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-   -   [REL] Trigger Maru Overhauled Update BH (https://www.subsim.com/radioroom/showthread.php?t=250635)

Captain Wreckless 05-07-22 06:56 PM

Quote:

Originally Posted by Mad Mardigan (Post 2807614)
Believe, if I am recalling it rightly... after just having finished reading the v2 read me, on that aspect...

It is a work from vickers03, that is a combi of a couple of different sound mixes from vickers03, done up into 1 add in mod for this particular mod set up.

Much thanx to vickers03 for his work in updating/upgrading this mod set.


Would like to humbly say, much appreciation for the honorable mention, at the end, for My wee... small... teeny tiny... part in helping with this latest update.

It was My extreme pleasure in the process for updating/upgrading TMO v2.5, to date... :shucks:

Would also want to add My own appreciation to the others, who also helped, as well.... & to Bubblehead1980, for his work in bringing this all about... & a nod of appreciation to, of course Ducimus, the original creator of TMO & those that worked with them in bringing about TMO, to begin with.

:Kaleun_Cheers: :Kaleun_Thumbs_Up: :Kaleun_Applaud: :Kaleun_Wink: :Kaleun_Salute:





:Kaleun_Salute:


M. M.


I was using the EAX sound mod before and that is why I asked. Comparing the files they appear identical date wise and such. I just didn't want to use it if it was incorporated into the new TMO mod addons.


BH, thanks for the honorable mention. Glad to have helped.

Bubblehead1980 05-07-22 07:12 PM

Quote:

Originally Posted by Captain Wreckless (Post 2807605)
Looks like you incorporated the EAX Sound Sim SH4 mod into the EAX Clang Splash Dud mod. Is that correct?


Yes, EAX sSound Sim Clang Splash Dud contains EAX Sound sim. This is one custom package for the TMO Update. This was done to resolve conflicts and avoid having to activate several different mods. Just need this one mod per install order in the README

Rhodes 05-08-22 09:32 AM

Already enable the new version and etc. But (dont be mad at me:D) loaded the campaign that I was playing with the previous version.

The type 23 torpedo costs 500 renown now, I think that was 0 in the previous, correct?

Mad Mardigan 05-08-22 12:26 PM

Quote:

Originally Posted by Rhodes (Post 2807663)
Already enable the new version and etc. But (dont be mad at me:D) loaded the campaign that I was playing with the previous version.

The type 23 torpedo costs 500 renown now, I think that was 0 in the previous, correct?

Ahoy, Rhodes... :Kaleun_Cheers:

From the read me, TMOverhauled v2.5 BH edition v2:

Installation:

This mod is for SH 4 v1.5 only.

Suggest a totally fresh/clean install of SH 4 and starting new campaign.



meaning, the previous version, campaign... is to be squashed... & a new career started... period.

Believe, therein, lies your problem... you did NOT start a new career.


This is even mentioned with other mod sets, cause... work done in newer release versions... are NOT compatible, with what has been released that is newer.

Just... take it with a grain of salt & scrap the old career... or if you still have v1, kicking about... play both versions, just making sure to keep their game saves, separate.

That is, if you have the space to do so... just a suggestion.



Hope this helps, clarify things.... :shucks:




:Kaleun_Salute:


M. M.

Bubblehead1980 05-08-22 01:02 PM

Quote:

Originally Posted by Rhodes (Post 2807663)
Already enable the new version and etc. But (dont be mad at me:D) loaded the campaign that I was playing with the previous version.

The type 23 torpedo costs 500 renown now, I think that was 0 in the previous, correct?


Well, its up to you but you are putting your career at risk, risk of wasting a lot of time to eventually get CTD corrupted files etc. Best to just do a fresh install and career, at some point it will get ya. Even if get lucky, certain things in V2.0 will not function properly running with a V1.0 career, because of changes in the mod, so you will be missing out on things. Really bad idea, but up to you.


I am on a patrol so cant look at the moment but if I recall, MK 23 torpedo was made to cost renown when first introduced.


