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-   -   MMM - MyMegaMod (https://www.subsim.com/radioroom/showthread.php?t=192236)

nonpollolike 03-11-12 02:03 AM

My review after 8 hours gameplay:

Using:

MMM 0.4 AIO
No magic skills 1.5 MMM 0.4

* CTD's are thing of the past. Long sessions with no CTD :up:, now I can enter scapa etc. I can save mission and load witout CTD aswell :up:, no need again the workaround of loading Autosave enter base mission before. :up:

* finally I am enjoying SH5, still some issues with hydrophone but that's nothing to do with the mod :)

* I had to overwrite the tools files, Pedrobas I think you might want to have a look at this, I start always from a frsh install and carefully wiping all leftover files and always have that problem with the offset of the tools. Overwriting your MMM by adding equatoools ontop of it, problem solved.

* as it has been said, to recover the SOAN, I enabled it in options AND, as TDW said, deleted the page* dragabbles from main folder.

Definitely I recommend this pack for people in my situation. I bought SH5 two weeks ago and was about to give up because I had not the time to read all the tweaks you need to put all the mods together. I can guess the number of hours Pedro put into it for us, so my cumpliments. That would have been impossible without the work of the modders, so my cumpliments for them too.

:sunny:

eviljezza 03-11-12 02:07 AM

Ok I'm going to play vanilla sh5 and do the tutorial properly and not skip it by changing the notepad and see how I do then.

pedrobas 03-11-12 03:53 AM

Quote:

Originally Posted by nonpollolike (Post 1853361)
* I had to overwrite the tools files, Pedrobas I think you might want to have a look at this, I start always from a frsh install and carefully wiping all leftover files and always have that problem with the offset of the tools. Overwriting your MMM by adding equatoools ontop of it, problem solved.

:sunny:

Found the problem, with this, i messed up something when i removed Equipment upgrades from MMM p3. Fixed for next version.
If you want to fix it yourself so you donīt have to use the "EQuaTool 01.01 by AvM - Large Style" mod is very simple:

1-Unenable the mods.

For MMM p3 Base Mod v0.4 and MMM AIO: go to data\menu\mousecurs and delete these 3 files:

-LineExt.dds
-ProtractorExt.dds
-SquareExt.dds

2-Enable the mods again, but donīt use "EQuaTool 01.01 by AvM - Large Style" this time

Thatīs it.
Sorry for inconvenience.

nonpollolike 03-11-12 05:46 AM

Quote:

Originally Posted by pedrobas (Post 1853390)
Found the problem, with this, i messed up something when i removed Equipment upgrades from MMM p3. Fixed for next version.
If you want to fix it yourself so you donīt have to use the "EQuaTool 01.01 by AvM - Large Style" mod is very simple:

1-Unenable the mods.

For MMM p3 Base Mod v0.4 and MMM AIO: go to data\menu\mousecurs and delete these 3 files:

-LineExt.dds
-ProtractorExt.dds
-SquareExt.dds

2-Enable the mods again, but donīt use "EQuaTool 01.01 by AvM - Large Style" this time

Thatīs it.
Sorry for inconvenience.

Thanks for checking and solution. i am enjoying now the sim a lot thanks to you.

pedrobas 03-11-12 05:56 AM

Quote:

Originally Posted by nonpollolike (Post 1853419)
Thanks for checking and solution. i am enjoying now the sim a lot thanks to you.

Me alegro!!:up:

Herr Trigger 03-11-12 07:41 AM

Pedrobas, excellent work, I had the majority of the included mods running as seperate entities previously, the big advantage of using your mod is the big decrease in loading time.
One fault I have found though is on getting a celestial or dead reckoning fix from the nav. officer it is marked well of course on the map. Obviously I can take bearings from landmarks and move map position but when well out to sea I'm never confident of the reported position.
Any ideas?
Regards,
H.T.

pedrobas 03-11-12 07:52 AM

Quote:

Originally Posted by Herr Trigger (Post 1853456)
Pedrobas, excellent work, I had the majority of the included mods running as seperate entities previously, the big advantage of using your mod is the big decrease in loading time.
One fault I have found though is on getting a celestial or dead reckoning fix from the nav. officer it is marked well of course on the map. Obviously I can take bearings from landmarks and move map position but when well out to sea I'm never confident of the reported position.
Any ideas?
Regards,
H.T.

