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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#346 |
Frogman
![]() Join Date: Apr 2005
Location: Kent, UK
Posts: 292
Downloads: 630
Uploads: 0
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![]() v401 is the 4th file from the top. But there were quite a few other versions there too. |
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#347 |
Navy Seal
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Downloaded! Thank you Webster.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#348 |
Stowaway
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#349 |
Medic
![]() Join Date: Jan 2008
Location: Oulu, Finland
Posts: 162
Downloads: 368
Uploads: 0
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After short TMO play im back to my favorite mod -> GFO +RSRD etc..
Should there be red lines in Rec Manual to tell where to put stadimeter ?? GFO 1.1 comes with scaf , i cant see any marks in rec manual and im bit unsure where to aim to get best range. ![]() Here is my mod list: Generic Mod Enabler - v2.6.0.157 [E:\SilentHunter4\MODS] Game Fixes Only Mod v1.1 Webster's S-Class Mod New Orders Bar Menu #1 Real Environment mod install GFO Patch for Real Env RSRDC_SH15_V400 RSRDC_V4XX_Patch1 GFO Patch for RSRDC MaxOptics IV for GFO 1.1 Pacific Sound Mod TMOPlot Final Thank you webster for this awesome mod, maybe you could return to it someday (some more nice and balanced fixes for us noobs ) |
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#350 |
Stowaway
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I just cant seam to find time for modding anymore
I want badly to update it plus add the other fixes added for the game since this mod was last updated but I just don't have the time. as to the lines, try deleting jsgme MODS folder then replace the mods and see if that fixes it, if not you may need a reinstall. sometimes with really large mods jsgme cant undo everything that was changed and you get corrupted files |
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#351 | |
Medic
![]() Join Date: Jan 2008
Location: Oulu, Finland
Posts: 162
Downloads: 368
Uploads: 0
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![]() I have about 1 or 2 nights in week when to play couple hours ![]() |
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#352 |
Watch
![]() Join Date: Jul 2012
Location: Central Texas
Posts: 28
Downloads: 93
Uploads: 0
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Old time SH1 and SH3 player about to dive into SH4 and SH5. I'm deciding between the GFO mod(s) and the TMO w/ TW mod. If I understand correctly, I can start with the GFO mods, and then deactivate them and start a new campaign with TWO later, if I'd like, but activating it.
But I have a few questions. Here's my mod list: Obviously, I won't activate TMO, but I don't know what order to activate the rest. Couldn't find anything about this. Finally, when should I install these? I haven't even started SH4 up yet, I don't think. I have the Steam version with the addon pack, so I should be 1.5, right? Should/Can I start the game and do tutorials and then add the mods? Should I start a campaign and exit first? Thanks for any help. I've been reading the forums for several days, but still have these questions. Last edited by Griphos; 12-06-15 at 05:17 PM. |
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#353 | ||
Pacific Thunder
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Generally it's activate the main mod first, then add the larger shipping, optic, and environment mods, then the smaller mods, and avoid conflicts like overwriting a significant file that the main mod (or any mod) needs. Hope for a Readme that says what mods are compatible. Look at other players mod lists if they list them, read the forums. Later try to learn the S3D Tool so you can merge two incompatible mods that you like into one mod tailor made for you where everything that you like works. Fun. After trying out Stock for a few patrols, or just start the game to see if and how it works, activate Websters GFO first, then the smaller mods that are compatible with GFO. Later on don't forget looking at mods like the environment mods, 'Optical Targeting Correction', RFB, ..... maybe 'Improved Ship Physics' or RSRD someday, and so on. Some people put RSRD on everything but you don't need to, RSRD changes the game so completely it is its own megamod. Happy Hunting!
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" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
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#354 |
Argentinian Skipper
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Here a working list with GFO 1.1:
Generic Mod Enabler - v2.6.0.157 [E:\SH4\MODS] Game Fixes Only Mod v1.1 New Orders Bar Menu Remove grain effect Snarf_WoodModel TMO19_interior3d_SCLASS_overhaul TMO19_interior3d_SALMON_overhaul TMO19_interior3d_PORPOISE_overhaul TMO19_interior3d_GATO_overhaul TMO_interior3d_BALAO_overhaul #4 Warships retextured sobers better rock Ver 2 mod TDW_Ship_Plane_Fire_Damage_v1_3_SH4 TorpedoupdateV2 Aircraft Demo mission Hull_Numbers LST_TMO_v2 Guerrilla-Submarines-Spyron-Mod-v1 #4 PE4 Ship_debris_SH4_with bodies PE4_high quality bow and stern wakes (stock SH4 lower FPS) Best regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#355 |
Watch
![]() Join Date: Jul 2012
Location: Central Texas
Posts: 28
Downloads: 93
Uploads: 0
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Okay. Thanks. The problem is I found this list of suggested Webster mods somewhere, but not the order of them, and I'm not sure what each of them do. I'm checking the readme's. I'm thinking of the following, given the feedback above. Does this sound about right?
