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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Jan 2006
Location: Poland
Posts: 129
Downloads: 185
Uploads: 0
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I would ask you about how to install "Dynamic..." over DarkWraith MagnumOpus mega mod.
When I'm just enabling it I have very transparent sea (even with realistic version) and it's blue in Atlantic. |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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after MO... and the atlantic is blue most of time... if u not like transparent sea do not install shallow water
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#3 |
Machinist's Mate
![]() Join Date: Jan 2006
Location: Poland
Posts: 129
Downloads: 185
Uploads: 0
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I do not instal the "shallow water patch" and water is still extremaly transparent.
I instal "Dynamic..." as the last mod, so it should overwrite all necessary files. |
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#4 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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is a shallow water patch and a shallow water mod... and i think that efect of water is in another mod also.. ... could be in the one that add more ships... do not remember well
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#5 |
Stowaway
Posts: n/a
Downloads:
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This mod looks nice
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#6 |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
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(Crossposting over here as it is more relevant in this thread)
It seems I spoke too soon. Yes, with Sober's V6 Fog Mod it improved a lot, but I still have a lot of grey skies during the daytime (sunset and sunrise work just fine), even with the weather reported as no precipitation, no clouds and no fog: ![]() It's not that it doesn't work for me, the sim is still beautiful and, oddly enough, during sunset, night and sunrise everything looks wonderful just the way I remember it, but during the daytime it's always this misty, bland meh... I'm sure I'm doing something wrong here, although I've done all I could think of including modifying IRAI as Sober suggested and making sure that I'm using V6 of his fog mod (by the way, disabling that one doesn't change anything, it still looks the same. I tried, just to be sure), I just can't figure out where I'm going wrong, so any tips, hints or suggestions would be most welcome. It's been suggested that it's something about DynEnv that's causing it since Real Env doesn't have that problem. If that's the case, then all I'd need to do would be to edit that little bit, because I certainly don't want to lose DynEnv entirely. It is absolutely GORGEOUS apart from that "grey issue." I know only too well that azure skies over the North Sea aren't all that common, but they do happen and, considering how absolutely awesomely beautiful SH5 is, I'd love to see them every now and again. Or, to put it another way, when it isn't overcast and the game's fog setting is "0" as opposed to "1", "2" or "3", the blue sky ought, logically speaking, to be visible. Here's my mod load out: Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] RemoveLogoIntroTheDarkWraith No Damn Bubbles, No Damn Halo Mod Accurate German Flags Dynamic Environment SH5 Basemod (normal ) V2.1 Dynamic Environment SH5 BrighterNights V2.1 Dynamic Environment SH5 Waves (normal version) V2.1 Dynamic Environment SH5 Sounds V2.1 No magic skills v1.5 MCCD compatible MightyFine Crew Mod 1.2.1 Alt faces MFCM 1.2.1 OPTIONAL crash_dive workaround MCCD_1.04_MFCM_1.2.1_compatible German U-Boat Crew Language Pack Speech fixes and additions (german version) SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.1 Patch Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix sobers see thru wake fix sobers 3D deck spray mod V7 Window_Lights_Redone_V1 NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 Pascal-sh5-Crew-Uniforms. 12.2011 FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith (for Sober Fog) IRAI_upgrade_to_v_0_0_31 NewUIs_TDC_6_9_0_ByTheDarkWraith Manos Scopes-patch for 16x9 Critical hits 1.1 Torpedos OPEN HORIZONS II_base v1.7 OPEN HORIZONS II_enviro v1.7 OHII v1.7 patch1 OH II Minefield map for TDWs Ui Trevally Tutorials - All v0.2 (for TDW UI) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Grossdeutscher Rundfunk sobers NO water drops V1 smaller flags for Warships 1_0b Change days in bunker Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3 _for_SDBSM sobers best ever fog V6 SH5
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Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
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#7 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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There's been some heated debate over this grey sky issue in an older thread (can't remember now which one), but to the only way I found to fix it - meaning to have the gorgeous overall environment of the DynEnv mod and the blue skies back - was to bring back via JSGME several environment files from the stock game: ClimateZones.cfg, ClimateZones.tga, and the three EnvColors (Polar, Temperate, Tropical). Just inserted them in my modsoup via JSGME, after DynEnv.
By doing this, I gave up the zillion climate zones of DynEnv, but now I have blue skies back again. The problem resides in the association between climate zones and environment colors, as defined by DynEnv. |
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