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)
-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

Silent Steel 04-10-12 01:35 PM

Quote:

Originally Posted by Trevally. (Post 1867795)
Write here what mods you have installed and the order


You're at it all around the clock, or?

Yes please, mods list.

Trevally. 04-10-12 01:46 PM

Quote:

Originally Posted by lmy76128 (Post 1867829)
just installed open horizon2 v1.8
i had no problem before..:yawn:

Did you install with JSGME

Rongel 04-11-12 06:33 AM

Hi!

I found out that I'm crazy busy this week and can't test the Scapa Flow yet, but it's great to read that one possible bug is possibly gone. Will report my results probably this weekend! Great work! :yeah:

bullet01 04-11-12 10:13 PM

Had this game sitting on my shelf for a year. Hopefully downloading this mod will get me back in the spirit. :salute:

misha1967 04-12-12 02:31 AM

Christ on a crotch.

As I reported earlier, I managed to sink my target in Scapa after killing IRAI temporarily, but I didn't get the usual "sunk ship" icon on the Nav Map. No matter. I got the kill and the renown in the cap's log, it just never showed up on my message log (lower right).

So I went off on my next patrol, and the first ship I encountered was a freighter off of the East Coast of England. I laid in wait for her (dodging the damn RAF) and sent her to the bottom. Once again, the stock cap's log recorded my kill, but no icon on the map and no notification in the message log like I've always had.

I honestly have no idea what I've done wrong now.

Obviously something went awry between my Baltic mission where every single ship got marked and now.


Code:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

SH5 Patch and Gramophone Shuffler
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
No Damn Bubbles, No Damn Halo Mod
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Stormys DBSM SH5 v1.3 Basemod (no beards)
Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix (no beards)
sobers best ever fog  V9 SH5
Small_trees_SH5_V1
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith (for Sober Fog)
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
Critical hits 1.1 Torpedos
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
OPEN HORIZONS II_base v1.8
OPEN HORIZONS II_enviro v1.8
OH II Minefield map for TDWs Ui
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers hud sounds V1 SH5
Change days in bunker
stoianm colored exterior mod v2 (low color)
OHIIv1.8 Base+environ patch2
sobers Lights Cfg SH5


Trevally. 04-12-12 07:13 AM

Quote:

Originally Posted by bullet01 (Post 1868636)
Had this game sitting on my shelf for a year. Hopefully downloading this mod will get me back in the spirit. :salute:

Hi Bullet and welcome to subsim:salute:

Quote:

Originally Posted by misha1967 (Post 1868676)
Christ on a crotch.

:hmmm: Had to look this one up :D Christ on a crotch

Hi Misha - I am sure TDW knows about this issue and may add a fix in the next version of his UI mod:up:

col_Kurtz 04-12-12 08:53 AM

Hello misha1967

Can you be so kind and help me with those mods? I digged

Stormys DBSM SH5 v1.3 Basemod (no beards)
Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix (no beards)

Where to DL them?

:salute:

Silent Steel 04-12-12 10:54 AM

Quote:

Originally Posted by col_Kurtz (Post 1868799)
Hello misha1967

Can you be so kind and help me with those mods? I digged

Stormys DBSM SH5 v1.3 Basemod (no beards)
Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix (no beards)

Where to DL them?

:salute:

Here;

http://www.subsim.com/radioroom/showthread.php?t=164552

:up:

col_Kurtz 04-12-12 12:08 PM

Quote:

Originally Posted by Silent Steel (Post 1868838)

Erm... With all respect Silent Steel I know this thread and I downloaded any link (I think) from it. And... I still haven`t found what I looking for ;) Maybe I`m not smart boy :oops:
I got this:
Stormys DBSM SH5 v1.3 Basemod There is nothing inside except this mod.
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6 Same here.
So... where is exactly? I digged each archiv and - no results. I`m lost - again :doh:

misha1967 04-12-12 12:48 PM

Sorry, Kurtz. The "no beards" mods don't actually exist. They're personal modifications to Stormy's mods I've made. I just had to rename them so I don't get them confused.

However, you can achieve the exact same effect by downloading my "Gillette Patch" from the link that Silent Steel gave you and enabling the parts you need (instructions in the readme file contained in the patch) right after Stormy's DBSM. What it does is the same thing as I did manually in the "no beards" mods, namely to remove the beards from your crew members.

I made the Gillette Patch specifically because other members asked me if I could help them achieve the same effect that I had from manually editing a few files in SDBSM. :DL

flostt 04-12-12 12:49 PM

Are you looking for "The Gillete Patch" by Misha1967 ?

