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View Poll Results: How would you prefer?
All in a single mod (only 1 Big Mod) 42 52.50%
Just the way it is (in parts) 38 47.50%
Voters: 80. You may not vote on this poll

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Old 02-26-12, 02:00 PM   #286
bart
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I've been testing this set up most of the day

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
MMM p1 - Dynamic Environment v0.2
MMM p2 - Graphics-FX-IRAI v0.2
MMM p3 - tdw UI v0.2
Manos Scopes-patch for 16x9
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 01.01 by AvM - add-on - Large Style Ruler
MMM p4 - Enhance SOUNDS v0.2
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
Wordeees' Thunder
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
DBSM_Music_1_0_4
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional NavMap babelling
OH II Minefield map for TDWs Ui

I've also done the sh5.exe tweaks for the hydrophone fix, fixes 1,2 and 4. Didnt change any of the map colours.

I briefly tried mtns 1_8d with the lite mod but it ctd during load up. Once I tool it out all was well again.

The issues I have found so far are mainly with the hydrophone. My hydrophone guy can pick up contacts ok and they show up on the map but if I listen I can't hear a thing, even when the ships are almost on top of me, within a 1000yds anyway. The sound seems to increase when you take over the hydrophone control indicating that the sh5.exe 1 tweak worked but.....nothing else. Any one else having this?

Another thing was with the gramaphone. Some tracks seem to start, then it flicks to the next track, plays that one all the way through then miss some out entirely!!!

Otherwise all good....haven't docked yet though, still at sea on 1st mission looking for the polish ships in the baltic......very elusive!!
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Old 02-26-12, 02:24 PM   #287
Sepp von Ch.
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1) Sorry gentlemen for stupid question, but Conus graphic mod is now in MMM?
Compatible Conus00's Graphic Mod+SV's work is the same as Conus Graphic Mod 1.0?

Previously was possible (reademe in post1) to activate Conus Graphic Mod 1.0 after MMM p.1.

2) These mods:

Equipment_Upgrades_Fix_v1_4 +patch + hotfix_byTheBeast =>http://www.subsim.com/radioroom/showthread.php?t=182194
18 - NOZAURIO'S SKIN (included in Equipment_Upgrades_Fix_v1_4)
19 - R.E.M_by_Xrundel_TheBeast_1.2 (including TDW UBoot_Sensors.sim for R.E.M. version 1.2) are only in Part3 with TDW´s UI. Whe I use reaper7´s UI, I can´t use these mods. Is please possible to make little modpack with these great mods? Thanks for reply.
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Old 02-26-12, 02:36 PM   #288
bart
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I just tried starting a new campaign as I thought it may have something to do with enabling the hydrophone fix whilst at sea, but the result is the same....can't hear a thing through it even though the hydrophone guy can and is updating the map with the sound contacts...

Anyone else had this or knows a possible cause/fix?
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Old 02-26-12, 03:11 PM   #289
mikaelanderlund
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Same problem here but if you stop the engine to 0 you can hear some near sound
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Old 02-26-12, 03:15 PM   #290
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Quote:
Originally Posted by mikaelanderlund View Post
Same problem here but if you stop the engine to 0 you can hear some near sound
Hi mikael

How near?

I've been within 1000yds of a merchant and not heard a thing with motors off

Wonder if others are getting this too? I haven't heard anyone else mentioning it. Is your mod soup similar to mine in post above? Have you also tried the sh5.exe tweak?
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Old 02-26-12, 03:21 PM   #291
mikaelanderlund
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I'm not manual using hydrophone because of the problem but if I remember correctly, I could hear when I shut off the engine. Will try next time I'm on patrol.
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Old 02-26-12, 03:23 PM   #292
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Quote:
Originally Posted by mikaelanderlund View Post
I'm not manual using hydrophone because of the problem but if I remember correctly, I could hear when I shut off the engine. Will try next time I'm on patrol.
Ok thanks.

I wonder if Pedrobas is aware of this?
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Old 02-27-12, 03:01 AM   #293
Rongel
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Just studied this project more carefully and I must say really nice work pedrobas!

