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Old 01-22-11, 07:12 AM   #1
Shockwave74
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So just drop the two folders into the MODS folder and enable via JSGme, right?

When I enable the mod its folder gets duplicated in jsgme. Do I have to just enable the 001 mod or ... after the duplicate appears I must enable that too?
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Old 01-22-11, 09:06 AM   #2
cherbert
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Quote:
Originally Posted by Shockwave74 View Post
So just drop the two folders into the MODS folder and enable via JSGme, right?

When I enable the mod its folder gets duplicated in jsgme. Do I have to just enable the 001 mod or ... after the duplicate appears I must enable that too?
I'd appreciate someone clearing this up myself. Patch 2 is very confusing. It appears to contain some optional mods and another Mods folder.

Can anyone clarify the exact procedure for applying patch 2?
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Old 01-22-11, 11:32 AM   #3
dcb
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Default Useless watch crew

Playing MO + 2nd patch in the 1st mission of the war (September 5). As I was waiting for Brit shipping to appear on the Eastern Approaches (watching the sub on the map), a plane symbol appeared on the map, coming straight at my boat. But, although the plane was shown on the map (meaning that the watch crew had seen it), nobody of those morons up there cared to report it until it was strafing the boat. So, some 10 - 15 seconds passed from the moment when the plane was detected until the 'Plane sighted" report of the watch crew. The sky was partly cloudy, in broad daylight (around 11 AM) and stormy sea (wind at 15 m/s).

Is there any way to improve this game behavior and have the watch crew report contacts as soon as they spot them?
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Old 01-22-11, 12:04 PM   #4
mobucks
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To apply patch 2: the way i did it.

BEFORE adding anything to your games JSGME modfolder:

Starting with the Base Megamod Download:

Navigate to Magnum_Opus_v0_0_1/MODS/

Here are 2 folders, one is labled *do not enable*, the other is

Magnum_Opus_v0_0_1

Drag and drop that folder (Magnum_Opus_v0_0_1) to desktop or somewhere convenient.

Now open Magnum_Opus_v0_0_1_Patch_2.rar

Navigate Magnum_Opus_Patch_2\MODS\

Inside this folder, *MODS*, is a folder named *Magnum_Opus_v0_0_1*

Drag and drop that *Magnum_Opus_v0_0_1* into the same area you dropped the first one, but NOT INSIDE it. You should be asked if you want to merge/overwrite, say yes. (if you drag/drop and it never asks you to merge/overwrite, you did something wrong)

Your Magnum Opus is patched. Drop this newly merged folder
(Magnum_Opus_v0_0_1)
into your SH5 JSGME mods folder and enable.

Last edited by mobucks; 01-22-11 at 06:38 PM.
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Old 01-22-11, 02:16 PM   #5
Giganto
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At first i want to thank you for this great mod-compilation TDW.

It still has some issues to solve like any other mod in the beta stage and I am looking forward to the finished mega-mod of yours. (Can't wait till its done)


I've browsed this whole topic a few times and I've stumbled over CTD's all over the place - and oddly enough others hardly ever experience them and can enjoy the mod to an extend.

I for myself can not play - or really test this mod to help and locate some errors - , since I either get a CTD during the first tutorial mission or when trying to bypass it (with the saving and reloading hint in bunker of course).

The only regularity of my CTD's is that they always happen near or inside Kiel harbour. Missions and the mods tutorial missions seem to work fine for me.
A real pity that we (or I) can't disable each mod one by one to figure out which part of it causes the CTD. (If you would ask me to place a bet, I would point at the environment mods)

My rig runs a complete CLEAN installation of:
  • SH5 and its newest patch - both being correctly installed
  • Magnum_Opus_0_0_1
  • Magnum_Opus_0_0_1-Patch2 - correctly applied
Tested to use the mega mod without Steelvikings shadows, with and without the nVidia missing lights and all the map varieties. I still get the CTD's near Kiel.

I do hope this helps you a bit to get the CTD issues circumscribed and solved. Once that is done your mod has the possibility to sky-rocket like GWX did in SH3. It simply rocks!
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Old 01-22-11, 04:35 PM   #6
mobucks
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sorry to hear some people are CTDing. I also have had no issues, other than the radio messages box not closing when i click the small X in its top right corner.

Also helps to state your rig setup/Operating System in case this can be narrowed to something like that.
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Old 02-02-11, 03:38 AM   #7
Silent Steel
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Quote:
Originally Posted by mobucks View Post
sorry to hear some people are CTDing. I also have had no issues, other than the radio messages box not closing when i click the small X in its top right corner.

Also helps to state your rig setup/Operating System in case this can be narrowed to something like that.
I have a question too concerning the message box:

When I've read a message and want to delete it I hit the "Delete" but the message wont go away.
First after closing and then opening the box again the deleted message is gone...

//
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Old 01-25-11, 01:07 PM   #8
stoianm
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Quote:
Originally Posted by Giganto View Post
At first i want to thank you for this great mod-compilation TDW.

It still has some issues to solve like any other mod in the beta stage and I am looking forward to the finished mega-mod of yours. (Can't wait till its done)


I've browsed this whole topic a few times and I've stumbled over CTD's all over the place - and oddly enough others hardly ever experience them and can enjoy the mod to an extend.

I for myself can not play - or really test this mod to help and locate some errors - , since I either get a CTD during the first tutorial mission or when trying to bypass it (with the saving and reloading hint in bunker of course).

