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Old 01-06-11, 04:58 PM   #346
Illyustrator
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While TDW not will finish work over "Multiple UIs for SH5 with TDC" Mega-Mods will not be...
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Old 01-06-11, 07:06 PM   #347
wamphyri
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Quote:
Originally Posted by Illyustrator View Post
While TDW not will finish work over "Multiple UIs for SH5 with TDC" Mega-Mods will not be...
wait.. what?
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Old 01-06-11, 07:32 PM   #348
longam
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Originally Posted by wamphyri View Post
wait.. what?
He's just busy doing other stuff
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Old 01-07-11, 11:59 AM   #349
ajrsilva
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Hi!
I've just bought the game and played it for a while and i've not installed any mod yet.

DW do u have any prevision when this mod will be released?

Cause if it will be released soon i play a little bit more in the vanilla then mod the game with your super mod.

BTW, DW and all other modders congrats for your great work modding this sim.
I'm looking foward to play the game modded soon.

Thank's
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Old 01-08-11, 12:19 PM   #350
TheDarkWraith
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I'm uploading v0.0.1 of it currently. Compressed it's ~247MB and uncompressed it's 1.11GB (that's without any sound files). What I'm uploading is just the core part of it. I'm pretty sure I have the majority of the incompatibilities and bugs worked out but you all will be able to tell me otherwise as the more people using it the more exposure it gets.

Currently I have one problem that I haven't been able to fix yet. The MCCD part of it is missing some lines in the dialog boxes of the crew. Haven't put my finger on why yet.

It's current form is for complete beginners to use. You'll have to spice it up with the add-ons from my UIs mod if you want real navigation, no contact colors, etc.

The only 'difficulty' I have enabled is no hydrophone on surface and no aircraft spotting at depth.

Here is what the compilation is comprised of currently:

- TheDarkWraith: RemoveLogoIntro
- SteelViking: SV&Com Underwater Mod
- W_Clear: Environment 5.0
- Sober: sobers base wave mechanics for SH5 V11
- Conus00 and SteelViking: Compatible Conus00's Graphic Mod+SV's work
- SteelViking: SteelViking's Interior Mod v1.2
- SteelViking: Shadow Improvement Mod (High res version)
- ddrgn: U-boat Historical Specifications 1.4
- TheDarkWraith: FX Update_0_0_11_ByTheDarkWraith
- TheDarkWraith & Arclight: FX_Update_0_0_11_BARF_1_3_Full_Fix (Better and Realistic Flotation)
- TheDarkWraith: FX_Update_0_0_11_UHS_Fix
- TheDarkWraith: NewUIs_TDC_6_3_2_ByTheDarkWraith
- Trevally: Trevally Harbour & Kiel Canal Pilot v2.4
- Krauter: Krauters Automated Scripts
- Abd_von_Mumit: Patrol Routine Scripts v 01_02 by AvM
- TheDarkWraith: IRAI_0_0_29_ByTheDarkWraith
- TheDarkWraith: IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
- Oby: AirTorpedoes
- Vickers03: SUB_hyd_fix_SH5
- TheDarkWraith: SubFlags_0_0_6_byTheDarkWraith
- TheDarkWraith: Sub_Exhaust_1_0_5_byTheDarkWraith
- Heretic: MightyFine Crew Mod 1.2.1 Stock w beards
- Athlonic: MCCD_1.04
- Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
- Nisgeis: High Contrast Nav Map with Inverse Shallow Colour - Chart color scheme 3
- thfeu58: Terrain_harbour_flags_Mod_v1_2_1
- doomlordis: Dooms Decks for VIIABC41 1_4
- TheBeast: SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
- Athlonic: Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
- avee: No magic skills v1.5 MCCD compatible
- Venatore: Elite German Black & Copper Torpedo
- Pascal: Pascal uniforms
- Cerberus62: Historical Ship Equipment 1_3
- Ailantd: AilBubbles 1.0
- Ailantd: AilClouds 3_0
- Ailantd: AilSmoke 1_7
- KarlKoch: Speech fixes and additions (english version)
- Cerberus62: Additional Merchant Ships 1.1

oh and the name I've chosen is Magnum Opus. It just fits the mod perfect as it's a compilation of the 'great work' of SH5

You install it using JSGME. Couldn't be any simpler.
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Old 01-08-11, 12:26 PM   #351
9thinfSword
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Awesome DW I just pissed myself with excitement
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Old 01-08-11, 12:30 PM   #352
Poacher886
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Fantastic!!! thanks TWD, right on cue, as i was about to take the plunge with the mod soup!, when will it be ready to download, and from where.?

