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Old 10-13-13, 10:23 AM   #1
Rongel
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Default [WIP] A New MegaMod

I'm pretty sure i'm asking for trouble here, but I've been silently building a currently nameless megamod that is based on my own mod soup and sobers mod list.

I think SH 5 can be now very playable and enjoyable, but getting it to work is just too big challenge for many players. It kind of breaks my heart to read posts from new players who want to play the game, but are getting sucked into the black abyss of the mod soup chaos.

So the idea here is to merge the most important and stable mods and modify them, so that they work flawlessly together. Key elements are stability, playability and historical accuracy. Some reasons why I want to make this mod:

1. To create one big mod that is stable and radically improves the game, making SH 5 more accessible to new users. No more messy mod soup, or JSGME bugs.

2. Pre-set user configurations that are designed to work together (keyboard commands and TDW's UI user options pre-configured). You don't have to change any settigns before starting the game, except to patch the game with TDW's patcher.

3. And finally fix many small little bugs and add details to the whole game, so it is not just a collection of mods, but a real "megamod" with some personality in it. Currently this "smoothing around the edges" is impossible because everybody is using different mods.

This megamod would be built around TDW's great mods, and users would have to download the patcher as well, and patch the game themselves (but there would be instructions what patches to use).

This is the mod list and installation order I'm currently using, and to make this I ask permission to use following mods. This is probably the most difficult part, because some modders have dissappeared in to the shadows...

So if you are author of some of these mods, please tell if it's okay or not to use your mod! Ofcourse full credits are given to the authors.

# Compatible Conus00's Graphic Mod+SV's work (Conus00)
Window_Lights_Redone_V1 (az)
SteelViking's Interior Mod V1.2 (SteelViking)
SteelViking's Interior Mod V1.2.2 Patch (SteelViking)
# DynEnv v2.9 - 1. Main Mod (Stoianm & Gap)
# DynEnv v2.9 - 12. Sounds (Stoianm & Gap)
# Small_trees_SH5_V1 (Echolot)
# sobers best ever fog V22 SH5 (Sober)
# SH5_7A_Conning_Fix x (TheBeast)
Fuel Gauge WoGaDi_SteelViking's Interior (BIGREG)
Fix clock rear torpedo room VIIA (BIGREG)
# Equipment_Upgrades_Fix_v1_4_byTheBeast (TheBeast)
# Equipment_Upgrades_Fix_v1_4_Patch_1 (TheBeast)
# Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix (TheBeast)
# Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober (Sober)
# SH5 Longer Repairs v.1.01 (Rongel)
# FX_Update_0_0_22_ByTheDarkWraith (TheDarkWraith)
# Bullet_spark_test (Rongel)
# SH5 Starshells patch 1.0 (Rongel)
# NewUIs_TDC_7_4_2_ByTheDarkWraith (TheDarkWraith)
# NewUIs_TDC_7_4_2_New_radio_messages_German (TheDarkWraith)
# Sjizzle's - Charts for NewUIs part1_07.06.2013 (Sjizzle)
# Sjizzle's - Charts for NewUIs part 2_07.06.2013 (Sjizzle)
# Manos Scopes-patch for 16x9 (makman94)
# IRAI_0_0_37_ByTheDarkWraith (TheDarkWraith)
# TDW_No_Contact_Colors_1_1_0 (TheDarkWraith)
# TDW_Waypoint_Contacts_Same_Shape_No_Color_1_1_0 (TheDarkWraith)
# R.E.M_by_Xrundel_TheBeast_1.2 x (Xrundel & TheBeast)
# R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible (Xrundel & TheBeast)
# Cerberus62 Corrected Depth Charge Projector 1.0 (Cerberus62)
# MightyFine Crew Mod 1.2.1 Stock faces (Heretic)
# MCCD_1.04_MFCM_1.2.1_compatible (Athlonic)
Speech fixes and additions (german version) (KarlKoch)
# TDW FX Fix for Sobers chimney smoke (pedrobas)
# OPEN HORIZONS II v2.3 (Trevally)
# OPEN HORIZONS II v2.3 patch1 beta
# SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 (Rongel, TDW, stoianm)
# Targor's SH5 Wooden Lifeboats ver. 0.4 (Targor Avelany)

smaller flags for Warships 1_0b (uekel)
# SH5 External Cargo 1.1 (Rongel)
# Reworked Morale and Abilities v.1.2 (Rongel)
# Enhanced FunelSmoke1.2_by HanSolo78 (HanSolo78)
# Stormys DBSM SH5 v1.3 Basemod (Stormy)
# Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s (Stormy)
# Battlestations sound mod 1.1 (modified) (Rongel)
# Trevally Automated Scripts v0.6 (Trevally)
# Trevally Harbour & Kiel Canal Pilot v3.1 (Trevally)
# gap - armaments & equipments patch v 0.2 (Gap)
Shadow Improvement ModLR (SteelViking)
# SH5 Torpedo Malfunctions (Rongel)
# IO_StrategicMap_7_4_2_for_TDWv742 (Obelix)
# Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1 (damage-part)

