SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-22-14, 12:43 PM   #1
Sjizzle
Count Dracula
 
Sjizzle's Avatar
 
Join Date: Aug 2012
Location: 46°13′N, 24°47′E
Posts: 1,816
Downloads: 405
Uploads: 0


Default

Quote:
Originally Posted by RushTheBus View Post
I appreciate the reply Cherbert. I still feel quite overwhelmed even with the wolves of steel. I can't seem to get the TDW patcher ever working properly (despite reading the guides).

That said, when i did have it running the immersion was great but i couldn't manage to cobble together a firing solution that would actually hit a target. Might me just a bit too hardcore for a complete franchise newbie.

At this point i think I'm just going to choose some of the environment / graphic related mods and go from there. *shrug*

take a look here how to use the generic patcher
Sjizzle is offline   Reply With Quote
Old 02-22-14, 06:59 PM   #2
TG626
Lieutenant
 
Join Date: Jan 2014
Location: USS Seal - Somewhere in the Pacific
Posts: 268
Downloads: 141
Uploads: 3
Default

I took to rolling my own combos of simple mods, in sh 4 I have a mod that adds a nomograpgh to the nab map, another that makes the medals real navy medals, and another that adds a green filter to the observation scope.

These gave that same warning, and always for the same file. With a bit of examination I realized that each one had taken the "stock" version of that file (menu_1024_748.INI) and added or edited something.

So I made a combined copy of all the other files in each mod, and then edited my own inini to have the changes of each mods INI. Theresult was all of the mods happily coexsisting.

Of course this could take some experimentation to pull off depending on the mods, and as they say YMMV.
__________________
T. E. Thompson, LTCDR
Commanding Officer, U.S.S. Seal (formerly S-40 (SS-145))
TG626 is offline   Reply With Quote
Old 02-22-14, 08:33 PM   #3
RushTheBus
Engineer
 
Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
Default

I think the biggest issue is that i don't even understand what I'm doing with these patchers and such. It's all very complicated and much different than modding other games such that are based on more popular engines (ARMA, Quake, Unreal, Source, Etc).

That's the biggest struggle, i want to figure out what I'm actually doing and modifying and what it means so if and when it goes wrong i can trouble shoot it.
RushTheBus is offline   Reply With Quote
Old 02-22-14, 08:36 PM   #4
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

When you have worked out how to install mods once , it is easy from there .
THE_MASK is offline   Reply With Quote
Old 02-22-14, 11:17 PM   #5
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

Sober, mods are one thing but the Patcher is something different altogether. If you don't know or understand what you're doing it's a daunting task. Especially for me and others.

It's too bad everything needed to be done with the Patcher can't be done in TDW's UI mods for the Cfgs.... just instal the mod with JSGME and it's done. I tried once and screwed the pooch on changing the necessary Cfgs. That's one reason some of us are very leary of using TDW's mods where the Cfgs need to be changed. Do it wrong and you have more than mod soup.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 02-22-14, 11:35 PM   #6
RushTheBus
Engineer
 
Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
Default

Quote:
Originally Posted by GT182 View Post
Sober, mods are one thing but the Patcher is something different altogether. If you don't know or understand what you're doing it's a daunting task. Especially for me and others.

It's too bad everything needed to be done with the Patcher can't be done in TDW's UI mods for the Cfgs.... just instal the mod with JSGME and it's done. I tried once and screwed the pooch on changing the necessary Cfgs. That's one reason some of us are very leary of using TDW's mods where the Cfgs need to be changed. Do it wrong and you have more than mod soup.
Thanks for phrasing it better GT. I understand how to install the mods and by trial and error i understand how things interact with JSGME. That was never really the issue. I enjoy the new UIs that may if you guys put out but understanding the patcher and making it work makes me dizzy. I spent the better part of yesterday trying in vain to make sense of it!
RushTheBus is offline   Reply With Quote
Old 02-23-14, 03:10 AM   #7
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Re the EXE patcher
Extract it and place the complete folder on the desktop .
Click on the EXE patcher (application)and click on file open then follow the prompts until the patches appear.
Download my GES file and extract it anywhere .
http://www.subsim.com/radioroom/down...o=file&id=4331
Click on the patcher and then click on File/restore snapshot then click on my GES file to apply the patches .
Copy the SH5 icon from the SH5 main game folder and send shortcut to desktop .
Click on the Desktop SH5 icon to launch SH5 .
THE_MASK is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:43 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.