SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   Mod order help for GFO please help (https://www.subsim.com/radioroom/showthread.php?t=228663)

drakkhen20 12-04-16 09:04 PM

Mod order help for GFO please help
 
ok guys, been fighting here and there and been trying to find info on some mods. i need help on how to activate them in a good order. i also find that even following the GFO order the eyes are still missing from their faces. im going to do a clean install again and start over. heres my MOD list. this is not what is activated. its just what i have in my folder.

#1 Real Environment mod install
3000 Yard Bearing Tool (1920x)
3000 Yard-Meter Bearing Tools (1280x960)
Bigger Better Protractors
Extra Allied naval bases for SH4 + UBM + TMO v1.7 (v1.0)
Eye Patch for Stock
Game Fixes Only Mod v1.1
GFO Patch for Real Env
GFO Patch for RSRDC v401
GFO Snorkel Name Change
Magnified Hud Dials for v1.5_Large
MaxOptics IV for GFO 1.1
MaxOptics3 for SCAF 1.5
Metric Nomographs
Nav Map Make-Over v2.1
New Orders Bar Menu
NMMO v2.1 Patch 1 no AB
Remove grain effect
RSRDC_SH15_V400
RSRDC_SH15_V401
RSRDC_SH15_V550
RSRDC_V4XX_Patch1
RSRDC_V5xx_Patch1
SCAF for SH 1.5
Sobers compass mod_version color
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
US Torpedo Test Mission
Webster's Eliminate Floating Plankton
Webster's Improved US Torpedo v2
Webster's New sonar view for v1.5
Webster's No Crew Fatigue
Webster's Ship Manuvering Fix
Webster's Upgraded Deck Gun v1

thanks in advance for all the help and suggestions.

:salute:

fithah4 12-04-16 09:15 PM

The "Webster's GFO Mod v1.1" folder contains the GFO read me as well as the read me for all the mods in GFO and install
info along with the "GFO Snorkel Patch" folder.

Mod Installation order for GFO + RSRDC v401:
-stock game v1.5
-Game Fixes Only Mod
-Webster's New Orders Bar Menu for v1.5
-RSRDC v401 for stock (v550+patch1 can be used but some ships wont get the manuvering fix)
-GFO Patch for RSRDC v401
-then install the GFO Snorkel Name Fix only if needed

Mod Installation order for GFO + Real Env #1:
-stock game v1.5
-Game Fixes Only Mod
-Webster's New Orders Bar Menu for v1.5
-Real Environments #1
-GFO Patch for Real Environments #1
-then install the GFO Snorkel Name Fix only if needed

Mod Installation order for GFO + Real Env #1 + RSRDC v401:
-stock game v1.5
-Game Fixes Only Mod
-Webster's New Orders Bar Menu for v1.5
-Real Environments #1
-GFO Patch for Real Environments #1
-RSRDC v401 for stock (v550+patch1 can be used but some ships wont get the manuvering fix)
-GFO Patch for RSRDC v401
-then install the GFO Snorkel Name Fix only if needed

NOTE - think of GFO as if it was the stock game when you are trying to decide on the correct install order for using additional mods.

Fith

fithah4 12-04-16 09:22 PM

Start out with the "CORE " of the mod you are trying to build them enter one mod at a time to see if you have a mod soup conflict to narrow it down easily, what works and don't work.
Other wise your be pulling you hair out and cussing the computer........been there before!!

The Berbster has a link with some info on loading mods and other info.....
http://www.subsim.com/radioroom/showthread.php?t=219029

Fith

drakkhen20 12-04-16 11:03 PM

yeah thats what ive been doing but some mods i cant tell if they are working or if it took away from the GFO mod. ive started with the basics core which you posted above but i have another copied and pasted info ive had before and in that mod order it does have MaxOptics or RSRD mods listed in any order. in the first part of his description on the latest GFO forum post he states to use MaxOptics IV instead of MO 3. when you look into the SCAF folder it has the MaxOptics3 for SCAF but i can not find MaxOptics IV for SCAF so from another post. in my mod order, do i just use MO IV and dont add SCAF or do i add SCAF as it says and put MaxOptics IV for GFO after it and call it a day? i just need to know from other GFO users if im going in the right direction.

drakkhen20 12-04-16 11:19 PM

ok so upon reading which mods are in GFO 1.1 i did find it does have SCAF and his Ship Manuevering Fix as well, so i guess all i have to do is enable MO IV for GFO and be done with it.

