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-   -   [REL] MightyFine Crew Mod (https://www.subsim.com/radioroom/showthread.php?t=163591)

winkelmander 05-12-10 05:08 AM

yes that would be great. Dont' like to play withot that Mod!

DerMo 05-12-10 10:45 AM

For me MFCM still works with latest SH5 1.2 patch.Seen no problems so far.
:)
Actually all my mods are still working.De-Installed all mods before patch,installed them again and started next mission from harbour.All fine,i´m a happy SH5 player!
Here my mod list in correct order:

AOTD_RDA_Beta_V1.03
No crosshair
Free Cam Tweak 1.1 - Narrow
Capthelms SH5 Audio Mod
Conus' Graphic Mod 1.0
AilSmoke 1.7
MightyFine Less Annoying Footsteps 1.0
Fix for digits (german speechpack)
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
Old Style Explosions V1.1
Reboot's Water Drips 1.1
Nauticalwolf's Poster Mod
AilClouds 3.0
RealSizeMoon
BRF 1.3 full
BRF 1.1 HP balance
Damage assessment
Haramirs Sensor Mod 1.1
AilClimateZones 1.0
Lite_Campaign_LC_1.2_-_GER
AilBubbles 1.0 Micro
AilRain 1.0
Detailed Caustics 1.0
NDB,NDH OM#1 - No Dialog Indicator

SabreHawk 05-12-10 10:54 AM

Well im now mighty anxious to give this fine mod a go now that the patch has finally arrived. But also feel the need to wait a see if our friend Heretic test's it out to make sure it doesn't undo anything in the patch.
I've no doubt the mod will work, but the real test is if it undoes anything the patch fixes. That I dont want.:03:

In fact im sure most mods do in fact work, but the thing is do they undo anything else.
The patch touched an awful lot of files.

Heretic 05-12-10 11:38 AM

I did a compare of the files the patch changed and they're mostly doing stuff like changing uniforms when crew go on deck - nothing I'm not already doing.

No changes are required to make the mod 1.2 compatable.

SabreHawk 05-12-10 12:36 PM

Aye aye, then in it goes then as I really love what I've seen in your mod.

One thing I've been curious about though, are the animations that your mod does already there in SH5, or did you do them?
If they were already there thats sad that they didn't implement them. Cause it seems like the actual animations as it is dont reflect what one sees in the demos and such.

Thanks so much Heretic, and a gentleman you are!:salute:

Ragtag 05-12-10 12:53 PM

Quote:

Originally Posted by Heretic (Post 1390053)
I did a compare of the files the patch changed and they're mostly doing stuff like changing uniforms when crew go on deck - nothing I'm not already doing.

No changes are required to make the mod 1.2 compatable.

That's great news. Thanks :)

redcoat22 06-01-10 10:34 AM

I guess this is stalled? This was my favorite mod.

Barso 06-01-10 04:04 PM

I hope not,is it?

MattDizzle 06-03-10 01:13 PM

Heretic, or whoever is managing this mod now: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?

I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?

rascal101 06-03-10 05:21 PM

Looking good about time some one did this - was thinking of doing it myself though my skills are minimal - I'd certainly like to see W Clear's Enviro mod added to yourt list

R

Quote:

Originally Posted by MattDizzle (Post 1410634)
Heretic, or whoever is managing this mod now: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?

I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?


MattDizzle 06-03-10 09:54 PM

I have the consent of everyone but W_clear, who hasnt responded, and TheDarkWraith, who said no

SteelViking 06-03-10 10:12 PM

Quote:

Originally Posted by MattDizzle (Post 1411011)
I have the consent of everyone but W_clear, who hasnt responded, and TheDarkWraith, who said no

If you want to add a UI to your community built mega mod, I bet reaper7 would let you use his. You should ask him, and see what his thoughts are on it.

MattDizzle 06-03-10 10:30 PM

I misunderstood, darkwraith said "Wait for 3.0.0 to be bug free", understandably so.

ddrgn 06-03-10 10:48 PM

If I had opinion I would build a super mod around any major sound, interface or graphical mod. Stick to core settings etc and let the user decide some of his own options.

