SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-17-10, 06:53 PM   #1
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default SH5 Popular Mods, Tools, Technical advice & Tactical tips

To cut back on some of the sticky congestion, this thread will have links to the popular SH4 mods that were stickied before. These are very popular threads, so they will probably stay on the front page, but if you cannot find it easily, you can find it here.

Much of this thread is from sh4 and some from sh3 so you may see tips or guides not designed for sh5 that still work or are close enough to help you solve your sh5 problems using methods from the other games.

I will try to edit and adapt them as i can so it avoids confusion as much as possible.

Please use the correct location for Readme files
http://www.subsim.com/radioroom/showthread.php?t=163015

Thread Prefix Guidelines
http://www.subsim.com/radioroom/showthread.php?t=162048


New Silent Hunter 5 All in One Mods
http://www.subsim.com/radioroom/showthread.php?t=207362

The Complete Idiots Guide to Goblin Editor(large image warning)
http://www.subsim.com/radioroom/showthread.php?t=165805




Note - Go straight to post #2 for the mods list - Here



Subsim's recommended modding etiquette (please read these guidelines)


Quote:
Originally Posted by Gizzmoe View Post
--- SUBSIM'S RECOMMENDED MODDING ETIQUETTE GUIDELINES ----

The following guidelines are the result of a thread opened publically to receive feedback and suggestions about what kind of behaviours and practices are unanimously approved and wished by people involved in modding games. We have collected all of them and made a sum-up of all those who were accepted explicitely by EVERYONE who posted, and implicitely by all users who silently witnessed and did not disagree. After careful examination, Subsim.com recommends these guidelines as standard practice for everyone involved in its forums. They are not a legal system, nor is Subsim.com a court to enforce them. Yet, considering the major benefits for everyone that following them will bring, we strongly encourage to respect them.


A) PERMISSIONS

#1 If you are going to make a mod based on the work created by another guy, ask permission first unless the readme of the original mod stated already that it could be freely reworked and modified.

#2 Asking for permission means using all reasonable methods of locating the author, and at least includes:

a) E-mail to the address stated in the mod readme, if any
b) Private Messaging in the forums frequented by that modder,
c) Public post calling the guy in the forums, if all else fails.

#3 If the author of an old mod has dissapeared and the above methods of contacting him were unsuccesful, you can use his mod provided:

a) The readme of it did not explicitely forbid any further use,

b) You give proper credit to the original work and specify clearly
b1) What you modified, and
b2) Which means you used to try to contact the author, and when/where did you post or mail him,

c) The original author has been away from subsim's forums more than 6 months, which you can check in his public profile. Keeping a screen capture of that could be worth in case of doubts.

#4 If the mod's readme indicates that further use or rework of it is not allowed, accept it. Your only alternative is to contact the author and convince him to allow you modifying it.

#5 If you are contacted by the original author to correct the credits, that is no offence. Just do it.

#6 Overlays or tweek packs for existing mods or supermods do not require previous permission unless:

a) You are not just including stuff created entirely by you, but also using parts of the original one (E.g. you change only the crosshair of the periscope but keep the original artwork of the rest of the screen, created by someone else), or
b) You are including also the whole base-mod in yours.

#7 If you receive permission from the author of a mod that also includes other third party mods, you must contact the authors of ALL of them, as per the above #1-4. Sometimes a modder gives permission to use his work in a specific pack, but will not allow it for others. Respect that.



B) CREDITS & DOCUMENTATION

Once permission is received according to the above guidelines, give proper credit as follows:

#1 Always give credit to any third party mod you legitimately included or reworked in your own one.

#2 It is nice to credit also people who post giving information and ideas in the forums but who later do not create mods from it. If your mod was based upon data or ideas suggested by others, crediting them is always good.

#3 Include in the documentation provided with your mod the original readme of the third party mod/s you are using.



c) YOUR OWN README

Relating to the part created by you, it is of interest for everyone that you include what follows:

#1 Your name, and a valid contact address (E-Mail, a website or a Forum)

#2 Wether your own work might or not be further modified without your permission and/or knowledge.


Do you have a mod you want to upload?

Are you a mod maker or mission designer? To get access to upload your mods, click here to become one of the Modmen!

After getting permission from neal you will be able to upload, edit and update your mods at anytime.

Please remember that all mods should be in zip format and the free open source 7-zip utility is a good choice to use for this.

If your mod is an oversized mod larger than the maximum size allowed then you need to upload it in a special way as neal will explain how or you can contact member Laufen zum Ziel who will upload oversized mods here for you and then he will turn control of it back over to you.

All mods should include a read me for them to explain what the mod does and how it should be used.