drakkhen20 12-04-16 11:55 PM

ok so heres my list now. for some reason my bridge crew has no eyes but my interior ones do. after i removed eye patch. before they had the zombie eyes and my interior crew had no eyes.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

Game Fixes Only Mod v1.1
New Orders Bar Menu
#1 Real Environment mod install
GFO Patch for Real Env
RSRDC_SH15_V401
GFO Patch for RSRDC v401
MaxOptics IV for GFO 1.1
Extra Allied naval bases for SH4 + UBM + TMO v1.7 (v1.0)
Sobers compass mod_version color
Webster's Improved US Torpedo v2
Webster's New sonar view for v1.5
Webster's No Crew Fatigue
Webster's Upgraded Deck Gun v1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Bigger Better Protractors

Rockin Robbins 12-05-16 09:13 AM

Most of Webster's mods are incorporated within GFO. Check out the readme and see which of your mods are not necessary!

Also, bigger better protractors operates on the infamous menu_1024_768.ini file. As soon as you load it up all other changes made by other mods are nuked! I'd not load it. The extra naval bases mod has some TMO specific things in it that will give your game unpredictable trouble. Unless you know enough to operate on the mod and remove all the TMO specific parts of it I'd leave that one alone too.

drakkhen20 12-05-16 08:45 PM

alright ill try that. is there another mod that adds navel bases around. the one thing i could never stand is doing a patrol and having the hit or miss of running out of fuel. its nice to have some ports i can stroll into and refuel.

Rockin Robbins 12-06-16 09:04 AM

These subs have plenty of fuel to do missions until you're absolutely bored and want to return to port. I routinely pick up four or five assignments and never have any trouble getting back to Pearl from Japan or the Straits of Formosa. The trick is not to gallivant all over the ocean at high throttle settings. Your top fuel economy is at about 9.5 knots. With that your range is immense. Double your speed and cut your mileage by a factor of at least four.

Faster speeds can be used in combat without impacting your ability to return to base because you're using those speeds such a small proportion of the time. You can be at Japan with a quarter tank and easily get back to Pearl Harbor at cruise speed of 9.5 knots. So there is no hit or miss. There are good boat handling skills and bad ones.

Webster 12-06-16 09:46 AM

seams like you got the rest sorted out already so i'll just address this part

Quote:

Originally Posted by drakkhen20 (Post 2450443)
for some reason my bridge crew has no eyes but my interior ones do. after i removed eye patch. before they had the zombie eyes and my interior crew had no eyes.

I found this happened to me all the time when I first tried the eye patch.

this mod was needed for a select few older video cards and I think it was just something to do with the drivers for them so while only a limited few people ever needed it to begin with, you no longer need this mod at all for the game.

the problem with this mod is it causes irreversible game corruption you cant fix so the only remedy is to uninstall the game, manually go into your computer files and delete the sh4 folder found in your "C"drive/programs files, then delete the sh4 folder in your documents folder and do a fresh new reinstall off the game. then the eyes will be normal again.

if you have a clean unmodded backup copy of the sh4 "data" folder, something everyone should do for insurance against corrupted game files, then you don't have to reinstall the game, you just need to delete the "data" folder in your programs files found inside the "ubisoft/sh4" folder and copy and paste a fresh new version in its place.

as for your mod list i'll see what I can add to what has already been mentioned above

#1 Real Environment mod install
3000 Yard Bearing Tool (1920x)
3000 Yard-Meter Bearing Tools (1280x960)
Bigger Better Protractors
Extra Allied naval bases for SH4 + UBM + TMO v1.7 (v1.0) pretty sure this one is only supposed to be used with TMO v1.7 or not at all
Eye Patch for Stock never use this mod unless you already have eyes missing, it causes them to disappear and corrupts the game files
Game Fixes Only Mod v1.1
GFO Patch for Real Env
GFO Patch for RSRDC v401
GFO Snorkel Name Change
Magnified Hud Dials for v1.5_Large
MaxOptics IV for GFO 1.1 im pretty sure you can only use one version of maxoptics at a time, not both
MaxOptics3 for SCAF 1.5 im pretty sure you can only use one version of maxoptics at a time, not both
Metric Nomographs
Nav Map Make-Over v2.1
New Orders Bar Menu
NMMO v2.1 Patch 1 no AB
Remove grain effect
RSRDC_SH15_V400 you can only use one version at a time, not all 3 versions at the same time
RSRDC_SH15_V401 you can only use one version at a time, not all 3 versions at the same time
RSRDC_SH15_V550 you can only use one version at a time, not all 3 versions at the same time
RSRDC_V4XX_Patch1 only use one version at a time, not both at the same time
RSRDC_V5xx_Patch1 only use one version at a time, not both at the same time
SCAF for SH 1.5
Sobers compass mod_version color
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
US Torpedo Test Mission
Webster's Eliminate Floating Plankton
Webster's Improved US Torpedo v2
Webster's New sonar view for v1.5
Webster's No Crew Fatigue
Webster's Ship Manuvering Fix
Webster's Upgraded Deck Gun v1