Game Fixes Only Mod v1.1 GFO Snorkel Name Change Webster's New Sonar view Webster's Eliminate Floating Plankton Remove Grain Effect SCAF for SH 1.5 Metric Nomographs MaxOptics IV If I am installing, and some of the later ones want to rewrite some of the earlier ones, I guess I'll just leave them out, maybe. |
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#356 | |
Stowaway
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Game Fixes Only Mod v1.1 - well too much to describe so read the read me to see what all it does. GFO Snorkel Name Change - used only when playing german side so the wording is correctly saying "snorkel" when the snorkel is used. its just for immersion since the snorkel doesn't actually work to reduce co2 levels in the game. you don't want to use it for the American side because then its called your radar and you don't want to raise the radar and have the screen say "raising snorkel" Webster's New Sonar view - centers your view of the sonar where the game normally has you standing off to the side of it. Webster's Eliminate Floating Plankton - removes the green floating stuff so you have a clearer underwater view of the sub. when you read the first post in this thread, you should take note that you need to add two mods to correct some errors with it. the two mods you need to add are my orders bar menu mod and tambor198 mission pack for stock game. the orders bar is needed because it was left out when I updated GFO the tambor198 missions pack mod was made because there were some older missions designed for v1.4 of the game that caused CTD issues with GFO so those missions were updated to correct those errors and work correctly as to the rest: Remove Grain Effect SCAF for SH 1.5 Metric Nomographs MaxOptics IV you will just have to test them out to see if they still work correctly GFO was designed to be very mod friendly in that most any mod can safely be used with it (other then another super mod) and the worst that may happen, is some added fix in GFO will simply be undone by an added mod with no real negative side effects, at least none that I am aware of. naturally it depends on what an added mod does to the game. see what a mod you want to add does, then see what GFO does to the same aspect of the game. an example is the optics mod, naturally if you add this mod it will undo the GFO corrected zoom levels and implements its own. likewise follow this example to get an idea what a mod may disable in GFO but I don't see anything that should prevent using any mod you want and you will have to decide if it changes the game in any noticeable way you don't like by testing it. Last edited by Webster; 12-07-15 at 09:31 AM. |
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#357 |
Watch
![]() Join Date: Jul 2012
Location: Central Texas
Posts: 28
Downloads: 93
Uploads: 0
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Thanks. I did read about those other two, and pasted in the tambor missions already. I thought the New Orders was optional, but I'll grab that.
The last three mods are all part of the SCAF mod really, and that's supposed to be compatible I think, and the Remove Grain Effect has been used by others with GFO, so I think I'm good to go. The only mods that gave warning about rewriting were the SCAF and MaxOptics, so I'll do a little more reading on those before enabling. I'll look around the stock game this evening just to start it up once, and then I'll plop these in and see how it goes. Thanks for the tip on the Snorkel mod, though. I plan to play SH4 as American, so I'll just leave that one out for now. And I prefer the Imperial nomograph, so that one goes also. I think the combination of your mods, the ship fixing accuracy mod, and the magnified optics seem like a good way to start. Last edited by Griphos; 12-07-15 at 12:56 PM. |
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#358 |
Swabbie
![]() Join Date: Nov 2014
Location: Latvia
Posts: 9
Downloads: 34
Uploads: 0
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I seem to found a bug.
I downloaded the mod and it installed fine. Got the GFO loading screen and everything. Then I started a career as an american skipper and I noticed that all my crew members had insanely high skill ratings. For example this seaman straight out of academy has max stats in almost 3 out of 5 skill categories. Pretty immersion breaking, imo. ![]() ![]() I tried an U-Boat campaign next and the crew skills there were at normal rate. I already tried reinstalling the mod with JSGME to no avail. Could anyone please tell me how to fix this? |
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#359 |
A-ganger
![]() Join Date: May 2009
Location: North Carolina
Posts: 77
Downloads: 65
Uploads: 0
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Will this mod still work with the latest version of RSRD? It seems to be at v550. Should I still do the GFO with the GFO-RSRD v401 patch and just load RSRD last in the list?
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"Damn the torpedoes! Four bells, Captain Drayton, go ahead! Jouett, full speed!" -Rear Admiral David Farragut, Battle of Mobile Bay, Alabama, August 5, 1864 |
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#360 | |
Sink'em All
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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