It's in this thread (Post No. 804)
http://www.subsim.com/radioroom/show...164552&page=54

EDIT : misha beat me by a few minutes...

TheDarkWraith 04-12-12 07:45 PM

Quote:

Originally Posted by Trevally. (Post 1867434)
So - if your app can check if in campaign folder campaign.cfg has the entry TargetType=0
It should check the ship class(name) from same file (campaign.cfg) and then look in that ships cfg file for unittype - then check that is the same as the Type=x in the campaign.cfg

This has been added. I also check all the Type= entries to ensure they are defined (irregardless of TargetType). If the Class= is defined then I also check to ensure this class exists in some country (has to be defined in at least one country). NOTE: the Class= can be defined for those TargetType=1 entries (the app found a couple with this defined). I wonder if this is an error or is ok :hmmm:

See post #1 of the SH5 Validator thread for new version (v2.0.6.0)

col_Kurtz 04-12-12 08:37 PM

Quote:

Originally Posted by misha1967 (Post 1868899)
Sorry, Kurtz. The "no beards" mods don't actually exist. They're personal modifications to Stormy's mods I've made. I just had to rename them so I don't get them confused.

However, you can achieve the exact same effect by downloading my "Gillette Patch" from the link that Silent Steel gave you and enabling the parts you need (instructions in the readme file contained in the patch) right after Stormy's DBSM. What it does is the same thing as I did manually in the "no beards" mods, namely to remove the beards from your crew members.

I made the Gillette Patch specifically because other members asked me if I could help them achieve the same effect that I had from manually editing a few files in SDBSM. :DL

Quote:

Originally Posted by flostt (Post 1868900)
Are you looking for "The Gillete Patch" by Misha1967 ?

It's in this thread (Post No. 804)
http://www.subsim.com/radioroom/show...164552&page=54

EDIT : misha beat me by a few minutes...

For dog sake - Gentlemen! That`s unfair! :arrgh!:
Mr Trevally using IRAI 0.32 - ok - one confuse.
Mr sober showing now best ever fog nr 5... I saw nr 6 than - use the stog go. The second confused.
Now, Mr Misha... :o
And I`m trying the get right order with my mod soup... and what I have now? A lnaguage compilation - SH5 PL - installed german voices, with english-polish names, and now german subtitles... Oh lord, want you buy me a mercedes benz... my father drives porsche... I`m lost - totally lost.

Sorry for this off topic.
Yes, I DL gillette mod too... but there is no any mod called No beards :D

Thank you very much and happy hunting :)

Best regards,
Kurtz :salute:

Trevally. 04-13-12 07:26 AM

Quote:

Originally Posted by TheDarkWraith (Post 1869106)
This has been added. I also check all the Type= entries to ensure they are defined (irregardless of TargetType). If the Class= is defined then I also check to ensure this class exists in some country (has to be defined in at least one country). NOTE: the Class= can be defined for those TargetType=1 entries (the app found a couple with this defined). I wonder if this is an error or is ok :hmmm:

See post #1 of the SH5 Validator thread for new version (v2.0.6.0)

Thanks TDW - I will check this out this evening:up:

Rongel 04-14-12 11:34 AM

Okay, finally re-tested the dreaded Scapa Flow mission and have some news. :D

I had restarted my career and emptied the my documents/SH 5 folder, like Pedrobas suggested (i'm using modified version of the MMM 0.5). I also had the new patch applied.

So when I was entering the Scapa area, I had a CTD. It happened just like before. So I loaded and continued on, didn't crash anymore (just like before). But again, when the torpedoes closed on the BB, CTD. Tried many times but no luck. Once I fired only one torpedo and it didn't crash, but ofcourse I couldn't sink the ship that way. I could see that ships reacted, they turned on the search lights and I think I saw some destroyers starting engines.

I followed Mishas good example and disabled IRAI temporarily (actually I added the stock ship scripts over my mod soup, ship.aix and so on) and tried again, and hooray, all problems were gone! I could watch in camera mode how the torpedoes hit the Battleship and exploded without any hiccups. Tried this several times and everything worked. So, I think the problem must be connected to IRAI. Some part of the ship scripts is causing the crash I think. :06:

EDIT:

Before installing the MMM, I didn't have problems in Scapa Flow. But MMM uses the same version of IRAI that I had before, so there is probably something happened in Scapa Flow updates that causes problems with IRAI.


All times are GMT -5. The time now is 04:26 PM.

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.