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-   -   [REL] Morale Mod (Your crew is actually obedient!) (https://www.subsim.com/radioroom/showthread.php?t=163091)

R-T-B 03-04-10 03:39 AM

[REL] Morale Mod (Your crew is actually obedient!)
 
I've made a mod that is a bit of a simple work around, but I felt I'd share it all the same.

Now crew members will obey commands regardless of morale. Until the broken morale system is fixed and the ability to boost morale becomes easier to attain, I think this is an absolute necessity. Download here:

EDIT: This is the latest version that provides more fixes, and is now official. Please upgrade.

EDIT EDIT: Test version recalled until I have time to figure out what's going on. Link below has been updated to the original version. Sorry for any inconvienience this may have caused...

http://www.subsim.com/radioroom/down...o=file&id=1568

R-T-B 03-04-10 04:04 AM

After some initial testing, it seems this also fixes the deck gun manning (or rather, not being manned) issue, which was caused by the command requiring morale from the watch officer???

What were they thinking?

Highbury 03-04-10 04:43 AM

Thank you :up:

Vikinger 03-04-10 05:29 AM

Quote:

Originally Posted by R-T-B (Post 1292133)
I've made a mod that is a bit of a simple work around, but I felt I'd share it all the same.

Now crew members will obey commands regardless of morale. Until the broken morale system is fixed and the ability to boost morale becomes easier to attain, I think this is an absolute necessity. Download here:

http://www.subsim.com/radioroom/down...o=file&id=1563

Thank you. I will defently test/try this needed mod.
Its quite silly that the crew refuse to work if the morale is low.
It would never happend in RL no matter how low thier morale is.

If they refused to do the work they got shoot.

BlackSpot 03-04-10 06:06 AM

Thanks :yeah:

birdy 03-04-10 06:38 AM

thanks:up:

kptn_kaiserhof 03-04-10 06:44 AM

mmmmmm i must agree

piri_reis 03-04-10 06:51 AM

Cool, so you basically zeroed the moral costs: MoraleCost= 0, 0, 0
Some things in there are just plain dumb, why would the Watch Officer demoralize if they manned the deck gun. :doh:

coronas 03-04-10 07:21 AM

Discipline and punishment

In the modern age, discipline has become conflated with punishment, but in the 18th century it meant organisation; good discipline meant that the ship was well ordered, not that the men were soundly flogged. Men were punished, however, if they failed to do their duty, and put the ship and the rest of the crew in danger. Among the worst offences were falling asleep on duty, refusing to follow orders, or 'unclean behaviour' - such as relieving bodily functions inboard, rather than using the rudimentary toilet facilities. All of these offences threatened the safety of the ship and her crew.
Contemporary naval punishments have become legendary, and strike us as inhuman; flogging with the cat-o'-nine-tails and hanging were the major punishments, while the men were occasionally 'started', or encouraged to work, with a blow from the end of a rope. There was no system of imprisonment, or financial penalty, although the rum ration could be stopped. However, we must remember that 18th-century society on shore relied on similar corporal and capital punishment. If anything, naval punishment was less severe, for sailors were a scarce and valuable resource that no captain would waste; also, flogging meant that the punishment was quickly completed, and the man could return to duty. There was no alternative, because the navy was, in all things, a reflection of the society it served.
Formal punishments were always inflicted in public, using consciously theatrical methods to ensure the maximum deterrent effect. The crew would be formed up on deck, with the marines separating the officers from the seamen, while the punishment was carried out according to established custom. Some crimes were handled by the crew - thieves were forced to 'run the gauntlet', allowing their shipmates to strike them with rope ends. This was a highly effective means of deterring a man from committing any fundamental breach of the trust that had to subsist between men who literally depended upon each other for their lives.

http://www.bbc.co.uk/history/british...a_01.shtml#two

:arrgh!::arrgh!::arrgh!:


Many thanks for your mod!!

Ragtag 03-04-10 08:37 AM

Thanks a bunch. With moral system broken you save the day :)

Sky999 03-04-10 10:12 AM

So basically I download the Generic Mod Enabler, go to the MODS folder, then create a folder called 'Morale Mod', then just drag the SpecialAbilities.upc file in it?

mookiemookie 03-04-10 10:20 AM

Quote:

Originally Posted by Sky999 (Post 1292830)
So basically I download the Generic Mod Enabler, go to the MODS folder, then create a folder called 'Morale Mod', then just drag the SpecialAbilities.upc file in it?

No, no - download JSGME, extract it to your base /Ubisoft/SH5 installation folder. Run it - it will create a MODS folder. Then, when you want to install a mod, you download the mod file, and extract the whole thing, as is, to your MODS folder. Then you run JSGME and activate the mod from there. If you mess with the file structure, JSGME won't work correctly.

Jeevz 03-04-10 10:24 AM

Thanks much, I was hoping someone would give us a quick fix while we wait for the morale bug to be fixed. :salute:

Sky999 03-04-10 10:27 AM

Quote:

Originally Posted by mookiemookie (Post 1292849)
No, no - download JSGME, extract it to your base /Ubisoft/SH5 installation folder. Run it - it will create a MODS folder. Then, when you want to install a mod, you download the mod file, and extract the whole thing, as is, to your MODS folder. Then you run JSGME and activate the mod from there. If you mess with the file structure, JSGME won't work correctly.

Quite right, I thank you, and good day to you sir. :ping:

remowilliams 03-04-10 10:46 AM

Yessss! Thank you! :yeah:

The morale bug makes it pointless to even attempt playing.


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