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-   -   [REL] Open Horizons II (old thread) (https://www.subsim.com/radioroom/showthread.php?t=182964)

BigBANGtheory 07-09-11 04:29 AM

Could you notify the player then make victory a condition of being docked?

Zedi 07-09-11 08:20 AM

The campaign has no such an objective. Only tonnage, ships or escort.

Only solution is what Trevally said, to make a extra objective that will never get complete and then the campaign end by date. But then we need to rework the campaign system so there will be no conditions to start a campaign. For example now you cant start Op Drumbeat if Distant Waters is not victorious.

Stew U-582 07-09-11 06:46 PM

Quote:

Originally Posted by Trevally. (Post 1699926)
Hi Stew,

Good story:yeah:

This is also a concern of mine.
It had happened to me many times as I have finished the whole campaign 3 times:D. You may also note that when this happens, you do not get any renown points for the whole patrol either.

This happens when you achieve enough points to gain a decisive victory.
To stop this happening we need to re-work the conditions for this victory.

@Zedi - thoughts?

Thanks ,

Im glad you enjoyed the story , I was worried it was a bit long winded
but its good to hear Im not alone and it sounds like you guys have
some good ideas to fix the problem.

Stewy

Zedi 07-10-11 08:43 AM

Finally its done and we released a public test version of the new campaign mod, check post no. 1. Trevally was so kind and packed up a light version where ONLY the campaign objectives are changed and also added the last 2 campaign. The light version is intended for those who find hard to play the main mod because of the fps loss caused by the new units and traffic.

Have fun, report bugs and errors. :salute:

Sodbrenner 07-10-11 11:39 AM

found a bug

cant chat with the radio guy in "the final years"

http://img835.imageshack.us/img835/6...0710181712.png

Jester_UK 07-10-11 12:03 PM

If I install this mod do I have to start over from the start of the war?

I'd love to try it out but I'm only a couple of weeks short of finishing the first campaign. Can I finish that and then install this mod, then carry on with the 2nd campaign?

Other questions:

Apart from TDW's UI mod, is it also compatible with IRAI and Magnum Opus?

Did I read the first post right in that this mod includes the imported ships mod?

Are there any mods this one is specifically incompatible with?

Thanks

Trevally. 07-10-11 12:10 PM

:doh: I have just fired 4 torps at a pod of dolphins:88)

Kumando 07-10-11 02:01 PM

Heading out of kiel for my first mission and the ships are all grey, they all loke the same colorless, is this normal?

Sbygneus 07-10-11 02:12 PM

Do we need Lite Campaign LC 1.2 mod after installing Open Horizons II?
I mean does Open Horizon reduce required tonage itself?

Magic1111 07-10-11 02:17 PM

Quote:

Originally Posted by Sbygneus (Post 1701485)
Do we need Lite Campaign LC 1.2 mod after installing Open Horizons II?
I mean does Open Horizon reduce required tonage itself?

Yes, good question ! :up: I want to know this too !

Best regards,
Magic

Trevally. 07-10-11 02:25 PM

Quote:

Originally Posted by Sbygneus (Post 1701485)
Do we need Lite Campaign LC 1.2 mod after installing Open Horizons II?
I mean does Open Horizon reduce required tonage itself?

No - no need for Lite campaign.
Tonnage levels are low.
ALL campaign objectives have been changed.

Magic1111 07-10-11 02:32 PM

Quote:

Originally Posted by Trevally. (Post 1701492)
No - no need for Lite campaign.
Tonnage levels are low.
ALL campaign objectives have been changed.

Okay, thanks Trevally for information !!!! :up:

Best regards,
Magic

Trevally. 07-10-11 02:36 PM

Quote:

Originally Posted by Jester_UK (Post 1701402)
If I install this mod do I have to start over from the start of the war?

Yes - new career

I'd love to try it out but I'm only a couple of weeks short of finishing the first campaign. Can I finish that and then install this mod, then carry on with the 2nd campaign?

This mod must have a new career to start.

Other questions:

Apart from TDW's UI mod, is it also compatible with IRAI and Magnum Opus?

Yes - order of install:-

MO
FX
IRAI
OH II
TDW UI 6.6.0

OH II & OH II Light can go anywhere after MO and FX

Did I read the first post right in that this mod includes the imported ships mod?

Yes - it is in there

Are there any mods this one is specifically incompatible with?

Any mod that changes the campaign files.

note: All of TDWs mods will work with this one. FX must be before OH II
Note2:If you use stromys sounds - install them BEFORE OH II

Thanks

See green:up:

Jester_UK 07-10-11 02:39 PM

Thanks for the quick response Trevally. That covers everything I needed to know. Looking forward to trying this out. Many thanks!! :salute:

Trevally. 07-10-11 02:41 PM

Here is my mod list:-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
antilag
MightyFine Crew Mod 1.2.1 Alt w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
SteelViking's Interior Mod V1.2
German U-Boat Crew Language Pack
Dynamic Environment SH5 Basemod (normal ) V2.0
Equipment_Upgrades_Fix_1_2_byTheBeast
FX_Update_0_0_18_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
OPEN HORIZONS II
IRAI_0_0_32_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
EQuaTool 01.01 by AvM
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.6
Trevally Scopes 8x5
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
stoianm key commands
NewUIs_TDC_6_6_0_U-Jagd_Chrono
OH II and Light Campaign Radio Messages
NewUIs_TDC_6_6_0_Real_Navigation
Trevally underwater

tonschk 07-10-11 03:30 PM

:DL :rock: @Zedi :yeah: :salute:

tonschk 07-10-11 03:38 PM

Hello Trevally :DL, please can you tell me how you have IRAI_0_0_32_TheDarkWraith, when the available version is IRAI_0_0_30_TheDarkWraith ?, thank you for the answer :salute:

Stormfly 07-10-11 03:43 PM

Quote:

Originally Posted by Trevally. (Post 1701503)
Note2:If you use stromys sounds - install them AFTER OH II
See green:up:

Hi Travelly,

it seams you mismatched something here, i admit that OHII`s SDL file is based on my SDBSM SH.sdl file, completing it with the liveboats and new OHII sounds like Bell Rings, iceberg and sea live sounds. Not shure but if my SH.sdl was adopted completly (including SDBSM's range and volume settings for other sounds), then you have to enable SDBSM BEFORE OH II

...otherwise, you would loose sea live, bell rings and Iceberg sounds.

Magic1111 07-10-11 03:49 PM

Zones.cfg
 
Hi !

Short question: File "Zones.cfg" is in conflict with TDW´s FX_Update_MOD. Is it correct, that I let the "Zones.cfg" from this MOD override the File from FX_Update_MOD ? Means, I enable this MOD AFTER FX_Update_MOD, correct ?

And for what is in this MOD a "Zones.cfg" ?

Best regards,
Magic:salute:

Trevally. 07-10-11 03:53 PM

Quote:

Originally Posted by Stormfly (Post 1701556)
Hi Travelly,

it seams you mismatched something here, i admit that OHII`s SDL file is based on my SDBSM SH.sdl file, compleding it with the Liveboats and new OHII sounds like Bell Rings, Iceberg and seal live sounds. Not shure but if my SH.sdl was adopted completly (including SDBSM's range and volume settings for other sounds), then you have to enable SDBSM BEFORE OH II

...otherwise, you would loose sea live, bell rings and Iceberg sounds.

Yes you are right Stormfly

I made this same mistake with Ruby2000 and Ustahl when they were testing it:doh::D

I will edit the post above.
Thanks Stormfly:up:


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