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It has mission layers set to load up. The mission layer (playerbases.mis) was already in the campaign folder, but the project file was not telling it to load. The new project file will so we want to update that file only:up: |
thx for that info :)
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First up a big thank you to the team for this fantastic mod. I only got the game a few days back and have been having a blast. I really appreciate all the hard work that folks have been putting into making these mods for the community.:salute:
I've been having two issue and wonder if I've missed some important thing regarding Open Horizons 2 or maybe my mod order (I suspect the latter though I have spent so much time reading about different mod versions and load lists my head is spinning). The first issue is that I'm often not getting credit for sinking some ships. I just sank a Cimmaron tanker then shortly after a troop transport I think it was a SteelViking Big Modern. Both went down but nether triggered the sinking ship marker on the map or left a note in my log. Other ships in their respective convoys did count. The other issue is that although my patrol mission states that I need to sink 20,000 tons of shipping - South Western Approches (Yes I'm that new). The white bar seems to be filling up as if I had to sink the 100,000 as in the unmodded patrol orders. I'm sure I've just done something silly but would greatly appreciate any assistance. Thanks #My Mod List# Shadow Improvement Mod nVidia missing lights NewUIs_TDC_6_6_0_ByTheDarkWraith Manos Scopes-patch for 8x5 FX_Update_0_0_16_2_ByTheDarkWraith SteelViking's Interior Mod V1.2 Critical hits 1.1 Torpedos Critical hits v 1.2 EQuaTool 01.01 by AvM - Kriegsmarine Regular Style IRAI_0_0_30_ByTheDarkWraith MightyFine Less Annoying Footsteps 1.0 OPEN HORIZONS II OH II and Light Campaign Radio Messages Equipment_Upgrades_Fix_1_2_byTheBeast Dynamic Environment SH5 Basemod (normal ) V2.1 Dynamic Environment SH5 Sounds V2.1 Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environment SH5 Sleet For Winter Campaigns V2.1 Dynamic Environment SH5 Waves (normal version) V2.1 Dynamic Environment SH5 Undersea (temperate and polar) V2.1 Dynamic Environmental SH5 Shallow Waters V2.1 Dynamic Environment SH5 Shallow Waters V2.1 Patch |
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Seems the only place its being noted is in the captains log. My patrol tonnage wasn't credited, no marker was added to the map and no info being written to the message log in the bottom right corner of the screen. Other ships like the Hog Island freighters that were in the same convoys reported normally with markers/messages and tonnage credited. Strange behaviour indeed. :88) |
Hi zebidie,
I am glad you are enjoying SH5 I have also noticed that sometimes the new ships do not show as a kill on the map. I did think that they counted towards the objectives:hmmm: Re: campaign objectives - here is how they work. This image shows the objectives for the part you are on. http://img830.imageshack.us/img830/6281/objectives.jpg This shows the conditions required to count towards the objectives. Target Identification - sets where you can sink target ships. Note, they can be from one port to another or in the set map zone. Here is the set map zone http://img695.imageshack.us/img695/2...uthwestern.jpg When this is looked at in you game it looks like this http://img695.imageshack.us/img695/9753/maparea.jpg The ship you talk about is here in the roster:- [UnitClass] ClassName=NPL_Hap UnitType=103 AppearanceDate=19390516 DisappearanceDate=19470101 DisplayName=AOTDMM/Stormfly/SV Big modern Passangership Note it is a unit type 103 It can also be seen in the roster names.cfg:- NPL_Hap=AOTDMadMax/Stormfly/SteelViking Big modern Passangership Also from the roster file is the unit type:- ;Merchant ships Type100=Replenishment Type101=Tanker Type102=Cargo Type103=Troop Transport Type104=Coastal Vessel Type105=Life Raft Type106=Survivor ;Type107=Rare Tanker Type107=Z ships Type108=Rare Cargo ship Type109=Rare Troop Transport Type110=Environmental So you can see that it is a trooptransport (103) and listed as a legit target for that objective as long as it is within the map circle or from one of those nodes. |
This mod looks absolutely fantastic, will it work with Magnum Opus? :salute:
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Thanks for taking the time to do such a detailed post Trevally!