Thanks again
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Old 01-08-11, 12:34 PM   #353
Farinhir
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Quote:
Originally Posted by TheDarkWraith View Post
I'm uploading v0.0.1 of it currently. Compressed it's ~247MB and uncompressed it's 1.11GB (that's without any sound files). What I'm uploading is just the core part of it. I'm pretty sure I have the majority of the incompatibilities and bugs worked out but you all will be able to tell me otherwise as the more people using it the more exposure it gets.

Currently I have one problem that I haven't been able to fix yet. The MCCD part of it is missing some lines in the dialog boxes of the crew. Haven't put my finger on why yet.

It's current form is for complete beginners to use. You'll have to spice it up with the add-ons from my UIs mod if you want real navigation, no contact colors, etc.

The only 'difficulty' I have enabled is no hydrophone on surface and no aircraft spotting at depth.

Here is what the compilation is comprised of currently:

[...]
You install it using JSGME. Couldn't be any simpler.
Much appreciated.
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Old 01-08-11, 12:36 PM   #354
TheDarkWraith
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Quote:
Originally Posted by Poacher886 View Post
Fantastic!!! thanks TWD, right on cue, as i was about to take the plunge with the mod soup!, when will it be ready to download, and from where.?

Thanks again
well it's 50% uploaded currently. It'll be available as a link from my filefront account like always.

Oh I forgot to mention that some people may experience problems with the oil slicks from the FX Update part of this mod. I've never had a problem with them but some people have them standing on end
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Old 01-08-11, 12:42 PM   #355
Poacher886
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Just a quick question as i was having trouble trying to load, what was going to be my first mod today, but i will now wait and use your Magnus Opus mod instead!

I've installed JSGME correctly, but where should i download your mod to in order for it to be imported into JSGME after, I ask because after downloading Environment 5.0,to my desktop, when then using JSGME to import it, it cant see it??

I opened it usinf WInZip, but was confronted with 57 files!!, i was hopeing i could just import a single file containing all info for the mod??

THanks
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Old 01-08-11, 12:45 PM   #356
TheDarkWraith
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Quote:
Originally Posted by Poacher886 View Post
Just a quick question as i was having trouble trying to load, what was going to be my first mod today, but i will now wait and use your Magnus Opus mod instead!

I've installed JSGME correctly, but where should i download your mod to in order for it to be imported into JSGME after, I ask because after downloading Environment 5.0,to my desktop, when then using JSGME to import it, it cant see it??

I opened it usinf WInZip, but was confronted with 57 files!!, i was hopeing i could just import a single file containing all info for the mod??

THanks
You'll extract the mod to your desktop. Inside of it you'll find a folder called MODS. In it (currently) contains two mods - the main Magnum Opus and an add-on mod for setting up a scope mod. You'll take the Magnum Opus mod and place in your \Silent Hunter 5\MODS folder. Enable with JSGME. Start game
If you want to enable a scope mod you'll have to read the included documentation in the scope mod add-on mod.
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Old 01-08-11, 12:48 PM   #357
Poacher886
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Sorry, i have another question.....

Included in your Mega-Mod is your UI mod, im wanting to use your recomended SH5 upgraded version....will the mod default to this or do i need to change files first??

Thanks
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Old 01-08-11, 12:59 PM   #358
TheDarkWraith
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Quote:
Originally Posted by Poacher886 View Post
Sorry, i have another question.....

Included in your Mega-Mod is your UI mod, im wanting to use your recomended SH5 upgraded version....will the mod default to this or do i need to change files first??

Thanks
it defaults to SH5Enhanced version. Whatever my UIs mod defaults to when you download it is what this will default to also.
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Old 01-08-11, 01:19 PM   #359
TheDarkWraith
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v0.0.1 released. See post #1 for details

It is important to note that this is just a beta version of the mod for testing/feedback purposes.
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Old 01-08-11, 01:19 PM   #360
mobucks
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TALLY HO!
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