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Old 01-24-13, 02:13 AM   #9661
THE_MASK
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Quote:
Originally Posted by Fifi View Post
Sorry Sober, what do you mean by journal?
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Old 01-24-13, 06:29 AM   #9662
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Ah, i see now ship"s journal...thanks.

Quote:
That doesnt happen with my game , something wrong with the mod install
It happened from day one using NewUIs, even with 7.1 version.
Since then, i made new clean install with new fresh data folder etc, but always same.
My actual list: http://www.subsim.com/radioroom/show...20&postcount=1
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Old 01-24-13, 09:37 AM   #9663
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Is it possible to install UI 7.1 to MMMv05 ?
I have done it but there is some serious key mapping problems.
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Old 01-25-13, 11:19 AM   #9664
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Dunno if people may find some new install instructions for DarkWraith's UI mod a bit easier to deal with. I created this last year, when I noticed some .. oddities.. in the installation instructions at the time and posted them at Wargamer's forum for others to use.

I'm not sure if any extra steps have been added to the latest version - I'm assuming it's the same as back in March of 2012 when I wrote this.


***********************************
***********************************
(copy & paste)

I'm posting a quick tip on how to install DarkWraith's NewUI's as I believe the Menu.txt file, that you're supposed to choose for your game language, isn't mentioned as needing to be also placed into the mod. I've had some questions as to installing it so I wanted to clarify a couple things and hopefully make it a bit easier.

>>
Firstly, if your game has started acting screwy in any way after activating and/or deactivating a mod, you might consider reinstalling the vanilla game over again (including deleting leftovers in the install folder - aside from JSGME's "MODS" folder).

****************************
*****Original Install Notes********
****************************

The install notes are pretty straightforward:
>>> To install this mod correctly do the following:
>Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\silent hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_6_9_0_ByTheDarkWraith' via JSGME FIRST then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)

>>> Also install appropriate dial.dds file to the mod.
>select appropriate 'Dials.dds' (or use your own!) and place in 'MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\G ui'. Do this before enabling mod!
If there is a folder inside called 'TDC' then you have to copy the files in that folder to 'MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\G ui\TDC'. Do this before enabling mod!

*************************
*************************
*************************

The install notes are in the wrong order. The second paragraph starting with
>>> Also install appropriate dial.dds file to the mod.
should be done before you enable the mod, and it's cleaner to do before you drop it into your MODS folder. If you do that after enabling your mod.. you may not get a fortunate result.
1) - Dials Clarification:
When you extract the mod's zip file, you'll get the "MODS" folder (containing the base and lots of optional add-ons for the mod) and two other folders. As stated in the second paragraph > open the "Dials" folder , open the appropriate game language version folder(i.e. American/German) , then open the folder with the appropriate measurement system you want to use (Imperial or Metric). Copy the "dials.dds" file, there, into "MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\G ui" and overwrite if need be.

2) Adding the newer menu file (that was missing in the install notes):
>Open the other extra folder named "Text", open the appropriate language folder, and copy the "Menu.txt" file inside to "MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Me nu" folder. Overwrite if asked.

3) Cut & Paste the "MODS" folder over to the base install location of SH5 (i.e. C:\Ubisoft\silent hunter 5) and the MODS folder will merge with your already existing JSGME folder there (you did already have JSGME installed there didn't you?!)

4)Run JSGME and activate "NewUIs_TDC_6_9_0_ByTheDarkWraith". All the other NewUIs options there are just optional add-ons so you can check the info on them out later, at the Subsim forums, if you want. You only need that one.

If you don't see the new charts in the upper left corner, the officer bar at the bottom, etc then your folder organization is wrong in your \SH5\MODS folder. Make sure the file path to the main mod like this:
[base install]= "[C:\Ubisoft\silent hunter 5\]MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith".
The base mod may have ended up with two MODS folders, one inside the base one, if you unzipped the mod directly into your MODS folder and not your base SH5 install location. In that case just Cut the inner MODs folder, navigate back to the base install location and paste there, then overwrite&merge as needed.


******
I prefer the "Improved SH5 NewUIs" version and it's the one used in this example. It doesn't hurt that it's also the most reliable one in-game too. While much of the UI will look familiar compared to vanilla, you'll have lots of extras and options now - way more interface options at your fingertips.

Hopefully this helps you see where the extra files are to be placed. I'd think that between not getting those in, or properly, and having the folder structure wrong, is probably the most common issues causing problems with the installation itself.

