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Old 03-06-12, 01:50 PM   #16
TBear
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Originally Posted by Generalee View Post
But I can still look at the fire control for the range, click on deckgun station, and fire manually without telling the crew to fire, or is the deckgun simply disabled for the player when using this mod? I am curious, because I am interested

Generalee

yes you can get the range from firecontrol, jump to gun and shoot like normal....player gun is stil playable....not toucthing that one....all i fool around with is order bar and UZO........

TBear
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Old 03-06-12, 01:55 PM   #17
Generalee
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Originally Posted by TBear View Post
yes you can get the range from firecontrol, jump to gun and shoot like normal....player gun is stil playable....not toucthing that one....all i fool around with is order bar and UZO........

TBear
Great,count on me to download when the mod is completed

Ps: Would you know a way of modifying the game so I can have all my surface vessels at the same time? It tells me the following: "Readme.cfg" has already been altered by the "Playable King George V Battleship V0.2" mod.
"CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.

What do I have to alter or do to avoid it to override and so that I can have many ships at a time?

Thanks

Generalee
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Old 03-06-12, 02:32 PM   #18
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Quote:
Originally Posted by Generalee View Post
Great,count on me to download when the mod is completed

Ps: Would you know a way of modifying the game so I can have all my surface vessels at the same time? It tells me the following: "Readme.cfg" has already been altered by the "Playable King George V Battleship V0.2" mod.
"CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.

What do I have to alter or do to avoid it to override and so that I can have many ships at a time?

Thanks

Generalee
This one is hard. Surface ships are normaly not working well toghter. Its a massive task to get everything to line up and work.

I realy dont have enough mod experience to explain all you need to do. To avoid this problem you are having im working on two ships that will be apart of my small mod. a 3rd ship might come in. You need to get the ships in a pack if you want them to work. The submarines normaly also will have some errors when installing surface ships. My best advice is to run one at the time. Maby Karles ships work in multible installs since hes the same creator....but realy dont know....

I make paralel work on the Furutaka beside my main ship Takao. Hopefully i can get a BB in there to, especialy the Kongo....but right now i work one ship at the time, when i get something that work on that one i copy/paste it to the other one....

This is the best answer i can give...sorry....
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Old 03-06-12, 02:48 PM   #19
Generalee
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Originally Posted by TBear View Post
This one is hard. Surface ships are normaly not working well toghter. Its a massive task to get everything to line up and work.

I realy dont have enough mod experience to explain all you need to do. To avoid this problem you are having im working on two ships that will be apart of my small mod. a 3rd ship might come in. You need to get the ships in a pack if you want them to work. The submarines normaly also will have some errors when installing surface ships. My best advice is to run one at the time. Maby Karles ships work in multible installs since hes the same creator....but realy dont know....

I make paralel work on the Furutaka beside my main ship Takao. Hopefully i can get a BB in there to, especialy the Kongo....but right now i work one ship at the time, when i get something that work on that one i copy/paste it to the other one....

This is the best answer i can give...sorry....
It's ok, you did your best to answer me, it doesn't matter if you don't know, no one knows everything

Generalee
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Old 03-06-12, 05:10 PM   #20
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Quote:
Originally Posted by Generalee View Post

Ps: Would you know a way of modifying the game so I can have all my surface vessels at the same time? It tells me the following: "Readme.cfg" has already been altered by the "Playable King George V Battleship V0.2" mod.
"CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.

What do I have to alter or do to avoid it to override and so that I can have many ships at a time?

Thanks

Generalee
You have to make sure all the necessary information is in ONE file. For example all the changes to CareerStart.upc for each ship have to be included in one CareerStart.upc.
To make it simple to understand an example: TBear is working on a MOD for the Takao, he obviously is not going to add a CareerStart for the King George V. So that means the LAST Careerstart.upc is the only one that will work right.
One progam I have found to be very helpful, especially with Menu1024_768.ini but will work with any file that you edit with notepad is called Winmerge.
So you get the warning for the Careerstart.upc. You open Winmerge and on one side you open the King George CareerStart.upc, and on the other side you open the Other CareerStart.upc (whatever that might be) and it will highlight the lines that are different. That may help you to fix them.

You only have to know what information must be changed and what does not. Another example: If in the Flotillas.upc the missions are different, it is ok to leave one or the other in as long as they are both missions for surface ships.

I don't have the King George so I will show an example of a CareerStart from the German uboat add on that we used for TBear to test the ships before he got his 'campaign' going.




