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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#451 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
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not only the 'fix' but also the 'stock file' Go here; http://www.subsim.com/radioroom/downloads.php?do=file&id=3034 and download the package. // ![]() |
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#452 | |
Bosun
![]() Join Date: Nov 2006
Posts: 63
Downloads: 170
Uploads: 0
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#453 |
Swabbie
![]() Join Date: Jun 2011
Posts: 14
Downloads: 62
Uploads: 0
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Hey TDW or someone out there which files control the special abilities for the main crew I would like to have them at the levels where I maxed out the passive and non passive abilities. Also where is the file to change the sub's speed i can never catch up the the warship. Thanks in advance.
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#454 |
Captain
![]() Join Date: Jun 2009
Location: Bergen, Norway
Posts: 262
Downloads: 40
Uploads: 0
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Id like to get back to Silent Hunter 5. Havent played it much because of the reasons you guys all know too well.
Anyway. Is Open Horizons + OM(patch2) a good start? Are these compatible? I ask because all mods list I see are longer than a hard year. Id like to start with something manageable. |
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#455 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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![]() As for OHII: full version is not fixed finally and in beta-testing process), light version is quite stable at the moment (see the instant thread) ![]() |
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#456 |
Swabbie
![]() Join Date: Jul 2011
Location: http://mechlivinglegends.net
Posts: 14
Downloads: 25
Uploads: 0
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Having some issues. After a complete re-install of the game, and some (obviously failed) attempts at re-arranging my mod soup to accomodate the stuff I think I want, I now have this:
Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] RemoveLogoIntroTheDarkWraith Magnum_Opus_0_0_1 Magnum_Opus_Patch_2 Grossdeutscher Rundfunk More_crew_commands_dialog_v1.04 No magic skills v1.5 MCCD compatible Nauticalwolf's_Torpedo_Textures_v1.2 North Atlantic Green 1.1 Realistic ammo amount for AA and deck guns Window_Lights_Redone_V1 NewUIs_TDC_6_6_0_ByTheDarkWraith NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_6_6_0_AltAdvSpeedGraphics_by_naights NewUIs_TDC_6_6_0_ERM_Reaper7_NightVision_Black_Ski n NewUIs_TDC_6_6_0_New_radio_messages_German NewUIs_TDC_6_6_0_WWIIInterface_by_naights Equip_Upgrades_AFFOE Equip_Upgd_LowerRodAntena Equipment_Upgrades_Fix_1_2_byTheBeast stoianm upgrade available mod Problem is, none of the UI stuff from TDW that was working in my prior install works, none of the automation is available, everything still has halos, footsteps sound like tap dancing, and equipment both costs renown (logos and camo anyway, though I'd actually not mind having to buy the stuff, I just want the realistic equipment options) and realisitic/period upgrades are not available. On the plus side, I'm not seeing the UbiSoft logo, and and the torpedo skins seem to be in place. I copied the AntiLag files where it said to, but did not try to put it in JSGME? I also have no idea what I'm supposed to do with the nVidia broken lights folder? Several mods have created folders in my C:\UbiSoft\Silent Hunter 5\ directory, including MCCD, nVidia, "Shadows" and the stoianm upgrade... am I supposed to be moving these somewhere else or doing something with them? I'm sure I'm missing a ton of configuration options in TDW's stuff too that I should be toying with, but frankly, looking through all these threads the last few days, I'm still as confused as ever about; the integration between MO and TDW's New UI's (if any); what I should be editing or files I should be moving; and whether the MO patch is enabled in JGSME along with 0.0.1, or if I'm supposed to be copying its contents into 0.0.1's directory...? I know I must be missing some things too... I don't want the game ultra-realistic yet, but I do want things like the FX mod that I take it should also be being loaded by JGSME and is not inherent with the MO installation? To compound all of this, there are some things I'm expecting to see that I'm not probably because I borked how I did it the first time. I had a number of things the way I liked, but I realized I'd installed many of them while not at port and was starting to get CTD's after I found and tried to install MO on top of it all (tho I DID do that in port). In any event, I elected to uninstall and reinstall anew, and am starting a completely new campaign (wiped old saves and everything), but as you can see from the above, am still missing something. Can anyone offer any advice please? I will still continue to work at it myself, but I figured I'd better post here now before I got frustrated so I can wait for replies while I work at it. Edit: just moved some directories around... haven't tried combing the two MO folders out of fear. Yes? No? Maybe If this isn't the right place for this (I did look and didn't see a better place), my apologies: I'll be happy to create a new thread if that would be better. Thanks! Last edited by Siege; 07-25-11 at 03:53 PM. Reason: removed giant, superfluous image |
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#457 |
Black Magic
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for each mod you have in your MODS folder:
- open up the folder of the mod - if the next folder doesn't contain a folder named DATA the mod isn't installed correctly in the MODS folder |
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#458 |
Swabbie
![]() Join Date: Jul 2011
Location: http://mechlivinglegends.net
Posts: 14
Downloads: 25
Uploads: 0
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Ok, checking that I see where I had a few problems anyway that I'm working to correct now. I still don't see anywhere the proper application of MO... What's the difference between v0_0_1 and 0_0_1? What exactly am I supposed to do with the patch? Sorry if I'm dense, but I don't see any explicit directions for it anywhere.
