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-   -   How to remove searchlights from merchant ships (https://www.subsim.com/radioroom/showthread.php?t=256086)

kyle9154 10-04-23 04:13 PM

How to remove searchlights from merchant ships
 
I recall there being a discussion or thread on how to remove the searchlights from merchant ships. I think it has to do with each ships .eqp file but I have S3Deditor and I can open every file except the .eqp files. Can someone direct me to the program that can open the .eqp files or steer me in the right direction on how to remove all searchlights from every single merchant ship in the Onealex mod. I only want the warships to have searchlights.
https://gyazo.com/4a26a02ea1a29645ce6686131faa18da

FUBAR295 10-04-23 04:40 PM

I think you may be looking for this ? :


The Searchlights Removed mod removes searchlights from all ships that are not directly involved with submarine detection, pursuit and attack. This mod only modifies the ships in the stock GWX 3.0 installation; if other ships are added thru other mods they may or may not have searchlights.

The rationale behind this mod was to make the behavior of ships more realistic when they came under U-boat attack. Neither merchants (armed or otherwise) nor capital ships would have wanted to draw attention to themselves by 'reverse spotlighting' themselves by illuminating their searchlights. Unfortunately, since I can't change the behavior of capital ships when they come under attack or go on the offensive, removing their searchlights was the only alternative I had.

Additionally, this should negate the frame rate degradation that occurs when multiple ships illuminate all their searchlights.

I *believe* I've removed all the correct searchlights. However, if you run across a merchant or capital ship that still has searchlights and shouldn't, or find a warship that *should* have her searchlights, please let me know.

The Searchlights Removed mod is JSGME ready. Just copy or move the data folder to the MOD folder and enable thru JSGME in between patrols/at base.

Schlechter Pfennig







https://www.mediafire.com/file_premi...emoved.7z/file

Anvar1061 10-05-23 10:03 AM

The .cfg, .eqp, .sns, .log etc file can be opened with the simple text editor Notepad

FUBAR295 10-05-23 10:46 AM

That is affirmative. :up: Any text editor will work. :yep:

kyle9154 10-05-23 02:50 PM

Okay thanks guys, I'll start getting too work removing the searchlights from all merchants in onealex compilation. Probably will take me all weekend to mod the work in.

kyle9154 10-05-23 03:28 PM

Ohh one more thing, do you guys know if i'm right in assuming the searchlights are in the .eqp file and do I need to go to any other files to edit to remove the searchlights? Like what would the node and link name would be for searchlights?..see link below for picture of what I mean.
https://gyazo.com/094d358d25fcd537f115f3035dcb8a09

propbeanie 10-05-23 08:03 PM

In the eqp files, use Notepad++ or similar (such as 010 Editor payware). Do a Search on "NodeName=L01", and the line below it will be "LinkName=LightName" (whatever it might be). Change the LightName to read "NULL" instead. Then search on the L02 nodename, then L03, L04, 5 & 6, etc., replacing all of their "LightName" with NULL. It will take a while though. If you are familiar with scripting, 010 Editor offers a quick way, but for me, that usually means a quicker way to mess things up... :arrgh!: - you could also try some iterative VBA programming in MS or Libre Office apps.

kyle9154 10-08-23 05:47 AM

https://cdn.discordapp.com/attachmen...702af0d051bb0&

I did what you guys said but still seems to be searchlights from person using my mod. What do you think is causing them to still remain? Maybe a searchlight inside each ships .dat files?


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