(# permission granted)

This mod would have several authors, my role is to merge individual mods together and add some icing on top. I'm not here to make the future of Silent Hunter 5, and this modpack won't be for everyone. The point is now just to make this game fun and accessible, and I think it's now the right time for that!

Last edited by Rongel; 12-29-13 at 08:11 AM.
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Old 10-13-13, 10:34 AM   #2
Trevally.
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Woot

You can use any mod you like from me Rongel
If you need any help or want to edit - please just ask

and Rongel
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Old 10-13-13, 10:41 AM   #3
SnipersHunter
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Thanks dude
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Old 10-13-13, 10:42 AM   #4
Targor Avelany
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Go for it!!!
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Old 10-13-13, 10:49 AM   #5
Rongel
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Originally Posted by Trevally. View Post
Woot

You can use any mod you like from me Rongel
If you need any help or want to edit - please just ask
Thanks man! Of course OH II will be a big part of this mod, don't want to mess with the campaigns, but maybe just add some cargos to port traffic, and make sure the ships are behaving nicely in harbours (i'm looking at you Memel ).
Quote:
Go for it!!!
Thanks Targor! Your wooden lifeboats will be included!
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Old 10-13-13, 10:53 AM   #6
Trevally.
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Originally Posted by Rongel View Post
Thanks man! Of course OH II will be a big part of this mod, don't want to mess with the campaigns, but maybe just add some cargos to port traffic, and make sure the ships are behaving nicely in harbours (i'm looking at you Memel ).


Sure np Rongel
We know haw to fix the black ship in Memel - so any other changes you want - send me a list
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Old 10-13-13, 11:26 AM   #7
Rongel
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Originally Posted by Trevally. View Post


Sure np Rongel
We know haw to fix the black ship in Memel - so any other changes you want - send me a list
Concerning Memel, I have found out that those Ehrenfels cargo ships are really unstable and not very well balanced (I think they are the ones that can tip over when destroyed), so if you put them to harbours, they will cause problems and probably blow up!

And the hospital ship works when I delete it in mission editor, and put it again in harbour. All textures are showing. But if I edit the project again and save, it turned black again. So there must be some error in the editor and probably in the ship too. I'll look into this, and report more later!
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Old 10-13-13, 11:54 AM   #8
gap
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Awesome idea Rongel, please go on with it!

A few suggestions, if I can:

- preconfiguring New UI's with the most wanted/practical user defined settings, would alleviate newcomers from having to mess with the option viewer/editor. You could use your favorite settings. The one exception should be avoiding the activation of features which require the usage of TDW's patcher, as not everyone is able to use it (read: Steam users). This precondition would be overridden by the implementation of the next point though (see below).

- Including pre-patched exe, act ad dll files would also be a huge help for newbyes and Steam users, BUT I am a bit worried that we would run into legal issues. Better scrapping this idea until we are 100% sure about its practical feasibility.

- Instead of using FX_Update_0_0_21 + New Torpedoes Explosion, you could feature directly FX_Update_0_0_22, thus adding support for TDW's Ship Radio Damage patch. With some basic manual tweaks of its Zones.cfg, the latter mod should be safe as tested by VDR1981

- If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious.

P.S: I think there is no need to say that you are free to use/tweak any of my mods
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Old 10-13-13, 12:14 PM   #9
Rongel
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Thanks Gap! I was excepting some suggestions from you obviously!

Quote:
- preconfiguring New UI's with the most wanted/practical user defined settings, would alleviate newcomers from having to mess with the option viewer/editor. You could use your favorite settings. The one exception should be avoiding the activation of features which require the usage of TDW's patcher, as not everyone is able to use it (read: Steam users). This precondition would be overridden by the implementation of the next point though (see below).

