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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#8611 | |
Black Magic
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You use JSGME to add/remove the mod (thus is why it has to be in your MODS folder). The OptionsFileEditorViewer is used to only adjust the options file, it doesn't do anything else (well besides enable snorkel for subs also) |
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#8612 |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
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What TDW said, Anita.
The reason his mod can look a bit confusing is that it's actually a whole bunch of mods packed into one big compressed file for easy access. Each individual mod is in the MODS folder of that compressed file and it is those directories you need to copy into the MODS folder on your hard drive.
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Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
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#8613 |
Watch
![]() Join Date: Mar 2012
Posts: 24
Downloads: 21
Uploads: 0
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Okey, I can see that Im totally lost here.
Sorry, but i just unziped your download and got these three folders. |
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#8614 |
Ace of the deep .
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#8615 |
Watch
![]() Join Date: Mar 2012
Posts: 24
Downloads: 21
Uploads: 0
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but in order to have the MODS folder, you need to do what? (mods folder dont come with the original game)
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#8616 |
Black Magic
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If you put the JSGME app in your Silent Hunter 5 folder (the correct place for it) then the first time you run it it will create the MODS folder under your Silent Hunter 5 folder (assuming you don't change the name of it when asked by the installer)
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#8617 |
Watch
![]() Join Date: Mar 2012
Posts: 24
Downloads: 21
Uploads: 0
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thanks, Im getting there now (hopefully)
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#8618 |
Crusty
![]() Join Date: Jun 2005
Location: USA
Posts: 649
Downloads: 334
Uploads: 0
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If I can help ?
when you download TDWS Ui .. Method 1 extract the download to a outside folder . say ,, name SH5_ mods .< (create this folder with your documents , this is the place were you will extract the download ) Once you do that . Open the TDW_6_9_0 New Uis folder and than keep opening untill you see a "Mods" Folder . path = this TDW_6_9_0 / data /Mods/ --- Than open that folder and that path will repeat itself . there will be two mods folders in the download . You want to open the second Mods folder , within that second MODS folder , All of TDWS UI are in place . Copy the base UI TDW_NEW UI_6.9.0 .Into your SH5 Mods folder and than do the same for any additions you wish to do Like Jimirands , night scopes etc the question here is how did you install JGSME ? you should have installed Ubisoft/sh5/MODS . if you have done that , than doing what I mention above will work or you can also use the same method that stoiam mentiions in his video tutorial . he might be using a different situation but the principles are the same . Once you have the there is a folder within TDWS mods folder (within the second mods folder ) called applications . Use the Options app to edit (options .py for which style if ui you want to use SH4. Style> sh5enhanced. Sh3 withdials etc ... When people try to install TDWS Mod they are not seeing it because the first mods folder is a sub Mod Folder . the second Mods folder has the juciy stuff that you want to install into you main Sh5 Mods folder .. I hope that I helped because I also didnt get it right before and banged my head aganst the wall trying figure it out Salute
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Captain AJ ![]() |
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#8619 |
Nub
![]() Join Date: Mar 2012
Posts: 3
Downloads: 9
Uploads: 0
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Nvrmind, found tutorial. <--- Neep
Last edited by billsauce; 03-09-12 at 02:53 PM. |
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#8620 |
Nub
![]() Join Date: Mar 2012
Posts: 3
Downloads: 7
Uploads: 0
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Why is it that when I put active the mod NewUIs_TDC_6_9_0_ByTheDarkWraith, which is meant to be the first one I activate, and get past the loading screen, it looks like everything is open, and I cant close any of it...Not sure why I cant screenshot it either, as it just screenshots whatever is behind SH5
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#8621 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Check your PM ![]() |
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#8622 | |
Crusty
![]() Join Date: Jun 2005
Location: USA
Posts: 649
Downloads: 334
Uploads: 0
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for auto ... http://www.subsim.com/radioroom/show...4&postcount=24 for manual ...http://www.subsim.com/radioroom/show...3&postcount=23 happy hunting ! ![]()
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Captain AJ ![]() |
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#8623 |
Stowaway
Posts: n/a
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Hi TDW:
I may have suggested this a long, long time ago (maybe even in a PM). From what I have gathered over time, it appears that many people have encountered the confusion with installing the NewUI mod, because of the layout. This is also my personal experience. Perhaps re-doing your mod folder layout in the download file in a different way, so that the NewUI main mod gets the spotlight and is immediately visible in the root, while all other secondary mods go into their own place (Add-on Mods). I remember getting confused even though I had installed the mod many times a long time ago. A little reworking of the layout may go a long way in making it easier to get this mod working out of the box, as well as to minimize the amount of posts that pop up requesting install help. This mod does easily work out of the box, without the need for tweaking, but the layout belies that fact. It took me a few installs long ago, and some panic and confusion, before I realized that. Having said that, my suggestion is that the file NewUIs_TDC_6_9_0_ByTheDarkWraith could be set up something like this (due to alphabetical order): - Add-on Mods (or Secondary Mods, or call it whatever you deem is best) - Documentation - NewUIs_TDC_6_9_0_ByTheDarkWraith - Text All the other mods would be in Add-on Mods: - Dials - NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights - NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo - NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator - NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision - NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n - NewUIs_TDC_6_9_0_jimimadrids_map_tools - NewUIs_TDC_6_9_0_New_radio_messages_German - NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke - NewUIs_TDC_6_9_0_Real_Navigation - NewUIs_TDC_6_9_0_Scopes (do not enable - read) - NewUIs_TDC_6_9_0_WWIIInterface_by_naights What this also does is allow the user to immediately drag and drop, or unzip/unrar, the NewUIs_TDC_6_9_0_ByTheDarkWraith mod right into the MODS folder, without having to look at, or do, anything else except activate the mod and jump into the game. Moving the documentation folder directly into the root, in the case of this mod even though it conflicts with the convention suggested in the mod forum sticky, also allows the user to see it immediately, and have a look at it without burrowing. Personally, I don't see value in having docs or readmes activated with a mod, so I delete all documentation before moving any mod to the MODS folder, but that's just me. Having it in the root, so you can look at it once to see what the mod does, and what needs to be tweaked if required, is often more than enough. If there's any need to read it in the future, we can simply open the original zip/rar file. This is just my suggestion, and if it helps, great. ![]() |
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#8624 |
Navy Dude
![]() Join Date: Oct 2011
Location: AM98 - Rounding Hartland Point and sneaking up the Bristol Channel
Posts: 173
Downloads: 137
Uploads: 0
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#8625 |
Nub
![]() Join Date: Mar 2012
Posts: 3
Downloads: 9
Uploads: 0
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Thanks for your reply Kimuraijn, i watched the tutorial vid and after installing the Real Navigation mod the torpedo aspect worked exactly how i wanted...but one thing, i like to be able to see where i am on the map and plot a course.
How can i keep 'easy' torpedo firing AND 'easy' map navigation? |
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Tags |
dbrn, favorite, new ui |
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