Nef
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Old 01-25-13, 02:36 PM   #9665
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Hi guys.I have just started playing Sh5,after many years with Sh3 and Sh4 and i am using this great UI(ver 7_1_0).I have one slight problem...Each time i ask my watch officer for reporting nearest contact he also informs me about the range of the contact in meters.Is there any way i can cancel this through OptionsFileEditorViewer?It seriously decreases realism for me...
Thank you!
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Old 01-26-13, 01:59 PM   #9666
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Quote:
Originally Posted by Wetton View Post
Hi guys.I have just started playing Sh5,after many years with Sh3 and Sh4 and i am using this great UI(ver 7_1_0).I have one slight problem...Each time i ask my watch officer for reporting nearest contact he also informs me about the range of the contact in meters.Is there any way i can cancel this through OptionsFileEditorViewer?It seriously decreases realism for me...
Thank you!
Yeah, I'd like to know the answer to this too!
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Old 01-26-13, 02:06 PM   #9667
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Quote:
Originally Posted by Sartoris View Post
Yeah, I'd like to know the answer to this too!
Very interesting question, I never believed in officers ,for example Last night I was trying to escape Scapa Flow and my navigator was pretty useless. I no i can make him smarter i options.py but that is not real too. So are you checked with stadymeter are his calculations correct or so so.
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Old 01-26-13, 02:23 PM   #9668
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Quote:
Originally Posted by Wetton View Post
Hi guys.I have just started playing Sh5,after many years with Sh3 and Sh4 and i am using this great UI(ver 7_1_0).I have one slight problem...Each time i ask my watch officer for reporting nearest contact he also informs me about the range of the contact in meters.Is there any way i can cancel this through OptionsFileEditorViewer?It seriously decreases realism for me...
Thank you!
Quote:
Originally Posted by Sartoris View Post
Yeah, I'd like to know the answer to this too!
I second that

Quote:
Originally Posted by Navuhodonosor View Post
Very interesting question, I never believed in officers ,for example Last night I was trying to escape Scapa Flow and my navigator was pretty useless. I no i can make him smarter i options.py but that is not real too. So are you checked with stadymeter are his calculations correct or so so.
From my past experience:

- watch officer range estimations are always correct to the meter
- soundman estimated ranges give plausible results (though, due to their randomization, there is a bit too much difference between consecutive estimations )
- soundman exact ranges are consistent with each other, but they are often totally wrong
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Old 01-26-13, 03:44 PM   #9669
Wetton
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Quote:
Originally Posted by gap View Post



From my past experience:

- watch officer range estimations are always correct to the meter
Unfortunately this is true.It would be nice if he would give just an estimation(short,medium,long distances).
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Old 01-27-13, 04:47 AM   #9670
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Probably answered but i enabled independent engine controls so i am interest what keys they use and what benefits (lower noise signature, less fuel, sharper turns etc) thanks in adwance.
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Old 01-27-13, 05:09 AM   #9671
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Can't remember the keys but the uses are for when you are at silent running and you have your engines at the lowest power setting, turn off one engine and your noise output drops even more

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Old 01-27-13, 05:22 AM   #9672
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Quote:
Originally Posted by Trevally. View Post
Can't remember the keys but the uses are for when you are at silent running and you have your engines at the lowest power setting, turn off one engine and your noise output drops even more

Thank you That could be of use to make even more damage on dangerous places
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Old 01-27-13, 09:34 AM   #9673
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Finally find it, it was well documented but i am

Press U for port engine only. Press I for starboard engine only.

And it works great, thank you DW.
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Old 01-27-13, 02:50 PM   #9674
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Quote:
Originally Posted by filmogriter View Post
Hi Everyone. I am dying to get this mod to work but as you can see by the attached image I am experiencing some issues. I can not move or close anything that is displayed on the screen. It's all stuck in place!

If anyone knows what the issue is I'd love to hear from you.

Cheers,

Filmogriter

Does anyone have a solution to this problem? I've been using TDW's New_UIs successfully for several weeks but am experiencing this same issue after removing my mods and reinstalling them (all done while in the bunker).

Any help would be greatly appreciated.
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Old 01-27-13, 03:11 PM   #9675
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Quote:
Originally Posted by keysersoze View Post
Does anyone have a solution to this problem? I've been using TDW's New_UIs successfully for several weeks but am experiencing this same issue after removing my mods and reinstalling them (all done while in the bunker).

Any help would be greatly appreciated.
It depends upon mods You have removed/installed. Some of them need new compaign to be started after disabling/enabling process
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