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-   -   will we ever see a super mod? (https://www.subsim.com/radioroom/showthread.php?t=207761)

Laffertytig 09-25-13 12:40 PM

will we ever see a super mod?
 
the last time i attempted to play sh5 several months ago my head nearly exploded trying to figure out the correct combination of a dozen or so mods that are required to play this mess of a game without resulting in crashes.

are there any plans underfoot to create a super mod which would combine all major mods in one install, perhaps also having option to switch off and on certain mods?

something like gwx for want of a better term.

SnipersHunter 09-25-13 12:43 PM

Schleichfahrt is a super mod i think

Laffertytig 09-25-13 12:55 PM

would that have the shizen housen mod included?:D

Mikemike47 09-25-13 01:15 PM

Probably not for now, and a while for all the modders here to create something like GWX. Everyone is working on different components. I definitely played GWX versions 2 and 3. I do not recall at the moment how long GWX came out after SH3 was released.

Try Sober [inf] mega mod, Sjizzle or Fifi's mod lists. :yeah:Vdr1981 has begun a new mod very recently called Reworked Submarine Damage. Fixes many of the errors for the damage control panel.:yeah:

When TDW gets back and reposts, I'm sure he will doing wonderful things with New UIs for TDC and his generic patcher again.:yeah:

Gap is the man to ask about things, too. :yeah: All over the place helping everyone on multiple objectives with his wealth of knowledge.

Sjizzle 09-25-13 01:20 PM

i don't think so that u will see a super mod for Sh5...

Sjizzle 09-25-13 01:23 PM

Quote:

Originally Posted by SnipersHunter (Post 2119084)
Schleichfahrt is a super mod i think

it is a mega mod but very outdated ... Magnum Opus and My megamod <= i am not sure if this is the name of this mod but all of them are very outdated...

Madox58 09-25-13 01:30 PM

Quote:

Originally Posted by Mikemike47 (Post 2119096)
I do not recall at the moment how long GWX came out after SH3 was released.

GW 1.1a was released back around September 2006 I think.
Progressing to GWX 3 which was released December 2008.

raymond6751 09-25-13 01:31 PM

duh
 
I actually think all the mods available are super!

However, Sober has put together what he calls his mega mod, which is a list of mods that work together.

For the sake of helping you, I include my list that has been in use now for months without problems. This list was built up over time, adding mods in one at a time and testing for problems. Most people who have problems with mods fail to read any of the documentation or recommendations given and so they get issues.

Each mod added might everwrite files from a previous mod. Using a mod manager like JSGME will alert you to any such problems and you can prevent the overwrites by not loading the new mod.

my list:
OPEN HORIZONS II_full v2.2
Drifter's Damage Control Screen v1.01
Expanded Navies by Cybermat47 v.0.0.07
SH5 Longer Repairs v.1
Wordeees' ChiefEngineer Mod
NewUIs_TDC_7_4_0_ByTheDarkWraith
NewUIs_TDC_7_4_0_New_radio_messages_German
NewUIs_TDC_7_4_0_Real_Navigation
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013
Patrol Routine Scripts v. 01.03 by AvM
Trevally TDC Help v2
Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
DBM Background Video
Living breathing Ocean VS_3 with new lighting and reflection work
IRAI_0_0_39_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
NewUIs_TDC_7_4_0_Das_Boot_Crew_Mod_by_Illyustrator
IRAI_0_0_39_Inertia_Damage
Player Guidance Icons Removed v1.02
sobers smoke screen V1 SH5 (DynEnv compatible)
Silentmichelsinteriormod
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
Command Keys 1.03
610 Rockin Robbins' Dick O'Kane FB Targeting Mission

Don't avoid playing the game waiting for your super mod. Modders are great folks, but not working in a team. Each does his mod and provides his hours/days of effort for free to the community. It is a bonus to us players, and we are all very greatfull to them. (or should be)

gap 09-25-13 02:08 PM

Quote:

Originally Posted by Sjizzle (Post 2119099)
i don't think so that u will see a super mod for Sh5...

