SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-19-22, 07:44 AM   #1
johnboy1958
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default Mods

Hi guys. I have been using sh3 and sh5, for some time. Am now trying sh4 but for some reason I can NOT get any mods to work. I have installed JSGME but the game is not using it. I have only trird "bigger dials at the moment, but it has not worked. Is anything different between sh3 say (which i have a lot of mods installed ) and sh4 ???
Hoping someone can point me in the right direction no pun intended.
Thanks in advance, John
  Reply With Quote
Old 07-20-22, 10:25 AM   #2
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,762
Downloads: 441
Uploads: 2


Default

What is the source of your SH4, such as Steam, Ubisoft, or other download, or a disk? What is the path to your install, such as are you in a Program Files folder? You should avoid installing there, if you have, and put the SH games in a folder of your own making, such as "C:\Games\Silent Hunter..." In the meantime, one thing about mods in the SH4 install (probably SH3 also), is that the game runs off of the Save folder data, but JSGME will not overwrite any data there (mostly because it puts the information in the game folder only), and Silent Hunter 4 will not overwrite any file in the Save folder if it exists already, which the Stock dials would already be there. If you are in a good install location, this would be my primary "suspect" here. Navigate into the Save folder (generally C:\Users \UserName \Documents \SH4) and delete either SH and all it contains, or the cfg folder below that, and all it contains. When you run SH4 again, it will re-create the Save folder data, and populate it with any new information that you have added with a mod. Now, small caveat here... this does wipe-out any campaign or other progress you have made thus far, but by the same token, that information is usually not compatible with the new mod configuration anyway. Just be aware of that.

Where is Aktungbby though? We are really doing the thread-necro here...

__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 07-20-22, 10:42 AM   #3
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 27,923
Downloads: 22
Uploads: 0


Default

ATR-42, who is still active as of 2020, would be pleased his thread is still active ...after 14 years!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is offline   Reply With Quote
Old 07-28-22, 01:09 AM   #4
VIIC1941
Watch
 
Join Date: Jan 2014
Posts: 22
Downloads: 135
Uploads: 0
Default

I am using a 3840×2160 monitor. The UI and text of the game are too small to see clearly.
In order to enlarge the UI, I find some tutorials and try to modify the menu_1024_768.ini, but it is too difficult for me, the UIs always looks messed up.
I can only give up this game temporarily. The 4k monitor is an amazing enjoyment, once I've experienced the high resolution, I can't stand the lower resolution anymore.
VIIC1941 is offline   Reply With Quote
Old 07-29-22, 06:24 PM   #5
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,762
Downloads: 441
Uploads: 2


Default

short of doing a new interface with the menu_1024_768.ini file, the easiest thing to do is to use a divisible setting in the game. Since it is a 16:9 resolution, try setting the game itself to 1920x1080 (leave the Windows settings alone), and see if you notice much of a difference.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 05-08-23, 03:12 PM   #6
Razyx
Nub
 
Join Date: Oct 2015
Posts: 2
Downloads: 12
Uploads: 0
Default

Hello, I think is my first post here hmm, well, time goes by quite fast and probably, in it's day, I was trying to find a fix or something.

Although the topic is old (and maybe even everybody know how to tweak it) the menu works like 'everything' in the game. The parents ID and their dependant items.
The menu, related with the main dials at least, are under the <menu group> of their group.
It starts with the label [G3F I35] and the <menu group> (or parent) named; Heading (ItemID=0x3F1D0000).

I've not digged enough to know everything but if you want to change the size of the dials you only need to change the values of the <main group> and do not touch (at first) the dependant items.
The dependant items position can be changed but a priori not the size (borders instead can change their size tho).

The key line is <zone>
It will look like the next; Zone= 759 120 90 90 0 1 0x3F010018 0.5 -1 0x3F1D0000 -0.5 1 0 30

-The first couple of numbers could be the location of the object but I didnt mess with those because we are looking for a square and regular dimension.
-The next couple of numbers are the ones that will allow you to change the size but, instead of working like the bigger the value the bigger the size, is the other way around. The lower the value the bigger the size.
-The next couple of values no idea (I got no effect but..)
-Later comes an itemID (it's the toggle under which the dials work).
-The next couple of numbers after an itemID move the object up/down, left/right in steps (around 50 pixels or so).
Values like 0, 0.5, 1, or alike are related with some kind of steps to move the object from a 'default center' (the first two values?).
-The last couple of numbers would be for fine tuning (in pixels, I'll say). This last numbers are useful when something is a bit off of the desired place, a marker etc.

I did not look for anything more because I got what I needed.
Hopefully it can be useful for someone.
Razyx is offline   Reply With Quote
Old 05-16-23, 10:39 AM   #7
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 27,923
Downloads: 22
Uploads: 0


Default Welcome aboard!

Rayzyx! finally on the surface after an 8 year 'silent run'!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is offline   Reply With Quote
Old 05-16-23, 12:26 PM   #8
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,939
Downloads: 436
Uploads: 27


Default

Quote:
Originally Posted by Razyx View Post
Hello, I think is my first post here hmm, well, time goes by quite fast and probably, in it's day, I was trying to find a fix or something.

Although the topic is old (and maybe even everybody know how to tweak it) the menu works like 'everything' in the game. The parents ID and their dependant items.
The menu, related with the main dials at least, are under the <menu group> of their group.
It starts with the label [G3F I35] and the <menu group> (or parent) named; Heading (ItemID=0x3F1D0000).

I've not digged enough to know everything but if you want to change the size of the dials you only need to change the values of the <main group> and do not touch (at first) the dependant items.
The dependant items position can be changed but a priori not the size (borders instead can change their size tho).

The key line is <zone>
It will look like the next; Zone= 759 120 90 90 0 1 0x3F010018 0.5 -1 0x3F1D0000 -0.5 1 0 30

-The first couple of numbers could be the location of the object but I didnt mess with those because we are looking for a square and regular dimension.
-The next couple of numbers are the ones that will allow you to change the size but, instead of working like the bigger the value the bigger the size, is the other way around. The lower the value the bigger the size.
-The next couple of values no idea (I got no effect but..)
-Later comes an itemID (it's the toggle under which the dials work).
-The next couple of numbers after an itemID move the object up/down, left/right in steps (around 50 pixels or so).
Values like 0, 0.5, 1, or alike are related with some kind of steps to move the object from a 'default center' (the first two values?).
-The last couple of numbers would be for fine tuning (in pixels, I'll say). This last numbers are useful when something is a bit off of the desired place, a marker etc.

I did not look for anything more because I got what I needed.
Hopefully it can be useful for someone.
Try this link.
https://www.subsim.com/radioroom/sho...d.php?t=128873

__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:38 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.