![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
|
![]()
Guys, It's been enough time since release and enough effort was made into developing mods to start taking it seriously.
Many people want a super mod like a GWX (I will only refer to SH3 as I never played SH4). We already have it, it's still in too many pieces though. We have two large and excellent interface mods:
Each of these 2 mods is great. None of them has all one could need when it comes to interface. They PERFECTLY supplement each other, but they are not compatible... So authors - sit down together and work on merging them into one mod that will have it all:
The result mod would be neither TDW's nor reapers... but that's how it is when you work on a Super Mod as a TEAM. ![]() And as we talk about a team, there are many other mods (and their authors behind them) that should be added to the work/team - I will not analyze their mods as it should be quite obvious why they perfectly fit to be incorporated into a Super Mod:
Well, it's all there, the work was done. Now we need a TEAM to polish it and release it all in one piece. That will already be a SUPER mod. It will still ack a few things GWX had, like new vessels models or numerous role playing immersive features... but these won't ever come if you don't start working on... HWX or VWX now. ![]() Many stated here "I'll buy Sh5 when a super mod arises". Make them come. So... reaper, TDW... will you try to start cooperating at first and working as a team in the future? Dead serious.
__________________
Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
![]() |
![]() |
![]() |
#2 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
|
![]()
With the excellent work these guys have put out its amazing they haven't taken a break, let alone compile a super mod.
__________________
ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
![]() |
![]() |
![]() |
#3 | |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
|
![]()
I have to echo ddrgn's comments. Let them do the work they want, to improve the game for us.
Vigorous requesting usually has the opposite effect to the one intended.
__________________
Quote:
![]() |
|
![]() |
![]() |
![]() |
#4 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
|
![]()
With JSGME its not that hard to make your game the way you want. There is always something in a super mod I don't need or want and have to tweak it out.
|
![]() |
![]() |
![]() |
#5 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
|
![]()
It always amazes me how much work the modders put in. They should be allowed to enjoy the game too.
How can they get time to just play? I agree that a super mod would be nice but is often too fixed or restrictive. If one is made, it should have many optional parts.
__________________
Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
|
![]()
The replies we have in this thread so far simply amaze me. I thought it's a consensus that GWX was the best thing that ever happened to SH3, and this is why we're convinced we also want sch a Super Mod for SH5. Now I see not all of you share that view.
I simply disagree with you. Managing 40 or more mods is in no way easy, even if you update them and check the forums regularly - checking the number of compatibility issues questions is enough proof for that. Surely there are these few, the end-user-elite, who will always prefer to hand pick every little change in their game, thus composing their ideal SH5... but no Super Mod will take this ability away from you. Most players, as seen in many threads, await a Super Mod or even depend buying the game on it. That group includes me. I would rather expect the mod authors to oppose making a team, for many various reasons - like losing independence in one's work or having to share the results with others or time constraints or personal issues with other modders or whatever else - but not from the community. As to me - I'm all for a Super Mod. I want to have features from many excellent mods that now exist but are not compatible. I know my game experience will be better. I know I'll have more people on this forum to talk with if we have Super Mod. I know many new skilled modders will come to SH5 as soon as a Super Mod is announced to be developed. We can only gain from it, not lose.
__________________
Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
![]() |
![]() |
![]() |
#7 |
Chief of the Boat
|
![]()
In response to your references to GWX....
There were previous Grey Wolves supermods leading up to GWX3.0 and that was only possible because Ubisoft announced they would be releasing no further patches/updates for SH3. What those who would consider getting to work on a supermod are obviously having to consider is the fact that SHV is still in its relative infancy and whilst it is now public knowledge that Ubisoft are not currently working on any further patches atm it is possible that this position might well change sometime in the future. Commencing work on a supermod prior to any official announcement is IMHO risky at best because any future patches could well break said supermod. Personally speaking....I'm content with adding the current offering of smaller mods individually until the game is a little older or an official announcement is forthcoming. |
![]() |
![]() |
![]() |
#8 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
|
![]()
From what I've seen, our talented modders don't take well to someone issuing them marching orders.