Sadly I dont think that was the issue as I was well within the mission area on both occasions. I went back to my saves to check and took screenshots: Cimarron Tanker http://img228.imageshack.us/img228/3/tankerv.th.jpg Troop Ship http://img33.imageshack.us/img33/1218/troopship.th.jpg Just to test I resank both convoys and this time they left sinking markers and messages in the log. Maybe closing down the game and reloading it helped. The tonnage counter didnt update though, even after sinking 40,000 tons of shipping in the designated area by the end of the patrol the bar only filled up about 20%. Maybe the issue has nothing to do with the OH2 Mod and I dont want to derail this thread with my ramblings. Could you PM me if there are any glaring mistakes in my mod soup? |
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Install OH II last in your mod list:up: |
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Yes - it looks like this needs more testing. Im not sure this is anything to do with OH II, as you suggest. Could be something with the new save sunk ships in TDWs UI:hmmm: Re:mod list. Quote:
You should check TDWs sound editor and check this Sh.sdl :up: |
I tried OHII full again with the remove dolphins etc patch and i'm getting ok framerates (down to 24-27 in kiel but i can live with that) but the imported ships are bobbing up and down in the water too much and i get a reproducible ctd everytime i approach the kiel harbour entrance (just past the lighthouse)
This is my mod loadout...if there are any glaring problems, please let me know Generic Mod Enabler - v2.6.0.157 [E:\Ubisoft\Silent Hunter 5\MODS] d3d_antilag101 A Fistful of Emblems v1.51 Magnum_Opus_v0_0_1 Original map colors Equipment_Upgrades_Fix_1_2_byTheBeast stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast Compatible Conus00's Graphic Mod+SV's work SH5Lifeboats_2.0 German U-Boat Crew Language Pack FX_Update_0_0_16_2_ByTheDarkWraith Old Style Explosions V1.1 OPEN HORIZONS II IRAI_0_0_30_ByTheDarkWraith Dark_Interior_V1 Depth_Dependent_Hydrophone_1.0.0 TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Torpedo Splash Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 HOTFIX 3 Stormys_DBSM_SH5_v1.3_optional_scary_creaks NewUIs_TDC_6_6_0_ByTheDarkWraith Manos Scopes-patch for 16x9 NewUIs_TDC_6_6_0_Das_Boot_Crew_Mod_by_Illyustrator NewUIs_TDC_6_6_0_ERM_Reaper7_NightVision_Black_Ski n Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot patch Trevally Tutorials - All v0.2 (for TDW UI) AOB slide ruller for TDW UIs and MO by stoianm EQuaTool 01.01 by AvM - Large Style Grossdeutscher Rundfunk Enhanced FunelSmoke1.2_by HanSolo78 NewUIs_TDC_6_6_0_New_radio_messages_German OH II and Light Campaign Radio Messages Sh5EnvModGold stoianm EnvNights for MO Remove mines-ice-dolphins from OH II full Remove Flare Fix Please note OHII lite works with no CTD's of any kind but the erratic imported ship behavior is still present REALLY confused now about OHII, TDW's New ui's and Irai order.....i put them in the order stated in the OHII thread but you seem to be saying the post before mine is ok with Irai before OHII????? |
It must be mods because i have restarted the campaign (Yes new campaign , not just in port ) over 10X and no ctds . Try putting OH2 just before Remove mines-ice-dolphins from OH II full and start a new campaign .
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Try changing your mod list as green above. Can you post a SS of the map view where the CTD happens. @Obelix - is this the same issue you asked about. RE: imported ship behavior What you discribe here is odd as the light version has no imported ships. The no ctd with light, suggests that the issue is ship related and not campaign. |
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@parazaine - moving it to where sober suggests would be best |
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