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#459 | |
Black Magic
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![]() Quote:
- enable it via JSGME after MO v0_0_1 or - copy it to the MO mod (in the MODS folder) letting it overwrite all necessary files (recommended). Ensure it isn't enabled in JSGME before doing this. |
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#460 |
Swabbie
![]() Join Date: Jul 2011
Location: http://mechlivinglegends.net
Posts: 14
Downloads: 25
Uploads: 0
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Thank you very much. I was clearly being a little too literal with handling the files and not digging into the zips to see where there might be multiple instances of single mod. Still not sure about my soup, but I've got a good bit of cooking left to do, will update with my list when I'm closer to done.
Also, thanks for the MO tip, I think it's working now. Last edited by Siege; 07-25-11 at 08:00 PM. |
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#461 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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@ SIEGE
'RemoveLogoIntro' is included in MO, so there is no need to apply it stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast - no need to install without 'Equipment_Upgrades_Fix_1_0_byTheBeast'-mod applied stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast - is just a next version of the previus mod, can be used without ver.1 if 'Equipment_Upgrades_Fix_1_2_byTheBeast' is installed. Last edited by vlad29; 07-25-11 at 04:52 PM. |
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#462 | |
Swabbie
![]() Join Date: Jul 2011
Location: http://mechlivinglegends.net
Posts: 14
Downloads: 25
Uploads: 0
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Thank's Vlad!
Ok, so I've rebuilt everything, and after much checking for what I need to try and make TheBeasts equipment upgrades work (never did get a clear picture), below follows my soup output verbatim from JSGME (MO is of course patched): Quote:
Camo and emblems don't seem to be showing on the ship from the external view. Frame rate standing on the conning tower or looking through the scope has dropped to a slide-show sometimes, but not others... >8 times out of 10, the Harbor Pilot script crashes into a wall. The other ~1 time it hits a ship in the canal unless I watch it like a hawk at no more than TC64. I've only ever succesfully used it to get out once (the very first time I used it, ironically), and I never did manage to get all the way back IN to Kiel with it. Last edited by Siege; 07-25-11 at 11:47 PM. |
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#463 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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I just got back into SH5 after a long long break. I started out with a few mods and loving it so far. I have a feeling some of the mods I have, might not be needed as MO might have them. I do get CTDs when time compressing sometimes. I do not know what is causing my ctd issue. I would like to run OH but I get even more CTDs with that. My system specs listed below
[MODS] Magnum_Opus_v0_0_1=1 Magnum_Opus_Patch_2=2 FX_Update_0_0_16_2_ByTheDarkWraith=3 FX_Update_0_0_16_2_UHS_Fix=4 AirTorpedoes=5 TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=6 U-boat Historical Specifications 1.7 for TDW Mods=7 TDW Mines=8 Dynamic Environment SH5 Basemod (realistic version) V2.1=9 Dynamic Environment SH5 BrighterNights V2.1=10 Dynamic Environment SH5 Sounds V2.1=11 Lite Campaign LC 1.2=12 Code:
------------------ System Information ------------------ Time of this report: 7/26/2011, 12:29:29 Machine name: ALLEN-PC Operating System: Windows 7 Professional 64-bit (6.1, Build 7600) (7600.win7_gdr.100618-1621) Language: English (Regional Setting: English) System Manufacturer: NVIDIA System Model: 132-CK-NF79 BIOS: Phoenix - AwardBIOS v6.00PG Processor: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz (2 CPUs), ~3.7GHz Memory: 4096MB RAM Available OS Memory: 4094MB RAM Page File: 1181MB used, 7005MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: 96 DPI (100 percent) System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7600.16385 32bit Unicode --------------- Display Devices --------------- Card name: NVIDIA GeForce GTX 560 Ti Manufacturer: NVIDIA Chip type: GeForce GTX 560 Ti DAC type: Integrated RAMDAC Device Key: Enum\PCI\VEN_10DE&DEV_1200&SUBSYS_15633842&REV_A1 Display Memory: 2784 MB Dedicated Memory: 993 MB Shared Memory: 1791 MB Current Mode: 1280 x 1024 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: SDM-HS75P Monitor Id: SNY2200 Native Mode: 1280 x 1024(p) (60.020Hz) Output Type: HD15 Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um Driver File Version: 8.17.0012.6666 (English) Driver Version: 8.17.12.6666 DDI Version: 10.1 Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: 1/14/2011 00:40:00, 12862568 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: {D7B71E3E-5140-11CF-F841-6F351FC2C535} Vendor ID: 0x10DE Device ID: 0x1200 SubSys ID: 0x15633842 Revision ID: 0x00A1 Driver Strong Name: oem24.