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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#496 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Only some mods require you to be in port. Most the time when I unpack and repack I can just load my last save with out any problems.
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#497 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Hm, well I assumed that uninstalling OHII and putting it back in would require a restart... as well as some others. I thought it was general 'best practice' to do so.
![]() Well, current (now updated) list as follows: Magnum Opus v0_0_1 MO Patch 2 FX Update_0_0_16_2 FX Update 16-2 UHS fix Depth Keeping Problem UHS patch HB 1_0_0 Shadow Improvement LR TDW DC Water Disturbances (not sure if that's working or not tbh, sure didn't help me escape the other day lol) Arclight MRP Critical Hits 1.1 Torps Critical Hits v1.2 (deck gun) OHII Lite OHII Campaign Radio Messages (still never seen one in the old SH4 style 'radio/mission message' format as described in the thread for that mod, and don't know the stock messages well enough to know the difference. Never seen a red message as they're meant to be.) Dynamic Environment 5.0 Basemod DE Atlantic Floor V2.1 DE Undersea (Temperate) DE Sounds V2.1 DE Waves (Normal) DE Sleet for Winter Campaigns Nozaurio's Skin (Standard No Emblem) v1.0.0 Stoianm Upgrade Available Mod Equipment Upgrades Fix 1_2 by TheBeast Sober's smaller water drops KSZ hull Wetness for Uboats + Conning Tower & Deck As an aside, can anyone tell me if the radio antenna on type 7b raises at periscope depth with stock? It didn't raise on the starter sub, and I'm pretty sure it didn't on the 7b (assuming that's what I was given) before I modded it. I didn't think Stoianm's mod added or changed any equipment, so I can only assume that the Equip Upgrade is responsible - but disabling it in JSGME still leaves the antenna raising, and the fix gives me a weird buggy stick poking through the hull at depth (see mod thread). Adding the latest TDW UI update directly after MO patch 2 took away all my map contacts so I've dropped that for now. If there's anything wrong with the above list I may just go mad! LOL ![]() |
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#498 | |
Black Magic
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As far as having a list of mods included in MO sorry to say I can't do that anymore. There were too many copy cats using what I did instead of making their own (which isn't easy to do making umpteen different mods work together nearly perfectly). I list the authors whose work is included but that's all. |
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#499 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#500 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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a small tutorial I made on how to install MO,Patch and NewUIs
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#501 |
Nub
![]() Join Date: Mar 2010
Location: On board me boat or under a car
Posts: 4
Downloads: 78
Uploads: 0
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Hi Guys,
Am new to the forum thing and have just got into mods for sh 5 big fan sh 3 just after twenty or so mods to start with and this looks the best place to ask. Cheers Spitfiresub Keep sinking those darn tommies!!!! |
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#502 |
Nub
![]() Join Date: Feb 2011
Posts: 3
Downloads: 90
Uploads: 0
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Also, thanks so much to all of you for your help, this game wouldn't be playable without you!
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#503 | ||
Silent Hunter
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#504 |
Mate
![]() Join Date: May 2007
Posts: 53
Downloads: 32
Uploads: 0
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@Mia
Thanks for the Heads up. I really like the SH5 with DW's MO mods but I'm disappointed with the sinking mechanics. Is there any mod in development to get this more in-line with SH4 or is it not possible to do. |
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#505 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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@ mia389
Hi mia Just an advice - The modding wizard Stoianm has a brilliant site where you can find tutorial videos for almost everything. ![]() Here's a link http://www.subsim.com/radioroom/showthread.php?t=181538 BTW! There shouldn't be a 'Text' folder in the C:\Ubisoft\Silent Hunter 5 folder, don't just copy the 'Text' folder and paste it here. In the 'Text' folder you find subfolders for optional languages like Chinese, English, French, German, Italian (and more) containing 'menu.txt' files for each available language. If you want to change to another menu language to work correctly the 'menu.txt' file of your choice must be applied according to the following procedure; 1 - Deactivate the mod 2 - Open up e.g. the 'Text\German' folder and copy that 'menu.txt' file 3 - Paste this copy into 'NewUIs_TDC_x_x_x_ByTheDarkWraith\data\Menu' and let it overwrite (Remember - should you later want to go back to the original language - make a backup of the original 'menu.txt' file) 4 - Activate the mod Happy hunting ![]() Last edited by Silent Steel; 07-29-11 at 08:04 AM. |
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#506 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Thanks Silent Steel, That is a great link! Thanks for clearing up the text folder thing.
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#507 | |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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or/and FXupdate |
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#508 |
Mate
![]() Join Date: May 2007
Posts: 53
Downloads: 32
Uploads: 0
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Thanks MIA Im already running the FX and critical Hits mods...
But sinking is still really boring, totally flat sinking. ![]() I was hoping Barf would fix that but dont want to give up TDW's mods ![]() Ill have to get a vid up to show people as its seems Im the only one that has a problem with it ![]() |
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#509 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Thanks strange, I see ships going stern and bow first quite a bit. Sometimes they break in two. Here is my latest mod list. Maybe something else on it is doing it.
Code:
[MODS] Magnum_Opus_v0_0_1=1 NewUIs_TDC_6_6_0_ByTheDarkWraith=2 TDW_No_contact_shapes_or_colors=3 FX_Update_0_0_16_2_ByTheDarkWraith=4 FX_Update_0_0_16_2_UHS_Fix=5 IRAI_0_0_30_ByTheDarkWraith=6 IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_spotting=7 Critical hits 1.1 Torpedos=8 EQuaTool 01.01 by AvM - Large Style=9 Equipment_Upgrades_Fix_1_2_byTheBeast=10 Grossdeutscher Rundfunk=11// Radio mod Radio Paris French Music Full Version 1.2=12// Radio mod Trevally Harbour & Kiel Canal Pilot v2.6=13 Trevally Automated Scripts v0.6=14 TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=15 nVidia missing lights=16 Naights Submaine Textures v1.2 (PUV)=17 WoGaDi Mod BetaSix=18\\working gauges mod Open Horizons II Light=19 OH II and Light Campaign Radio Messages v3=20 NewUIs_TDC_6_6_0_Real_Navigation=21 Capthelms Sounds=22 Dynamic Environment SH5 Basemod (realistic version) V2.1=23 Dynamic Environmental SH5 Shallow Waters V2.1=24 Dynamic Environment SH5 Shallow Waters V2.1 Patch=25 Dynamic Environment SH5 Atlantic Floor V2.1=26 Dynamic Environment SH5 BrighterNights V2.1=27 Dynamic Environment SH5 Sounds V2.1=28 Dynamic Environment SH5 Undersea (temperate and polar) V2.1=29 Dynamic Environment SH5 Waves (realistic version) V2.1=30 Dynamic Environment Undersea (mediterranean) V2.1=31 Dynamic Environmental SH5 Realistic Colors V2.1=32 stoianm pitch&roll for SH5 V1 (normal)=33 |
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#510 |
Navy Seal
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Hi,
what is happening here is that the zone file from the FX mod is being overwritten by OH II full. If you use the light - this is not happening. To fix - take the zone file from the FX mod and use it ![]() |
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