It is strongly recommended that every new mod have its own thread so the mod can be discussed and any mod issues can be resolved there.



Thread Prefix Guidelines:



These prefixes should be used when posting a new thread.

If your thread doesn't fall into any of the catagories below then dont use any prefix.


If you are posting a "tutorial" or "technical info" thread then start the thread title with - [TEC]

If you are posting a "work in progress" thread then start the thread title with - [WIP]

If you are posting a "mod release" thread then start the thread title with - [REL]

If you are posting a "request" thread then start the thread title with - [REQ]


NOTE - when you are starting a mod thread it is recommended that the "version" number should NOT be used as part of thread title but instead please put any mod version number in the first line of the thread text so you can go back anytime and edit or update it as you see fit.



Commonly Asked Questions

NeonSamurai's most commonly asked questions (see post #2) (for sh3 but still works for sh4)

helpful hints and information

Where is My Home Port, Why Can't I Dock?



Game Not Working? Check These Threads

[TEC] How to re-install SH4

SH4 and Vista Installation



Mods Not Working? Check These Threads


[TEC] How to Fix Mod Soup Issues

Step by step MOD installation



Technical Help

Guides and Trainings: TDC, Radar, Sonar and More....

Sub Skipper's Bag of Tricks--Techniques, tactics, tutorials, videos

Tutorial : adding playable units (basics)

Simple Text Modding Tutorial

Sub skinning tutorial

Bump mapping for SH4 in GFX Suites

SH4 models and texture maps

High Realism Tutorial

Advanced Firing Solution using Sonar only

Tutorial for 100% realism manual targeting

Wazoo's manual charting & targetting tutorial (for sh3 but also works for sh4)

Real Submarine Technology & History Q&A

[TEC] Shells.dat + Shells.zon Node Numbers in 1.5 v1.1 (shows which gun is which for modding them)

Step by step MOD installation

[TEC] How to make multiple sh4 installs

Mission Building Tips, Tricks, and Advice

[TEC] Import/export 3D models to/from game using S3D


Mod Tools

[REL] S3D - Silent 3ditor

[REL] JSGME Generic Mod Enabler

Paint.Net

WinMerge

Hex-Editor XVI32

GIMP

7-zip


3D Mod Tools

Misfit Model 3D

Truespace 7.6

gmax 1.2

Blender (takes some time to get used to)



Last edited by Onkel Neal; 06-17-17 at 05:09 PM.
  Reply With Quote
Old 03-01-10, 01:22 PM   #2
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Do yourself a favor and download and save all of these mods and any others that you may find, even if you dont need or want them today they can be very usefull in the future for modding efforts, learning how to do your own mods, or just for sharing with others who can no longer find the mods they are looking for later on.






Large Super Mods


[WIP] RUB is Back

[REL][Beta] RDA - Rückkehr der Asse / Return of the aces

[WIP] Magnum Opus



Campaign Mods


[REL] Reduced Mission Tonnage

[REL] Lite campaign LC

[REL] Lite campaign LC - German Edition



Environmental Mods


[REL] Environmental MOD for Silent Hunter 5

[REL] Improved Waves and Improved roll&pitch

[REL] Capthelms Lighting Effects mod for sh5

[REL] Slower calmer Water MOD 0.5

[REL] Blue underwater impurity v1.0

[REL] Ail mods: Smoke, Clouds, Moon, DeckWave

[REL] Capthelms Underwater Night Filter Adjustment Mod

[REL] Higher Detail Light Refraction / Caustic Effects

[REL] Old Style Explosions

[REL] Electric Torpedo Wake Removal

[REL] Enhanced Funnel Smoke SH5



Sound Mods


[REL] Das Boot Sound Mod

[REL] Improved Engine Sounds

[REL] Less Annoying Footsteps

[REL] KarlKochs Sound Fix (German spoken language)

[REL] Capthelms Audio Mod

[REL] Stormy`s DBSM collection SH5

[REL] Radio Paris

[REL] Wordeees' Chief Engineer Sound Mod

[REL] Grossdeutscher Rundfunk 1939-1943 RadioMod

[REL] Intercontinental Radio Pack




Popular Mods


[REL] No Damn Bubbles, No Damn Halo Mod

[REL] Accurate German Flags

[[REL] Free Cam Tweak

[REL] Multiple UIs for SH5 with TDC

[REL] new UI for SH5 (BETA)

[REL] Church's SHV 1.1 Key Commands and F1 Help Layout

[REL] Morale Mod (Your crew is actually obedient!)