the key with GFO is its designed to be used "first" to patch or fix the game issues and make a few "minor" eye candy fixes as well

all mods should be added to the game after GFO except where specified such as my patches for mods used with GFO

using mods on top of GFO can "sometimes" undo changes made by GFO and revert some aspects of the game back to stock but they shouldn't cause any issues with the game otherwise.

think of GFO as the last patch for the game that ubisoft never made for it, and just like the stock game you can use "just about" any mod you want to use with it and at the worst you just undo some, most, or in the case of the large super mods like FOTRS, TMO,RFB, they will undo all the fixes made by GFO so its pretty pointless to use those mods on top of GFO but you can, that's pretty much the way I designed it, so GFO is infinitely moddable and compatible with "almost" any mods

drakkhen20 12-06-16 07:32 PM

hey webster. glad you responded. i did a fresh install and still got the missing eyes. i deleted everything even the My documents folder. the mod list you posted in your reply was everything that i had put into my "MODS" folder. not activated. this is my Activated list as of now.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

Game Fixes Only Mod v1.1
New Orders Bar Menu
#1 Real Environment mod install
GFO Patch for Real Env
RSRDC_SH15_V401
GFO Patch for RSRDC v401
MaxOptics IV for GFO 1.1
Sobers compass mod_version color
Webster's Improved US Torpedo v2
Webster's New sonar view for v1.5
Webster's No Crew Fatigue
TDW_Ship_Plane_Fire_Damage_v1_3_SH4

to rockin robin, yes ive patrolled on and under 2/3s and patrolled in the designated square or frame/ sector at 1/3 and still have ran out of fuel trying to get back to port to refuel between missions. but as you stated. its probably due to my poor judgement as to when to set sail for port. but historically wasnt there ports that submarines would do the exact thing im trying to mod that we were allied with and such?

back to webster,
so for the RSRD over the v401 your ship physics doesnt work for some ships, is this because it adds ships that havent been added to your physics or whats going with that ? because i use v401 to get the full effect out of your mods. im just trying to understand these mods and how they work so i know and can figure out how to apply them.

Rockin Robbins 12-06-16 08:06 PM

Quote:

Originally Posted by drakkhen20 (Post 2450820)
to rockin robin, yes ive patrolled on and under 2/3s and patrolled in the designated square or frame/ sector at 1/3 and still have ran out of fuel trying to get back to port to refuel between missions. but as you stated. its probably due to my poor judgement as to when to set sail for port. but historically wasnt there ports that submarines would do the exact thing im trying to mod that we were allied with and such?

There is a quick way to run out of fuel. Get depth charged and get holes in your fuel tank. I've had that happen and you're stuck when it happens. Of course additional ports wouldn't help that.:D:D

drakkhen20 12-06-16 09:46 PM

ah, thats true as well. good to keep in mind.

well just did a fresh install and this is my Activated mod list now

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

Game Fixes Only Mod v1.1
New Orders Bar Menu
#1 Real Environment mod install
GFO Patch for Real Env
RSRDC_SH15_V401
GFO Patch for RSRDC v401
MaxOptics IV for GFO 1.1
Sobers compass mod_version color
Webster's Improved US Torpedo v2
Webster's New sonar view for v1.5
Webster's No Crew Fatigue
TDW_Ship_Plane_Fire_Damage_v1_3_SH4


im still getting no eyes on bridge crew but eyes in the interior down below. i dont know whats going on here. ive never had this problem before. usually i have no eyes and the eye patch fixes it.

