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Maybe this should be a case of "Players vs Modders views",
obviously all the modders play the game, but i would think that the modders would have differing opinions to persons like myself who only play the game and enjoy the great work that the modders have thus far served us with. Me personally, i'm spoilt with all the mods i have been able to receive from these talented people. I enjoy SH 5 just the way it is atm, the graphics, the AI, the polish and sheen is all adding to me enjoying this game. If, and if i stress there was anything that i would like to ask for for SH 5 in the near future it would be like a few of you have mentioned: Crew management. But, i can do without that. It's not interfering with my enjoyment of this game, packed full of modder goodness. |
The game is actually shaping up pretty good now with all the mods. In terms of what I think would need to be adressed:
1. reworked 1939-43 campaign, along the line of RSRDC in sh4 with historical quantity and type of ships. I understand Magnum was interested, but this requires a whole team. 2. additional ships. I understand Privateer, Iambecomelife and others are working on that. 3. dud torpedoes: early war german torpedoes (39-42) had many of the same issues as american ones, but none of that is modeled in the game; 4. wet weather gear for deck crew. Not essential, but would be nice; 5. Crew management is actually not bad in the campaign with the "no magic skills" mod, now that the morale issue has been fixed, although there are still issues (ranks, skills) that need to be addressed; |
Yes offcourse the current crew managment isent making the game unplayable. But i miss the sh-4 style crew managment which gave it a human factor. Also when i,m back in base there is nothing to do. Walk around a bit load torpedo,s slecht a mission thats about it. I miss the captians office where i would take my time to sort out the crew , promotions , and medals and see how crewmembers evolved from a bunch of rookies to a hard-core submarine crew. In sh-5 not having that just took a chunk out of the immersion regarding the crew. I dont like having the same crew all my career and i was quite immersive in sh-4 to have to replace crew members becuase some of them died in an attack.
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For now I just kinda wish there were more "All-Encompassing" mods since a new player coming into SH5 could easily be like "Wtf am I supposed to install?"
Of course there are the two Mega mods but they aren't complete yet so its still kinda "Ehh Is everything installed right? no I need to download this other mod to fix this thing?" Maybe just a sticked thread to suggest what mods to download after the game is installed. |
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Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] Magnum_Opus_v0_0_1 NewUIs_TDC_6_4_0_ByTheDarkWraith FX_Update_0_0_15_BARF_1_3_Full_Fix FX_Update_0_0_15_UHS_Fix FX_Update_0_0_15_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting AirTorpedoes Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith 1 degree bearing RibAr A Fistful of Emblems v1.51 apa albastra pura Black_Skin_albrecht Church's Compass Dials Mod v2.2 - Option Two Church's SHV 1.01 Keyboard Commands v1.1 Church's NavMap v1.0 - Illyustrator's Version Critical hits 1.1 Torpedos EnahncedFunnelSmoke1.2_SH5 EQuaTool 01.01 by AvM - double set - Large plus Flat Style German U-Boat Crew Language Pack Gramophone Grossdeutscher Rundfunk Icebergs v2.4 Lite Campaign with Ice Naights Submaine Textures (internal) v1.2(test) Nauticalwolf's_Torpedo_Textures_v1.2 North Atlantic Green 1.1 nVidia missing lights Officers skin by Naights noir decks Old Style Explosions V1.1 Patch1_Terrain_harbour_flags_Mod_v1_2_1 pescarus mod plane test Progress Bar for Fuel Batt Air CO2 and Push Buttons By Torpedo v1 remove electric torp wake renow_points_0_compatible a fistfull of emblems version_by stoianm SD_MapCourseLine_tiny_arrows_ocred SD_MapLocationNameFix_v1_1 Shadow Improvement Mod SteelViking's Sky Banding Mod Stoianm Scopes 16x9 Torpedo Splash TDC Graphics by Naights v1.0 Trevally Automated Scripts v0.5 Trevally Harbour & Kiel Canal Pilot patch Trevally Tutorials - All v0.2 (for TDW UI) Window_Lights_Redone_V1 Real Environment - Revision (reworked) sobers 3D deck spray mod V7 sobers base sky mechanics V1 sobers realistic hydrophone operator SH5 sobers real trees Stormys dark torpedo body + dark OBS periscope shaft v1 SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy Stormys DBSM SH5 v1.3 optional NavMap babelling Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz Stormys DBSM SH5 v1.3 HOTFIX 3 Unterseeboot II SFX sobers talking conning crew mod stoianm sounds stoianm key commands stoianm blue water and EnvNights compatible Real Environment - Revision convoy sobers base wave mechanics V15 SH5 TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 AIR Missions missions back soan NewUIs_TDC_6_4_0_U-Jagd_Chrono And to make an better ideea what are doing these mods for SH5 i will sugest you to watch some video tutorials from here: http://www.subsim.com/radioroom/show...02&postcount=1 regards |
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I use MO + the patch :up: |
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It occurred to me late last night I’ve got an ailment I can’t control It’s probably not too serious But it affects the stuff I scroll Variety anxiety It pervades my daily ritual Can’t choose between life’s entrees Because they all are quite habitual :D |
Mega-Mods...
Good: Many different mods working together, tested to insure a minimum of conflicts. Bad: One person's idea of what should be there. Just read the SH3 forums to see how it works (or doesn't). First you have Super-Mod of choice, then you have dozens of other mods added on, with the same conflict problems. Then you get complaints: "I'm using your supermod, how come my game crashes?" Then you get "I wish somebody would combine the best of these two (or five) supermods." Then you get modders asking "Whose best? Yours? Mine? Our ideas of what's best aren't necessarily the same. You want Mod A's graphics, Mod B's AI and Mod C's sensors, while I think Mod A's AI is better and Mod D has the best graphics." I'm not knocking Mega-Mods - just the opposite. I love 'em. On the other hand if I could have all the combinations I wanted to try I'd need another terrabyte drive just for Silent Hunter. :D |
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Also, I understand there are currently enormous technical hurdles to overcome with importing new ships, but unless we get some new targets to sink, I don't see much longevity in this title. A complete UI overhaul is need as well, to lose that postmodern feel. I don't necessarily mean the HUD elements, as they've been worked on, but everything from the main menu to the radio message flimsies need to be de-iPhone'd and refactored with the 1940s in mind. There is a nav map mod that addresses that very nicely, and I think we need to see more of those. |
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And all necessary. Must-haves for sure. |
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