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-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

GT182 09-13-12 03:59 PM

I've got to do the Blockade first. I've finally secceeded in achieving the 1st two objectives. And it's about time..... 9 reintalls later. :D

Once I've got that out of the way Trevally I will install OHII and see what happens, and let you know.

Silent Steel 09-14-12 03:09 AM

@ GT182
 
Quote:

Originally Posted by GT182 (Post 1933720)
I'd like to get OHII working but hesitate seeing I've already started and have some good mods already in. I just want to make sure this will work and I don't have to start all over again from scratch.

First, just a few suggestions for your mod list;

A Fistful of Emblems v1.51A Fistful of Emblems v1.51 (Weathered)
ALTAC
Accurate German Flags
AMMO_v1.0_SH5_by_Raven_2012
Better Torpedo Graphics v2
1_MCCD_1.04_MFCM_1.2.1_compatible
2_MCCD_1.04Icebergs
GWX Compass Rose Grid for SH5
My Sub VIIC41 for OHII v1.7 v0.5
SteelViking's Interior Mod V1.2
Digital UI Clock 1.2 for SH5-1.2
Critical hits 1.1 Torpedos
Dooms Decks for VIIABC41 1.4
ClimateZones ACS 5.0
Environment 5.0 MOD << I suggest you replace this with Dynamic Environment SH5 v 2.1
Enhanced Ship Recon Manual V1.02
OHII << I suggest you add OHII here
gap - destructible searchlights test 1
Church's SHV 1.01 Keyboard Commands v1.1
Cerberus62 Corrected Depth Charge Projector 1.0 << de-activate, included in OHII
Cerberus62 Historical Ship Equipment 1.3 << de-activate, included in OHII
Enhanced FunelSmoke_by HanSolo78
Height periscope
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
new_KM_binos
No Date & Renown Cost (Original the Beast)
no torp bubbles - fx mod compatable- wamphyri
one ship, one torpedo v1.00a
Naights Submarine Textures (internal) V1.1
No magic skills v1.5
Realistic ammo amount for AA and deck guns
R7 HiRes SteelVikings Optics
Reduced Mission Tonnage v02
RemoveLogoIntroTheDarkWraith
SH5_sobers 3D deck spray mod V7
SH5_Type_7_RR_Tweaks_v0_0_2_byTheBeast
Simple_Fixes_While_Waiting_for_next_patch_v1.0_SH5 _115
sobers no footstep sound mod
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Speech fixes and additions (english version)
Sub_Bubbles_v0_0_2a_ byTheBeast
Haramirs Sensor Mod 1.1
R.E.M_by_Xrundel_TheBeast_1.2
sort of. IX BOAT MOD v1a
Uboat_Snorkel_1_1_0_by_TheDarkWraith_Load Last
Uboat_Snorkel_1_1_0_No_Exhaust_Smoke_TheDarkWraith _Patch
Amanda mod 2
Nauticalwolf's_Periscope_Mod_v1.0
stoianm realistic color exterior mod
BRF 1.3 full << I suggest you replace this with Dynamic Environment
FREE SPECIAL Abilities
Free Upgrades
FREE UPGRADES Patch 1

Besides, you probably know this but you can save various 'Mod Profiles' in JSGME.
Later, if you'd like to modify and try another mod list out and then want to go back to the former (saved) one you can easily just de-activate all activated mods and the load the saved profile.

Like this;

http://www.subsim.com/radioroom/pict...pictureid=5966

GT182 09-14-12 09:53 AM

My thanks for the info and suggestion Silent Steel. :salute: I will do the changes asap.

9thinfSword 09-15-12 09:32 PM

Quote:

Originally Posted by Silent Steel (Post 1934017)
First, just a few suggestions for your mod list;

A Fistful of Emblems v1.51 << de-activate, not needed if you run 'A Fistful of Emblems v1.51 (Weathered)'

Cerberus62 Corrected Depth Charge Projector 1.0 << de-activate, included in OHII


I did some digging since I have AFOE with weathered AFOE and DC projector with OHII full in hopes to trim my soup. I'm sorry I felt the knowledge needed to be shared.

I see no evidence for this claim in the files for these mods already being supported by AFOE and OHII. Unless I'm missing something.:hmmm: Please enlighten if am.

Other claims I can't test as I don't have them in my mod soup


Proof
C:\Ubisoft\Silent Hunter 5\MODS\A Fistful of Emblems v1.51\Data\Textures\TNormal\tex
C:\Ubisoft\Silent Hunter 5\MODS\A Fistful of Emblems v1.51 (Weathered)\Data\Textures\TNormal\tex


C:\Ubisoft\Silent Hunter 5\MODS\OPEN HORIZONS II_full v2\data\Sea
C:\Ubisoft\Silent Hunter 5\MODS\Cerberus62 Corrected Depth Charge Projector 1.0\data\Sea

Silent Steel 09-15-12 11:41 PM

Quote:

Originally Posted by 9thinfSword (Post 1934822)
I did some digging since I have AFOE with weathered AFOE and DC projector with OHII full in hopes to trim my soup. I'm sorry I felt the knowledge needed to be shared.

I see no evidence for this claim in the files for these mods already being supported by AFOE and OHII. Unless I'm missing something.:hmmm: Please enlighten if am.