Webster 12-07-16 05:32 PM

Quote:

Originally Posted by drakkhen20 (Post 2450820)
hey webster. glad you responded. i did a fresh install and still got the missing eyes.

the thing to remember is even though you uninstalled the game, any "changed/modded" files will still be left behind and they instantly corrupt the game as you reinstall the game. what you have to do is uninstall the game and then go into your computer files and manually delete the leftover files. its a PITA to do this every time your game gets corrupted but you get used to doing it after a while.

uninstalling the game ONLY removes the original unmodified files so any file that was changed by adding a mod stays there until you go find it and delete it yourself, uninstallers are useless and don't work on those files. also if you forget to uninstall all mods before doing an uninstall and reinstall it can leave a huge number of files left behind

Moonlight 12-07-16 06:24 PM

Quote:

Originally Posted by Rockin Robbins (Post 2450494)
Most of Webster's mods are incorporated within GFO. Check out the readme and see which of your mods are not necessary!

Also, bigger better protractors operates on the infamous menu_1024_768.ini file. As soon as you load it up all other changes made by other mods are nuked! I'd not load it. The extra naval bases mod has some TMO specific things in it that will give your game unpredictable trouble. Unless you know enough to operate on the mod and remove all the TMO specific parts of it I'd leave that one alone too.

I'm sorry to correct you RR but the bigger better protractors does not touch the menu_1024_768.ini file.
I'm using it with FOTRS at the moment and there are no conflicts at all, here is the readme from the said mod.

Quote:

This mod changes the map tool large mouse cursors for the course plotter, ruler, and protractor. The new cursors are approximately twice as large as the originals, with higher contrast for better readability. The protractor and ruler are very similar in layout to the originals, but I changed the course plotter to have a usable radial scale for more accurate plotting.
Bigger Better Protractors should be compatible with most other mods. If there is a conlict and you still want to use this mod, you'll need to manually move a few files and edit a few lines of text. Move LineExt.dds, ProtractorExt.dds and SquareExt.dds into Data\Menu\MouseCurs. Next, open Mouse.cfg in Notepad, find the entries for Cursor 12, Cursor 13, and Cursor 16, then change the XO and YO values as follows:
[Cursor 12]
Name=LineExt
XO=256
YO=257
[Cursor 13]
Name=SquareExt
XO=127
YO=128
[Cursor 16]
Name=ProtractorExt
XO=256
YO=257
These values tell the game which pixel is the exact center of the cursor.
I've been using these cursors on my 1680x1050 monitor, and they work well at that resolution. Larger resolutions should also be good, but smaller resolutions may not.
Thanks for reading.
White Owl
:up:

Rockin Robbins 12-08-16 09:14 AM

Quote:

Originally Posted by Moonlight (Post 2451002)
I'm sorry to correct you RR but the bigger better protractors does not touch the menu_1024_768.ini file.
I'm using it with FOTRS at the moment and there are no conflicts at all, here is the readme from the said mod.

:up:

I stand corrected. The principle still stands. But Moonlight gave you instructions to modify your own game, and I'm in favor of importing this change into FOTRS Ultimate too.

It all depends on whether this works for lower resolutions. And lower resolutions won't benefit as much from larger tools. If there's a problem then it will become a plugin because it sure is hard to read those little protractors on a higher resolution screen!

Rockin Robbins 12-08-16 09:33 AM

Quote:

Originally Posted by Webster (Post 2450990)
the thing to remember is even though you uninstalled the game, any "changed/modded" files will still be left behind and they instantly corrupt the game as you reinstall the game. what you have to do is uninstall the game and then go into your computer files and manually delete the leftover files. its a PITA to do this every time your game gets corrupted but you get used to doing it after a while.

uninstalling the game ONLY removes the original unmodified files so any file that was changed by adding a mod stays there until you go find it and delete it yourself, uninstallers are useless and don't work on those files. also if you forget to uninstall all mods before doing an uninstall and reinstall it can leave a huge number of files left behind

You know, Webster, I haven't looked at your Mod Soup Fix. Wonder how similar it is to my video (look at the second, although it still depends on doing the operations in the first video).

drakkhen20 12-09-16 12:19 AM

yes ive uninstalled the game and went in manually and deleted the "SH4" file under "My Documents" and as well i keep all my Ubisoft games in one folder out of "Program Files and Program Files(x86)" so i go in there and delete the whole file as well. i still got the problem. im going to try one more thing as stated before. going through them one by one and seeing which or what is going on but before i do that im going the try the stock game first and make sure i see all the eyes. i did not do this before as i havent had a problem with it before. :salute:

Rockin Robbins 12-09-16 09:26 AM

Okay, Webster's mod soup fix relies on JSGME to properly uninstall all your mods. You then move your mods folder to another location and run JSGME to create a new MODS folder. Then you redownload and reinstall your mods.

