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

propbeanie 07-28-23 02:30 PM

Quote:

Originally Posted by Foffy (Post 2878293)
I wanted to make sure this mod is even working properly, and I assume if I was able to see a pre-Pearl Harbor start date that would be a good sign. Following your suggestions, I only see the default 1941-1944 year selection, there's not even a 1945 option. I even deleted the SH4 folder in My Documents and changed the exe compatibility to XP Service Pack 2 which fixed my SH3 problems, but no, nothing. The game looks like it's just straight vanilla. I wouldn't be able to tell you how I'd know this is working, but I see no difference between this and vanilla. 4GB patching the game did nothing either.

I really can't figure out why none of this is working but everything is working for SH3 and SH5. They're all the Steam versions. I have to be missing something for this one to not be working at all, by the looks of it. JGSME is in the root folder with the game executable, the mods are in the MODS folder, I selected what mods I want to use, shouldn't that be it?

Open the JSGME in your SH4 folder Foffy, and in the middle is a "Tasks..." link. Click on that, and then on the "Export activated mods list to -->" and then "Clipboard". Do a Reply here, and use the <Ctrl><V> key combination to paste the clipboard into the posting text box, and we'll be able to see your install folder and the activated mods list... :salute:

Foffy 07-29-23 01:30 AM

Quote:

Originally Posted by propbeanie (Post 2878345)
Open the JSGME in your SH4 folder Foffy, and in the middle is a "Tasks..." link. Click on that, and then on the "Export activated mods list to -->" and then "Clipboard". Do a Reply here, and use the <Ctrl><V> key combination to paste the clipboard into the posting text box, and we'll be able to see your install folder and the activated mods list... :salute:

Generic Mod Enabler - v2.6.0.157
[E:\Downloaded Games\PC\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
NMMO Patch TMO Update V2.0
Nav Map Make-Over TMO Update 2.0
EAX_Clang_Splash_Dud for TMO Update
Radio Messages TMO Update 2.0
Pre-PearlHarborPatch TMO Update V2.0
BBPearlHarbor Pre War TMO



I don't see anything off with this. It's the same drive SH3 and SH5 are on. I know the name of the folder is different but that's Steam's default naming of it, not my edit.

propbeanie 07-29-23 07:33 AM

Yes, that should work, in the location of the game, but the mod might be a pinch "off":

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required)
NavMapmakeoverTMOupdatePatch (Required)
Allied Ship Pack TMO (Required, see Subsim downloads section under ships)
Ships for TMO (Required, see Subsim downloads section under ships)
EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 (recommended)
TMO2_Different_smoke_and_splash_effects by Vickers03 (recommended)
IJN_Radar_Fix_2 (recommended)
Any Optional mods included with TMO and TMOupdate.

That is from Bubble's ReadMe in the mod, but I do not have it activated on my computer at this time, and I had thought he had put it all the ships together in the mod and the downloads weren't needed. I do not see those in the package itself... But your NavMap mods need to be reversed. The NMMO is over-writing the Patch. The underlined portions of the mod names above are download links. :salute:

KaleunMarco 07-29-23 08:03 AM

Quote:

Originally Posted by propbeanie (Post 2878431)
Yes, that should work, in the location of the game, but the mod might be a pinch "off":

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required)
NavMapmakeoverTMOupdatePatch (Required)
Allied Ship Pack TMO (Required, see Subsim downloads section under ships)
Ships for TMO (Required, see Subsim downloads section under ships)
EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 (recommended)
TMO2_Different_smoke_and_splash_effects by Vickers03 (recommended)
IJN_Radar_Fix_2 (recommended)
Any Optional mods included with TMO and TMOupdate.

That is from Bubble's ReadMe in the mod, but I do not have it activated on my computer at this time, and I had thought he had put it all the ships together in the mod and the downloads weren't needed. I do not see those in the package itself... But your NavMap mods need to be reversed. The NMMO is over-writing the Patch. The underlined portions of the mod names above are download links. :salute:

do you have the link for IJN_Radar_Fix_2 (recommended)?
i cannot find a file with that name. found several with approximate names, though. :D

Foffy 07-29-23 10:21 AM

Quote:

Originally Posted by propbeanie (Post 2878431)
Yes, that should work, in the location of the game, but the mod might be a pinch "off":

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required)
NavMapmakeoverTMOupdatePatch (Required)
Allied Ship Pack TMO (Required, see Subsim downloads section under ships)
Ships for TMO (Required, see Subsim downloads section under ships)
EAX Sound Simulation without Webster Maneuver_TMO by Vickers03 (recommended)
TMO2_Different_smoke_and_splash_effects by Vickers03 (recommended)
IJN_Radar_Fix_2 (recommended)
Any Optional mods included with TMO and TMOupdate.