As you see on the left is the Careerstart for the Takao and on the right is the Careerstart for the Furutaka. And the difference is highlighted. So obviously for it to work both ships have to be in one file, since as you said the last one installed overwrites the old one.
So this program may help you it may not. But it will show the difference in the two files.
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Old 03-06-12, 06:20 PM   #21
Generalee
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Originally Posted by peabody View Post
You have to make sure all the necessary information is in ONE file. For example all the changes to CareerStart.upc for each ship have to be included in one CareerStart.upc.
To make it simple to understand an example: TBear is working on a MOD for the Takao, he obviously is not going to add a CareerStart for the King George V. So that means the LAST Careerstart.upc is the only one that will work right.
One progam I have found to be very helpful, especially with Menu1024_768.ini but will work with any file that you edit with notepad is called Winmerge.
So you get the warning for the Careerstart.upc. You open Winmerge and on one side you open the King George CareerStart.upc, and on the other side you open the Other CareerStart.upc (whatever that might be) and it will highlight the lines that are different. That may help you to fix them.

You only have to know what information must be changed and what does not. Another example: If in the Flotillas.upc the missions are different, it is ok to leave one or the other in as long as they are both missions for surface ships.

I don't have the King George so I will show an example of a CareerStart from the German uboat add on that we used for TBear to test the ships before he got his 'campaign' going.




As you see on the left is the Careerstart for the Takao and on the right is the Careerstart for the Furutaka. And the difference is highlighted. So obviously for it to work both ships have to be in one file, since as you said the last one installed overwrites the old one.
So this program may help you it may not. But it will show the difference in the two files.
Wow... Thanks for the great info, that will help me lots in modding the upc career start, and by the way, I had a feeling that is where I had to start and that it had to go into one file, so modding is just pure common sense... Thanks peabody, I will use that information wisely and download the winmerge right now

Thanks

Generalee
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Old 03-06-12, 06:35 PM   #22
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Winmerge is made of WIN. Simple as that
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Old 03-06-12, 06:43 PM   #23
Generalee
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Originally Posted by DrBeast View Post
Winmerge is made of WIN. Simple as that
lol, yes.

I have a question, If I want to use two files for all the ships to work ingame example, for the german ships, all of them would be merged into the Ijn Takeo, and all the American ships would merged into the King George, is it possible, and if so, how do I do it? (instead of all the ships merged in one file so they all work, they would be seperated in two files, one allied, and one axis)

Generalee
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Old 03-06-12, 07:09 PM   #24
peabody
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Originally Posted by Generalee View Post
lol, yes.

I have a question, If I want to use two files for all the ships to work ingame example, for the german ships, all of them would be merged into the Ijn Takeo, and all the American ships would merged into the King George, is it possible, and if so, how do I do it? (instead of all the ships merged in one file so they all work, they would be seperated in two files, one allied, and one axis)

Generalee
Each side has it's own set of files. The CareerStart.upc is only one of many files that need to be 'fixed'.
Look in the Campaign and CampaignGE folders and the UPCData and UPCDataGE folders.
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Old 03-06-12, 07:24 PM   #25
Generalee
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Originally Posted by peabody View Post
Each side has it's own set of files. The CareerStart.upc is only one of many files that need to be 'fixed'.
Look in the Campaign and CampaignGE folders and the UPCData and UPCDataGE folders.
So what you're telling me is that all I have to do is put all the American ships data into the game's American CareerStart.upc file (Not the CareerStart.upc for the mod but the one found Into c/(the dictory you installed the game in)/Silent Hunter 4/data/UPCData/UPCDataCampaign/CareerStart.UPC and for german ships, I put them in the UPCDataGE?

Generalee
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Old 03-06-12, 08:41 PM   #26
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Originally Posted by Generalee View Post
So what you're telling me is that all I have to do is put all the American ships data into the game's American CareerStart.upc file (Not the CareerStart.upc for the mod but the one found Into c/(the dictory you installed the game in)/Silent Hunter 4/data/UPCData/UPCDataCampaign/CareerStart.UPC and for german ships, I put them in the UPCDataGE?

Generalee
No, what I said, " The CareerStart.upc is only one of many files that need to be 'fixed'."

Edit: In your post you stated the MOD has a "CareerStart.upc"? Then you need to add the new ships, then fix all the other files that get overwritten.
From you other post in another thread you said:

Quote:
Originally Posted by Generalee
"CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
All those files would need to be fixed also.

Flotillas.upc has the ships and missions
UpgradePacks.upc has all weapons, ammo, equipment that is upgraded/changed throughout the career.
Weapons.upc has all the Weapons that are different.

