![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
XO
![]() Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
Uploads: 0
|
![]()
Can this mod be installed after OH II and TDW's UI Mods...?
|
![]() |
![]() |
![]() |
#2 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]()
i wouldnt recommend that !
- OHII use a newer "sh.sdl" file which is based on SDBSM. - TDW UI use special radio audio samples i created for TDW`s UI`s, they should overwrite SDBSM`s older radio samples. - SDBSM`s optional TDW NEW UI`s config file after TDW NEW UI`s.
__________________
Stormy...... |
![]() |
![]() |
![]() |
#3 | |||
Navy Dude
![]() Join Date: Oct 2011
Location: AM98 - Rounding Hartland Point and sneaking up the Bristol Channel
Posts: 173
Downloads: 137
Uploads: 0
|
![]() Quote:
I've got my modlist set out as per Sober's modlist; with NewUI's first, then OHII, then SDBSM sounds. Is that wrong? What breaks? Has anyone told Sober? Quote:
Is there a mod around that adds the sound of sinking merchants? I am hankering for the old death rattle sounds from Aces Of The Deep (ahhh... good times!) |
|||
![]() |
![]() |
![]() |
#4 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]() Quote:
![]() ![]() ![]() regarding the conflicting files, i answered allready above. ...the new "additional creak`s and noises" work parallel independent, as they sound more decent, they just fit better with the more real original SDBSM creaks. edit: regarding death rattle sounds, there are sounds for that included in SDBSM, just make shure youre closer than 1000m to the sinking ship, but i must admit that iam searchig for a new one i created where i mixed also low frequency shot cranking sounds with it.
__________________
Stormy...... Last edited by Stormfly; 03-12-12 at 08:57 AM. |
|
![]() |
![]() |
![]() |
#5 |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
|
![]()
I've had no problems with SDBSM after NewUIs, but I certainly did have interesting results with it coming after OHII. And even MORE interesting results when placing MFCM and MCCD after SDBSM.
Part of the learning experience ![]() It's all in the load order! Don't assume, when looking at our mod soups, that we're doing it "right", we may just not have figured out what we're doing wrong yet. Read the fine print in the mod documentation as well as go through the [REL] threads for them. That's where you'll find all the little "quirks". As new mods come out and old ones are changed, the readme files may no longer be current when it comes to what they might conflict with. Oh, and Stormy, I'm still on cloud nine with my crew's fresh shaves. Thanks for the hints, not to mention yet another thing I've learned about how this favorite sim of ours is screwed together. I may actually one day become halfway competent at this ![]() I've at least now created my own personal "alt faces no beard" version of your great mod. Sure, Hackl und der Maschinisten (Palz?) still have theirs, they just refuse to shave, but it's OK. I can't imagine Johann without a beard anyways ![]()
__________________
Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
![]() |
![]() |
![]() |
#6 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]()
thanks for your kind words, you`re a funny kind person it seams
![]() ...and regarding the beards present or not, credits for them stil goes to MFCM mod ! ![]()
__________________
Stormy...... |
![]() |
![]() |
![]() |
#7 | |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
|
![]() Quote:
![]()
__________________
Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
|
![]() |
![]() |
![]() |
#8 | |
Ace of the deep .