- Including pre-patched exe, act ad dll files would also be a huge help for newbyes and Steam users, BUT I am a bit worried that we would run into legal issues. Better scrapping this idea until we are 100% sure about its practical feasibility.
Yes, preconfiguring is a important part of this mod. I want to make it easily playable without exessive modding. And because TDW has made his works really configurable, you can always change options if you don't like my settings. But to keep things simple, I think I will concentrate on the non-steam version, so it will be necessary to patch the game with TDW's tools. Maybe there will be support for steamers later!

Quote:
- Instead of using FX_Update_0_0_21 + New Torpedoes Explosion, you could feature directly FX_Update_0_0_22, thus adding support for TDW's Ship Radio Damage patch. With some basic manual tweaks of its Zones.cfg, the latter mod should be safe as tested by VDR1981
The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?

Quote:
- If it is not too much hassle for you, making IO StrategicMap compatible with the latest UI version and including it into your megamod, would also be a cool thing. It is not the most important feature though, this is obvious.
Yes, I really like IO StrategicMap as well, and would put it on the list, but sadly it doesn't seem compatible with the new UI version. Maybe somebody will make a compatibility patch to it???

Quote:
P.S: I think there is no need to say that you are free to use/tweak any of my mods
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Old 10-13-13, 12:21 PM   #10
vdr1981
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Quote:
Originally Posted by Rongel View Post
The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?
FXU 0.0.22 works just fine for me, IF i unquote 3 100% damage explosions effects in "radioroom" definition (zones.cfg). Don't get me wrong but, this could be easily my old PC ralated problem... Still testing this issue...
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Old 10-13-13, 01:20 PM   #11
gap
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Quote:
Originally Posted by Rongel View Post
...to keep things simple, I think I will concentrate on the non-steam version, so it will be necessary to patch the game with TDW's tools. Maybe there will be support for steamers later!
I agree

Quote:
Originally Posted by Rongel View Post
The reason why I put FX update 0_0_21 is that I've been using it myself, and it seems very stable. There was some speculation if the new version caused crashing, so I decided to play it safe. Can people confirm that 0_0_22 works?
Quote:
Originally Posted by vdr1981 View Post
FXU 0.0.22 works just fine for me, IF i unquote 3 100% damage explosions effects in "radioroom" definition (zones.cfg). Don't get me wrong but, this could be easily my old PC ralated problem... Still testing this issue...
FXU 0.0.22 is basically the same as v 0.0.21 with the addition of the new water splash effects, already featured in your mod list, and of three new zonse damage boxes for each stock ship with their relative new zone definitions in Zones.cfg file. Other than occupying some extra space in memory, I can hardly think of the new boxes causing any problem. The problem noticed by Vecko was rather connected to the settings of one of the new Zones, which triggered a bit too many effects for his system handling them. Reducing the number of effects solved the issue for Vecko

P.S: tomorrow I will start working on the toned-down flare effects

Quote:
Originally Posted by vdr1981 View Post
Yes, I really like IO StrategicMap as well, and would put it on the list, but sadly it doesn't seem compatible with the new UI version. Maybe somebody will make a compatibility patch to it???
Volodya had offered for making the mod by Illyustrator and Obelix compatible with current UI mods before he suffered a major system crash.
I think it is a matter of merging some missing lines in a couple of ini or py files (don't remember exactly right now). If no one is planning to look in the two mods for the feasibility of a compatibility patch, I can do it myself and report back asap
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Old 10-13-13, 01:56 PM   #12
Sjizzle
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feel free to use my charts mods
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Old 10-13-13, 03:26 PM   #13
Rongel
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Originally Posted by Sjizzle View Post
feel free to use my charts mods
Thanks!

Quote:
FXU 0.0.22 works just fine for me, IF i unquote 3 100% damage explosions effects in "radioroom" definition (zones.cfg). Don't get me wrong but, this could be easily my old PC ralated problem... Still testing this issue...
Quote:
FXU 0.0.22 is basically the same as v 0.0.21 with the addition of the new water splash effects, already featured in your mod list, and of three new zonse damage boxes for each stock ship with their relative new zone definitions in Zones.cfg file. Other than occupying some extra space in memory, I can hardly think of the new boxes causing any problem. The problem noticed by Vecko was rather connected to the settings of one of the new Zones, which triggered a bit too many effects for his system handling them. Reducing the number of effects solved the issue for Vecko
Ok, I'll try FXU 0.0.22 but maybe tone down explosions!
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Old 10-13-13, 03:42 PM   #14
Echolot
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Please feel free to use the small trees
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Old 10-13-13, 03:55 PM   #15
Rongel
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Please feel free to use the small trees
Thanks, small trees included!
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