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Old 07-28-11, 01:05 PM   #496
mia389
中国水兵
 
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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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Old 07-28-11, 01:41 PM   #497
0rpheus
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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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Old 07-28-11, 02:13 PM   #498
TheDarkWraith
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Quote:
Originally Posted by 0rpheus View Post
...but isn't it about time the latest UIs were included in MO? And the FX update? Just having a list on the first post for the MO thread showing *all* the mods that are included would be a start as issues like this keep cropping up.
The latest versions of almost all my mods will be in next version of MO.
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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Old 07-28-11, 03:30 PM   #499
0rpheus
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Quote:
Originally Posted by TheDarkWraith View Post
The latest versions of almost all my mods will be in next version of MO.
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.
Good to hear that MO is due for an update. I do see the problem with listing the mods etc, but for stuff that actually requires extra fixes, like the UHS stuff it would be good to have something in the first post to indicate that we need both FX Update & UHS FX Update - or spods like me won't know to use both (probably save you answering a few questions, too )
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Old 07-28-11, 06:30 PM   #500
mia389
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a small tutorial I made on how to install MO,Patch and NewUIs
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Old 07-28-11, 07:09 PM   #501
SpitfireSub
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Default Mod loadout for a newbie

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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Old 07-28-11, 07:41 PM   #502
conk757
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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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Old 07-29-11, 03:29 AM   #503
Magic1111
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Quote:
Originally Posted by SpitfireSub View Post
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!!!!
Quote:
Originally Posted by conk757 View Post
Also, thanks so much to all of you for your help, this game wouldn't be playable without you!
Welcome both !
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Old 07-29-11, 05:00 AM   #504
spardha
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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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Old 07-29-11, 06:37 AM   #505
Silent Steel
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@ mia389

Quote:
Originally Posted by mia389 View Post
a small tutorial I made on how to install MO,Patch and NewUIs

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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Old 07-29-11, 09:49 AM   #506
mia389
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Thanks Silent Steel, That is a great link! Thanks for clearing up the text folder thing.
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Old 07-29-11, 10:04 AM   #507
mia389
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Quote:
Originally Posted by spardha View Post
@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.
You could try critical torpedo hits

or/and

FXupdate
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Old 08-01-11, 11:26 AM   #508
spardha
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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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Old 08-01-11, 12:19 PM   #509
mia389
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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
About 3 hours ago I got a sound contact while I was in a patrol search pattern. I used the 4 bearings method and lucky was a in a good intercept spot already as the sound contacts (warships) were going 16knots. I only had to moved about 2000 meters when it was time for my fan shot on Aircraft carrier. I only had 3 torps left and fired them at 7500 meters. All 3 hit (1 dud). She went down very level until the very end, she then pointed strait up and down going stern first. Was really cool but my screen shots were all taken from the periscope as I dont have ext. views enabled. Now if I could only find my screenshot folder. Was in a bad storm to so half the time my scope was under water :-(
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Old 08-01-11, 12:31 PM   #510
Trevally.
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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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