Other claims I can't test as I don't have them in my mod soup


Proof
C:\Ubisoft\Silent Hunter 5\MODS\A Fistful of Emblems v1.51\Data\Textures\TNormal\tex
C:\Ubisoft\Silent Hunter 5\MODS\A Fistful of Emblems v1.51 (Weathered)\Data\Textures\TNormal\tex


C:\Ubisoft\Silent Hunter 5\MODS\OPEN HORIZONS II_full v2\data\Sea
C:\Ubisoft\Silent Hunter 5\MODS\Cerberus62 Corrected Depth Charge Projector 1.0\data\Sea

:oops: My fault! Guess I'm becoming moronic. :dead:
I'll correct it and notify GT182

Thanks for your heads up. :up:

Silent Steel 09-15-12 11:46 PM

@ GT182 - Please bear with me
 
:-?Thanks to 9thinfSword I have done two changes in you Mod List above.
Please check and activate these two again;

A Fistful of Emblems v1.51 << de-activate, not needed if you run 'A Fistful of Emblems v1.51 (Weathered)'
Cerberus62 Corrected Depth Charge Projector 1.0 << de-activate, included in OHII

To all who possibly believed I was to be trusted - Please accept my excuses for any inconvenience :oops:

Trevally. 09-16-12 04:18 AM

Hi Slilent Steel - you were correct before.
Cerberus62 Corrected Depth Charge Projector 1.0 is not in OHII (It does have his extra ships mod).
OHII and Cerberus62 Corrected Depth Charge Projector 1.0 both use the sea folder so you may get a warning with jsgme, but they will work together without any issue:up:

Silent Steel 09-16-12 06:43 AM

Quote:

Originally Posted by Trevally. (Post 1934879)
Hi Slilent Steel - you were correct before.
Cerberus62 Corrected Depth Charge Projector 1.0 is not in OHII (It does have his extra ships mod).
OHII and Cerberus62 Corrected Depth Charge Projector 1.0 both use the sea folder so you may get a warning with jsgme, but they will work together without any issue:up:


Hmm, just one little question.
You say I was correct before... When?
As Cerberus62 Corrected Depth Charge Projector 1.0 is not in OHII and I told GT182 to 'de-activate, included in OHII' I see it as I was wrong.
Am I missing something? :hmm2:

Trevally. 09-16-12 06:56 AM

Hi SSteel and sorry to add to the confussion.
Cerberus62 Corrected Depth Charge Projector 1.0 & OHII will work together:up:

Silent Steel 09-16-12 06:59 AM

Aaaah, thanks.
I started to think I'm some kind of a retard :o

TheBeast 09-19-12 06:01 AM

Issue's with Weather Station Setup
 
OH II V2.0
- Campaign: Arctic Convoys
- - Mission: PQ/OP Convoys
- - - Objective: Tansport Crew to Bear Island to Setup Weather Station

The Mission Objective marker is no where near Bear Island.
I am unable to launch Crew from Marker area.
I waited at marker for 3 days game time.
If I go to Bear Island I am unable to lauch Crew at island.

Please advise!

THE_MASK 09-19-12 06:17 AM

Surfaced and all stop maybe . I havnt done that one yet .

GT182 09-19-12 09:32 AM

Silent Steel, no problem mate. I trust you and everyone else. You guys know more than I do on these mods. I'm the newbie on the dos and don'ts of using them. Again, I thank you for the help and advice. :salute:

Still haven't gotten OHII in yet to test it. Been busy here at home and still trying to get Blockade of Germany finished. I'm hunting the aircraft carrier now, but haven't found it yet. Date is 12-1-39 and I'm patroling the southern section of the blockade line. Wasn't required but I nailed 2 more battleshiips. Must have hit their ammo magazines as only one torpedo took out each of them. :D

Trevally. 09-19-12 01:17 PM

Quote:

Originally Posted by TheBeast (Post 1936248)
OH II V2.0
- Campaign: Arctic Convoys
- - Mission: PQ/OP Convoys
- - - Objective: Tansport Crew to Bear Island to Setup Weather Station

The Mission Objective marker is no where near Bear Island.
I am unable to launch Crew from Marker area.
I waited at marker for 3 days game time.
If I go to Bear Island I am unable to lauch Crew at island.

Please advise!

Hi TheBeast:salute:

I have checked this mission (script only) and everything looks ok.
The area is 10km radius that you should drop off your supply boat.
Ensure you are inside this area - come to dead stop on surface and goto bridge. You should get an option to launch supply boat.
http://img811.imageshack.us/img811/787/bearisland.jpg

I will add this to my list for checking for the next patch.
Any firther info would help.

Cheers
Trevally:up:

Uhtredarwe 09-19-12 06:30 PM

Alright, I need a bit of help with my JSGME load out as well. This is what I have got and it CTD when I try to start a new campaign.

Magnum_Opus_v0_0_1
Original map colors
Remove Steelvikings shadow mod
NewUIs_TDC_7_1_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_37_ByTheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
Trevally Automated Scripts v0.5
OPEN HORIZONS II_full v2
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
Equipment_Upgrades_Fix_v1_4_byTheBeast



Please help! Thanks from the newbie.


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