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-   -   [REL]No Damn Bubbles, No Damn Halo Mod (https://www.subsim.com/radioroom/showthread.php?t=162677)

etheberge 02-28-10 11:07 PM

[REL]No Damn Bubbles, No Damn Halo Mod
 
Updated for patch 1.2.0

http://www.subsim.com/radioroom/pict...pictureid=1345

http://www.subsim.com/radioroom/pict...pictureid=1373

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ENGLISH
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No Damn Bubbles, No Damn Halo Mod v1.01
--------------------------------------------

tested with patch 1.2.0

Changelog:

-Modified for patch 1.2.0 compatibility.

Install
-------
Install with JSGME or manually copy the two files included in their proper folders.
If you would like to remove the dialog indicator completely, install the NDB,NDH OM#1 - No Dialog Indicator after installing the main mod.

Questions or comments in the Subsim thread please.

Credits
-------
-Steps to remove halo originally found by user Pintea on Subsim.
-New dialog indicator by kapitan_zur_see
-danasan for German translation

Download
----------
http://www.subsim.com/radioroom/down...o=file&id=1556

Onkel Neal 02-28-10 11:19 PM

Quote:

Originally Posted by etheberge (Post 1285059)


This mod removes the glowing orange halo around interactive objects (crew, stations, etc) and removes the "thought bubbles" above crew members when they have something to say.

Use at your own risk since this may have unforeseen gameplay consequences, only long time testing will tell.


Install
-------
Install with JSGME or manually copy the two files included in their proper folders.

Questions or comments in the Subsim thread please.

Tested with pre-patch SH5 only.

Download
---------
http://www.subsim.com/radioroom/down...o=file&id=1556

Credits
-------
Steps to remove halo originally found by user Pintea on Subsim.


Awesome, I think the thought bubbles is good enough for a Subsim Battle Mug, PM your address and it shall be yours :salute:

CCIP 02-28-10 11:37 PM

Wow, and here I thought that one would take a little bit of effort to figure out... and there we have it, a full day before street date!

Really puzzled why they thought it wise to have that as a set and un-selectable option. I mean... the cursor changes when you mouse over active crew like that. It'd be good if the cursor could be coloured a bit brighter to indicate this, but all in all, this is just fine :yeah:

etheberge 02-28-10 11:45 PM

I think it might be a bit confusing at first without the bubbles until you know who you can and can't talk to but we'll manage.

The one thing I'm afraid of though is if the game requires you to talk to a certain character at a specific time to progress (in the campaign storyline maybe) then we might miss the clue to talk to this one guy at that one time.

Anyway, we'll see. If it become an issue we can always try to replace the default ugly bubble with something more discreet.

CaptainNemo12 02-28-10 11:48 PM

That was fast! :o

Plus it's great that JSGME is also compatible!:DL

etheberge 03-01-10 12:09 AM

Yes, JSGME seems to work fine so far, at least the basic functionality.

Stormfly 03-01-10 02:08 AM

Big Thank You mates !

capthelm 03-01-10 03:03 AM

this one is a sticky mods:rock:

urfisch 03-01-10 04:59 AM

nice work, dude...

Ragtag 03-01-10 06:49 AM

Sweet, thanks a bunch :)

Michal788 03-01-10 07:16 AM

Really cool this mob.:yeah:
Where can i download JSGME?:oops:

karamazovnew 03-01-10 08:29 AM

Wohoo, my first SH5 files....
Just 724,180 files to go and then I can start this baby. :shifty:

On the bright side, the amount of dev comments on that file is just amazing! Modding will be a pleasure cruise :D

codmander 03-01-10 09:16 AM

Quote:

Originally Posted by karamazovnew (Post 1285559)
Wohoo, my first SH5 files....
Just 724,180 files to go and then I can start this baby. :shifty:

On the bright side, the amount of dev comments on that file is just amazing! Modding will be a pleasure cruise :D


:rotfl2::rotfl2:
YES got a sh5 folder no game but patchs n mods folder is a start

bert8for3 03-01-10 11:00 AM

Many thanks :up:

Sailor Steve 03-01-10 11:28 AM

That was fast! Just what the doctor ordered!:rock:

Quote:

Originally Posted by etheberge (Post 1285112)
The one thing I'm afraid of though is if the game requires you to talk to a certain character at a specific time to progress (in the campaign storyline maybe) then we might miss the clue to talk to this one guy at that one time.

If it turns out the game works that way I'll stop playing it. A little RPG is fine, but if it turns into a real storyline I'll do something else. I already hate the little backstories that come with each 'character'.


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