This is a good partial solution that will solve a minority of mod soup problems. However, it is by no means a complete solution. In our 3.6 Gigabyte Fall of the Rising Sun Ultimate Project, we've found that in dealing with thousands (almost 9,000 in FOTRSU) of files JSGME just can't be relied on.

If you have mod soup, after uninstalling all your mods with JSGME you STILL can't play the stock game. You still have mod soup because remnants of long forgotten mods live as hidden zombies in your stock game files and there is no way you will ever find them all. Without draconian measures, mod soup is chronic and sometimes fatal.

A more detailed procedure than Webster's is necessary. I've made a thread with two videos showing how to initially set up the game to allow for future restorations without reinstalling the game (ever! video #1) and then step by step instructions on what to do if disaster strikes (video #2).

I need to make another video on what to do if the mods themselves in your MODS folder are the problem. This is very rare as all JSGME does is read them. It never writes to those files, therefore it is very unlikely that they will be corrupted. Nonetheless, I should make a video of testing the mods in that folder one by one and replacing them if necessary. Again, the possibility that you find the problem there is very remote.

A quick overview of my procedure, which starts with initial game installation. Install the game in a non-system protected directory, \wolves of the pacific by default. Copy that entire directory into a parallel directory \sh4 pristeen. Then write protect all directories and files within that folder, including the folder itself. It's your lockbox of stock game files that cannot be played. Write protecting guarantees that they cannot be played. My videos show how to put JSGME, MultiSH4 and Large Address Aware into the \sh4 pristeen installation.

Suppose you want to play TMO. Make yourself another parallel directory \sh4tmo. Copy all the contents of \sh4 pristeen into \sh4tmo. Write enable all files and directories in \sh4tmo. Run MultiSH4 to make a \TMO directory for savegame files in your \documents folder. Run Large Address Aware to let SH4 access more than 2 GB. Then run JSGME to make your MODS folder, and especially so you can take a game files snapshot. This is your mod soup survival tool. Because you can't trust JSGME to keep all your files straight (this is a Windows problem, not a JSGME problem) but you CAN trust JSGME to compare all your game files with the originals and tell you if any are different.

Install your mods in the MODS folder and install them with JSGME. Play. Now let's say you have weird stuff going on. You need to check to see if mod soup is the issue. Run JSGME and uninstall all mods. Your files should now be stock files--but ARE THEY? Do JSGME's compare to original game files function. If you have files that are changed, you have mod soup all right!

Don't worry about diagnosing what went wrong. We're going to fix it and we'll never know. It's like rebooting your computer. Why analyze for hours when you can be up and running with all problems fixed (whatever they are!) in ten minutes?

First, delete everything from your \sh4tmo directory except for your MODS folder. Then copy everything from your \sh4 pristeen folder into your \sh4tmo directory. You'll then write enable the whole \sh4tmo shebang: directories and files. Run MultiSH4 to tell the game to use your \TMO savegame directory. Run Large Address Aware on the new SH4.exe. Run JSGME to reinstall your mods. Now all your savegames are restored and you can begin playing your present campaign as if nothing had ever happened.

What could go wrong:
  • If your savegame is corrupt you might have to start a new career or mission.
  • If your files in the MODS folder are corrupt you'll have to test them one by one and replace the bad ones. This is VERY unlikely.
  • If you run your game from desktop or menu bar shortcuts, those shortcuts need to point to the appropriate sh4.exe files NOT gu.exe, which bungles large mod installations and causes other game malfunctions.
That's about it. It's much more comprehensive than Webster's mod soup fix. The videos incorporate the use of MultiSH4 to have multiple game installation. They incorporate instructions on how to use Large Address Aware. They incorporate instructions on how to use JSGME to compare your files to detect mod soup.


Actually, if the thread were stickied I'd add Webster's instructions to it in a third video. The entire comprehensive process hasn't been clearly explained so far, and probably can't be outside of instructional videos.

Webster 12-09-16 10:01 AM

actually my method says to DELETE the existing mod folder, then re-download your mods and install them back into jsgme from fresh download or saved zip file download somewhere to avoid any issues with the mods themselves being where the corruption lies.

that's a very important clarification, because just "moving" the jsgme MODS folder and transferring the mods to the newly created jsgme MODS folder can and often WILL put the corruption back.

one further note is to ask if by chance this might be a very old computer running a very old video card? when this "eyes" issue was around, there was so many different situations it occurs that it was very hard to say if it was a video driver or video card issue but it seamed to be caused by a video card related problem and that's why the mod was made to correct a "trigger" with the game that caused it


All times are GMT -5. The time now is 06:26 AM.

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.