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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Mate
![]() Join Date: May 2010
Location: South of Heaven
Posts: 60
Downloads: 72
Uploads: 0
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Any possibility for a combined package of all soundmods? Let´s say for those who don´t mind larger files.
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Frantic8882, das muss das Boot abkönnen |
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#122 | |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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I agree ![]()
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What we do in life echoes in Eternity Last edited by tonschk; 09-17-10 at 12:48 PM. |
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#123 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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#124 | |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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![]() At the moment, my only experience about modding SH5 files/folder, was to tweack myself the Shadows settings opening the Cfg/files/folder without JSGME
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What we do in life echoes in Eternity Last edited by tonschk; 09-18-10 at 08:37 AM. |
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#125 |
Mate
![]() Join Date: May 2010
Location: South of Heaven
Posts: 60
Downloads: 72
Uploads: 0
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7th Seal is right, it´s not difficult, but in reality thats beside the point. It would be soo much more comfortable to have it all in one place after downloading instead of copy and pasting it from all over the place or having 6 different sfx mods more on you modlist. Hey, I thought I heard someone say the word lazy...
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Frantic8882, das muss das Boot abkönnen Last edited by Frantic8882; 09-18-10 at 10:20 AM. |
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#126 | |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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![]() Last edited by 7thSeal; 09-18-10 at 02:09 PM. |
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#127 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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As usual, great work.
We salute you, Venatore, for making our game value multiplied many times.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#128 |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
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Thank you for your feedback and encouragement. I've noted your request/s for a large all encompassing sound SFX mod. I do understand where you are coming from, but; for me this goes against my modding style, I'll explain.
I don't mod multiple sounds all at once and deliver it to the community as I feel each sound has not been given due credit. Each individual sound that I mod takes about 1 or 2 weeks to develop and test. This for me, fulfills my intent of delivering high quality sound SFX mods. If I was to wait till all my sounds were developed the all encompassing sound SFX mod would be ready in about the year 2020. But; for some of you this is not satisfying your request and I am here to help. For those members who want a large all encompassing sound SFX mod which is JSGME compatible this is how you do it. FOR MEMBER WITH LIMITED MODDING KNOWLEDGE Step One: Create a new folder call it for example "all encompassing sound SFX mod" Step Two: Then create within that new folder another new folder and call it "data". Step Three: Then create within that "data" folder another new folder and call it "Sound". That has now created your all encompassing sound SFX mod file structure pathway to be JSGME compatible. Step Four: Search and download sound mods that are to your liking, extract sounds and place them all the way down into the "Sound" folder contained within the all encompassing sound SFX mod folder. Please note over time you may have files overriding each other if you are wanting to replace a sound file with a sound file that all ready exists within the mod folder. Once you have all your sounds open up the "MODS" folder within your SHV folder and place the all encompassing sound SFX mod folder in there. Close it, and activate JSGME and activate the all encompassing sound SFX mod from left column to the right column of the JSGME pop-up display. |
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#129 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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I got a simpler DIY (DoItYourself) SFX mod solution:
1. Create a new folder named "LazyModderCollection" (anywhere on your disk). 2. Copy JSGME.exe into this folder, then launch JSGME.exe and select OK if it asks questions. Then close JSGME.exe. 3. Enter the MODS folder that was created inside your "LazyModderCollection" folder. 4. Copy (not move) any SFX mods you want to merge to this folder. 5. Launch the JSGMe.exe once more, enable all mods. Close JSGME. 6. Delete JSGME.exe, JSGME.ini, "MODS" folder. You have just created a mod named "LazyModderCollection". Congratulations. It's JSGME ready, so copy it to your game MODS folder, enable using the JSGME you normally use to mod your game. EDIT: Or even simpler one (if you don't care about conflicts between merged mods): 1. Create a new folder named "LazyModderCollection" (anywhere on your disk). 2. Copy contents of the mods you want to merge into it. You have just created a mod named "LazyModderCollection". Congratulations. It's JSGME ready, so copy it to your game MODS folder, enable using the JSGME you normally use to mod your game.
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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 Last edited by Abd_von_Mumit; 09-23-10 at 05:38 PM. |
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#130 |
Ace of the deep .
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One of the best and well organised mod packs i have ever seen . I just upgraged my isp , i took 5 seconds to download 5mb mod .
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#131 |
Mate
![]() Join Date: May 2010
Location: South of Heaven
Posts: 60
Downloads: 72
Uploads: 0
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I already have a Mod called "LazyModderCollection",now what??
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Frantic8882, das muss das Boot abkönnen |
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#132 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,709
Downloads: 171
Uploads: 0
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Regarding the Ballast tank sounds I am still having the same problems as before, that is with the original blowing ballast tanks the sound would keep going forever, with your sound it works perfectly but only once then the sound is gone on all future surfacing!
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Sub captains go down with their ship! |
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#133 | |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
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No matey I don't have this problem. I was hoping that this mod may have fixed your problem at your end....but; it looks like what ever is causing your issue is dug in like a cattle tick ![]() This is very strange indeed, in the fact that some members (limited) experience this problem and some don't (majority) ![]() |
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#134 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,709
Downloads: 171
Uploads: 0
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Maybe it is something like an XP issue, maybe it works with Win 7 fine, IIRC tonschk is having the same problem.
![]() I may have to remove all mods (except SH3 command keys), start a new campaign and then give that a test! ![]() Edit: I removed all mods and started a new campaign but the problem is still there!
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Sub captains go down with their ship! Last edited by Reece; 09-26-10 at 08:41 AM. |
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#135 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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I installed the blow ballast Venatore mod and at 150m deep I ordered surface (or periscope deep I dont remember) , the blow ballast was a different sound, like something around 10 seconds single sound of pressurised air moving , I think now is OK
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What we do in life echoes in Eternity |
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