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Old 12-15-11, 01:22 AM   #166
uekel
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Hi Akula!
Quote:
Originally Posted by Akula4745 View Post
... but this Uboat is still like a pogo stick whenever I change depths...


If you mean it can not keep the set depth, it is an annoying behavior. Try this out: http://www.subsim.com/radioroom/show...92&postcount=1

It´s just like a new boot.
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Old 12-15-11, 02:26 AM   #167
Akula4745
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Quote:
Originally Posted by uekel View Post
Hi Akula!

If you mean it can not keep the set depth, it is an annoying behavior. Try this out: http://www.subsim.com/radioroom/show...92&postcount=1

It´s just like a new boot.
Both those links are dead, uekel. But I already had that mod in my archive. I installed and it does seem to help! Thanks for the knowledge sir!
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Old 12-15-11, 02:38 AM   #168
Silent Steel
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Default @ Akula & Trevally

Quote:
Originally Posted by Akula4745 View Post
Trevally,
Just for future reference - when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved. I am now on Northern Patrol... but this Uboat is still like a pogo stick whenever I change depths.

My current mod stack is:

Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]

Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
nVidia missing lights
Real Environment - Revision_3
stoianm EnvWeather V1 SH5
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Radio_Messages_1_2_0_UI_Boat_v4_14
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
OH II Campaign Radio Messages v4
IO_StrategicMap_4_3_for_Ui-Boat V4.14
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Enhanced FunelSmoke1.2_by HanSolo78
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
Small_trees_SH5_V1
U-Boat Watch Crew Routine SFX
Church's Compass Dials Mod v2.2 - Option Three
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
German U-Boat Internal Routine SFX

Any suggestions from those wiser than me?
Ahoy Akula,

Just curious -
You say '... when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved.'
Were you running the 'CSPMagui' at the time you experienced this?
Just asking because I see in your list that you're now running the UI-boat mod.

I don't know if I'm wiser than you but I have some suggestions for the load order, one alternative mod plus a few questions for Trevally.
Trevally please see my questions below marked with *

Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3

* When you're running the 'OPEN HORIZONS II_full v1.5' mod the 'OPEN HORIZONS II_New_Ships v1.5' is included. I think you shouldn't run the Cerberus62 mods as well. Might these ones cause conflicts? Trevally, can you confirm this?
nVidia missing lights
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14

Real Environment - Revision_3 - I suggest you replace this one with the Dynamic Environment SH5
Radio_Messages_1_2_0_UI_Boat_v4_14
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod

U-Boat Watch Crew Routine SFX
German U-Boat Internal Routine SFX
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b

stoianm EnvWeather V1 SH5
* OH II Campaign Radio Messages v4 - Do you know if this one conflicts with the 'Radio_Messages_1_2_0_UI_Boat_v4_14' above?

IO_StrategicMap_4_3_for_Ui-Boat V4.14
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
* Enhanced FunelSmoke1.2_by HanSolo78 - This feature is included in 'Open Horizons'
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags

SubFlags__0_0_8_byTheDarkWraith <<< add this one

Small_trees_SH5_V1
Church's Compass Dials Mod v2.2 - Option Three
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM


Please note - as you can see I've rearranged all sound mods because I've seen somewhere here in this thread that it's recommended not to enable any sound mods after the 'Open Horizons II'
* Except for the 'OH II Campaign Radio Messages v4' ?
Trevally can you please confirm my questions?


Regards


Last edited by Silent Steel; 12-15-11 at 07:54 AM.
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Old 12-15-11, 07:26 AM   #169
TheBeast
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@ Silent Steel

Please do not post link to SubFlags 0 0 9 by TheDarkWraith.
TheDarkWraith has not approved the changes I made to his Flag MOD yet.
I PM'd him a couple weeks ago about those changes but I think he is very busy with his GR2 Exporter MOD that he has been developing.

Also, I have a more up to date version of the Flag MOD that adds the Missing Splash FX for the Type-VIIC Conning Tower 2.
I think that the Type-VIIB Conning Tower 2 and 3 are also missing these FX as well. I will be checking on this soon.
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Old 12-15-11, 08:00 AM   #170
Silent Steel
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Quote:
Originally Posted by TheBeast View Post
@ Silent Steel

Please do not post link to SubFlags 0 0 9 by TheDarkWraith.

Also, I have a more up to date version of the Flag MOD that adds the Missing Splash FX for the Type-VIIC Conning Tower 2.
I think that the Type-VIIB Conning Tower 2 and 3 are also missing these FX as well. I will be checking on this soon.
__________________________________________________ ____________________

Aye Sir,

Sorry about that, thanks
Replaced it with 0.0.8

What you tell about a more up to date version of the Flag mod sounds interesting.
Do you mean you're working on it or is it released?

