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#1831 |
Growing Old Disgracefully
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Hi HIO
In regards to your problems with visibility. I cannot see a problem with using this mod on its own > stoianm BrighterNights modv1. Although I personally have not used this combination yet, but intend too, next time in the bunker it is recommended to use DE mods 3a – 4a and 5b if you want to have brighter nights. I do not have the night vision problem that you mention although yes, it is quite dark, but I can certainly see the ladder without any difficulty. You need to read the documentation that comes with this mod below as it was designed for 6-3-4 not 7-5-0. Manos Scopes for SH5 (for TDW's Gui) This mod I can highly recommend and is very accurate. gap - HD 1 deg Scope Bearing v 1.0 SteelVikings Interior Mod V1.2 not sure what you mean by the archive appears to be corrupt. This mod requires the patch mod SteelViking's Interior Mod V1.2 http://www.subsim.com/radioroom/downloads.php?do=file&id=1912 SteelViking's Interior Mod V1.2.2 Patch http://www.mediafire.com/download/0yu047jw4zb2bz7/SteelViking%27s+Interior+Mod+V1.2.2+Patch.7z I do not know this mod so I cannot comment. SH5_Type_7_RadioRoom_Tweaks_v0_0_2_byTheBeast Only use 1 of these 2 not both. 13a NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision 13b NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision_Black_Ski n Is this mod going to be compatible? MoreRealisticPeriscope 1.3 by Arclight Has been known to cause ctd. SH5 External Cargo 1.0 One concern I have is that you are looking at adding another interior mod. If you look at the readme document with Steel Vikings mod he makes a large number of changes. These are likely to impact on any existing mod using the same files. Pay particular attention to the mods that are being over written. For example if a DE mod over writes another DE mod then you will know that it is supposed to. DE mods should be enabled in their numerical order as a guide line. 01 DynEnv v2.9 - 1. Main Mod 04 DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters 04 DynEnv v2.9 - 6. Sleet for Winter Campaigns 04 DynEnv v2.9 - 7. Clear Water Surface 04 DynEnv v2.9 - 9. Sobers Best Ever Tweaks 04 DynEnv v2.9 - 10.I Seafloor (high resolution) 04 DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) When other mods overwrite mods then you need to know that there is not going to be a problem. Everytime a mod is over written it could be an accident waiting to happen. That is why I always recommend that you start with an established mods list like sobers or Sjizzles to name but two that are tried and trusted. You can also check the mod lists on my tutorial post #35 which includes sobers. I would also suggest using the JSGME mod validator so that you can see what impact each mod is having and whether the mod has been correctly enabled. See my tutorial post #28 I think I may have said previously that the sobers best ever tweaks mod from Dynamic Environment was installed incorrectly. If I did then that was incorrect. What I meant to say was that the mods it contains are not up to date. Sobers Best Ever Tweaks (Contains the 5 mods below) Sobers DOF V4 SH5 (No longer listed in Sobers downloads) (Possible conflict with Steel Viking mods) Sobers Best Ever Fog V22 (Later version V31 available) Sobers Better Terrain V3 SH5 (Later version V4 available) Sobers Lights Cfg V5 SH5 (Later version V10 available) Sobers waves Mod V9 09012013 (Later version V30 available) Hope it all makes sense Peter
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#1832 |
Navy Dude
![]() Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
Downloads: 233
Uploads: 0
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I carefully went back to a vanilla install. Verified my game cache with STEAM and then reapplied my mods and I think that I've finally found the set that works for me. (for now at least)
SteelViking's Interior Mods look GREAT The SH5_Type_7_RadioRoom_Tweaks_v0_0_2_byTheBeast works well with it to add some seamen's clutter to an otherwise empty area on the boat. The boat looks great as does the exterior and underwater views. I understood what you said about Sobers Best Ever Tweaks and even located and added in some of the updated versions. I may go get the others as the spirit moves me. Best of all I can see well enough at night to actually target stuff and walk around on deck without it maxing up the Gamma to find the conning tower. Now.. as suggested by my in-game captain's name, Ivan T. Sinkstöff! Thanks again. Generic Mod Enabler - v2.6.0.157 [C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\SH5 MODS] 01 DynEnv v2.9 - 1. Main Mod 02 DynEnv