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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1381 |
Watch
![]() Join Date: Apr 2011
Posts: 17
Downloads: 47
Uploads: 0
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EDIT: Just reinstalled the mod and tried it without deleting ANY files, I still get this same problem. Is this a general bug? 93 pages are too much to read through so I don't know if anyone has mentioned this problem.
I have a texture issue and I am not sure what is going on. All the ships at certain ranges lose their color textures and just become grey hulks. Now I have removed certain files from this mod, but they were all related to SteelVikings interiors which is too much for my PC to handle with everything else. I only deleted those files directly related to his SteelViking's mod, no others which should not affect ship textures as his mod had nothing to do with those. Yet I get this: ![]() Anyone have any suggestions, its quite annoying really. Last edited by wokelly; 04-23-11 at 03:43 PM. |
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#1382 |
Black Magic
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Looks like LOD change is you ask me
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#1383 |
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
Uploads: 0
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I have a similar issue. Some ships (Not all) lose all colour and become black at far distances. Stock game issue, I think.
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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
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#1384 | |
Watch
![]() Join Date: Apr 2011
Posts: 17
Downloads: 47
Uploads: 0
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EDIT: Can someone explain hydrophones to me in this mod? I found a previous post:
Quote:
Last edited by wokelly; 04-23-11 at 10:38 PM. |
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#1385 |
Seaman
![]() Join Date: May 2010
Location: Northern Calif
Posts: 36
Downloads: 147
Uploads: 0
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I just installed TDW UI 6.5, started a new campaign. I want to playi realistic but with the external camera. The problem is when I start the game it goes to 100% and won't let me use the camera. How do I fix this
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#1386 |
Watch
![]() Join Date: Apr 2011
Posts: 17
Downloads: 47
Uploads: 0
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You should just be able to change it in the options menu (ESC ---> options) when in port.
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#1387 |
Seaman
![]() Join Date: May 2010
Location: Northern Calif
Posts: 36
Downloads: 147
Uploads: 0
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what I found is that if you start in a lower level you can a just up but you can't adjust down. Strange, I don't understand, but that's the way it works. So I started a
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#1388 |
Officer
![]() Join Date: Sep 2005
Posts: 240
Downloads: 71
Uploads: 0
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Hi,
the DeutschMod Version 0.5 for Magnum Opus 0.0.1 and Multiple UIs 6.5.0 is available. Older DeutschMod versions are not compatible with the UI-Mod! DeutschMod Version 0.5
http://forums-de.ubi.com/eve/forums/...309#5131074309 Viel Spaß ![]() Gruß Ruby |
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#1389 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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#1390 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Since you activate the 'NewUIs_TDC_6_5_0_ByTheDarkWraith' last and after the 'Magnum_Opus_v0_0_1 (patch1+2)' this means the NewUIs... overwrites the Magnum_Opus... and thus there is no need to make any settings in the C:\SH-5\Mods\The Dark Wraith\Magnum_Opus_v0_0_1\data\Scripts\Menu\TheDar kWraithUserOptions? Or? BTW - isn't it enought just to patch the MO with patch #2? ![]() // |
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#1391 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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![]() I think my mod soup is very special... LOL |
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#1392 |
Officer
![]() Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 434
Uploads: 0
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#1393 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Nuclear charged torpedoes or...
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#1394 | |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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![]() I start to get a picture here.anyways one soup can taste just as good as another soup but horrible if they are put together so..the original advice for me is this: Magnum_Opus_v0_0_1 Magnum_Opus_v0_0_1Patch1 Magnum_Opus_v0_0_1Patch2 Speech fixes and additions (german version) (ONLY IF YOU USE GERMAN VOICES) Enhanced FunelSmoke_by HanSolo78 SUB_hyd_fix_SH5 NewUIs_TDC_6_4_0_ByTheDarkWraith NewUIs_TDC_6_4_0_New_radio_messages_German (ONLY IF YOU USE GERMAN VOICES) FX_Update_0_0_16_2_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith AirTorpedoes Krauters Automated Scripts (v5_0_0 compatible) Kriegsmarine Grid Map for MO and TDW UIs by stoianm TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Trevally Automated Scripts v0.5 Trevally Harbour & Kiel Canal Pilot patch Wasserbomben1_1 U-boat Historical Specifications 1.7 for TDW Mod NewUIs_TDC_6_4_0_Real_Navigation grr colors play with me. anyways..then together with the great idea of putting Manos scope I get this: [C:\Ubisoft\Silent Hunter 5\MODS] Magnum_Opus_v0_0_1 (patch1+2) FX_Update_0_0_16_2_ByTheDarkWraith FX_Update_0_0_16_2_UHS_Fix Not needed if using UHS 1.7 IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting Not needed if using UHS 1.7 AirTorpedoes TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Equipment_Upgrades_Fix_1_0_byTheBeast NewUIs_TDC_6_5_0_ByTheDarkWraith If I just choose to stick with the first soup but replace NewUIs_TDC_6_4_0_ByTheDarkWraith NewUIs_TDC_6_4_0_New_radio_messages_German NewUIs_TDC_6_4_0_Real_Navigation with the newer one and put manos scope just beneath NewUIs_TDC_6_5_0_ByTheDarkWraith would that be ok? ![]() edit: I allready see DKW mage an update for krauters scrips Heres what DKW wrote in OM readme along with the list of mods(in the patch actually) that make me somewhat hesitant to put in standalone mods even if theyre newer than the OM ones: "Editing and tweaking of the above mods was done by myself to make them compatible with each other. You may notice that the stand-alone version of a particular mod looks different than the one included in this compilation." But you guys are modders yourself so I assume you know what youre doing ![]() Last edited by Husksubsky; 04-25-11 at 03:31 AM. |
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#1395 |
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
Uploads: 0
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Yes it's very confusing ATM. With all the new mods/updates to mods.
It's a case of.... 1. Read as much as you can from the mods makers mod page. 2. A general idea of how JSGME works (e.g the last mod installed will overwrite the file that conflicts). 3. And trial and error. You can see my mods install order here ---> Link I can say that my order is very stable. And everything seams to work as it should. ![]() At the moment the modders are making alot of ground with SH5 and there has been, and will continue be many new mods. So until a Mega Mod is updated with all the latest mods, then mods installed and the order of install will continue to be confusing. Good luck. Just ask if you need help. Many people here will do their best to help. Good Hunting. ![]()
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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
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