[REL] Command Keys

[REL] "Muss I Denn" playing inside bunker

[REL] Drifter's Brown Interface Colors

[REL] MightyFine Crew Mod

[REL] Uniforms

[REL] Conning Tower Compass Fix

[REL] No Hydrophone on Surface

[REL] Critical hits for torpedos

[REL] Remove Lock/Break Lock and Switch Target in UZO/Periscopes

[REL] AI & Uboat tweaks

[REL] All Torpedo and Weapon/Sensor Upgrades

[REL] Reduced crew abilities

[REL] Critical hits for deck gun

[REL] More Powerful Torpedoes

[REL] Faster Running

[REL] The Mini chrono Mod

[REL] Main Menu "Das Boot" (video) themes

[REL] Pacos German Folklore SubEmblems Mod

[REL] jimimadrid's Tools

[REL] More Powerful U-boat Shells

[REL] No UMark

[REL] Capthelms Remove Mouse Crosshair Mod

[REL] Drifter's Damage Control Screen

[REL] Advanced Shift Keys for SH5

[REL] software: silent hunter mod extractor

[REL] Alternative SH5 Printable Map

[REL] quick fix to add SH3 style compass to interface

[REL] Adjusted Running - Walking Speeds v1.0

[REL] SH5 Collectors edition map

[REL] Dive button depth fix

[REL] Harder AI MOD 1.0 By Germanator

[REL] No crosshair

[REL] Remove Into and Logo screens

[REL] SH5 AI script syntax highlighting for Notepad++

[REL] Bad Weather Guns V1.0

[REL] Manual for Terrain Editor

[REL] Solution Solver Source Code

[REL] Salvo SpreadAngle-Dial for UZO & AttackPeri

[REL] Fix for swapped german digits (und dreissig vier)

[REL] Pascal's Caps and Uniforms Mod

[REL] TDC (with working dials) for SH5

[REL] Wamphyri's Plane Attack Mod

[REL] Less Annoying TAI Map

[REL] Player Guidance Icons Removed

[REL] A Fistful of Emblems

[REL] Enhanced Recognition manual

[REL] Interior working dials

[REL] Revised engine telegraph

[REL] New main menu background "extreme" edition

[REL] Unrealistic 88mm Railgun

[REL] Unrealistic Guns on Crack

[REL] Unrealistic G1 torps

[REL] Unrealistic VIIa sub

[REL]SHIII map with SHV harbours

[REL] SuperGuns

[REL] Window_Lights_Redone

[REL] Force Camouflage On (camo bug workarround)

[REL] Replacement TDC Graphics

[REL] More realistic periscope

[REL] External Torp Reload Time

[REL] All Torpedo and Weapon/Sensor Upgrades

[REL] More realistic periscope

[REL] Haramirs Escorts Self Awareness Mod

[REL] Haramirs Sensor Mod

[REL] Digital UI Clock

[REL] Gouldjg's Manage Your Crew Mod

[REL] Decks Awash

[REL] Damage assessment

[REL] SHIV extra messages

[REL] Realistic ammo amount for AA and deck guns





Manual Mods - (no downloading needed)


[TEC] SH5.exe patches to fix bugs and add functionality

[REL] No XO face in the Persicope Screen

[YCFS] Small bug fix for conning tower

[REL] Remove the clicking sound when hitting the ctrl key

[TEC] Tutorial: The Periscope's Optics And How To Adjust It

[TEC]How to make the sky look slightly better





Many More Mods Can Be Found Here: SUBSIM downloads section

Last edited by Webster; 04-03-11 at 01:04 PM.
  Reply With Quote
Old 12-15-10, 08:43 PM   #3
Threesixtyci
Torpedoman
 
Join Date: Dec 2008
Location: CC, Texas
Posts: 114
Downloads: 20
Uploads: 0
Default

[REL] Decks Awash link goes to the same thread....that we're on.

Probably should go here, instead:
http://www.subsim.com/radioroom/show...ht=Decks+awash

Last edited by Threesixtyci; 12-20-10 at 01:15 AM.
Threesixtyci is offline   Reply With Quote
Old 01-05-11, 06:27 PM   #4
homsikpanda
Torpedoman
 
Join Date: Dec 2010
Posts: 112
Downloads: 4
Uploads: 0
Default

skimming thru the mods i'm not able to find what i'm looking for :c
i want a mod that lets me control how many motors i have running (i.e. 1 desiel 2 electric)
any suggestions?
homsikpanda is offline   Reply With Quote
Old 01-05-11, 11:18 PM   #5
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

independent motor/engine control has been on everyones wishlist for sh series but the only game i ever saw it in was "enigma rising tide" (not made by ubi)

sadly its just not a feature built into the game
  Reply With Quote
Old 01-06-11, 09:40 AM   #6
homsikpanda
Torpedoman
 