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Old 12-15-11, 09:00 AM   #171
TheBeast
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Quote:
Originally Posted by Silent Steel View Post
__________________________________________________ ____________________

Aye Sir,

Sorry about that, thanks
Replaced it with 0.0.8

What you tell about a more up to date version of the Flag mod sounds interesting.
Do you mean you're working on it or is it released?
I am currently working on these files (when time permits) to add missing splash efects on some of the Conning Towers.

I originally started working on these files because I was trying to get cfg#snk node for Snorkel mount and these files appeared to be best (easiest) files to add these nodes but I found out that the game engine loads these files after it attempt to load the snorkel so it didnt work for that purpose.
During the that process I decided to update the Flag 3D Models and Mesh Animations by Privateer/Ducimus for much better looking Sub flag animations. This is done.

Regards!
TheBeast
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Old 12-15-11, 10:03 AM   #172
Silent Steel
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Quote:
Originally Posted by TheBeast View Post
I am currently working on these files (when time permits) to add missing splash efects on some of the Conning Towers.

I originally started working on these files because I was trying to get cfg#snk node for Snorkel mount and these files appeared to be best (easiest) files to add these nodes but I found out that the game engine loads these files after it attempt to load the snorkel so it didnt work for that purpose.
During the that process I decided to update the Flag 3D Models and Mesh Animations by Privateer/Ducimus for much better looking Sub flag animations. This is done.

Regards!
TheBeast
Can't wait, please let me know when you release this one.

BTW - last night I loaded the CSPMagui by dr Jones and was surprised - the snorkel works.

Cheers
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Old 12-15-11, 10:34 AM   #173
Akula4745
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Quote:
Originally Posted by Silent Steel View Post
Ahoy Akula,

Just curious - You say '... when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved.' Were you running the 'CSPMagui' at the time you experienced this? Just asking because I see in your list that you're now running the UI-boat mod.
At one time I was using the CSPMagui mod - I think I left the minefield map mod in by accident. Removing it allowed me to select a mission in the bunker, where previously no mission was selectable - they were there... you just could not select it.

Quote:
Originally Posted by Silent Steel View Post
I don't know if I'm wiser than you but I have some suggestions for the load order, one alternative mod plus a few questions for Trevally.
Trevally please see my questions below marked with *

* When you're running the 'OPEN HORIZONS II_full v1.5' mod the 'OPEN HORIZONS II_New_Ships v1.5' is included. I think you shouldn't run the Cerberus62 mods as well. Might these ones cause conflicts? Trevally, can you confirm this?

* OH II Campaign Radio Messages v4 -
Do you know if this one conflicts with the 'Radio_Messages_1_2_0_UI_Boat_v4_14'?
I would love to know these answers myself. Am I causing conflicts with these mods?


Quote:
Originally Posted by Silent Steel View Post
* Enhanced FunelSmoke1.2_by HanSolo78 - This feature is included in 'Open Horizons'

Real Environment - Revision_3 - I suggest you replace this one with the Dynamic Environment SH5

SubFlags__0_0_8_byTheDarkWraith <<< add this one
I am curious what the sub flags mod will do for me... other than add a flag? Will this mod affect the bouncing depth issue?


Quote:
Originally Posted by Silent Steel View Post
Please note - as you can see I've rearranged all sound mods because I've seen somewhere here in this thread that it's recommended not to enable any sound mods after the 'Open Horizons II'
* Except for the 'OH II Campaign Radio Messages v4' ?
Trevally can you please confirm my questions?
Thanks so much for the insight and knowledge, Silent Steel! I owe ya sir!

Also a big shout out to
The Beast! I removed the \data\Submarine\NSS_Uboat* SIM files from the Real Environment Revision 3 as The Beast had suggested... and my buoyancy has returned! From initial testing (late last night) the bouncing depth issue "appears" to be resolved. Many thanks, Beast!!

As always I continue to be impressed with the helpfulness and willing attitude in this forum. I can honestly NOT remember a game forum which had this strong a helpful atmosphere and crew! My thanks and kudos to all!
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Old 12-15-11, 10:38 AM   #174
TheBeast
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Quote:
Originally Posted by Silent Steel View Post
Can't wait, please let me know when you release this one.

BTW - last night I loaded the CSPMagui by dr Jones and was surprised - the snorkel works.

Cheers
Yes, but the Snorkel I released in Equipment Upgrade fixes v1.4 is very lame.
I have updated that Model adding Dmg/Col model to Snorkel with Plumbing Pipe and Brace attached to Conning Tower.
I will be releasing Equipment Upgrade fixes v1.4 Patch 1 soon.