Sorry i donīt get what you mean. Can you explain better, please?

muhomor1971 03-11-12 08:01 AM

I'm getting a weird bug when I activate p3 - tdw UI v0.3

Whenever I hit submerge the boat it warps me to the periscope and raises it to full, the same happens when I hit surface the ship. Kinda cool being on the deck at 100m underwater...but not all that effective.

Sepp von Ch. 03-11-12 08:06 AM

Downloading v0.4. Your megamod si better nd better pedrobas. Thank you! Looking forward to part 6 full version of MTNS and ohII and then I will start my campaign.

Herr Trigger 03-11-12 08:14 AM

Certainly, when in navmap, I request celestial or dead reckoning position fix from the Nav Officer (using Real Navigation). The calculated result is placed on the Navmap but is in the wrong position. I know this because when leaving port i.e. Wilhelmshaven i get a fix and position shows outside of the harbour about 135 deg. starboard when I am in fact adjacent to the lighthouse. If you get my drift !
b.t.w. It's not a problem or complaint, I can live with it, just wondered if anyone else has similar issue.
Regards,
H.T.

pedrobas 03-11-12 08:20 AM

Quote:

Originally Posted by Herr Trigger (Post 1853469)
Certainly, when in navmap, I request celestial or dead reckoning position fix from the Nav Officer (using Real Navigation). The calculated result is placed on the Navmap but is in the wrong position. I know this because when leaving port i.e. Wilhelmshaven i get a fix and position shows outside of the harbour about 135 deg. starboard when I am in fact adjacent to the lighthouse. If you get my drift !
b.t.w. It's not a problem or complaint, I can live with it, just wondered if anyone else has similar issue.
Regards,
H.T.

Iīll check it, but i didnīt change anything in there.:hmmm:

Trevally. 03-11-12 08:27 AM

There are default error setting built into the nav fixes within TDWs UI settings.
You can change these with the options editor.
They are in two parts - the first is Celest error - this is distance.
The second in DeadRec and is a % error from the last celest fix.

pedrobas 03-11-12 08:27 AM

Quote:

Originally Posted by muhomor1971 (Post 1853466)
I'm getting a weird bug when I activate p3 - tdw UI v0.3

Whenever I hit submerge the boat it warps me to the periscope and raises it to full, the same happens when I hit surface the ship. Kinda cool being on the deck at 100m underwater...but not all that effective.

You can configure that via the TDW options.

bart 03-11-12 08:34 AM

Quote:

Originally Posted by eviljezza (Post 1853360)
Ok I have just MMM left and it crashed again when getting close to Kiel.

I get CTD when leaving Kiel, or on load up a second after the bunker screen appears. I get this if I use MMM 0.4 AIO or MMM in parts but only if I install 6.2.....if I use 6.1 all is well and very stable. I've even tried 6.2 and part 7 as was mentioned earlier in the thread, but the problem persists. This was also done on a fresh install of sh5, so.....I dunno!!

It's not a memory problem as I have 4gb video and 16gb ram.

pedrobas 03-11-12 08:43 AM

Quote:

Originally Posted by bart (Post 1853476)
I get CTD when leaving Kiel, or on load up a second after the bunker screen appears. I get this if I use MMM 0.4 AIO or MMM in parts but only if I install 6.2.....if I use 6.1 all is well and very stable. I've even tried 6.2 and part 7 as was mentioned earlier in the thread, but the problem persists. This was also done on a fresh install of sh5, so.....I dunno!!

It's not a memory problem as I have 4gb video and 16gb ram.

