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Old 01-17-11, 09:59 AM   #1
PJMaybe
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Thanks for the help there, Silent Steel. I figured I'd made an error editing because I migrated the original .py file back into the mod and it was working again. But I hadn't thought about if I had put an extra space in somewhere or how the file had been saved after I edited it so I'll try again and watch out for that.

Another question: I noticed that some of the keys have functions that are not shown on the F1 help screen. E.g. 'z' seems to toggle silent running but F1 shows it is not in use. Is this a bug or are there hotkeys in the mod different from the stock game?
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Old 01-18-11, 02:17 AM   #2
Silent Steel
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Quote:
Originally Posted by PJMaybe View Post
Thanks for the help there, Silent Steel. I figured I'd made an error editing because I migrated the original .py file back into the mod and it was working again. But I hadn't thought about if I had put an extra space in somewhere or how the file had been saved after I edited it so I'll try again and watch out for that.

Another question: I noticed that some of the keys have functions that are not shown on the F1 help screen. E.g. 'z' seems to toggle silent running but F1 shows it is not in use. Is this a bug or are there hotkeys in the mod different from the stock game?

Good morning mate
I'm glad if I can make your life as a gamer at least a little bit better.

Those errors we sometimes do when editing the .py files can easily be found and monitored with Winmerge. Give it a try and download it here http://sourceforge.net/projects/winmerge/
Use it for detection only and make your corrections in the .py file!

What you're telling about the stock F1 "help" is too correct... It's not a bug but a sad thing
To answer your other question on Hotkeys -
No - in the stock game I haven't found any hotkeys
Yes - in TDW's Multiple Us and MO mods you can (in the TheDarkWraithUserOptions.py) find possibilities to tweak some hotkeys as well.
These are from start not active but you can decide yourself to plus even pick the key you want to use for each one

I got fed up with the, in my opinion, illogical stock keyboard layout missing command keys so i downloaded the "Church's SHV 1.1 Keyboard Commands" mod.
It offers a far better layout with more of the available commands visible. I don't know why the standard F1 layout "hides"some commands but with this you find them.
Download it here http://www.filefront.com/15757613/Church%27s%20SHV%201.01%20Keyboard%20Commands%20v1 .1.7z

Feel free to get back with further questions if you like.

Go hunt them down!

//
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Old 03-28-11, 09:20 AM   #3
unionemerald
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Last week, I reinstalled SH5 with german speeches and english text. This morning, I tried out the MO supermod (fully patched), and found out that there is sometimes a mixture between english and german voices. (Weather report and messages). Is this normal, and if not, what can be done to this problem.

Last edited by unionemerald; 03-28-11 at 02:07 PM.
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Old 03-28-11, 11:03 PM   #4
jwilliams
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Quote:
Originally Posted by unionemerald View Post
Last week, I reinstalled SH5 with german speeches and english text. This morning, I tried out the MO supermod (fully patched), and found out that there is sometimes a mixture between english and german voices. (Weather report and messages). Is this normal, and if not, what can be done to this problem.

This is because MO contains a mod called :-

Speech fixes and additions (English version)

If you want to get the German speech back, all you need to do is install this mod :-

Speech fixes and additions (German version)
Link ----> http://www.mediafire.com/?z3soc22dsedocdb
Edit :- Changed link to point to files, as link to the thread doesn't work.

Install it after MO and allow JSGME to overwrite the MO files.


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Last edited by jwilliams; 03-29-11 at 03:34 AM.
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Old 03-29-11, 01:10 AM   #5
unionemerald
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Thanks a lot.
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Old 01-15-11, 04:27 PM   #6
Japimon
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Hi!
This is really nice mod you have done! I like!

But: I have only playdel a little wtih this mod, and got a CTD by clicking the torpedoman in aft room.

And another thing is voices. I mean talking. Whenever I put the rudder to center, or chance the detonator mode of torpedoes, voice is repeated twice, and even in log it comes out twice. This could be fixed to the next patch if possible?

Then, does anyone know, if the Lite Campaing v2 is suitable to be played with megamod?