I looked at the votes and now its almost 50/50 (one big mod or different parts). I think that many new players want just one file, but it will cause nasty things, it may be too hard on computer, or somebody doesn't like one aspect.

One way would be to release three different versions of the same package: Lite/Normal/Max. Then people could choose what suits them best, Lite would be just fixes, Normal a compromise which has the essential stuff but loading times stay relatively fast, and then finally Max which has all the best mods for the people with mega computers.

And when the package is ready, you have to make some critical choises! Different mods use different values for damage, and ephatise different things. Finally there should be tweaked values where neccessary that would tie the parts together (in my opinion for example, we don't need critical hits because FX update already causes fire damage, almost every ship goes down with one torpedo. Airplanes with cannons don't seem to be very dangerous, I would add 20mm AP damage just a notch). Realism needs to be the ultimate goal.

I really hope this comes together and makes a new base for SH 5. That way the modding comes easier if we have a same foundation to build on!

And ofcourse, you can use all my mods in your package!
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Old 02-27-12, 04:48 AM   #294
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Default Put your name on it!

When a great director puts out a movie, he doesn't release several different versions, or allow the audience to make their own choices in the edit. He presents it as a single work of art that you either like or you don't. If you wanna put your name to a SuperMod, you should set-up the game the way you like it. If the end-user takes it upon himself to go in and alter certain things, then that's up to the individual. I would like SuperMods to be presented as complete packages, having already been tested and with a single download. As if it were Silent Hunter 6.
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Old 02-27-12, 06:05 AM   #295
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Quote:
Originally Posted by The General View Post
When a great director puts out a movie, he doesn't release several different versions, or allow the audience to make their own choices in the edit. He presents it as a single work of art that you either like or you don't. If you wanna put your name to a SuperMod, you should set-up the game the way you like it. If the end-user takes it upon himself to go in and alter certain things, then that's up to the individual. I would like SuperMods to be presented as complete packages, having already been tested and with a single download. As if it were Silent Hunter 6.
Some good points you've got there, General, e.g. that SH5 isn't a movie. True.

Still, I think it would be sad if so much work is done to put each well tuned package together and then just create one big Supermod that would deny lots of mates around here to enjoy this fabulous work.

If I haven't totally misunderstood Pedrobas' intention, the aim of this project is to give each player the possibility to adapt SH5 to their preferences, which also would include their rigs' capacities.
But of course, I might be mistaken.

Not to mention what it would take to update such a Supermod.
The way it is now it's more likely we get a convenient way to stay updated.

Also each modder should appreciate that their work can be fully enjoyed with all its features working as intended.

To hand over to the end-user to tweak one single Supermod would only lead to new glitches and endless discussions on what and how and so on.
I assumed it was to avoid this Pedrobas started this project. Or?
Tweaking just one single mod would demand so much of the player that most likely the very point of this project is lost.

Anyway the end-user has to accept each package's contents.

To conclude what I now have said I find Rongel's idea of having Lite/Normal/Max versions is a good way (if feasible) to make SH5 a more enjoyable game for everyone.
Regardless the player's rig config.

Last edited by Silent Steel; 02-28-12 at 08:42 AM.
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Old 02-27-12, 09:31 AM   #296
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I would like to have a german version.
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Old 02-27-12, 12:50 PM   #297
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Quote:
Originally Posted by SH5 Fan View Post
I would like to have a german version.
Servus SH5 Fan (leider ist hier besser in Englisch zu schreiben),

The package 'MMM p4 - Enhance SOUNDS v0.2' contains 'Stormy's DBSM' mod that is in German.
This package comes with the 'Basemod' + 4 optional mods included but you can add other ones directly after this one.
Please read the; MMM p4 - Enhance SOUNDS v0.2\Documentation\- MyMegamod p4 - Enhance SOUNDS.txt file.

