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Old 03-11-12, 09:05 PM   #1
Charlie901
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Can this mod be installed after OH II and TDW's UI Mods...?
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Old 03-12-12, 02:19 AM   #2
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Quote:
Originally Posted by Charlie901 View Post
Can this mod be installed after OH II and TDW's UI Mods...?
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.
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Old 03-12-12, 06:03 AM   #3
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Quote:
Originally Posted by Stormfly View Post
Quote:
Originally Posted by Charlie901
Can this mod be installed after OH II and TDW's UI Mods...?
i wouldnt recommend that !
Hang on... I'm a bit confused now (easily acheived!!).
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:
works best if using SDBSM without the optional additional scary creaks enabled.
So are these a direct replacement for Scary Creaks?

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!)
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Old 03-12-12, 08:09 AM   #4
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Quote:
Originally Posted by Commander Mysenses View Post
Hang on... I'm a bit confused now (easily acheived!!).
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?


So are these a direct replacement for Scary Creaks?

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!)
...carefull with Sobers modlist, while his torture interrogation he admit that he would use SDBSM sounds only, not the other "****" (scripts and so on) which is also comming with SDBSM

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.
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Last edited by Stormfly; 03-12-12 at 08:57 AM.
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Old 03-12-12, 08:21 AM   #5
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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
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Old 03-12-12, 08:27 PM   #6
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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 !
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Old 03-13-12, 12:33 AM   #7
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Quote:
Originally Posted by Stormfly View Post
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 !
Thanks, I try. And yes, the MFCM is definitely awesome, wouldn't leave port without it, but your mod just adds that final... something that makes me able to close my eyes and almost think that I'm in the movie
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Old 03-12-12, 08:49 PM   #8
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Quote:
Originally Posted by Stormfly View Post
...carefull with Sobers modlist, while his torture interrogation he admit that he would use SDBSM sounds only, not the other "****" (scripts and so on) which is also comming with SDBSM

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.
I use the whole mod now
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Old 03-13-12, 11:34 PM   #9
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Quote:
Originally Posted by sober View Post
I use the whole mod now
Is there a reason you put it in AFTER newUIs and OHII?
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Old 03-15-12, 07:32 AM   #10
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Quote:
Originally Posted by Stormfly View Post

Originally Posted by Charlie901
Can this mod be installed after OH II and TDW's UI Mods...?

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.
Sorry, but now it's me to be a little bit confused...

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.
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Old 03-15-12, 09:31 AM   #11
Stormfly
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Quote:
Originally Posted by schweini63 View Post
Sorry, but now it's me to be a little bit confused...

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
hi, the information of the first post in this thread is a bit out of date, because new versions of mods (also non SDBSM) have been released, i have to correct that.

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).
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Old 03-15-12, 10:06 AM   #12
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Quote:
Originally Posted by Stormfly View Post
hi, the information of the first post in this thread is a bit out of date, because new versions of mods (also non SDBSM) have been released, i have to correct that.

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).

...okey dokey, thanks for your reply
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Old 03-16-12, 09:36 PM   #13
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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?
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Old 03-17-12, 05:28 AM   #14
Stormfly
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Quote:
Originally Posted by Dwail View Post
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?
yes i was after that long time ago, it is a known problem...

...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.
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Last edited by Stormfly; 03-17-12 at 07:11 AM.
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Old 03-21-12, 07:29 PM   #15
THE_MASK
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I now have my ini TC SoundEffects setting match my Maximum setting . Does this help when using this mod ?
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