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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#646 | ||
Navy Seal
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#647 |
Nub
![]() Join Date: Jul 2011
Posts: 2
Downloads: 59
Uploads: 0
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@Trevally
Just wanted to say a big thank you for your help with my list, I started it up today and it worked like a beauty ![]() |
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#648 |
Seaman
![]() Join Date: Mar 2011
Location: Zürich, Switzerland
Posts: 38
Downloads: 111
Uploads: 0
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Hi guys i have a few questions to you maybe someone can help me with that
My Modlist looks like this Generic Mod Enabler - v2.6.0.157 [C:\Program Files\Ubisoft\Silent Hunter 5\MODS] Magnum_Opus_v0_0_1 German U-Boat Crew Language Pack Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 HOTFIX 3 IRAI_0_0_30_ByTheDarkWraith FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraith Dynamic Environment SH5 Basemod (normal ) V2.1 Dynamic Environment SH5 Waves (normal version) V2.1 OPEN HORIZONS II_full v1.4 DEUTSCHMOD_0.9.9 A Fistful of Emblems v1.51 (Weathered) Speech Recognition_MiTons_NewUI_Editon_v0.4_deutsch SH5Lifeboats_2.0 Grossdeutscher Rundfunk so the problems now are that i have no speech recognition if i say something nothing happens. (is it possible that i have to change settings in script or something?) secoun problem i have much TDC and game crashes alot 3. there are never Lifeboats after sinking of a ship I hope someone can help me and thank you ![]() |
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#649 |
Nub
![]() Join Date: Feb 2010
Location: England
Posts: 4
Downloads: 254
Uploads: 0
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#650 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Just to return to this earlier question briefly - during my new Op Drumbeat campaign (using silentotto), the BOLD2 launcher showed up as available at the right date (end jan '42). So it looks like a fresh campaign using silentotto will activate Equip Upgrades properly, with everything showing up at the right date... maybe it's only when you continue through from one campaign to the next (Eg Happy Times > Mare Nostrum) that Equip Upgrades starts to fail. Something in the campaigns themselves that's preventing it from working? Not sure. Thought it might be useful anyway. ![]() |
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#651 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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File; Equipment_Upgrades_Fix_1_2_byTheBeast \Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc I here take the UpgradePack 2 as an example for comparison. Adjusted lines in yellow. This is the default file that comes with the mod; [UpgradePack 2] ID= UpackUb7FUMO30Radar NameDisplayable=Funkmessortungsgerat FuMO-30 GEMA FunctionalType= UpFTypeSensorRadar UpgradePackSlotType= UboatType7RadarAdvanced Type=NULL ImageIndex=15 ;UpgradePackInterval=1939-12-01, 1945-08-01 UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=1942-12-01, NULL, 1500 From left to right this stands for: Starting date, ending date (NULL = No end date), Renown cost (1500) UnitUpgradePackIntervalOptions2=1943-06-01, NULL, 300 As you can see this is 'Options2' regarding availability dates. As this occurs later in the war this radar now isn't top of the line and has become cheaper (300) IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO30, NULL Info=Configuration: one antenna (1,4 x 1 meter)|Field of view: 60 degrees|Wavelength: 82 cm|Range:8 km / surface vessels|15 km / aircraft Notes=An improvement over the FuMO-29, the FuMO-30 is equipped with a rotatable and retractable antenna which can be manually turned by a hand wheel in the radio room. TrackingID=602 This is my tweaked version; [UpgradePack 2] ID= UpackUb7FUMO30Radar NameDisplayable=Funkmessortungsgerat FuMO-30 GEMA FunctionalType= UpFTypeSensorRadar UpgradePackSlotType= UboatType7RadarAdvanced Type=NULL ImageIndex=15 ;UpgradePackInterval=1939-12-01, 1945-08-01 UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=1939-01-01, NULL, 0 Here we just need one line so I deleted the second one and then I changed the starting date to 1939-01-01 and changed the renown cost to 0. IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO30, NULL Info=Configuration: one antenna (1,4 x 1 meter)|Field of view: 60 degrees|Wavelength: 82 cm|Range:8 km / surface vessels|15 km / aircraft Notes=An improvement over the FuMO-29, the FuMO-30 is equipped with a rotatable and retractable antenna which can be manually turned by a hand wheel in the radio room. TrackingID=602 ![]() |
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#652 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Ok cheers Silent I'll give that a go, I guess if it's all there from the start and stays there (I still get the original start-of-war loadout options for the 7c on my 'progressed' campaign) then it's a partial win. SHame to lose the historical dates activation though. The thing to test is whether it continues to work when you end one campaign and progress to another.
