53 AM
I remember getting this mod working exactly once on an old GWX install....Ok maybe I got it working twice.
But I also remember nuking dozens of installations to do it, I essentially had to keep a clean installation folder and I'd copy it over to try to make a Schnellboot mod install work, it wouldn't, CTD, and then I'd be stuck with a completely defunct SH3 installation.
So I'll say I'm keen on seeing what comes of this Jeff!
Jeff-Groves
03-06-25, 12:02 PM
To state the obvious....................
Lots of funky stuff in the folders that I need to track down.
A simple example is the number (20) of Units that still have the UnifiedRender Controller. That's left over from bringing the Units in from SH4.
Could also be to many Ships in total. That could cause a shortage of Memory and thus CTD.
Bladekill1298
03-06-25, 12:59 PM
To state the obvious....................
Lots of funky stuff in the folders that I need to track down.
A simple example is the number (20) of Units that still have the UnifiedRender Controller. That's left over from bringing the Units in from SH4.
Could also be to many Ships in total. That could cause a shortage of Memory and thus CTD.
You can downport from newer games?
Jeff-Groves
03-06-25, 02:26 PM
You can downport from newer games?
One needs to make them compatable with SH3.
SH4 and SH5 use different controllers at times.
Jeff-Groves
03-06-25, 02:44 PM
Working on Cleaner Scripts for 010 right now.
The Scripts, when finished, will rip through every dat file and remove the Dynamic Shadows stuff. Including the 3D models that are not needed.
I hate doing Units one at a time.
The Scripts will also Clean any type SH3 Mod! They don't care if it's GWX or NYGM.
:D
They will also look for Nonsense Crap and remove it! Like Super Large BS in the Author area of files and worthless divider stuff because a Modder can't remember what a section is for.
:roll:
Anvar1061
03-07-25, 05:37 AM
I would recommend not doing anything with "dynamic shadows". They say they work with the old SH3Controllers.act
Jeff-Groves
03-07-25, 02:39 PM
I don't Mod for SH3 Version 1.
Version 1 was the only version with the Dynamic Shadows controller and also does not have the newer controllers. Been there done that.
:yep:
kyle9154
03-08-25, 07:12 AM
Working on Cleaner Scripts for 010 right now.
The Scripts, when finished, will rip through every dat file and remove the Dynamic Shadows stuff. Including the 3D models that are not needed.
I hate doing Units one at a time.
The Scripts will also Clean any type SH3 Mod! They don't care if it's GWX or NYGM.
:D
They will also look for Nonsense Crap and remove it! Like Super Large BS in the Author area of files and worthless divider stuff because a Modder can't remember what a section is for.
:roll:
Im actually really looking forward to your script as ive hit the 4GB hardcoded limit in the Onealex mod and can't add any more ships to the mod. This script will certainly free up space for me to be able to add more ships in the future.
Bladekill1298
03-24-25, 02:26 PM
any news?
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.