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Old 02-01-15, 01:28 AM   #1
Alfred Keitzer
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Default NEW LORIENT

Now with support for LSH3-2015 CAREER mode

Having seen endless videos and photos of the real Keramon bunkers at Lorient, I just couldn’t take the trek to and from Lorient any more. So, using a limited set of tools (Silent 3ditor, SH3MissionEditor, pencil and paper), I … (a) trimmed down the base to just that section that includes the bunkers; (b) raised two bunkers and paved the ground and made them land-based like the real Lorient bunkers Keroman I and II; (c) transposed the U-Boat under construction and all the people from the deleted section of old Lorient to the area in between the land-based bunkers; (d) moved the base to it’s more accurate location near the entrance of Lorient harbor; (e) moved the bunker AA guns, searchlights, a few ships and a green buoy to the new Lorient location; (f) moved the U-Boat departure point to be Pen K20 of Keramon III; and (g) scripted the escort to come up the Lorient main channel as your U-Boat is departing.

New Lorient v1.5

(All Inclusive Download)

All issues through Post #109 of this thread are addressed in this release.


I have made NINE variants of New Lorient -- all nine are included as separate MODs in the 7z file (~6 MB). You can pull out and install whichever versions you want or need …
  • New Lorient v1 – SH3 v1.4b Standard Missions – for the stock version of Silent Hunter III. Note that the stock version of SH3 is very plain and does not include the escort, ships, channel buoy, or outer harbor lighthouses found in other super-mods.
  • New Lorient v1 – GWX3 Standard Missions – runs with the "default" campaign missions files of GWX3.
  • New Lorient v1 – GWX3 Merged Campaign runs with the "Merged Campaign" mission files of GWX3.
  • New Lorient v1 – GWX3+Wilhelmshafen_et_al_V6 – runs with GWX3 standard campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V6" installed.
  • New Lorient v1 – GWX3+Wilhelmshafen_et_al_V7 runs with GWX3 standard campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7" installed. *
  • New Lorient v1 – GWX3 Merged Campaign+Wilhelmshafen_et_al_V6 runs with GWX3 Merged Campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V6" installed.
  • New Lorient v1 – GWX3 Merged Campaign+Wilhelmshafen_et_al_V7 runs with GWX3 Merged Campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7" installed. *
  • New Lorient v1 – NYGM 3.6F runs with NYGM 3.6F and most optional Mods except "Harbor Traffic Add-In" and "Mediterranean Campaign Only"
  • New Lorient v1 – LSH3-2015_BunkerStart – New Lorient base plus all the functionality of "_LSH3-2015_BunkerStart". For CAREER mode only; does NOT support MultiMission_NoCareer and SingleMission_NoCareer.
* NOTE: Running with GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7 also requires WAC4.1 SubPen_animated_18.02.2010 installed. DO NOT INSTALL Aces' Super Pens v4 GWX Version or you will lose the Lorient bunkers again (see documentation).


Files Utilized in this MOD:

-- data\MissionEditor\Locations\HB_Lorient.tga -- updated the 2D base footprint shown on maps in SH3MissionEditor.
-- data\Terrain\Locations\Lorient.tga -- updated the 2D base footprint shown on maps in SH3.
-- data\Terrain\Locations\Lorient.dat -- redefined the base in terms of its individual components. Eliminated that portion of base unrelated the Lorient bunkers (about half the base). Elevated land-based bunkers and laid foundation under them. Move U-Boat under construction and people to between land-based bunkers.
-- data\Terrain\Locations.cfg -- changed the location of Lorient base, city and industry.
-- data\Campaigns\Campaign\Campaign_LND.mis -- this file includes a marker that determines where the U-Boat actually departs from; moved and heading change.
-- data\Campaigns\Campaign\Campaign_RND.mis -- NOT CHANGED but retained for compatibility with other mission files.
-- data\Campaigns\Campaign\Campaign_SCR.mis -- repositioned the AA guns and searchlights that sit on top of the bunkers; moved some static U-Boats and ships; moved some anchored ships out of the way for the new base; and moved one of the Green channel buoys from further east to mark the center of the channel for departures and returns at night; move start point for escorts closer to new base for U-Boat departures.


Download here (~6 MB): http://prussianempire.com/New_Lorient_v1.5.7z

All NINE Mods include a similar PDF document: http://prussianempire.com/New_Lorient_v1.5.pdf


SUPPORTING FILES:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6:
http://prussianempire.com/GWX3_Wilhelmshafen_et_al_V6.7z
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7:
http://www.gamefront.com/files/21474149/GWX_3_Wilhemshafen_St_Naz_Schluese_and_xtra_ships_ V7_7z
WAC4.1 SubPen_animated_18.02.2010:
http://prussianempire.com/WAC4.1_SubPen_animated_18.02.2010.7z


-----

Nothing fancy or frilly here. No bands or waving people to see you off in the bunker – they are all over in the Rail Transport Yard celebrating Oktoberfest (unless you are using GWX 3 Wilhemshafen..V7 with Aces' animated sub pens) – but it sure beats the old Lorient base.



Behind the base looking South. Yup, that's the entrance to Lorient harbor right in front of the base.