You're probably right though, it's a promising line of thought. If the date difference in OHII somehow knocks the equipment calendar out of whack when moving to a new campaign, it would mean that to have proper access to upgrades, you'd have to start a fresh campaign each time, losing all your renown/crew upgrades/tonnage score etc (it might be worth checking to see if this happens with just the stock upgrades too). This is basically what I've done with Op Drumbeat, and so far all upgrades are appearing normally. But I'm a bit miffed to lose my score and medals etc (I still have the save, of course). Hopefully the above will work, but if the problem isn't the dates listed for each equipment piece, but rather something in the transition between campaigns that's causing it, it might not make any difference. ![]() Any thoughts on this Trevally? You know the campaign better than anyone here! |
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#653 |
Navy Seal
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Upgrade packs are save here as well as in the main SH5 folder.
C:\Users\Owner\Documents\SH5\data\cfg\UserPlayerCo ntextGE So any changes to UpgradePacks - should be made in the bunker and saved. It is like when you change your gameoptions (no map contacts etc) I do not think OHII has any effect on this. Try Save game in bunker and exit game Apply thebeast equip mod 1.2 (download a fresh copy to be sure) Load bunker save. Remember about the bunker bug. If you cant speak to the upgrade officer - save/load game. |
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#654 | ||
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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You mentioned before that you were speeding through the new campaign to test it, have you had access to the appropriately timed upgrades as you've progressed, or have you started a fresh one each time with Silentotto? ![]() |
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#655 |
Navy Seal
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Hi Orpheus
![]() It is good to bring this up so others can report or confirm errors with their equipment upgrades if using OHII with thebeast equip fix 1.2 I am still on happytimes and have a type 7b I am getting the equip allowed to be installed on that boat When I get a better boat - I will get more equip. This is because I am using a cheat mod with the beast's mod ![]() ![]() ![]() This sets all equip to 1939 and no cost points DOWNLOAD Only use with thebeast equip1.2 |
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#656 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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- In my copy time format is YYYY-MM-DD with dashes - That date, 1999-12-31, is the availability end date. As we don't need an end date this can (should?) be replaced by 'NULL' - 300 is renown cost. Change it to whatever you want e.g. 0. ![]() My lines look like this; UnitUpgradePackIntervalOptionCurrent= NULL,_NULL,_0 UnitUpgradePackIntervalOptions1=1939-12-01,_NULL,_0 I don't know if it's essential or not but I have spaces after the commas. ![]() / |
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#657 | ||
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Ok Trevally, that's interesting and might validate Silent's idea of having it all available at the start making it available through all following campaigns (circumventing this mysterious calendar issue). Might be worth putting something in the OHII thread, see if anyone mentions the same problem. ![]() @Silent - I suspect that's just an alternate output from the same file, just a different way of displaying the same info (one manual, one automatic), or maybe even the way the game translates manual dates into whatever's used by the calendar. I might try adding those values in the main file to see what happens. ![]() |
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#658 |
Watch
![]() Join Date: Feb 2005
Posts: 29
Downloads: 90
Uploads: 0
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I am confused with the TDW mod order. I did as TDW suggested in mod post. That means FX, NewUI TDW, IRAI, IRAI no hydrophone no aircraft spotting. But in some threads and one user and even TDW suggests IRAI, IRAI addon, FX , NewUI TDW. The problem is, I have now hydrophone contacts when surfaced. So something is not right with the suggestion. I am abit confused about the whole thing
![]() What is the correct mod order for TDW mods. Please help! Generic Mod Enabler - v2.6.0.157 [F:\Ubisoft\Silent Hunter 5\MODS] Accurate German Flags Reboot's Water Drips 1.1 Grossdeutscher Rundfunk MightyFine Crew Mod 1.2.1 Alt faces No Damn Bubbles, No Damn Halo Mod Environment 5.0 MOD Critical hits 1.1 Torpedos Critical hits v 1.2 IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 OPEN HORIZONS II_full v1.4 OH II Campaign Radio Messages v4 |
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#659 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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I keep asking myself the same thing! I'm simply not sure how in which order his mods should be installed. I hope TDW can give us some much-needed help.
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#660 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Check my sig for an example.
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