Join Date: Dec 2010
Posts: 112
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Webster View Post
independent motor/engine control has been on everyones wishlist for sh series but the only game i ever saw it in was "enigma rising tide" (not made by ubi)

sadly its just not a feature built into the game
oh, i thought it was since i seen a lot of people talking about it...
if it's not possible i'm not at a loss ^_^
homsikpanda is offline   Reply With Quote
Old 01-06-11, 12:34 PM   #7
homsikpanda
Torpedoman
 
Join Date: Dec 2010
Posts: 112
Downloads: 4
Uploads: 0
Default

ok, not complain but... can we update the first post and maybe catagorize them between sh5 and sh4 =/ i keep clicking on links that sound interesting but find they are sh4 mods/tutorials, and while i'm sure the general idea is the same.... it's the little differences that can be insanely annoying (like .misge instead of .mis for example )
homsikpanda is offline   Reply With Quote
Old 01-06-11, 03:36 PM   #8
Sepp von Ch.
Sea Lord
 
Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
Default

Kapitäne, [REL] SHIV extra messages is only SH4 mod or not?
__________________
U-552
Tiger
IDF
Sepp von Ch. is offline   Reply With Quote
Old 01-06-11, 06:57 PM   #9
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by homsikpanda View Post
ok, not complain but... can we update the first post and maybe catagorize them between sh5 and sh4 =/ i keep clicking on links that sound interesting but find they are sh4 mods/tutorials, and while i'm sure the general idea is the same.... it's the little differences that can be insanely annoying (like .misge instead of .mis for example )

if you want to rewrite the tutorials then be my guest

in most cases for things, there are only small differences between how they apply to sh3 and sh4 as you pointed out so no one was willing to redo all that work to make each apply to each specific game. i simply put a link to the info so you can have "close enough" info to be able to figure out your own answers if the tutorial doesnt. as for sh5 there were no sh5 tutorials when this thread was created.

most were written for sh3 and give you enough info to figure things out even if it wasnt written to apply to sh4 or sh5


Quote:
Originally Posted by Josef von Posorschitz View Post
Kapitäne, [REL] SHIV extra messages is only SH4 mod or not?
SH IV = sh 4

so the answer is yes
  Reply With Quote
Old 01-09-11, 03:51 PM   #10
homsikpanda
Torpedoman
 
Join Date: Dec 2010
Posts: 112
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Webster View Post
if you want to rewrite the tutorials then be my guest

in most cases for things, there are only small differences between how they apply to sh3 and sh4 as you pointed out so no one was willing to redo all that work to make each apply to each specific game. i simply put a link to the info so you can have "close enough" info to be able to figure out your own answers if the tutorial doesnt. as for sh5 there were no sh5 tutorials when this thread was created.

most were written for sh3 and give you enough info to figure things out even if it wasnt written to apply to sh4 or sh5




SH IV = sh 4

so the answer is yes
i have a tutorial in progress posted on the forums =D

http://www.subsim.com/radioroom/showthread.php?t=178774
homsikpanda is offline   Reply With Quote
Old 02-03-11, 01:43 PM   #11
SubCommand
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Thanks for the massive clean up. I was interested in just reading about some of the modding stuff. I've started to understand that most people enjoy this stuff because you can mod it so much. I'm pretty sure I'm not smart / talented enough for modding, but it's still an interesting read for a submarine junkie like me.
  Reply With Quote
Old 03-22-11, 04:19 PM   #12
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by homsikpanda View Post
i have a tutorial in progress posted on the forums =D

http://www.subsim.com/radioroom/showthread.php?t=178774
i have checked in on it a few times but im waiting for you to finish it first before i add to the list (tutorial efforts are often started but never finished for one reason or the other)
  Reply With Quote
Old 05-10-12, 03:06 PM   #13
McBlemmen
Swabbie
 
Join Date: May 2012
Posts: 9
Downloads: 52
Uploads: 0
Default

More then 50% of these mods have invalid download links , great!

Ofcoarse its all the good ones that are gone , while the crap is left untouched.

wtf?
McBlemmen is offline   Reply With Quote
Old 06-22-12, 11:57 AM   #14
takarag13
Swabbie
 
Join Date: May 2012
Posts: 12
Downloads: 56
Uploads: 0
Default

where is the mod with the officers bar?heeeeeeeeeeeeeelp!!!
takarag13 is offline   Reply With Quote
Old 06-22-12, 12:02 PM   #15
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by takarag13 View Post
where is the mod with the officers bar?heeeeeeeeeeeeeelp!!!
here is the answer - http://www.subsim.com/radioroom/show...93&postcount=5
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:52 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.