That is from Bubble's ReadMe in the mod, but I do not have it activated on my computer at this time, and I had thought he had put it all the ships together in the mod and the downloads weren't needed. I do not see those in the package itself... But your NavMap mods need to be reversed. The NMMO is over-writing the Patch. The underlined portions of the mod names above are download links. :salute:

I got it fixed by the way, it was probably the mods out of order as you noticed, so thank you! You were correct with Nav Map Make-Over having to be loaded before the NMMO Patch.

According to this update file "EAX Clang Splash" which is suggested to use as it avoids a CTD problem. It's also said for the version this is replacing that it's a merged file of EAX Sound and the merchant smoke mod.

Unless I'm mistaken according the readmes, patches, and what you suggested is needed, this is the minimum minimums you need to run the most recent version...

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
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash

stoobeedoo 08-09-23 10:32 PM

Pre-War Pearl Harbour Raid Issue - TMO BH 2.0
 
Hey guys,

I'm a recent newcomer to the forums (couple years ago). Been enjoying the Trigger Maru mods for SH4, especially all of Bubblehead's work getting the TMO BH 2.0 update with all its addons and missions. It really adds to the immersion.

However, try as I might I just can't get the Pearl Harbour raid to work, just keep getting constant CTD's. I've found the LAA fix which has made SH4 run so much better and let me play most of the mods, but the Pearl Harbor raid just won't cooperate.

I've followed the readme carefully: stay more than 40NM away from Pearl and don't enter the Harbor close to the date until after midnight on December 7th. The first time I tried to do this, I just left the clock running from day dot (first patrol!) until December 7th after midnight - this didn't work. So I played through the missions up until September 1941 (if you dock after this time, your next patrol won't be until after 7th Dec). Followed the instructions. However, after midnight whenever I'm putting into Pearl Harbor, the game will just CTD at times after 05:00.

I finally managed to get my Narwhal into port at about 06:00. At about 06:15, the game just crashes. Even when I keep time compression off, just get a CTD. I've retried going into Pearl at night before the raid again, but it will crash whenever I try run time compression before that time, or it misses the raid entirely. I did manage to park my boat outside of the island and got to watch about 6-7 Zeroes strafing and dropping bombs on my sub, this was fun to watch (the readme says the AI will attack you on the surface so you need to stay submerged to watch the attack. Maybe I'm not supposed to watch it while in the harbour? You can dive to periscope depth, but it's pretty dangerous!!

I have a basic Intel Nuc i3 with 8GB ram (my gaming rig is out of action for the moment). The game runs really nice for the most part, and I've been enjoying TMO BH. I just want to see the fireworks and watch the silly AI planes try to do the Pearl Harbor raid. Any ideas on how to get it to not CTD? I have both the Pre-War Patch and Pearl Harbour Pre-War Battleship addons as per the readme.

KaleunMarco 08-10-23 09:04 AM

Quote:

Originally Posted by stoobeedoo (Post 2880065)
Hey guys,

I'm a recent newcomer to the forums (couple years ago). Been enjoying the Trigger Maru mods for SH4, especially all of Bubblehead's work getting the TMO BH 2.0 update with all its addons and missions. It really adds to the immersion.

However, try as I might I just can't get the Pearl Harbour raid to work, just keep getting constant CTD's. I've found the LAA fix which has made SH4 run so much better and let me play most of the mods, but the Pearl Harbor raid just won't cooperate.

I've followed the readme carefully: stay more than 40NM away from Pearl and don't enter the Harbor close to the date until after midnight on December 7th. The first time I tried to do this, I just left the clock running from day dot (first patrol!) until December 7th after midnight - this didn't work. So I played through the missions up until September 1941 (if you dock after this time, your next patrol won't be until after 7th Dec). Followed the instructions. However, after midnight whenever I'm putting into Pearl Harbor, the game will just CTD at times after 05:00.

I finally managed to get my Narwhal into port at about 06:00. At about 06:15, the game just crashes. Even when I keep time compression off, just get a CTD. I've retried going into Pearl at night before the raid again, but it will crash whenever I try run time compression before that time, or it misses the raid entirely. I did manage to park my boat outside of the island and got to watch about 6-7 Zeroes strafing and dropping bombs on my sub, this was fun to watch (the readme says the AI will attack you on the surface so you need to stay submerged to watch the attack. Maybe I'm not supposed to watch it while in the harbour? You can dive to periscope depth, but it's pretty dangerous!!

