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

4H_Ccrashh 06-22-22 03:15 PM

I used the after deck gun mod from TMO ver 2.0.



I know almost everyone is aware but just want make the point that you must have the aft deck gun mod loaded before you create your career. If you have already started a career, even if in port and try to load the mod it will not work.

Bubblehead1980 06-22-22 03:56 PM

Quote:

Originally Posted by 4H_Ccrashh (Post 2815142)
I used the after deck gun mod from TMO ver 2.0.



I know almost everyone is aware but just want make the point that you must have the aft deck gun mod loaded before you create your career. If you have already started a career, even if in port and try to load the mod it will not work.


Correct. When I decide to run a boat through the entire career, just switch the captains by editing the careertrack.upc, decide want it moved the gun forward or vice versa, I just do a "manual" refit, i.e. editing the subplayerunit.upoc, but its a bit of a pain and not something every captain wants to do though.

4H_Ccrashh 06-22-22 04:20 PM

With TMO I have never survived long enough to get a newer boat. That is why I enjoy TMO so much.



Interrogative...





I'll run the mod through my P-class, might get to a Sargo boat.



I always save before I enter port.



If I get to port and have the option for a new boat, say a Gato, I'll exit the game remove the aft gun mod, reload my save, then enter port and accept that Gato.



That should work.



Right?????

4H_Ccrashh 06-22-22 04:43 PM

EPIPHANY!!
 
Ok I had an epiphany..



I can go into the mod folder TMO_Aft_deckguns\Data\Submarine and REMOVE the Balao and Gato folders.


Then browse to the TMO_Aft_deckguns\Data\UPCData\UPCUnitsData folder.


In there delete the UnitParts1Gato.upc and UnitParts3Balao.upc files.



That will make the mod only impact the Salmon/Sargo and Porpoise boats.


Leaving the rest of my career free of upgrade headaches.




Right????

UDT_Seal 06-23-22 11:22 AM

Download link seems to be not working. I tried to download it yesterday and mediafire link was dead

Mad Mardigan 06-23-22 12:58 PM

Quote:

Originally Posted by UDT_Seal (Post 2815255)
Download link seems to be not working. I tried to download it yesterday and mediafire link was dead

In the interim, have it located here (as a back up source):


https://mega.nz/file/k5p1WLQD#_fm3NS...lwormRunzaKh3c





:Kaleun_Salute:


M. M.

Bubblehead1980 06-23-22 02:10 PM

Quote:

Originally Posted by UDT_Seal (Post 2815255)
Download link seems to be not working. I tried to download it yesterday and mediafire link was dead


My apologies, thanks for letting me know. I thought the mod had been uploaded to subsim (requires admin since it is a large file) and was not aware link had expired.

I am out of town at the moment, do not have the mod on my laptop and remote access is not working out on the desktop I use solely for SH 4 modding and play. Thus, for now, I am using the link MM kindly posted.

The download has been updated and should now be able to download it. I have emailed Neal about uploading it to subsim for permanent storage.

UDT_Seal 06-23-22 03:29 PM

Quote:

Originally Posted by Mad Mardigan (Post 2815280)
In the interim, have it located here (as a back up source):


https://mega.nz/file/k5p1WLQD#_fm3NS...lwormRunzaKh3c





Thank you! I will try it when I get back home.


M. M.

Quote:

Originally Posted by Bubblehead1980 (Post 2815304)
My apologies, thanks for letting me know. I thought the mod had been uploaded to subsim (requires admin since it is a large file) and was not aware link had expired.

I am out of town at the moment, do not have the mod on my laptop and remote access is not working out on the desktop I use solely for SH 4 modding and play. Thus, for now, I am using the link MM kindly posted.

The download has been updated and should now be able to download it. I have emailed Neal about uploading it to subsim for permanent storage.

No worries! It’s all good.

Thanks for helping me out

Mad Mardigan 06-23-22 06:03 PM

Quote:

Originally Posted by UDT_Seal (Post 2815307)
No worries! It’s all good.

Thanks for helping me out

:Kaleun_Cheers:


No sweat... enjoy.



Fair winds, smooth seas &... Good huntin'.! :arrgh!:





:Kaleun_Salute:


M. M.

Rhodes 06-24-22 11:38 AM

From my last 2 missions, some oddities (do not know if i can call them bugs)


https://i.ibb.co/dpggMcD/SH4-Img-202...-42-12-780.png
New bow shape for easy parking!



https://i.ibb.co/qB9spVm/SH4-Img-202...-19-40-960.png
And someone unplugged the drain!


I notice that during my last mission, all my AA guns did not have any ammo to load and use them.

Could it be any error with AAtoDeckguns+Radio?


