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 03-21-11, 09:25 AM   #16
Feuer Frei!
Navy Seal
 
Join Date: Sep 2009
Location: Valhalla
Posts: 5,295
Downloads: 141
Uploads: 17
Default

Maybe this should be a case of "Players vs Modders views",
obviously all the modders play the game, but i would think that the modders would have differing opinions to persons like myself who only play the game and enjoy the great work that the modders have thus far served us with.
Me personally, i'm spoilt with all the mods i have been able to receive from these talented people.
I enjoy SH 5 just the way it is atm, the graphics, the AI, the polish and sheen is all adding to me enjoying this game.
If, and if i stress there was anything that i would like to ask for for SH 5 in the near future it would be like a few of you have mentioned:
Crew management.
But, i can do without that.
It's not interfering with my enjoyment of this game, packed full of modder goodness.
__________________
"History is the lies that the victors agree on"- Napoleon

LINK TO MY SH 3 MODS
Feuer Frei! is offline   Reply With Quote
Old 03-22-11, 08:22 AM   #17
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
Default

The game is actually shaping up pretty good now with all the mods. In terms of what I think would need to be adressed:

1. reworked 1939-43 campaign, along the line of RSRDC in sh4 with historical quantity and type of ships. I understand Magnum was interested, but this requires a whole team.

2. additional ships. I understand Privateer, Iambecomelife and others are working on that.

3. dud torpedoes: early war german torpedoes (39-42) had many of the same issues as american ones, but none of that is modeled in the game;

4. wet weather gear for deck crew. Not essential, but would be nice;

5. Crew management is actually not bad in the campaign with the "no magic skills" mod, now that the morale issue has been fixed, although there are still issues (ranks, skills) that need to be addressed;
__________________
Bilge_Rat is offline   Reply With Quote
Old 03-22-11, 08:31 AM   #18
oscar19681
Admiral
 
Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
Default

Yes offcourse the current crew managment isent making the game unplayable. But i miss the sh-4 style crew managment which gave it a human factor. Also when i,m back in base there is nothing to do. Walk around a bit load torpedo,s slecht a mission thats about it. I miss the captians office where i would take my time to sort out the crew , promotions , and medals and see how crewmembers evolved from a bunch of rookies to a hard-core submarine crew. In sh-5 not having that just took a chunk out of the immersion regarding the crew. I dont like having the same crew all my career and i was quite immersive in sh-4 to have to replace crew members becuase some of them died in an attack.
__________________
we live we die but death does not ends it.

Jim Morrison 1943-1971
oscar19681 is offline   Reply With Quote
Old 03-22-11, 08:38 AM   #19
Rilder
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

For now I just kinda wish there were more "All-Encompassing" mods since a new player coming into SH5 could easily be like "Wtf am I supposed to install?"

Of course there are the two Mega mods but they aren't complete yet so its still kinda "Ehh Is everything installed right? no I need to download this other mod to fix this thing?"

Maybe just a sticked thread to suggest what mods to download after the game is installed.
  Reply With Quote
Old 03-22-11, 08:39 AM   #20
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by Rilder View Post
For now I just kinda wish there was bigger "All-Encompassing" mod since a new player coming into SH5 could easily be like "Wtf am I supposed to install?"
what means "All-Encompassing"?
stoianm is offline   Reply With Quote
Old 03-22-11, 08:47 AM   #21
Rilder
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by stoianm View Post
what means "All-Encompassing"?
Like the Large super mods of SH4 I guess.
  Reply With Quote
Old 03-22-11, 08:50 AM   #22
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by Rilder View Post
Like the Large super mods of SH4 I guess.
i never played sh4 .. but we have an good mega mod for sh5... i have the feeling that my sh5 is another game after i install this mod... here is my mod soup:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_15_BARF_1_3_Full_Fix
FX_Update_0_0_15_UHS_Fix
FX_Update_0_0_15_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
1 degree bearing RibAr
A Fistful of Emblems v1.51
apa albastra pura
Black_Skin_albrecht
Church's Compass Dials Mod v2.2 - Option Two
Church's SHV 1.01 Keyboard Commands v1.1
Church's NavMap v1.0 - Illyustrator's Version
Critical hits 1.1 Torpedos
EnahncedFunnelSmoke1.2_SH5
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
German U-Boat Crew Language Pack
Gramophone
Grossdeutscher Rundfunk
Icebergs v2.4
Lite Campaign with Ice
Naights Submaine Textures (internal) v1.2(test)
Nauticalwolf's_Torpedo_Textures_v1.2
North Atlantic Green 1.1
nVidia missing lights
Officers skin by Naights
noir decks
Old Style Explosions V1.1
Patch1_Terrain_harbour_flags_Mod_v1_2_1
pescarus mod
plane test
Progress Bar for Fuel Batt Air CO2 and Push Buttons By Torpedo v1
remove electric torp wake
renow_points_0_compatible a fistfull of emblems version_by stoianm
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_1
Shadow Improvement Mod
SteelViking's Sky Banding Mod
Stoianm Scopes 16x9
Torpedo Splash
TDC Graphics by Naights v1.0
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Trevally Tutorials - All v0.2 (for TDW UI)
Window_Lights_Redone_V1
Real Environment - Revision (reworked)
sobers 3D deck spray mod V7
sobers base sky mechanics V1
sobers realistic hydrophone operator SH5
sobers real trees
Stormys dark torpedo body + dark OBS periscope shaft v1
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 HOTFIX 3
Unterseeboot II SFX
sobers talking conning crew mod
stoianm sounds
stoianm key commands
stoianm blue water and EnvNights compatible Real Environment - Revision
convoy
sobers base wave mechanics V15 SH5
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
AIR Missions
missions back
soan
NewUIs_TDC_6_4_0_U-Jagd_Chrono