I have a basic Intel Nuc i3 with 8GB ram (my gaming rig is out of action for the moment). The game runs really nice for the most part, and I've been enjoying TMO BH. I just want to see the fireworks and watch the silly AI planes try to do the Pearl Harbor raid. Any ideas on how to get it to not CTD? I have both the Pre-War Patch and Pearl Harbour Pre-War Battleship addons as per the readme.

ahoy stoobeedoo,

can you post your config?
JSGME-Tasks-Export to Clipboard, then paste here (ctrl+v)
:salute:

stoobeedoo 08-10-23 04:42 PM

Quote:

Originally Posted by KaleunMarco (Post 2880123)
ahoy stoobeedoo,

can you post your config?
JSGME-Tasks-Export to Clipboard, then paste here (ctrl+v)
:salute:

Heya,

I have two configs I use, as I have two saves labelled differently for different periods of the war.

For my 1941 start, I use the following:

Quote:

Generic Mod Enabler - v2.6.0.157
[C:\Games\steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

TMO 2.5 BH V2.0_00_Main
TMO 2.5 BH V2.0_01_Nav Map Make-Over TMO Update 2.0
TMO 2.5 BH V2.0_02_NMMO Patch TMO Update V2.0
TMO 2.5 BH V2.0_03_Req_EAX_Clang_Splash_Dud for TMO Update
TMO 2.5 BH V2.0_04_Addon_Pre-PearlHarborPatch TMO Update V2.0
TMO 2.5 BH V2.0_04_Addon_BBPearlHarbor Pre War TMO
This is the setup I used with the Pre-War game.

I have another saved campaign for 1942, labelled as needed. When I'm playing post Pearl Harbour Raid (Brisbane S/42 Missions) I use the following:

Quote:

Generic Mod Enabler - v2.6.0.157
[C:\Games\steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

TMO 2.5 BH V2.0_00_Main
TMO 2.5 BH V2.0_01_Nav Map Make-Over TMO Update 2.0
TMO 2.5 BH V2.0_02_NMMO Patch TMO Update V2.0
TMO 2.5 BH V2.0_03_Req_EAX_Clang_Splash_Dud for TMO Update
TMO 2.5 BH V2.0_03a_Radio_BrisbaneTF42 72 messages

The 'Main' Mod is just the Data folder from the Zip file. I just renamed and numbered the folders so appear in order of required install.

Aktungbby 08-10-23 08:26 PM

welcome aboard!
 
stoobeedoo!:Kaleun_Salute:

D-Jones 08-29-23 12:52 PM

I see this load order above--

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
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash

If I have TMO 2.5-BH loaded, do I still need the TMO update 2.0 Patch? It seems as though that would be for an earlier version. The reason I ask is that I still get CTDs whenever I attack a convoy or multiple ships. The attack map seems to cause CTDs also. My load order is pretty much the sme as the above, but without the patch. Any suggestions?

Thanks.

Bubblehead1980 08-29-23 07:53 PM

Quote:

Originally Posted by D-Jones (Post 2882864)
I see this load order above--

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
AlliedShipsTMO
ShipsforTMO
EAX_Clang_Splash

If I have TMO 2.5-BH loaded, do I still need the TMO update 2.0 Patch? It seems as though that would be for an earlier version. The reason I ask is that I still get CTDs whenever I attack a convoy or multiple ships. The attack map seems to cause CTDs also. My load order is pretty much the sme as the above, but without the patch. Any suggestions?



Thanks.

Pearl Harbor is a tricky one due to variations in performance of computers.

Pretty stable for me and yes its safer to stay outside harbor and use the external cam to watch the battle. However, I've submerged inside harbor and watched it successfully, try to stay as deep as possible, pop up with periscope.

Thing is when youre in harbor, the sim has to render your boat, which is a detailed model, the ships in harbor, the planes, explosions etc, it can be overwhelming for some rigs.


Why did you omit the patch? Follow README install instructions for best performance and stability.

D-Jones 08-29-23 09:56 PM

BH, there are so many Readme's that I didn't know where to begin. Also, the Readme in the main mod's support documents lists this as the load order--

TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash_Dud for TMO Update(Required-Included)
Any other Requiired mods or add ons.
Any Optional mods included with TMO and TMOupdate.



The patch isn't listed. If you look at what forum members posts, the patch isn't listed by most. It's confusing. That it says 2.0 patch while the main mod says 2.5 led me to believe that it was for an earlier version only.