There is a bug in the game that no matter what date I set, sometimes the MK 23 (occasionally others) is available way too early as mentioned in the readme. To counter this I made them expensive in case offered early and very defective. They can also cause CTD as explained in readme if equipped before October 1943.

After they do cost for a period of time if I recall when first introduced, they become free eventually. I forget dates bu believe in January 1944 they drop to 0.


MK 23 in TMO is exactly the same as 14 (as it as in real life) minus the magnetic detonator (MK 23 was produced after they were deactivated ) or long range function (long range setting rarely used in early war, so was deemed not necessary, but became needed in later war so MK 14 became favored, MK 23's were modified into MK 14 or scrapped for parts).

Niume 05-08-22 01:52 PM

The amount of fishes personally for me it's too much.

Mad Mardigan 05-08-22 02:08 PM

Odd, cause for me... is hardly any, which... is fine.

Though, I do know... results, just as with mpg per vehicles, will wildly vary... from 1 computer set up, to another.

Bubblehead1980 05-08-22 02:15 PM

Quote:

Originally Posted by Niume (Post 2807710)
The amount of fishes personally for me it's too much.


Well, better than the empty lifeless ocean before. I just added the mod, not the creator. Excellent bit of work though in my opinion. If bothers you that much, I'll see about making a mod to remove the sea life. Does it bother you that much ? lol

Rhodes 05-08-22 02:47 PM

Please,do not get me wrong. I know that one should start a new career and even a fresh installation. The first is easy and will do in futures campaigns.
The second,after so many times installing the game when trying to get the game to work on win 11.
My question was more about memory,since I think that the type 23 was 0 renown cost. One thing that I did though,when seeing for the first time ,on V1.0, that's nice.
I was not pointing out any bug. I only played yet a few minutes.

Bubblehead1980 05-08-22 04:19 PM

Quote:

Originally Posted by Rhodes (Post 2807720)
Please,do not get me wrong. I know that one should start a new career and even a fresh installation. The first is easy and will do in futures campaigns.
The second,after so many times installing the game when trying to get the game to work on win 11.
My question was more about memory,since I think that the type 23 was 0 renown cost. One thing that I did though,when seeing for the first time ,on V1.0, that's nice.
I was not pointing out any bug. I only played yet a few minutes.


Okay, I was able to look at it and def made a error. Did not intend for MK 23 to cost 500 during that time period. Thanks for asking/pointing it out.

I have corrected it to cost 150 from time of its introduction in Oct 1943 until Jan 44, then it becomes fre. Mod is included at link below, install via JSGME. There is another mod in with it to remove sea life, discard if do not want to use it.

https://www.mediafire.com/file/32dq3...+V2.0.zip/file

Bubblehead1980 05-08-22 04:22 PM

Quote:

Originally Posted by Niume (Post 2807710)
The amount of fishes personally for me it's too much.


Here is a link to a mod to remove the sea life. Will require you to manually remove some files in addition to activating the mod via JSGME, but pretty easy. Instructions are included. There is a mod for the MK 23 to correct renown cost in the download as well.

https://www.mediafire.com/file/32dq3...+V2.0.zip/file

Bubblehead1980 05-08-22 04:25 PM

*Type IX AI U boat Bug*


There is a bug with Type 9 AI U boats where can not hear them on the hydrophones at all (but your sound operator can) and when torpedoed they dont explode nor are giving credit, they just disappear. I did not encounter this in testing but did on my patrol in SUBRON 50. Working to get issues resolved and will release a fix for the AI U boat.

Niume 05-10-22 09:42 AM

I would advise to create one patch which fixes all of the errors. instead of multiple tiny fixes

merc4ulfate 05-10-22 11:50 AM

Since I did not see anything in the new documentation do we now not have to add the Allied Ships for TMO and Ships TMO to the list of mods?

merc4ulfate 05-10-22 12:01 PM

ALSO :

Do we still need to add:

TDW ship plane fire damage

TMO2 different smoke and splash

or were they incorporated into this version?

Will TMO2 different smoke and splash now conflict or replace what was done with the sounds you added from EAX?


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