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section005:8.17.12.6666:pci\ven_10de&dev_1200 Rank Of Driver: 00E62001 D3D9 Overlay: Supported DXVA-HD: Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled ------------- Sound Devices ------------- Description: Speakers (Creative SB X-Fi) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: PCI\VEN_1102&DEV_000B&SUBSYS_00431102&REV_04 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: ctaud2k.sys Driver Version: 6.00.0001.1348 (English) Driver Attributes: Final Retail WHQL Logo'd: n/a Date and Size: 7/7/2010 14:16:24, 697816 bytes Other Files: Driver Provider: Creative HW Accel Level: Basic Cap Flags: 0x0 Min/Max Sample Rate: 0, 0 Static/Strm HW Mix Bufs: 0, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: SPDIF Out (Creative SB X-Fi) Default Sound Playback: No Default Voice Playback: No Hardware ID: PCI\VEN_1102&DEV_000B&SUBSYS_00431102&REV_04 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: ctaud2k.sys Driver Version: 6.00.0001.1348 (English) Driver Attributes: Final Retail WHQL Logo'd: n/a Date and Size: 7/7/2010 14:16:24, 697816 bytes Other Files: Driver Provider: Creative HW Accel Level: Basic Cap Flags: 0x0 Min/Max Sample Rate: 0, 0 Static/Strm HW Mix Bufs: 0, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No --------------------- Sound Capture Devices --------------------- Description: Microphone (Creative SB X-Fi) Default Sound Capture: Yes Default Voice Capture: No Driver Name: ctaud2k.sys Driver Version: 6.00.0001.1348 (English) Driver Attributes: Final Retail Date and Size: 7/7/2010 14:16:24, 697816 bytes Cap Flags: 0x0 Format Flags: 0x0 Description: Desktop Microphone (5- Cinema - Microsoft LifeCam.) Default Sound Capture: No Default Voice Capture: Yes Driver Name: USBAUDIO.sys Driver Version: 6.01.7600.16385 (English) Driver Attributes: Final Retail Date and Size: 7/13/2009 20:06:32, 109568 bytes Cap Flags: 0x0 Format Flags: 0x0 Description: "What U Hear" (Creative SB X-Fi) Default Sound Capture: No Default Voice Capture: No Driver Name: ctaud2k.sys Driver Version: 6.00.0001.1348 (English) Driver Attributes: Final Retail Date and Size: 7/7/2010 14:16:24, 697816 bytes Cap Flags: 0x0 Format Flags: 0x0 Description: Digital-In (Creative SB X-Fi) Default Sound Capture: No Default Voice Capture: No Driver Name: ctaud2k.sys Driver Version: 6.00.0001.1348 (English) Driver Attributes: Final Retail Date and Size: 7/7/2010 14:16:24, 697816 bytes Cap Flags: 0x0 Format Flags: 0x0 Last edited by mia389; 07-26-11 at 11:35 AM. |
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#464 |
Swabbie
![]() Join Date: Jul 2011
Location: http://mechlivinglegends.net
Posts: 14
Downloads: 25
Uploads: 0
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Mia: I have all those except for Air Torpedoes, TDW Mines and the Lite Campaign and even my TC1024 works fine most of the time.
I think you might need to have the Lite Campaign either before or just after Magnum Opus? I'm pretty sure it needs to come before, but I'm a newb, so I'm not able to say this with any certainty. I need to get back to port and add that Lite Campaign to my soup tho, for sure. |
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#465 |
Watch
![]() Join Date: Sep 2009
Posts: 20
Downloads: 30
Uploads: 0
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heres my order:
NewUIs_TDC_6_6_0_ByTheDarkWraith=1 FX_Update_0_0_16_2_ByTheDarkWraith=2 FX_Update_0_0_16_2_UHS_Fix=3 Real Environment - Revision_2=4 Environment Sounds=5 NewUIs_TDC_6_6_0_ERM_Reaper7_NightVision_Black_Ski n=6 Critical hits 1.1 Torpedos=7 Critical hits v 1.2=8 Elite German Black & Copper Torpedo=9 Shadow Improvement Mod=10 Sub_Exhaust_1_0_5_byTheDarkWraith=11 Enhanced FunelSmoke1.2_by HanSolo78=12 Cerberus62 Additional Merchant Ships 1.1 (Part 1)=13 Cerberus62 Additional Merchant Ships 1.1 (Part 2)=14 Imported Ship Pack V1.1=15 Can someone look over my mods and load order and let me know please if im missing anything, i spent quite a while last night reading up and installing those mods and i feel like im still missing something. |
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