Seaward entrance bunker to Keroman I



Land based bunkers Keroman I and II



Keroman Bunkers I, II and III



Moved the town and industrial center of old Lorient to the new; added a few more ships; and it's open for business.


Last edited by Alfred Keitzer; 05-30-15 at 04:18 AM. Reason: added prefix
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Old 02-01-15, 01:55 AM   #2
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That must have been quite a workload. Thanks a lot.

I've visited Trondheim and seen the old U-boat bunkers and the harbour area, and it is really an experience to sail from Trondheim in the game and get the same kind of feeling about the environment as in real life. Hopefully I get to visit Lorient one day.

I'm playing NYGM, and time's limited right now, but I'm hoping I'll get this edited in as soon as possible.
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Old 02-01-15, 03:56 AM   #3
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Super job, well done
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Old 02-01-15, 07:05 AM   #4
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@ Alfred Keitzer

Congratulations, It´s a brilliant job !!

Thanks a lot
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Old 02-01-15, 07:06 AM   #5
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Great work. It seems a must have....

Many thanks!

Regards.

Fitzcarraldo
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Old 02-01-15, 08:04 AM   #6
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This is looking great! I will download asap and install it.
Thank you for this work
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Old 02-01-15, 08:22 AM   #7
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Have just downloaded. It will be awhile before I ever get to see in the game, but the pictures look great!
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Old 02-07-15, 02:16 PM   #8
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Quote:
Originally Posted by Alfred Keitzer View Post
There are no copyrights placed on this MOD for my part and you are free to change or enhance it in any way you like.
Quote:
Originally Posted by Anvar1061 View Post
SSS
Dear Alfred Keitzer,we need a version compatible with WBs USAM v69.61

http://www.subsim.com/radioroom/show...58&postcount=1
SSS
I reworked NEW LORIENT+WBs USAM v69.61+Undersea_mod _Reworked by Rubini (http://www.subsim.com/radioroom/show...71&postcount=1)

DOWNLOAD:
http://www.mediafire.com/download/y9...AM+Undersea.7z
PS. WBS USAM v69.61 first set!

Last edited by Anvar1061; 02-08-15 at 08:36 AM.
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Old 02-07-15, 02:35 PM   #9
Alfred Keitzer
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Anvar1061 --

Nice job! How's it looking?

I have a good friend who just did a GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework. Will try to get that version up here as well.


Dani & Fubar2Niner --

Should have a "NEW LORIENT - GWX Merged Campaign" up here soon.

Cheers!
/AK
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Old 09-04-15, 09:52 AM   #10
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Quote:
Originally Posted by Alfred Keitzer View Post
Anvar1061 --

Nice job! How's it looking?

I have a good friend who just did a GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework. Will try to get that version up here as well.


Dani & Fubar2Niner --

Should have a "NEW LORIENT - GWX Merged Campaign" up here soon.

Cheers!
/AK
Is it possible to upload this fix mod somewhere here?
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Old 09-04-15, 10:06 AM   #11
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Quote:
Originally Posted by jaxa View Post
Is it possible to upload this fix mod somewhere here?
It has been mate, view post #1 as pointed out in post #110

Best regards.

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Old 09-04-15, 10:17 AM   #12
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Hmm, I thought about "GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework".
Can't see it in post #1.
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Old 09-05-15, 01:13 AM   #13
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Quote:
Originally Posted by Anvar1061 View Post
SSS
I reworked NEW LORIENT+WBs USAM v69.61+Undersea_mod _Reworked by Rubini (http://www.subsim.com/radioroom/show...71&postcount=1)

DOWNLOAD:
http://www.mediafire.com/download/y9...AM+Undersea.7z
PS. WBS USAM v69.61 first set!
Which version of New Lorient includes this pack? Standard, merged campaign, for Wilhelmshaven campaign?
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Old 09-05-15, 01:47 AM   #14
Alfred Keitzer
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Quote:
Originally Posted by jaxa View Post
Which version of New Lorient includes this pack? Standard, merged campaign, for Wilhelmshaven campaign?
None -- this was a mod done from the original implementation by Anvar1061. Send him a PM and check with him.

Last edited by Alfred Keitzer; 09-05-15 at 02:21 AM.
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Old 09-05-15, 03:02 AM   #15
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Would anyone be interested in having a combined, JSGME ready, file of GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V7, New Lorient V1.4 GWX3 Merged Campaign + Wilhelmshaven_et_al V7, WB's USAM v69.61.1 Part 1, & Rubini's Undersea Mod Reworked? This would be the Merged Campaign version. I have run this in my WAW campaign for several patrols, and it worked fine for me. I should warn you this is a big file 405.32MB zipped (provided Mediafire allows me to upload that big of a file).

Edit: here is the link http://www.mediafire.com/download/5d...ination_Mod.7z

You will still have to have WB's USAM v69.61.1 Part 2, which is all the ships, so it can be enabled separately without any problems. All original documentation is included in the documentation folder, and all credit goes to the original modders. All I did was follow their instructions for putting the mods together.
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Last edited by HW3; 09-05-15 at 04:17 AM.
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