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-   -   What Mods Do Magnum Opus Contain? (https://www.subsim.com/radioroom/showthread.php?t=192022)

DragonMoney 01-30-12 08:05 PM

What Mods Do Magnum Opus Contain?
 
Hey guys, I was wondering what mods does the Mega Mod Magnum Opus contain.:06:

von Kinderei 01-30-12 09:05 PM

I've wondered this myself ... :hmmm:

pedrobas 01-31-12 12:36 PM

Reading the multiple posts i got this:


Magnum Opus v0.0.3 by TheDarkWraith

This mod is a compilation of mods from SH5. This compilation is composed of the following mods:

- TheDarkWraith: RemoveLogoIntro
- SteelViking: SV&Com Underwater Mod
- W_Clear: Environment 5.0
- Sober: sobers base wave mechanics for SH5 V11
- Conus00 and SteelViking: Compatible Conus00's Graphic Mod+SV's work
- SteelViking: SteelViking's Interior Mod v1.2
- SteelViking: Shadow Improvement Mod (High res version)
- ddrgn: U-boat Historical Specifications 1.4
- TheDarkWraith: FX Update_0_0_11_ByTheDarkWraith
- TheDarkWraith & Arclight: FX_Update_0_0_11_BARF_1_3_Full_Fix (Better and Realistic Flotation)
- TheDarkWraith: FX_Update_0_0_11_UHS_Fix
- TheDarkWraith: NewUIs_TDC_6_3_2_ByTheDarkWraith
- Trevally: Trevally Harbour & Kiel Canal Pilot v2.4
- Krauter: Krauters Automated Scripts
- Abd_von_Mumit: Patrol Routine Scripts v 01_02 by AvM
- TheDarkWraith: IRAI_0_0_29_ByTheDarkWraith
- TheDarkWraith: IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
- Oby: AirTorpedoes
- Vickers03: SUB_hyd_fix_SH5
- TheDarkWraith: SubFlags_0_0_6_byTheDarkWraith
- TheDarkWraith: Sub_Exhaust_1_0_5_byTheDarkWraith
- Heretic: MightyFine Crew Mod 1.2.1 Stock w beards
- Athlonic: MCCD_1.04
- Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
- Nisgeis: High Contrast Nav Map with Inverse Shallow Colour - Chart color scheme 3
- thfeu58: Terrain_harbour_flags_Mod_v1_2_1
- doomlordis: Dooms Decks for VIIABC41 1_4
- TheBeast: SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
- Athlonic: Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
- avee: No magic skills v1.5 MCCD compatible
- Venatore: Elite German Black & Copper Torpedo
- Pascal: Pascal uniforms
- Cerberus62: Historical Ship Equipment 1_3
- Ailantd: AilBubbles 1.0
- Ailantd: AilClouds 3_0
- Ailantd: AilSmoke 1_7
- KarlKoch: Speech fixes and additions (english version)
- Cerberus62: Additional Merchant Ships 1.1
- Heretic: Less annoying footsteps
- ACSoft: fix for Environment 5.0
- Trevally: Trevally's tutorials

Editing and tweaking of the above mods was done by myself to make them compatible with each other. You may notice that the stand-alone version of a particular mod looks different than the one included in this compilation.

No sound files have been included as I'm striving for a base here that works and works well currently.

There is an add-on mod for scopes available in \MODS\Magnum_Opus_Scopes (do not enable - read). Inside that folder is a text file that you will have to follow in order to setup a scope mod (How_to_enable_a_scope_mod.txt)


Known current problems:
- Oil slicks might be standing on end for some users. Not sure why this is happening either (from FX Update part of mod)
- unsure of the stability of the environment part of the mod (W_clear's Environment 5.0 mod) - may cause CTD's like in the past


v0.0.1 - first BETA release
v0.0.2 - fixed problem of missing dialog items in crew dialog boxes
- added Heretic's less annoying footsteps
- fixed bug of not being able to move mission map when requesting new mission after returning from previous mission
- fixed bug of timers not working correctly after requesting new mission after returning from previous mission
- fixed some other errors dealing with campaign
- fixed bug of TAI map, heading bar, and messagebox not starting in expanded modes if set in user options in campaign mode
v0.0.3 - fixed bug of messagebox not remembering it's status (expanded or collapsed) when TC level causes it to change state
- added the ability for ships to send out radio messages when they have spotted a sub/periscope
- added the ability for ships to send out radio messages when they are destroyed/sinking
- added a new user option that specifies the maximum distance at which a ship can start looking for you for purposes of firing off a radio message. Default value is 8000m (RangeShipSendingSubSightedMessage)
- updated scope mods with information/files from Trevally and toniloCoyote


patch 2 for Magnum Opus. Here's what it entails:

- ability to change map colors and place map back to stock color
- fix for missing lights for users with nVidia GPUs
- added ability for ships to fire off radio messages when they detect you
- added ability for ships to fire off radio messages when sinking/destroyed
- added ACSoft's Environment 5.0 fix
- added Trevally's tutorials
- included the Anti-Lag program for those users who want to try it (if you're having poor fps performance it's a good thing to look into)
- ability to set SteelViking's HR or LS shadows or put shadows back to stock
- changes to ship's lengths, masts, and drafts (work by Trevally and toniloCoyote) and revised RAOBF graticules for the scopes
- changed how you enable a scope mod to be more user friendly. Now you just select the scope mod you need for your aspect ratio - no patches required

Patch 2 can only be installed when you are IN PORT.


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