__________________
They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
![]() |
![]() |
![]() |
#9 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
There's nothing stable enuff to build a SuperMod with.
Each week sees a new release of nearly every mod out there now! So you do a SuperMod of those and then what? Release an update every week? No Thank you! |
![]() |
![]() |
#10 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
The state of SH5 is by far ideal to make a supermod. People are hacking their way around quircks, bugs, new features are thrown in (unthoughtfully sometimes). Idea's need to develop, improved, sometimes even written from scratch based on new knowledge/foundation and only then, in the long run is it time for a big mod that integrates all of it.
Personally, I rather have no supermod at all. I rather have some minor mods that fix key issues than big packages with a bunch of stuff I don't really need and makes my machine crawl.
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
![]() |
![]() |
![]() |
#11 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Uhhh,
![]() Do you mean not ideal? Your first sentence throws me when reading the rest of your post. |
![]() |
![]() |
#12 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
Obviously
![]() 'far from ideal' i guess is better?
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
![]() |
![]() |
![]() |
#13 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() ![]() Yes. Much clearer. ![]() |
![]() |
![]() |
#14 |
Ace of the deep .
|
![]()
Here is my supermod the way i like it . It is evolving all the time .
Generic Mod Enabler - v2.5.0.150 [C:\Ubisoft\Silent Hunter 5\MODS] Accurate German Flags Loading Screens Mod 2.0 RemoveLogoIntroTheDarkWraith SD_MapCourseLine_tiny_arrows_ocred Grossdeutscher Rundfunk MightyFine Crew Mod 1.2.1 Alt faces No magic skills v1.5 Environment 3.4MOD sobers base wave mechanics for SH5 v3 Capthelms SH5 Audio Mod Lite Campaign LC 1.2 North Atlantic Green 1.1 sobers 100% underwater FX sobers hyrophone fix sobers multi color mod German U-Boat Internal Routine SFX new_KM_binos No Ship Wakes 1.2 sobers no footstep sound mod sobers silent hud sobers talking conning crew mod Speech fixes and additions (english version) FX_Update_0_0_1_ByTheDarkWraith NDB,NDH OM#1 - No Dialog Indicator NewUIs_TDC_4_1_0_ByTheDarkWraith NewUIs_TDC_4_1_0_Waypoint_Contacts_Same_Shape_No_C olor NewUIs_TDC_4_1_0_alt_officer_wounded_by_naights MRP 1.3 Krauters Automated Scripts IRAI_0_0_23_ByTheDarkWraith IRAI_0_0_23_No_hydrophone_on_surface_No_Aircraft_s potting |
![]() |
![]() |
![]() |
#15 |
The Old Man
![]() |
![]()
I don't think producing a super mod would be very productive at this time. As others have stated in previous replies, Silent Hunter V is still very young and UbiSoft may decide to fix some of the problems they gave us or complete some of the many unfinished items. At the same time, I do think a modding team should start forming up so they can start Merging MOD's together that touch the same files keeping everything modular for now. A team that's focus is to prepare all the MOD's for a Super MOD. There are several really good MOD's currently available that change the same files, so you can only use one of these MOD's at any one time. Why not combine these MOD's so gamers can experience the benefit of all of them at the same time.
One of the biggest tasks that still needs to be addressed is the Campaign. Until we are easily able to import new Aircraft, Ships(Merchant,War) and Sub Models into Silent Hunter 5, I am not sure anyone wants to start this task as it would have to be redone once new models are imported into the game. Problems like Iceberg's not having damage models enabling players to drive right through them also still need to be fixed. Personally, I want to see Environmental such as Iceberg's, Dolphins, Sharks, Whales etc. in the game. If I hear ambient Ice Cracking, Whale Song, or Dolphin's talking in the control room, I want to possibly see them when I surface. |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|