In MMM AIO i included p6.2 and even some more ships. In next release iīll do different, since AIO will be only till p6.1, p6.2 and p6.3 will be just smaller addons, not complete parts like now.

bart 03-11-12 08:46 AM

Quote:

Originally Posted by pedrobas (Post 1853480)
In MMM AIO i included p6.2 and even some more ships. In next release iīll do different, since AIO will be only till p6.1, p6.2 and p6.3 will be just smaller addons, not complete parts like now.

Ok thanks for the info pedro. :up:

peebee 03-11-12 09:13 AM

Hi Pedrobas and guys,
After removing MMM pt6.2 which wasn't required see below:-
[C:\Ubisoft\Silent Hunter 5\MODS]
Antilag
GramophoneShuffler
Grossdeutscher Rundfunk
Radio Deutschland
Radio USA
MMM v0.4 Base Mod
MMM p6.2 - Base Mod v0.4 not required is in MMM v4 AIO Base Mod
Manos Scopes-patch for 8x5
sobers see thru wake fix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
smaller flags for Warships 1_0b
No magic skills v1.5 MMM v0.4 compatible
Date & No Renown Cost

I went to this soup
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Antilag
GramophoneShuffler
Grossdeutscher Rundfunk
Radio Deutschland
Radio USA
MMM v0.4 Base Mod
Manos Scopes-patch for 8x5
sobers see thru wake fix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
smaller flags for Warships 1_0b
No magic skills v1.5 MMM v0.4 compatible
Date & No Renown Cost


I immediatly had problems with CTD in bunker so I did a clean install to clear any left over Pt 6.2 files and reapplied my mods as above without Pt6.2 and all wass well.
I then wanted to apply dark interior v1 because I was not keen on the interior appearance. All seemed well until I tried to teleport from the bridge to the hydo station (or any other station inside the boat) what happens then is my view goes to external camera which then moves backwards to a point behind and above the boat. I have had this problem before in earlier mod soups I have tried before Pedrobas MMM. I find if I walk down and descend the ladder to the attack scope I can then teleport to other stations. But if I again try to teleport from the bridge the same fly away external camera view. I removed the mod from my soup restarted and all is well. This is the location in my soup I had the dark interior:-
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Antilag
GramophoneShuffler
Grossdeutscher Rundfunk
Radio Deutschland
Radio USA
MMM v0.4 Base Mod
Manos Scopes-patch for 8x5
Dark_Interior_V1
sobers see thru wake fix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
smaller flags for Warships 1_0b
No magic skills v1.5 MMM v0.4 compatible
Date & No Renown Cost
========================================
Can anyone advise on this as I like the darker interior.
Just to be a bit picky I also prefered the grey/green colour of the sea in MMM V3 to the blue colour of the sea in MMM V4, also in V4 when on the bridge in daytime the colours look washed out as if the gamma has been turned up, is this the effect of a different shader mod ???
Much respect Peebee

Navuhodonosor 03-11-12 10:05 AM

Quote:

Originally Posted by peebee (Post 1853496)
========================================
Can anyone advise on this as I like the darker interior.
Just to be a bit picky I also prefered the grey/green colour of the sea in MMM V3 to the blue colour of the sea in MMM V4, also in V4 when on the bridge in daytime the colours look washed out as if the gamma has been turned up, is this the effect of a different shader mod ???
Much respect Peebee

:hmmm::hmmm:
I had similar thing in previous build,did you tried to load autosave from base when you start game and then after that your campaign save? It helps
:salute:

peebee 03-11-12 10:24 AM

Hi, Thanks for your reply. Yes I do That also if I try a mod and get CTD I remove all mods then re apply the "good" mods, I also reboot to clear all.

Peebee

eviljezza 03-11-12 10:49 AM

Hi Pedro, I found out what was causing my crash, and it's the Mission "Baltic Operations"

Even though you change the .cfg file to say that you've completed the training and you skip it, Batlic Operations is still actually the tutorial mission even though you skip it and hence the crash when returning to Kiel.

Maybe add that in the OP?


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