v2.9 - 2. Main Mod Low Resolution Patch 04 DynEnv v2.9 - 10.I Seafloor (high resolution) 04 DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) 04 DynEnv v2.9 - 6. Sleet for Winter Campaigns 04 DynEnv v2.9 - 7. Clear Water Surface 04 DynEnv v2.9 - 9. Sobers Best Ever Tweaks 09 FX_Update_0_0_21_ByTheDarkWraith 11 NewUIs_TDC_7_4_2_ByTheDarkWraith 11a NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo 12 NewUIs_TDC_7_4_2_AltAdvSpeedGraphics_by_naights 13b NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision_Black_Ski n 14 NewUIs_TDC_7_4_2_jimimadrids_map_tools 15 NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha 16 NewUIs_TDC_7_4_2_WWIIInterface_by_naights 17 Church's Compass Dials Mod v2.1 - Option One 18 Manos Scopes for SH5 (for TDW's Gui) 19 gap - HD 1 deg Scope Bearing v 1.0 20 OPEN HORIZONS II v2.5 21 sobers OH2.5 Kiel Lite mod V4 SH5 22 sobers Lights Cfg V10 SH5 23 Trevally Automated Scripts v0.6 23a Trevally TDC Help v2 23b Patrol Routine Scripts v. 01.03 by AvM 25 SteelViking's Interior Mod V1.2 26 SteelViking's Interior Mod V1.2.2 Patch 30 DynEnv v2.9 - 12. Sounds 39 SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered 40 SH5 External Cargo 1.0 42 Moon_light_mod V6 SH5 43 SH5_Type_7_RadioRoom_Tweaks_v0_0_2_byTheBeast 44 Nauticalwolf's_Torpedo_Textures_v1.2 50 stoianm BrighterNights modv1 (high)
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#1833 |
Growing Old Disgracefully
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Hi HIO
When used these are normally positioned at number 1 and number 2 in JSGME 25 SteelViking's Interior Mod V1.2 26 SteelViking's Interior Mod V1.2.2 Patch This mod has not been enabled correctly Manos Scopes for SH5 (for TDW's Gui) <Zip file Manos Scopes for SH5 (for TDW's Gui) < This folder contains the mods > core mod + background mod + 6 resolution mods + document readme If you are using a wide screen monitor 16 x 9 you only need folder 3 Your order 04 DynEnv v2.9 - 10.I Seafloor (high resolution) 04 DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) 04 DynEnv v2.9 - 6. Sleet for Winter Campaigns 04 DynEnv v2.9 - 7. Clear Water Surface 04 DynEnv v2.9 - 9. Sobers Best Ever Tweaks Correct order 04 DynEnv v2.9 - 6. Sleet for Winter Campaigns 04 DynEnv v2.9 - 7. Clear Water Surface 04 DynEnv v2.9 - 9. Sobers Best Ever Tweaks 04 DynEnv v2.9 - 10.I Seafloor (high resolution) 04 DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) They should always be enable in numerical order. Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#1834 |
Mate
![]() Join Date: Mar 2010
Location: Near the port of Rotterdam
Posts: 59
Downloads: 77
Uploads: 0
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Deckgun crew
Hi everyone,
tldr; Deckgun crew runs away due a splash of water. Got a question which is probably asked a million times, but the search didn't help me so sorry in advance. It happend a couple of times now, a merchant ship near me in calm, good weather. No very high waves. I give the battle stations command, send my guys to the deckgun, and i equip the deckgun myself. And still, the crew won't even show up at the gun. Or they show up and when the get one little splash of water in their faces they disappear again ![]() Result: i can't move / aim the gun. Merchant calmly sails away with the sound of a cursing u-boat captain fading in the distance. If i'm right, this is due 'bad weather'. But it my cases it isn't even that bad at all. Does someone knows a fix / mod for this? ![]() |
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#1835 |
Growing Old Disgracefully
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Hi doctrine
This is unfortunately a SH5 irritation that we have to put up with. I fire the deck gun myself so at least I know that when I cannot traverse the gun I have to get the crew back on deck and click on the deck gun icon. Both icons need to show yellow to get the traversing working. I have 2 deck gun tutorials on Post #10 and on Post #11 that might answer some questions. http://www.subsim.com/radioroom/showthread.php?t=211804 Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#1836 |
Mate
![]() Join Date: Mar 2010
Location: Near the port of Rotterdam
Posts: 59
Downloads: 77
Uploads: 0
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Hi Peter,
Thanks for the answer. I already was afraid this was a SH5 'flaw'. I hoped there was some kind of fix for this. Anyway, when i'm home again i'll try the steps as you described in your posts (thanks for all those useful tutorials as well!) ![]() |
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#1837 |
Bilge Rat
![]() Join Date: Feb 2015
Posts: 1
Downloads: 3
Uploads: 0
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Hello guys!
