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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Jul 2012
Posts: 31
Downloads: 51
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I've already posted this at the ubi forums, but thought I might as well ask here, too, there are a lot of knowledgeable people at both places.
I've had SH4 a long time, but finally decided it was time to go ahead and mod it. At the moment I've got TMO 2.5. My question is, what are the other "Must Have" Mods, if any? Also, how much does TMO affect the U boat missions part of SH4? Or mainly, does it affect the allied escorts, like the Japanese ones? Thanks, |
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#2 |
A-ganger
![]() Join Date: Oct 2011
Posts: 74
Downloads: 444
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TMO/RFB (try them both, see what you think)
RSDC is another popular mod though it can be a bit trying on your patience as it significantly reduces merchant traffic to far more realistic levels. I would also check out Websters mods and Capt Scurvy's mods as they both have produced some useful tools and fixes. As for TMO and the U-boats... the two don't go together. If you want to sail a U-boat, get Operation Monsun (I think it's spelt like that) and forget the mods listed above. |
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#3 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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The megamods for SH4 v1.5 are:
RFB (Real Fleet Boat) TMO (Trigger Maru Overhauled) FOTRS (Fall Of The Rising Sun) by a German mod team, but very good. Lots of added extras. Also has DD ship add-on for more varied types of escorts. GFO (Game Fixes Only) It's the stock game without the personality crisis. OM (Operation Monsun) Lets you play a Pacific oriented Uboat campaign. Each one of the above has it's merits, and will appeal on different things. I lke to "kit bash" them and cobble together the things I like from all of them into my own custom game, as long as it doesn't mess with the core files that upset things like sensors and what not. But on top of those there are a bunch of individual little mods that are incorporated to the ones above, so before adding them, make sure you read the documentation to see what was used in making the mega mod, so you aren't just adding something that is already there. Also, avoid the older enviornmental mods as they can and do "break" the game as it throws the AI sensor abilities out of whack. Webster has a bunch of cool little tweak files that can be used in the mega mods without messing them up. Again, make sure whatever mod you use, says that it is okay to use it. Sometimes they can't be made to work with all of them, and you have to get a mega mod specific version. Just try to avoid a huge "mod soup" and you should be okay. Another as mentioned previously, is CapnScury's mods. For TMO and RFB he has a cool mod called: OTC (Optical Targeting Correction) A very useful mod especially if you plan on manual targeting. It corrects a lot of resolution issues so that things remain constant from screen to screen when you change locations in the boat, and it also gave me a huge frame rate boost, even though I was getting fantastic rates to begin with. Just make sure, that you read over all the documentation that comes with any mod, as we all get anxious and wanna get out there and blow up Tojo's boats, and blow off the techie stuff, and it bites us all at one time or another. Oh, and JSGME mod tool is a must! Use it for adding and removing mods. And just one last piece of advice, make sure, that when you add or remove a mod, just to be safe, do it while you are in port. Avoid doing it at all costs while on patrol, or you can ruin your day literally.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#4 |
Electrician's Mate
![]() Join Date: Nov 2008
Posts: 137
Downloads: 166
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Must have.
The utility S3D. |
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#5 | |
Eternal Patrol
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![]() Quote:
Stock 1.5 lets you play a Pacific-oriented U-boat campaign. OM lets you play a full-blown Atlantic campaign, just like SH3, including all u-boat types, only with the SH4 improvements.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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Thanks Steve! Much appreciated.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#7 |
Eternal Patrol
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Sorry if I came across a little snippy. I seem to be doing that more these days. The truth is that if I could get some of the awesome SH3 graphics mods like the harbors and canal bridges, but especially the functions of SH3 Commander, into SH4 I would never play SH3 again.
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“Never do anything you can't take back.” —Rocky Russo |
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#8 | ||
Seaman
![]() Join Date: Jul 2012
Posts: 31
Downloads: 51
Uploads: 0
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Quote:
And what is "S3D"? I searched in the downloads section but I couldn't find it. Sorry for all the questions, I've had SH4 and lurked here a long time, but I'm still fairly new to the SH4 modding world ![]() |
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#9 | |
Eternal Patrol
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No. The two are both supermods and change many of the same files. Disabling one to play the other is a pain, especially if you want German voices with OM. The best thing to do is get MultiSH4, which lets you run several installations.
http://www.subsim.com/radioroom/down...o=file&id=1110 Quote:
http://www.subsim.com/radioroom/show...=silent+3ditor
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“Never do anything you can't take back.” —Rocky Russo |
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#10 |
Seaman
![]() Join Date: Jul 2012
Posts: 31
Downloads: 51
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Alright, thanks everyone!
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#11 | |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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Awe heck, no worries buddy. It's all good. I thought OM was more a Pacific / Indian Ocean experience. Man, being able to port stuff from SH3 into SH4 like you mention would be the coolest! I too would love if that could be done. Have the best of both worlds all wrapped up in one little game. And the water and weather from SH5. At least the effects of churned water behind the boats.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#12 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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Hello everyone i am running version 1.5, TMO2.5 and RSRD and at some point I lost the ability to have a deck gun. I added the mod that is inside TMO for the deck gun but no gun is showing up even when starting a new career after adding the mod.
In the GME I have it listed as: 1 TMO 2 RSRD 3 TMO sub textures foo skin 4 TMO aft deckguns Those are the only mods I am running and I lost the deck gun before I added the foo skin tmo aft deckgun. Everything was fine till one day I got an upgraded boat and it had no gun, it was a Tambor... since then I can not get one even when starting a new career. |
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