SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   OH II support (https://www.subsim.com/radioroom/showthread.php?t=185409)

Stormfly 07-16-11 09:40 AM

Quote:

Originally Posted by Trevally. (Post 1706042)
As ustahl reported - there are no docked ships in Brest harbour for the campaign "Black Pit"

See here for the fix.:up:
Download fix here

Install after OH II (full) using JSGME

...you only delivered the project file, is it nessesary to open the editor and save the project (Black Pit`s mission files are all generated new then) or isnt that nessesary... i ask because for the enviroment options you delivered a mission file.

Trevally. 07-16-11 09:48 AM

Quote:

Originally Posted by Stormfly (Post 1706176)
...you only delivered the project file, is it nessesary to open the editor and save the project (Black Pit`s mission files are all generated new then) or isnt that nessesary... i ask because for the enviroment options you delivered a mission file.

When a campaign loads - it is controlled by the project file.
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:

Stormfly 07-16-11 10:05 AM

thx for that info :)

zebidie 07-16-11 11:33 AM

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

TheDarkWraith 07-16-11 11:39 AM

Quote:

Originally Posted by zebidie (Post 1706239)
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.

How are you determining that you're getting credit for them? What does your captain's log say (click the captain hat in the top right lower bar)

zebidie 07-16-11 12:04 PM

Quote:

Originally Posted by TheDarkWraith (Post 1706242)
How are you determining that you're getting credit for them? What does your captain's log say (click the captain hat in the top right lower bar)

Thanks for the reply TheDarkWraith.
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)

Trevally. 07-16-11 02:26 PM

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.

0rpheus 07-16-11 03:16 PM

This mod looks absolutely fantastic, will it work with Magnum Opus? :salute:

zebidie 07-16-11 03:40 PM

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?

Trevally. 07-16-11 04:48 PM

Quote:

Originally Posted by 0rpheus (Post 1706361)
This mod looks absolutely fantastic, will it work with Magnum Opus? :salute:

Yes, it should work with MO.
Install OH II last in your mod list:up:

Trevally. 07-16-11 04:57 PM

Quote:

Originally Posted by zebidie (Post 1706378)
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

Troop Ship

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?

Thanks for this feedback zebidie.
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:

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 **this may stop the nav buoy bell, dolphine and ice sounds**
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
Your list looks ok with only a possible sound issue.
You should check TDWs sound editor and check this Sh.sdl
:up:

parazaine 07-16-11 05:08 PM

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?????

THE_MASK 07-16-11 05:14 PM

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 .

Trevally. 07-16-11 05:20 PM

Quote:

Originally Posted by parazaine (Post 1706425)
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<<<OPEN HORIZONS II after this
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

Thanks parazaine:salute:

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.

Trevally. 07-16-11 05:22 PM

Quote:

Originally Posted by sober (Post 1706428)
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 .

Thanks Sober:salute:

@parazaine - moving it to where sober suggests would be best


All times are GMT -5. The time now is 02:50 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.