I always start outside of port. The CTDs happen when I'm attacking a convoy, almost always--A\ Shortly after the torpedoes are fired, and/or-B\ When I use the attack map to track them.

I'm going to try it with the patch now. Thanks.

Bubblehead1980 08-31-23 09:57 PM

First patrol in a while...wow!
 
Full patrol report to come later..

TMO BH V2.0
100 difficulty (really jumped back in lol)

USS Haddo SS-255
Second War Patrol
20 July-21 September 1944
South China Sea


First patrol in a while, had it running all week (never exited, just saved found a "safe spot" turned screen off and let it run.


Departed Fremantle on 20 July for South China Sea (Area B4) after patrolling a dead area in the Celebes Sea on first patrol, using deck gun to sink a armed sailboats which opened fire with machine guns.


11 August 1944-SJ detected convoy at 16000 yards at 0240 hours.Perfect dark night for surface attack.

Managed two attacks before dawn, sunk two 10,000 ton tankers, loaded. Erupted in fireballs after one torpedo hit. One 4 or 5 inch shell from a escorting DE came too close for comefort, but we managed to lose her in the darkness, but had to submerged and endure 5 hours of depth charges
when she reacquired the boat as morning twilight began on the South China Sea.Went to 380 ft to avoid, escape with minor damage.



28 August Apprximately 200 NM ESE of Hainan Island,
SJ radar detected four large pips with a ring of escorts displaying on PPI
scope at 19000 yards, 2351 hours.

0031 hours, chased off and forced to dive, apparently these guys had radar. Escaped after pinging and a few DC, none close. Surfaced into heavy seas and a squall at dawn, worked the day to regain contact. Weather cleared at 1600 hours, 1604 hours made SJ contact with same group.


By dusk was ahead enough to submerge and make dusk periscope attack with the setting sun illuminating a a CL, CA, CV, CA, and CL with eight destroyers in a ring. Curiously only traveling at 16.5 knots, zigging on occasion.

CA's were tentatively identified as Myoko Class, with the CL's as Naka Class.
The CV was found to be a CVE of the Taiyo Class, not a CV.

Managed to slip inside screen (not sure how, except seas were still choppy even though squall had cleared) and fired four MK 18-2 torpedoes at CVE and two at the trailing CA.

All four hit the CVE, which erupted in a fireball. One hit the CA, one missed.

The CVE slowed and began to list heavily to starboard. The CA slowed to a crawl with fires burning (love the fire causes damage mod).

Destroyers, including a Yagumo were hunting, one spotted out scope in the chop and headed our way. Down at 375 feet, took a beating, including
water in forward torpedo, but flooding stopped.


At 1901, came to surface to see the capsized CVE's hull, which suddenly several explosions occurred and it sunk. The CA was making about 5 knots under heavy guard.


Surfaced after dark but night aircraft on SD kept us down and from catching up lost contact around 0300, never regained.


Would be September 30 before made it back to Fremantle, was involved in one more dramatic action in which Haddo was almost sunk by depth charges on September 16, 1944.


Really did miss this sim, was fun to get a patrol in. To nail a carrier first time out in a while lol. Will work on a full patrol report soon.

Kal_Maximus_U669 09-02-23 08:20 AM

Update 2.0 or 2.5 ????
 
Bubblehead1980 Hello...:salute:
Will you make corrections on version 2.5...
For my part it is unplayable the torpedoes provoke CTD constantly...Lol..
Several people here have the problem..I tried different construction and nothing can be done..

TMO BH V2.0 you gave us a report on this version but version 2.5
do you play it??? because there seems to be a lot of things that don't work...
I have noticed errors in the positioning of objects.. some have noted ship configuration errors and others...
I am not criticizing your work, I agree that it is not easy to achieve...
go and make corrections thank you...

TMO BH V2.0 I still have the first version of your work...digging through my archives I got my hands on it...I will probably re-upload it to see the difference...

Your version 2.5 is not easy to set up, lots of things to read...
It would be good to simplify...because it puts off some people here I think...when do you think??
Kind regards Kal Maximus U669 :salute:

D-Jones 09-04-23 02:11 PM

What you said, KM. Thought I had it working, and then it went off the rails with CTDs all over the place. I think the common denominator for those of us getting CTDs is torpedoes, either as they're fired or when they hit, dud or not. For me, the attack map causes CTDs too, although that might bleed into the torpedo problem. Another is convoys and Task Forces, not all the time, but often. It might have to do with the DDs. A shame, because it's a great mod.


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