You also may have to copy files from the Library, which are usually the items reffered to in the Weapons.upc.
And the Roster file would assign the ship to a country.

So not eveything that needs to be 'fixed' is in the list of stuff that is overwritten, some is just added, so you don't get a warning.

So there is a lot more to it than just adding a ship name and it's done.
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Last edited by peabody; 03-06-12 at 08:53 PM.
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Old 03-07-12, 09:26 AM   #27
Generalee
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Originally Posted by peabody View Post
No, what I said, " The CareerStart.upc is only one of many files that need to be 'fixed'."

Edit: In your post you stated the MOD has a "CareerStart.upc"? Then you need to add the new ships, then fix all the other files that get overwritten.
From you other post in another thread you said:



All those files would need to be fixed also.

Flotillas.upc has the ships and missions
UpgradePacks.upc has all weapons, ammo, equipment that is upgraded/changed throughout the career.
Weapons.upc has all the Weapons that are different.

You also may have to copy files from the Library, which are usually the items reffered to in the Weapons.upc.
And the Roster file would assign the ship to a country.

So not eveything that needs to be 'fixed' is in the list of stuff that is overwritten, some is just added, so you don't get a warning.

So there is a lot more to it than just adding a ship name and it's done.
Ok, I will try it out on only two ships that Overwrite the same objects, and I will see if I can get it to work

Generalee
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Old 03-07-12, 02:24 PM   #28
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I have another question, does the UpgradePacks.UPC have to be identical, or it can have differences between the two ships upgrade packs?

Example:

[UpgradePack 32] (file 1 )
ID= Upack16Inch50CalMk7
NameDisplayable= 16"/50 Mark 7
FunctionalType= UpFTypeWeaponCannon
UpgradePackSlotType= USDeckGun
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1= 1944-03-28, 1944-09-01, 800
;UnitUpgradePackIntervalOptions2= 1944-09-02, NULL, 300
IDLinkUpgradePackElements= 16Inch50CalMk7

[UpgradePack 32]
ID= Upack16Inch50CalMk7
NameDisplayable= 16"/50 Mark 7
FunctionalType= UpFTypeWeaponCannon
UpgradePackSlotType= USDeckGun
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1= NULL, NULL, 400 (different)
IDLinkUpgradePackElements= 14in50calUS (different)

I would be happy if I could get these files working, it would be a great acheivement for me

ps: I am a beginner at modding, so that explains why I have more trouble understanding the logic of this. So please, go easy on me

Generalee
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Old 03-07-12, 02:43 PM   #29
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Quote:
Originally Posted by Generalee View Post
I have another question, does the UpgradePacks.UPC have to be identical, or it can have differences between the two ships upgrade packs?

Example:

[UpgradePack 32] (file 1 )
ID= Upack16Inch50CalMk7
NameDisplayable= 16"/50 Mark 7
FunctionalType= UpFTypeWeaponCannon
UpgradePackSlotType= USDeckGun
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1= 1944-03-28, 1944-09-01, 800
;UnitUpgradePackIntervalOptions2= 1944-09-02, NULL, 300
IDLinkUpgradePackElements= 16Inch50CalMk7

[UpgradePack 32]
ID= Upack16Inch50CalMk7
NameDisplayable= 16"/50 Mark 7
FunctionalType= UpFTypeWeaponCannon
UpgradePackSlotType= USDeckGun
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1= NULL, NULL, 400 (different)
IDLinkUpgradePackElements= 14in50calUS (different)

I would be happy if I could get these files working, it would be a great acheivement for me

ps: I am a beginner at modding, so that explains why I have more trouble understanding the logic of this. So please, go easy on me

Generalee
Something I noticed in your two examples and might potentially save some trouble:
If you notice a semicolon before an entry (, it means the entry has been omitted out, i.e. the game will not read it. In your case, the first example has had the UnitUpgradePackIntervalOptions1 and 2 omitted out.
The rest is uncharted territory for me.
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Old 03-07-12, 03:06 PM   #30
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Originally Posted by DrBeast View Post
Something I noticed in your two examples and might potentially save some trouble:
If you notice a semicolon before an entry (, it means the entry has been omitted out, i.e. the game will not read it. In your case, the first example has had the UnitUpgradePackIntervalOptions1 and 2 omitted out.
The rest is uncharted territory for me.
Well thanks for the great info, It helped me understand more of this, now all I need is someone who can tell me what to do with the rest

Thanks DrBeast, you are a great help

Generalee
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