![]() Its my first post here, so hello everybody. I have a problem with my sh5. I installed the wolves of steel megamod and i have a problem with my TDC attack. I tried playing the tutorial, but the problem is, my officer cannot identify the ship. I saw stoinam1 had an icon and he could click on it to identify a ship, but in my bar i dont have that one icon. What to do? do i messed up and i installed something wrong? Or the new Wolves of Steel made impossible to identify ship with your officer help? |
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#1838 |
Gefallen Engel U-666
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Solaro!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#1839 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community > Solaro
![]() You Will Always Find Someone Here To Help You ![]() Link To My > SH3 – SH4 – SH5 > Posts ![]() Step By Step Tutorials & How To Do It. ![]() Also Included Are Some Useful Download Links ![]() http://www.subsim.com/radioroom/showthread.php?t=211804 If You Are New To Subsim or Silent Hunter My Thread Link Might Save You Some Time. ![]() Subsim <> How To Donate <> See The Benefits <> Support The Community ![]() http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119 For A SH5 Tonnage Bar Fix Go To My Tutorial Post #188 On Page 13 ![]()
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#1840 |
Chief of the Boat
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Welcome to SubSim
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#1841 | |
Mate
![]() Join Date: Mar 2010
Location: Near the port of Rotterdam
Posts: 59
Downloads: 77
Uploads: 0
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I had (actually, have) the same issue as you. The 'indentify ship' icon is missing. Since I only have the WoS mod installed, i think we didn't mess up anything but it's part of the mod. But, this is only guessing. The only thing to do in this situation is indetify it by yourself ![]() ![]() Good hunting ![]() |
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#1842 |
Nub
![]() Join Date: Apr 2014
Location: Deep, very Deep
Posts: 4
Downloads: 118
Uploads: 0
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Ahoy there,
Ok, here's the prob, I have downloaded and installed SH5 v.115,backed up the core 'Backups' and stored them in a folder on a separate drive. Sim ran fine. I then 'Patched' to .120 and repeated the core backups again on a separate drive. Sim ran fine. I am using TDW's Genericpatcher_v_1_0_168_0. Upon commencing with the patcher (this is not my first install with this patcher,and the other installs were fine) the following error reports come up: Error Unable to open C:\Ubisoft\Silent Hunter\SHSim.act for verifying. Exception is Access to path C:\Ubisoft\SilentHunter5\SHSim.act is denied Error 5\Patches\SH5\TDW.SHSim_Patch.s5P Exception is: Patch File C:Ubisoft\SilentHunter5\Patches\SH5\TDW_SHSim_Patc h.s5P:Exception while reading in all updates. Exception is: Patch File C :\Ubisoft\SilentHunter5\Patches\SH5\TDW_SHSim_Patc h.s5P:Exception while reading update 1. Exception is object reference not set to an instance of an object. I earlier tried to reinstall core backups and had a popup tell me that 'Destination folder, Access is denied'! I rechecked the TDW patcher files and found in 'Patches' this path Patches\SH5\then the patches. Is this correct? Something is not right here, and at he moment I 'believe' I am patched to v120, which is displayed on the opening screen. I am reluctant to proceed further with TDW's patcher until I can get some assistance with this prob, as previous attempts to resolve it have led to 3 uninstalls and 3 re-downloads! Its always SHSim.act that comes up, I checked the file sizes, v115 was 804kb, and v120 is 803kb so I believe it has been updated to v120. So there goes my first post, and its a Mayday! (lol) Mjölnir Hammer of Thor
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DEEPER.......DEEPER.. |
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#1843 |
Gefallen Engel U-666
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Thors_hammer!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#1844 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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#1845 |
Nub
![]() Join Date: Apr 2014
Location: Deep, very Deep
Posts: 4
Downloads: 118
Uploads: 0
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Nope, only English and Austrailian!
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DEEPER.......DEEPER.. |
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