MattDrizzle, did you get my PM?

MattDizzle 06-04-10 11:17 AM

That i did,im dissapointed i didnt beat you to the punch and not sure if i'm gonna go through with my complilation as a result :(

If this mod, Darkwraiths mod and Enviroment 2.2 arent included however, i dont see the point. Those should be boxed with the game as far as i am concerned.

Stormfly 06-04-10 06:49 PM

Quote:

Originally Posted by ddrgn (Post 1411030)
If I had opinion I would build a super mod around any major sound, interface or graphical mod. Stick to core settings etc and let the user decide some of his own options.

MattDrizzle, did you get my PM?

...some sound mods need additional files arround, like the SDL file, commands.cfg, some entrys in sim files for maybe a delay in torp fireing, all together fitting for a more realistic chain of command, or are done to work together with other mods and so on...

...so in my eyes, advanced sound mods are important to add, not liked sounds but simulation uncritical ones could of course changed or changed with sounds fitting in the same way.

The most important reason to create a megamod is to pimp the game to a more realistic, playable but of course more immersive expiriance... at least changes and releases should be most effective and efficient, so why excluding grafics and sounds ?

TheBeast 06-04-10 09:05 PM

Quote:

Originally Posted by Stormfly (Post 1411923)
...some sound mods need additional files arround, like the SDL file, commands.cfg, some entrys in sim files for maybe a delay in torp fireing, all together fitting for a more realistic chain of command, or are done to work together with other mods and so on...

...so in my eyes, advanced sound mods are important to add, not liked sounds but simulation uncritical ones could of course changed or changed with sounds fitting in the same way.

The most important reason to create a megamod is to pimp the game to a more realistic, playable but of course more immersive expiriance... at least changes and releases should be most effective and efficient, so why excluding grafics and sounds ?

Personally, sound mod'ing was the second thing I updated after resetting key bindings in the commands.cfg
One thing that has bothered me in all SH releases is the deisel engine sound. Subs use a high performance deisel enigine. Not some chitty chitty bang bang about to explode rattle trap POS.
So I have to agree Sound MOD updates are very important for the game immersive experience.

P.S. With that said. There is one engine sound missing. The Deisel Engine air intake is on the control trower yet you one hear the engine exhaust from the stern.

kylania 06-04-10 10:04 PM

Quote:

Originally Posted by Stormfly (Post 1411923)
...some sound mods need additional files arround, like the SDL file, commands.cfg, some entrys in sim files for maybe a delay in torp fireing, all together fitting for a more realistic chain of command, or are done to work together with other mods and so on...

That's a problem since a "sound mod" shouldn't really encroach into the territory of a control key mod or u-boat handling mod, but by affecting commands.cfg and torp firing speeds it does just that. Unless the authors are going to spend the time to make sure they work with ever changing versions of various mods, I'm really likely to skip most sound mods. Or if the authors extensively document the changes to those files their mods need. :DL

Stormfly 06-04-10 10:32 PM

Quote:

Originally Posted by kylania (Post 1412070)
That's a problem since a "sound mod" shouldn't really encroach into the territory of a control key mod or u-boat handling mod, but by affecting commands.cfg and torp firing speeds it does just that. Unless the authors are going to spend the time to make sure they work with ever changing versions of various mods, I'm really likely to skip most sound mods. Or if the authors extensively document the changes to those files their mods need. :DL

...and especialy this putting together and update support makes a megamod worthy.

if i would skip those extra files, i would loose much of the potential regarding realism, admosphere and immersion.

TheBeast 06-04-10 10:32 PM

Quote:

Originally Posted by kylania (Post 1412070)
That's a problem since a "sound mod" shouldn't really encroach into the territory of a control key mod or u-boat handling mod, but by affecting commands.cfg and torp firing speeds it does just that. Unless the authors are going to spend the time to make sure they work with ever changing versions of various mods, I'm really likely to skip most sound mods. Or if the authors extensively document the changes to those files their mods need. :DL

Portions of the MOD could list required manual editing in the readme.txt detailing steps to edit subject files so people can keep their key bindings ect. and not overwrite other mods.


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