Not yet, but I am sure we will have one :up:

Madox58 09-25-13 02:20 PM

Allow me to explain something about GWX that many seem to miss.
GWX Dev's did not create all the things included! We took (With permissions) Community developed mods, blended them all together,
added the GWX Teams stuff, and released an easily installable package.

That was tested by a group of dedicated testers that had little idea of what we were doing. The best way to find any bugs is to NOT tell people where to look for one! Why do you think Game devs do open Beta testing?

One way I did testing for a deliverable package was to get a good install,
then compare files to a stock install. Any different files were noted and compiled into a simple installer.
Any options were delivered as additional mods for JSGME to install.

That sounds simple but when working with people all around the World with different ideas?
It gets real complicated real fast!
You need that one person with a vision and the personnal relationship skills to combine it all and kick to the curb anything that wanders from the final Goal.

Kpt. did an outstanding job at that so GWX is almost annoyingly pointed at when Super Mods are brought up.

Do I agree with many posters that installing the Super Duper install list is a pain?
Oh Hell ya! I tried to test for Neal and gave up!
If GWX had tried to release that way I'd have been the first to slam it and walked away.

JSGME has it's place and can do wonderful things with the last release.
But you need to know how to use it.
An exe file that does it for you like GWX does?
The bitching would go WAY down.

OK. Ignore me now as I'm working on animation problems.
:D

Webster 09-25-13 08:35 PM

all it would take is for someone to take all the mods they use and one at a time copy each mod over the other in the same order you would have installed them with jsgme until all the mods are there in one data folder. then you have your super mod so to speak and you just name it and put it in jsgme.

if you want to release it as an easy to use pre-assembled group of mods all you need is the permission of each modder to let you use their mod in your assembled group and list each mod included and give each modder due credit.

that's how I created GFO, I didn't reinvent the wheel or create anything I just took the time to find and assemble a group of great mods from a lot of great modders and released them that way. this would be even easier with sh5 because there are no mod conflicts to deal with if you are using the most popular mod lists that don't have conflicts.

plj 09-26-13 02:20 AM

...I offered to create just that .. an easy installable package. But from what I gathered, people here rather love arcane installation processes or mistook it with me bitching about complexity.

Sjizzle 09-26-13 02:46 AM

Quote:

Originally Posted by plj (Post 2119331)
...I offered to create just that .. an easy installable package. But from what I gathered, people here rather love arcane installation processes or mistook it with me bitching about complexity.

heya m8 nobody said that do not make it ...if u make a super mod and when u put together all mods in 1 folder something like Magnum Opus, Schleichtfahrt u can not update it anymore... each time when a mod have an update or a new mod is released u must make all form beginning u can not add only that mod to your mega mod... if u think on something like Sober_all_n_one what i have be give to Uncle Neal for bonus mod nobody stop you just as volodya and i said there is one pretty new one 2 - 3 weeks old if somebody download that and use sober .mep file need to add only 1 or 3 mods nothing more....

plj 09-26-13 03:48 AM

Well .. you guys raised valid points in that it would be another compilation and just as fast outdated as the previous one. I wouldnt mind wasting bandwith on that tho .. and it's not THAT much work.

But, it's not very flexible... I'm cooking an alternative tho .. where you input a .mep file, and output a modded sh5.

Laffertytig 09-26-13 05:48 AM

is that mod list above in the correct order to install? it really is such a shame that sh5 is so bad that it needs all this work to make it work playing.

although to be fair sh3 and sh4 were almost equally as bad. those games have the benefit though that they have all in one mods that install fairly easily.

plj 09-26-13 06:35 AM

If your goal is Sober's all-in-one list, this is in correct order and for English voices, with addition of trevally maps for newui 2-3-4 and the substraction of realistic underwater (=black underwater).

Just save as <something>.mep and use it as guide on which mods to download that are not in the all-in-one download in the bonus area.

I have the complete list as per 24-09 on my computer .. but I cant share that outside the bonus area .. or at least, I feel I cant ..

Code:

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog  V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
silentmichal's interior mod 1.2.3
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
Expanded Navies by Cybermat47 v.1.0.01
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
RPM Hydrophone v2.2.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1

This is in correct order and as far as I have been able to check up to date with all current versions.