Hope Trevally. doesn't mind us hijacking his thread.

Please place any further comment about this to the Equipment Upgrade fixes thread.

Thanks!
TheBeast
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Old 12-15-11, 02:50 PM   #175
Trevally.
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Quote:
Originally Posted by Silent Steel View Post
I don't know if I'm wiser than you but I have some suggestions for the load order, one alternative mod plus a few questions for Trevally.
Trevally please see my questions below marked with *

Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
* When you're running the 'OPEN HORIZONS II_full v1.5' mod the 'OPEN HORIZONS II_New_Ships v1.5' is included. I think you shouldn't run the Cerberus62 mods as well. Might these ones cause conflicts? Trevally, can you confirm this?
Hi SilentSteel

Yes -
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)

These mods are within OHII so you do not need them.

Cerberus62 Historical Ship Equipment 1.3
This one is not - so you can install if you wish




Quote:
Radio_Messages_1_2_0_UI_Boat_v4_14

* OH II Campaign Radio Messages v4 - Do you know if this one conflicts with the 'Radio_Messages_1_2_0_UI_Boat_v4_14' above?


This is ok to overwrite.
It will only share some folders and not overwrite anyfiles


Quote:

* Enhanced FunelSmoke1.2_by HanSolo78 - This feature is included in 'Open Horizons'
No - this is not in OHII



Quote:
Please note - as you can see I've rearranged all sound mods because I've seen somewhere here in this thread that it's recommended not to enable any sound mods after the 'Open Horizons II'
* Except for the 'OH II Campaign Radio Messages v4' ?
Trevally can you please confirm my questions?


The sound controlling file within OHII is from:-
Stormfly's DBSM (all of them)
- you can check Stormfly's thread to see what other sounds mods may be included.

Rongels - lifeboat mod uses OHII sound file so it will be installed after OHII




Quote:
Originally Posted by TheBeast View Post
Hope Trevally. doesn't mind us hijacking his thread.
Hijack away - I don't mind
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Last edited by Trevally.; 12-15-11 at 05:47 PM.
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Old 12-15-11, 04:36 PM   #176
Commander Mysenses
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Quote:
Originally Posted by Trevally. View Post
[/COLOR]Yes -
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
These mods are within OHII so you do not need them.
What about, mtns more traffic, nations and ships 1.7i?
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Old 12-15-11, 05:53 PM   #177
Trevally.
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Quote:
Originally Posted by Commander Mysenses View Post
What about, mtns more traffic, nations and ships 1.7i?
Hi Commander Mysenses

Yes - MTNS will work with OHII but only if you use the fix by uekel
mtns - OHII&HarbourAdditon_Fix_1_5b

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Old 12-16-11, 01:42 AM   #178
mobucks
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Played the BB test, no CTD. I crash there in campaign though.

Quote:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
RemoveLogoIntroTheDarkWraith
NDB,NDH OM#1 - No Dialog Indicator
Capthelms Audio Mod
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
U-Boat Ballast Tanks SFX
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
sobers silent hud
FX_Update_0_0_16_2_ByTheDarkWraith
Carotio_IntercontinentalRadioPack
Dark_Interior_V1
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers best ever fog V4 SH5
sobers see thru wake fix
sobers smaller water drops
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Church's Compass Dials Mod v2.2 - Option Three
MadMaxs_SH5_Subdiesel
Manos Scopes-patch for 8x5
MightyFine Less Annoying Footsteps 1.0
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
OHII Scapatest
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Old 12-16-11, 01:52 AM   #179
Silent Steel
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Quote:
Originally Posted by Trevally. View Post
Hi SilentSteel
Yes -
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
These mods are within OHII so you do not need them.

Cerberus62 Historical Ship Equipment 1.3
This one is not - so you can install if you wish

This is ok to overwrite.
It will only share some folders and not overwrite anyfiles


No - this is not in OHII

The sound controlling file within OHII is from:-
Stormfly's DBSM (all of them)
- you can check Stormfly's thread to see what other sounds mods may be included.

Rongels - lifeboat mod uses OHII sound file so it will be installed after OHII


Hijack away - I don't mind

Thanks for your help Trevally
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Old 12-16-11, 02:21 AM   #180
Silent Steel
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Quote:
Originally Posted by mobucks View Post
Played the BB test, no CTD. I crash there in campaign though.
Hi Mobucks

I'm not quite sure if this is the answer to your question but I've read somewhere that these can conflict in such a way that they can cause CTDs.

* Capthelms Audio Mod

* Stormys DBSM SH5 v1.3 Basemod
* Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz

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