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Old 09-04-10, 12:54 PM   #1
Abd_von_Mumit
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Default We already have a super mod

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:
  1. [REL] Multiple UIs for SH5 with TDC by TheDarkWraith
    Pros:
    • excellent clean SH5 like interface
    • very configurable with lots of these simple small options/choices that let everybody pick their UI style,
    • working TDC,
    • fixes many flawed issues,
    • brilliantly implements and develops SH5 scripting possibilities,
    • incorporates many mods by others that add a lot of good functionalities.
    Cons:
    • no doubt it's too clean for some of us,
    • no attack disc,
    • no Tri-Ring compass,
    • not much eyecandy,
    • far from perfect graphic solutions/quality when there's something added (RAOBF, TDC)
    • intolerable clock graphics
  2. [REL] HiDef Realistic Interface V2.0 by reaper7
    Pros:
    • rich, detailed, pleasant, beautiful interface additions,
    • generally a lot of high quality eyecandy,
    • has Tri-Ring compass,
    • has attack disc,
    • has a good looking working TDC,
    • a perfect choice for those who look for weathered interface,
    Cons:
    • not much besides UI in it,
    • no doubt it's too colorfull for some (like me),

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:
  • excellent clean SH5 like interface
  • a perfect choice for those who look for weathered interface,
  • rich, detailed, pleasant, beautiful interface additions,
  • very configurable with lots of these simple small options/choices that let everybody pick their UI style,
  • good looking working TDC,
  • Tri-Ring compass,
  • attack disc,
  • fixes many flawed issues,
  • brilliantly implements and develops SH5 scripting possibilities,
  • incorporates many mods by others that add a lot of good functionalities.
  • generally a lot of high quality eyecandy.

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:
  • [REL] Environmental MOD for Silent Hunter 5, W_clear
  • [REL] SteelViking's Interior Mod, SteelViking and his various other mods,
  • various Venatore's mods,
  • [WIP] IRAI (Intelligent Random AI), TheDarkWraith
  • [REL] Voice Recognition for SH5, skwasjer
  • numerous available audio mods,
  • numerous available graphics additions mods,
  • [REL] More realistic periscope, Arclight
  • keyboard shortcuts mod,
  • player scripts,
  • many, many, many others,

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.
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My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
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Old 09-04-10, 04:17 PM   #2
ddrgn
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With the excellent work these guys have put out its amazing they haven't taken a break, let alone compile a super mod.
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Old 09-04-10, 04:57 PM   #3
Schultzy
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I have to echo ddrgn's comments. Let them do the work they want, to improve the game for us.

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Old 09-04-10, 05:05 PM   #4
longam
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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.
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Old 09-05-10, 08:13 AM   #5
raymond6751
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Default Let them play

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.
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Old 09-05-10, 09:19 AM   #6
Abd_von_Mumit
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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.
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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
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Old 09-05-10, 01:20 PM   #7
Jimbuna
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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.
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Old 09-05-10, 01:42 PM   #8
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From what I've seen, our talented modders don't take well to someone issuing them marching orders.
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Old 09-05-10, 03:09 PM   #9
Madox58
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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!
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Old 09-05-10, 03:22 PM   #10
skwasjer
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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.
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Old 09-05-10, 03:25 PM   #11
Madox58
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Uhhh,


Do you mean not ideal?
Your first sentence throws me when reading the rest of your post.
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Old 09-05-10, 03:29 PM   #12
skwasjer
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Obviously

'far from ideal' i guess is better?
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Old 09-05-10, 03:30 PM   #13
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Yes.
Much clearer.
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Old 09-06-10, 02:10 AM   #14
THE_MASK
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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
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Old 09-06-10, 03:19 AM   #15
TheBeast
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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.
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