My mod list
Generic Mod Enabler - v2.6.0.157
[E:\Silent Hunter 4 Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
AAtoDeckguns+Radio
GatoLadder3
TMO Depth ChargeType2
V2.0 SubFix
TMO Sensors Patch

KaleunMarco 06-24-22 04:19 PM

Quote:

Originally Posted by Rhodes (Post 2815391)
I notice that during my last mission, all my AA guns did not have any ammo to load and use them.

too much target practice on the way to your patrol zone, eh.
tell the gunner mates to ease up a bit so that you have some ammo for the patrol.
:har:

Bubblehead1980 06-24-22 07:13 PM

Quote:

Originally Posted by Rhodes (Post 2815391)
From my last 2 missions, some oddities (do not know if i can call them bugs)


https://i.ibb.co/dpggMcD/SH4-Img-202...-42-12-780.png
New bow shape for easy parking!



https://i.ibb.co/qB9spVm/SH4-Img-202...-19-40-960.png
And someone unplugged the drain!


I notice that during my last mission, all my AA guns did not have any ammo to load and use them.

Could it be any error with AAtoDeckguns+Radio?


My mod list
Generic Mod Enabler - v2.6.0.157
[E:\Silent Hunter 4 Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
EAX_Clang_Splash
AAtoDeckguns+Radio
GatoLadder3
TMO Depth ChargeType2
V2.0 SubFix
TMO Sensors Patch



Harbor Traffic spawning/delete issue, I will check into sometime when back home. I am out of town through 4 July holiday



Yes, the AA gun to deck gun mod....thought I explained it in the README, may have been V1.0.

Due to limitations of game...have to follow steps and have limited way can use them.

1. Order GQ.

2. Place crew in the AA gun slots . Place crew in main deck gun slots

3. Click on the ammo icons in the gun station (to the right) to "load " the gun. The AI will not do this on their own. You can only do this when the guns are "active" i.e. when at gq and guns manned. Otherwise it will not load ammo and if hit the space bar will say "gun not active". This is because when the guns are changed to deck gun, they are linked. I've tried to fix it to act otherwise with no luck.

4. Make sure the main deck gun is manned.


5. Select target/order open fire.

Rhodes 06-25-22 04:35 AM

Quote:

Originally Posted by KaleunMarco (Post 2815455)
too much target practice on the way to your patrol zone, eh.
tell the gunner mates to ease up a bit so that you have some ammo for the patrol.
:har:

Ah ah ah,very funny...:O::O::O:



Quote:

Originally Posted by Bubblehead1980 (Post 2815473)
Harbor Traffic spawning/delete issue, I will check into sometime when back home. I am out of town through 4 July holiday



Yes, the AA gun to deck gun mod....thought I explained it in the README, may have been V1.0.

Due to limitations of game...have to follow steps and have limited way can use them.

1. Order GQ.

2. Place crew in the AA gun slots . Place crew in main deck gun slots

3. Click on the ammo icons in the gun station (to the right) to "load " the gun. The AI will not do this on their own. You can only do this when the guns are "active" i.e. when at gq and guns manned. Otherwise it will not load ammo and if hit the space bar will say "gun not active". This is because when the guns are changed to deck gun, they are linked. I've tried to fix it to act otherwise with no luck.

4. Make sure the main deck gun is manned.


5. Select target/order open fire.


I see, thanks. :up:

Captain Wreckless 07-03-22 07:15 PM

Quote:

Originally Posted by 4H_Ccrashh (Post 2815157)
With TMO I have never survived long enough to get a newer boat. That is why I enjoy TMO so much.



Interrogative...





I'll run the mod through my P-class, might get to a Sargo boat.



I always save before I enter port.



If I get to port and have the option for a new boat, say a Gato, I'll exit the game remove the aft gun mod, reload my save, then enter port and accept that Gato.



That should work.



Right?????


Same here. I never survive past 2nd patrol.

StealthRabbit 07-14-22 08:13 PM

Thank you thank you thank you.

For the last 8 years or so I only play TMO. Even with the loss of RSRDC proper it should still be an improvement.

I really need to paruze (sp?) the boards some more. This has only been out a year and I am just now seeing/hearing about it for the first time.

On the bright side however that's a years worth of bugs and other little problems that have already been experienced and then fixed... more or less... so I should have a smoother gaming experience overall. Yea, that's it. Finding out about it a year after it came out is actually better... sure.

I am in the middle of a campaign now that I want to finish (on TMO Classic) before I do a fresh install of the New and Improved TMO. That means I will have plenty of time to read the crap out of all the readmes.

Thanks again for all the work. The drive and dedication of all the moders that have to keep going back and do endless bug-squashing, tweaking, and improving is really something. Different people like different challenges for different reasons I guess.

Thanks again again.
-BR


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