The only regularity of my CTD's is that they always happen near or inside Kiel harbour. Missions and the mods tutorial missions seem to work fine for me.
A real pity that we (or I) can't disable each mod one by one to figure out which part of it causes the CTD. (If you would ask me to place a bet, I would point at the environment mods)

My rig runs a complete CLEAN installation of:
  • SH5 and its newest patch - both being correctly installed
  • Magnum_Opus_0_0_1
  • Magnum_Opus_0_0_1-Patch2 - correctly applied
Tested to use the mega mod without Steelvikings shadows, with and without the nVidia missing lights and all the map varieties. I still get the CTD's near Kiel.

I do hope this helps you a bit to get the CTD issues circumscribed and solved. Once that is done your mod has the possibility to sky-rocket like GWX did in SH3. It simply rocks!
Hi,

Can you share the link for Nvidia missing lights mod. I can not find that one.

Thanks
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Old 01-25-11, 04:00 PM   #9
Akula4745
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Quote:
Originally Posted by stoianm View Post
Hi,

Can you share the link for Nvidia missing lights mod. I can not find that one.

Thanks
stoianm
The NVIDIA missing lights mod is inside Magnum Opus patch 2. Unzip Magnum Opus patch 2 and then open the root folder and there are several mods.
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Old 01-25-11, 05:31 PM   #10
harag
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Quote:
Originally Posted by stoianm View Post
Hi,

Can you share the link for Nvidia missing lights mod. I can not find that one.

Thanks

I've found this in the patch 2 sub folder. Would someone care to say what it is exactly as I've not used it and no readme.txt file exists for it.

Cheers
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Old 01-22-11, 05:00 PM   #11
Michal788
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Quote:
Originally Posted by cherbert View Post
I'd appreciate someone clearing this up myself. Patch 2 is very confusing. It appears to contain some optional mods and another Mods folder.

Can anyone clarify the exact procedure for applying patch 2?
Indeed in patch 2 you find an directory MOD again.
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Old 01-22-11, 06:33 PM   #12
mobucks
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not 3 posts ago i explained to the best of my ability how to apply patch 2 to the mod.

I know this can all be confusing, so all i can say beyond my explanation 3 posts below, is to read up on how JSGME works, at the end of the day, all JSGME does is apply files to your game folder through a modfolder which will use the exact same folder structure as the base game.

If you can grasp that concept, everything becomes clear.

http://www.matrixgames.com/forums/tm.asp?m=1773663

I recommend reading the above post, specificly PART 4, everything should be much much clearer afterwards. Good luck.


Our friend Webster also wrote in another thread:
Quote:
the most common problem new players have is double folder issue

this is because mods are made jsgme ready to use but you need something to tell you about the mod and what it does so most modders put the mod into another folder along with a text file describing the mod and what it does called the "read me" file

so you unzip a mod called "yellow submarine" and see a folder named "yellow submarine" and inside of it you see a "read me" file and another "yellow submarine" folder.

this second folder is the actual mod folder and the one you put into jsgme

to avoid mistakes NEVER unzip mods into jsgme, unzip them to your documents folder then open them and see what file needs to be put in jsgme.

jsgme only works if the mod folder you place there contains a "data" folder next so it should read "yellow submarine/data" when you open it and not "yellow submarine/read me, yellow submarine/data""

Last edited by mobucks; 01-22-11 at 09:16 PM.
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Old 01-23-11, 03:18 AM   #13
Shockwave74
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I installed the MO following the instructions of mobucks and it's ok.

It looks pretty obvious that an amateur will not go for the mods and for the sake of giving everyone the game he wants, we spend more time working on files and configuring that playing at all.

Trying to make everyone happy instead of just building the mod with the 100% possible realism, building hundreds of options in different files and hundreds of submods is just not a good idea in my opinion.

After all you still can't make everyone happy.

But I am fed up of wasting time on options, editing, testing, enabling, disabling, downloading and, of course, CURSING AND SWEARING.

This was the worst purchase of 2010 for me... if only I could find my SH3 DVD...

If you want, this or that scope... do this.

If you want this or that RM...do this.

If you want the AI to be this or that ... do this.

This is absolutely RUBBISH.

What was the scope of the VII sub? What was the RM? What's the max AI skill?

Last edited by Onkel Neal; 01-23-11 at 09:01 AM. Reason: removed cursing and swearing
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Old 01-23-11, 06:34 AM   #14
Nufsed
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Quote:
Originally Posted by Shockwave74 View Post
I installed the MO following the instructions of mobucks and it's ok.

It looks pretty obvious that an amateur will not go for the mods and for the sake of giving everyone the game he wants, we spend more time working on files and configuring that playing at all.

Trying to make everyone happy instead of just building the mod with the 100% possible realism, building hundreds of options in different files and hundreds of submods is just not a good idea in my opinion.

After all you still can't make everyone happy.

But I am fed up of wasting time on options, editing, testing, enabling, disabling, downloading and, of course, CURSING AND SWEARING.

This was the worst purchase of 2010 for me... if only I could find my SH3 DVD...

If you want, this or that scope... do this.

If you want this or that RM...do this.

If you want the AI to be this or that ... do this.

This is absolutely RUBBISH.

What was the scope of the VII sub? What was the RM? What's the max AI skill? .
I don't think anyone is holding a gun to your head and making you use these mods. And it appears that most are to polite to say.......I'm not, if you don't like it DON'T USE IT AND STOP MOANING AND MAKE YOUR OWN, but then if you were that clever you would not have posted this in the first place.
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Last edited by Onkel Neal; 01-23-11 at 09:01 AM.
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Old 01-23-11, 06:51 AM   #15
Shockwave74
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It's pointless to argue, really. I know hundreds of players in the forums who just won't play the game until something similar to GW is released because they are fed up of tampering with files and wasting time.

I commend TDW for his work but I am not putting any blame on him, I am putting it on Ubisoft!
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