And to make an better ideea what are doing these mods for SH5 i will sugest you to watch some video tutorials from here:

http://www.subsim.com/radioroom/show...02&postcount=1

regards
stoianm is offline   Reply With Quote
Old 03-22-11, 08:55 AM   #23
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Rilder View Post
Of course there are the two Mega mods but they aren't complete yet
And never will be due to constant evolvement of ideas/discoveries
TheDarkWraith is offline   Reply With Quote
Old 03-22-11, 09:04 AM   #24
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Rilder View Post
For now I just kinda wish there were more "All-Encompassing" mods since a new player coming into SH5 could easily be like "Wtf am I supposed to install?"

Of course there are the two Mega mods but they aren't complete yet so its still kinda "Ehh Is everything installed right? no I need to download this other mod to fix this thing?"

Maybe just a sticked thread to suggest what mods to download after the game is installed.
You should try each maga-mod

I use MO + the patch
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 03-22-11, 09:07 AM   #25
Jaguar
Officer
 
Join Date: Feb 2011
Location: The Pampas
Posts: 239
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by Rilder View Post
For now I just kinda wish there were more "All-Encompassing" mods since a new player coming into SH5 could easily be like "Wtf am I supposed to install?"
I guess it´s impossible because constant development and different answers for the same issues. We, humble players, must cope with the "variety anxiety" syndrom.

It occurred to me late last night
I’ve got an ailment I can’t control
It’s probably not too serious
But it affects the stuff I scroll

Variety anxiety
It pervades my daily ritual
Can’t choose between life’s entrees
Because they all are quite habitual



Jaguar is offline   Reply With Quote
Old 03-22-11, 09:09 AM   #26
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Mega-Mods...

Good: Many different mods working together, tested to insure a minimum of conflicts.

Bad: One person's idea of what should be there. Just read the SH3 forums to see how it works (or doesn't). First you have Super-Mod of choice, then you have dozens of other mods added on, with the same conflict problems. Then you get complaints: "I'm using your supermod, how come my game crashes?" Then you get "I wish somebody would combine the best of these two (or five) supermods." Then you get modders asking "Whose best? Yours? Mine? Our ideas of what's best aren't necessarily the same. You want Mod A's graphics, Mod B's AI and Mod C's sensors, while I think Mod A's AI is better and Mod D has the best graphics."

I'm not knocking Mega-Mods - just the opposite. I love 'em. On the other hand if I could have all the combinations I wanted to try I'd need another terrabyte drive just for Silent Hunter.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 03-22-11, 09:27 AM   #27
Galanti
Captain
 
Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
Default

Quote:
Originally Posted by Bilge_Rat View Post

1. reworked 1939-43 campaign, along the line of RSRDC in sh4 with historical quantity and type of ships. I understand Magnum was interested, but this requires a whole team.
This. I keep checking back, as I want to someday get my money's worth out of SH5, but sadly this area isn't coming along nearly as nicely as others. And frankly, it's the most critical for me personally. I think the walkable interiors add tremendously to the immersion factor, but a somewhat authentic campaign really brings the experience home. On the bright side, TheDarkWraith's new radio traffic is a fantastic step in this direction.

Also, I understand there are currently enormous technical hurdles to overcome with importing new ships, but unless we get some new targets to sink, I don't see much longevity in this title.

A complete UI overhaul is need as well, to lose that postmodern feel. I don't necessarily mean the HUD elements, as they've been worked on, but everything from the main menu to the radio message flimsies need to be de-iPhone'd and refactored with the 1940s in mind. There is a nav map mod that addresses that very nicely, and I think we need to see more of those.
Galanti is offline   Reply With Quote
Old 03-22-11, 10:02 AM   #28
Feuer Frei!
Navy Seal
 
Join Date: Sep 2009
Location: Valhalla
Posts: 5,295
Downloads: 141
Uploads: 17
Default

Quote:
Originally Posted by stoianm View Post
here is my mod soup:
It is a very big soup
__________________
"History is the lies that the victors agree on"- Napoleon

LINK TO MY SH 3 MODS
Feuer Frei! is offline   Reply With Quote
Old 03-22-11, 10:06 AM   #29
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by Feuer Frei! View Post
It is a very big soup
it is true ... but you saw the graphics, interface, sounds, AI and so one from my game now?
stoianm is offline   Reply With Quote
Old 03-22-11, 10:30 AM   #30
Feuer Frei!
Navy Seal
 
Join Date: Sep 2009
Location: Valhalla
Posts: 5,295
Downloads: 141
Uploads: 17
Default

Quote:
Originally Posted by stoianm View Post
but you saw the graphics, interface, sounds, AI and so one from my game now?
Yes.
And all necessary.
Must-haves for sure.
__________________
"History is the lies that the victors agree on"- Napoleon

LINK TO MY SH 3 MODS
Feuer Frei! 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 07:30 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.