If you want the Main Menu in German you can replace the English 'menu.txt' file in; C:\Ubisoft\Silent Hunter 5\data\Menu\menu.txt
with a German 'menu.txt' file.
You can find such a
German 'menu.txt' file in the mod; NewUIs_TDC_6_9_0_ByTheDarkWraith\Text\German\menu. txt


But there is one thing that puzzles me >

I can see that the package 'MMM p4 - Enhance SOUNDS v0.2' has only Stormy's DBSM mods.
So far I haven't managed to get German speech without activating the 'German U-Boat Crew Language Pack' mod (by Venatore) just before the 'Stormy's DBSM SH5 v1.3 Basemod'.

Can anyone please tell me if they get German speech by enabling the MMM p1 + MMM p2 + MMM p3 + MMM p4?

Bis bald dann

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Old 02-27-12, 01:38 PM   #298
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Quote:
Originally Posted by Silent Steel View Post
Servus SH5 Fan (leider ist hier besser in Englisch zu schreiben),

The package 'MMM p4 - Enhance SOUNDS v0.2' contains 'Stormy's DBSM' mod that is in German.
This package comes with the 'Basemod' + 4 optional mods included but you can add other ones directly after this one.
Please read the; MMM p4 - Enhance SOUNDS v0.2\Documentation\- MyMegamod p4 - Enhance SOUNDS.txt file.

If you want the Main Menu in German you can replace the English 'menu.txt' file in; C:\Ubisoft\Silent Hunter 5\data\Menu\menu.txt
with a German 'menu.txt' file.
You can find such a German 'menu.txt' file in the mod; NewUIs_TDC_6_9_0_ByTheDarkWraith\Text\German\menu. txt


But there is one thing that puzzles me >

I can see that the package 'MMM p4 - Enhance SOUNDS v0.2' has only Stormy's DBSM mods.
So far I haven't managed to get German speech without activating the 'German U-Boat Crew Language Pack' mod (by Venatore) just before the 'Stormy's DBSM SH5 v1.3 Basemod'.

Can anyone please tell me if they get German speech by enabling the MMM p1 + MMM p2 + MMM p3 + MMM p4?

Bis bald dann
Ja, I'm getting it too!!

Another weird thing is I wasn't getting any hydrophone sounds with this list
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
MMM p1 - Dynamic Environment v0.2
MMM p2 - Graphics-FX-IRAI v0.2
MMM p3 - tdw UI v0.2
Manos Scopes-patch for 16x9
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 01.01 by AvM - add-on - Large Style Ruler
MMM p4 - Enhance SOUNDS v0.2
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith

so I un-installed everything and started from scratch one at a time and tested each after installing trying to weed out the culprit..........now it works!!

No doubt about it its a great mod. I'm all for keeping it in separate parts for now though as it deffinetly makes it easier to test, find problems and download.......I got a crap broadband here
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Old 02-27-12, 02:45 PM   #299
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Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft\Silent Hunter 5\MODS]

Grossdeutscher Rundfunk
MMM p1 - Dynamic Environment v0.2
No magic skills v1.5 MCCD compatible
sobers see thru wake fix
sobers best ever fog V9 SH5
MMM p2 - Graphics-FX-IRAI v0.2
MMM p3 - tdw UI v0.2
MMM p4 - Enhance SOUNDS v0.2
MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2
MMM p6 - My Sub VIIC41 for OHII v1.7 v0.2
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
NewUIs_TDC_6_9_0_Real_Navigation

I have alot problems with the hydrophone.
1) Sometimes i cant hear ships on he hydrophone even tho they are in a 10Km radius around me. I was at periscope depth and at 0 speed.
2) Sometimes i can hear the ship on he hydrophone but when i click on "Report sound contact" or "Follow nearest sound contact" he just says "No sound contact" until i manualy point the hydrophone to the bearing from which the sound comes.
3) Alot issues with "Estimate range" and "Precise range". Even tho the soundman reported the contact and i point the hydrophone to its bearing, when i click to get a precise range to target it just says "No target selected".

Also, i want to point out that thoose problems are not always present. Sometimes i dont have any problems at all.
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Old 02-27-12, 02:59 PM   #300
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thanks

great compilation

Saludos desde Madriz :P

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