Webster 09-26-13 04:46 PM

Quote:

Originally Posted by Sjizzle (Post 2119334)
heya m8 nobody said that do not make it ...if u make a super mod and when u put together all mods in 1 folder something like Magnum Opus, Schleichtfahrt u can not update it anymore... each time when a mod have an update or a new mod is released u must make all form beginning u can not add only that mod to your mega mod... if u think on something like Sober_all_n_one what i have be give to Uncle Neal for bonus mod nobody stop you just as volodya and i said there is one pretty new one 2 - 3 weeks old if somebody download that and use sober .mep file need to add only 1 or 3 mods nothing more....

why cant you just add the updated mod to over write the other files? if there are no mod conflicts then there are no merged files to deal with so adding the one updated mod on top of the multi-mod package solves any issue with one or two mods getting updated.

if more then 2 or 3 mods get updated then just redo the mod package, its just copy and pasting so there is no mod creation work going on that requires modded file creation and testing, that is done by the modder when he created his update. its not that hard guys so don't overthink it

Sjizzle 09-26-13 05:05 PM

Quote:

Originally Posted by Webster (Post 2119608)
why cant you just add the updated mod to over write the other files? if there are no mod conflicts then there are no merged files to deal with so adding the one updated mod on top of the multi-mod package solves any issue with one or two mods getting updated.

if more then 2 or 3 mods get updated then just redo the mod package, its just copy and pasting so there is no mod creation work going on that requires modded file creation and testing, that is done by the modder when he created his update. its not that hard guys so don't overthink it


i mean o super mod not a mod list like sober one ....
for exampl. if TDW make an update for his UI and u will add to the super mod then will overwrite some files in OHII and other mods and then u will have CDT's a collection of mod's like sober mod list can be updated very easy u need only the latest mods and the .mep... for super mod u need to put all files together in the right order.
take a look at MyMegaMod or something like that no updates same as Schleichtfahrt they are very old an if u add now only OHII v2.2 will not work or TDW FX_updates will not work will crash each time ....u need all mods from Schleichtfahrt or MyMegaMod and put the files together in the right order to not crash.
sorry if i am wrong here and sorry for my bad English

Webster 09-26-13 06:24 PM

Quote:

Originally Posted by Sjizzle (Post 2119612)
i mean o super mod not a mod list like sober one ....
for exampl. if TDW make an update for his UI and u will add to the super mod then will overwrite some files in OHII and other mods and then u will have CDT's a collection of mod's like sober mod list can be updated very easy u need only the latest mods and the .mep... for super mod u need to put all files together in the right order.
take a look at MyMegaMod or something like that no updates same as Schleichtfahrt they are very old an if u add now only OHII v2.2 will not work or TDW FX_updates will not work will crash each time ....u need all mods from Schleichtfahrt or MyMegaMod and put the files together in the right order to not crash.
sorry if i am wrong here and sorry for my bad English

go back and reread it, plj said he offered to do just that (create a mod list super mod) so when you replied as you did it was looking as though you were saying to him, not to.

this is what he offered to do in the past but was rebuffed in the same manner back then as well because everyone wants everything.

all im saying is he needs support that it is desired that he something like put sobers mod list and any others that are popular into a single easy to use one folder single mod and 90% of everyone is happy and greatfull to have it.

the biggest problems I see with mods right now is people trying to get the huge number of mods installed correctly in the right order so lets solve that issue for now and the "super mod" and all of what that truly entails and means to everyone is a question that has never been settled. everyone has different wants, needs, and expectations so if you are looking for another GWX forget it but you might be able to get something along the lines of sh4 with GFO, TMO, RFB, FOTRS, OM, etc so you end up with 4 or 5 versions of different flavored super mods but it will take many more years for the game to get to that point.

Sjizzle 09-27-13 01:08 AM

i didn't said do not make or u are not allowed i just said my opinion about a mega mode...every body it's free to make one... if my opinion hurts somebody than sorry i will newer say my opinion.

Have a nice day
Sjizzle


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