Thanks
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Old 01-26-11, 03:00 AM   #7
Magic1111
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Quote:
Originally Posted by TheDarkWraith View Post
Magnum Opus consists of the following mods so far (# means permission has been obtained for use):

# - Trevally: Trevally Harbour & Kiel Canal Pilot v2.4
Hi !

Can anybody please tell me how the "Canal Pilot" works and have a Link to the Original Thread of the MOD please ?

Is this an Auto-Plot through the "Kiel Canal" similar in SH3 with GWX ?

Best regards,
Magic
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Old 01-26-11, 03:52 AM   #8
stoianm
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Quote:
Originally Posted by Magic1111 View Post
Hi !

Can anybody please tell me how the "Canal Pilot" works and have a Link to the Original Thread of the MOD please ?

Is this an Auto-Plot through the "Kiel Canal" similar in SH3 with GWX ?

Best regards,
Magic
Hi,

For example you are in the bunker at Kiel an ready to go for a mission. Open the automations and start ,,Kiel canal outbound,,. You will understand better reading the thread:

http://www.subsim.com/radioroom/show...174525&page=13
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Old 01-26-11, 04:00 AM   #9
Magic1111
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Quote:
Originally Posted by stoianm View Post
Hi,

For example you are in the bunker at Kiel an ready to go for a mission. Open the automations and start ,,Kiel canal outbound,,. You will understand better reading the thread:

http://www.subsim.com/radioroom/show...174525&page=13
Many thanks ! That helps !!!!!
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Old 01-26-11, 05:04 AM   #10
Ragtag
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To TDW:

Would it be possible for you to add the "wasserbomben soundfix" mod to your mega mod?
I tried to enable it but there's a conflict with SH.SDL.
Thread is here: http://www.subsim.com/radioroom/show...=1#post1582871

Thanks for you excellent work
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Old 01-26-11, 06:03 AM   #11
THE_MASK
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Seems to me instead of having TDW UI mod and IRAI mod and mega mod and try to put real navigation mod with mega mod but first patch UI mod then put navigation mod with mega mod......AAAAAAHHHHHHHH. Maybe a mega mod beginner and a mega mod hardcore with manos scopes and real navigation already in the hardcore .
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Old 01-30-11, 09:38 PM   #12
THE_MASK
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Problem maybe . I installed magnum Opus V1 and patch 2 . I also installed sobers 100% underwater FX .
http://www.subsim.com/radioroom/down...=2750&act=down

With the mega mod patch 2 the game isnt reading PFX files . My mod works vanilla but not with the mega mod patch 2 .
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Old 01-30-11, 10:32 PM   #13
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Problem maybe . I installed magnum Opus V1 and patch 2 . I also installed sobers 100% underwater FX .
http://www.subsim.com/radioroom/down...=2750&act=down

With the mega mod patch 2 the game isnt reading PFX files . My mod works vanilla but not with the mega mod patch 2 .
no clue. Never seen those kind of files
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Old 01-30-11, 10:56 PM   #14
stoianm
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Quote:
Originally Posted by sober View Post
Problem maybe . I installed magnum Opus V1 and patch 2 . I also installed sobers 100% underwater FX .
http://www.subsim.com/radioroom/down...=2750&act=down

With the mega mod patch 2 the game isnt reading PFX files . My mod works vanilla but not with the mega mod patch 2 .
LOL sober i am thinking at this mod of yours sobers 100% underwater FX - you are hunting sweeping the scope underwater sometimes?
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Old 02-01-11, 04:58 AM   #15
THE_MASK
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I finally found out after 2 days of tearing my hair out why my sobers 100% underwater FX mod wouldnt work with Magnum Opus . I was also getting on occasion a faulting SHSim.act file and excessive sun glare in fog and other things . some PFX files wernt being read by the game .
C:\Ubisoft\Silent Hunter 5\data\Filters\underwater in particular . After 2 days i tracked down the offending file to be
C:\Ubisoft\Silent Hunter 5\MODS\Magnum_Opus_v0_0_1\data\Misc\underwater_dis p_map

It is saved as 32 bit whereas it should be saved as DXT5
http://www.filefront.com/17878640/un...r_disp_map.dds
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