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#9 |
Navy Dude
![]() Join Date: Oct 2011
Location: AM98 - Rounding Hartland Point and sneaking up the Bristol Channel
Posts: 173
Downloads: 137
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#10 | |
Watch
![]() Join Date: Nov 2011
Posts: 16
Downloads: 48
Uploads: 0
|
![]() Quote:
At the beginning of these thread you wrote as follows: ... - Mighty fine crew mod 1.21 (option crew with beards, and crash dive fix) - TheDarkWraith`s new UI`s from 6.3.7 upwards. (It may also work with other UI´s but need missing menue commands linked to commands.cfg) This sound mod now recommend additional mods: - Avee`s "No magic skills" mod - Athlonic's "MCCD" mod Links for needed mods: http://www.subsim.com/radioroom/showthread.php?t=163591 http://www.subsim.com/radioroom/showthread.php?t=166093 Links for recommended mods: http://www.subsim.com/radioroom/showthread.php?t=164996 http://www.subsim.com/radioroom/showthread.php?t=166236 Install Stormy`s DBSM 1.3 using JSGME after the above mods are installed... ... Would you say this ist a correct install order? Magnum_Opus_v0_0_1 Magnum_Opus_v0_0_1 patch2 Shadow Improvement Mod nVidia missing lights Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 HOTFIX 3 Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys DBSM SH5 v1.3 optional louder engine sounds Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs Stormys DBSM additional creaks and noises 1.0 NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision NewUIs_TDC_6_9_0_jimimadrids_map_tools NewUIs_TDC_6_9_0_New_radio_messages_German NewUIs_TDC_6_9_0_WWIIInterface_by_naights OPEN HORIZONS II_full v1.7 OHII v1.7 patch1 Stormys DBSM SH5 v1.3 optional TDW UI 6.9.0 options files Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Shallow Waters V2.1 Patch Accurate German Flags DEUTSCHMOD_1.0.4 Last edited by schweini63; 03-15-12 at 07:49 AM. |
|
![]() |
![]() |
![]() |
#11 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]() Quote:
the install order seams to be ok, except "DEUTSCHMOD_1.0.4" (it is overwriting my NewUI´s options file and keyb. layout) i would recomment creating a mixed version of the options file if you know how, maybe using the keyb. layout from deutschomd for the commands.cfg and NEWUi`s options file but keeping the other settings in the options file. you should also check the "F" and "SHIFT+F" keys, if you plan to use Rubini`s fix for MFCM crash dive fix SDBSM version (commanding crew up or down the tower).
__________________
Stormy...... |
|
![]() |
![]() |
![]() |
#12 | |
Watch
![]() Join Date: Nov 2011
Posts: 16
Downloads: 48
Uploads: 0
|
![]() Quote:
...okey dokey, thanks for your reply ![]() |
|
![]() |
![]() |
![]() |
#13 |
Sailor man
![]() Join Date: Sep 2007
Location: Elche, Spain.
Posts: 43
Downloads: 196
Uploads: 0
|
![]()
Hi, Stormfly. Am I another time!!. Sorry if only comment for problems. This is the situation:
In my "commands.cfg" : ********************************** [Cmd436] Name=Toggle_battle_stations Contexts=1 HasDelayedExecution=Yes Key0=0x42,s,"B" ;(Shift+B) Sound_0=ELO_Weapon,MC_CR_SO_01_A (sound for activate battle stations) *********************************** Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436]. I'd like this: - first push of key (shift+b) for toggle_battle_stations (on) with Sound_0=ELO_Weapon,MC_CR_SO_01_A - second push of key (shift+b) for toggle_battle_stations (off) with Sound_0=ELO_Weapon,MC_CR_SO_03 If possible do it? How? |
![]() |
![]() |
![]() |
#14 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]() Quote:
...there is only one command for battlestations which is toggleing it, there are no seperate commands for battlestations on or off. but there are maybe 1 old and possible 1 new solution after what we have discovered so far: 1. dont use the key at all, use the weapons officer`s dialog menue. 2. connect the keystroke command with a script (as Rubini did for commanding the crew to go up or below the cunning tower), which can check if crew is on battlestions or not, then you can use the script to play the sounds accordingly. (maybe you just need to add a crew script, which have the exact name as the command). ![]() example: if Wp:Isbattlestations() then or something similar.
__________________
Stormy...... Last edited by Stormfly; 03-17-12 at 07:11 AM. |
|
![]() |
![]() |
![]() |
#15 |
Ace of the deep .
|
![]()
I now have my ini TC SoundEffects setting match my Maximum setting . Does this help when using this mod ?
|
![]() |
![]() |
![]() |
Tags |
favorite |
|
|