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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-20-13, 12:37 AM   #151
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

Quote:
Originally Posted by volodya61 View Post
Just replace original files in SteelViking's mod folder with these ones..
Enjoy..
Or i can enable your mod directly with JSGME after SteelViking Interior i suppose?...

EDIT: yes, running great as a mod after SteelViking interior mod. Thanks again mate!

Last edited by Fifi; 02-20-13 at 02:46 AM.
Fifi is online   Reply With Quote
Old 02-20-13, 10:06 PM   #152
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

In my search of seeing only my sub AND my dashed hydro line ingame, i noticed when via the TDW file viewer editor, i desable TAI/nav map visual contacts and sonar contact (but keeping hydro contact), boats icons are sometime blinking even desabled...
Fifi is online   Reply With Quote
Old 02-22-13, 04:08 PM   #153
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

Added Fix SteelViking-HotSoup-WaterDrips because of kindness of Volodya , and so i deleted the 2 Reboot's mods.

Added Fuel Gauge WoGaDi_SteelViking's Interior to fix the inside fuel gauge.

Switched to Dynamic Environment normal version for personal taste.

Deleted Stoianm lights, not really needed anymore.

Deleted the Stormys DBSM SH5 v1.3 Basemod and Stormys DBSM SH5 v1.3 HOTFIX 3 because i found out they were the causual of the only random CTD i had when selecting torpedo tube/open torpedo tube...
Since i deleted it, it never happened again

So i'm now looking for a sound mod to replace Stormy DBSM.
Currently downloading Venatore SFX sound mod, and will try it.
Fifi is online   Reply With Quote
Old 02-23-13, 09:59 AM   #154
dem
Planesman
 
Join Date: Jul 2008
Posts: 181
Downloads: 476
Uploads: 0
Default

Quote:
Originally Posted by Fifi View Post
Added Fix SteelViking-HotSoup-WaterDrips because of kindness of Volodya , and so i deleted the 2 Reboot's mods.

Added Fuel Gauge WoGaDi_SteelViking's Interior to fix the inside fuel gauge.

Switched to Dynamic Environment normal version for personal taste.

Deleted Stoianm lights, not really needed anymore.

Deleted the Stormys DBSM SH5 v1.3 Basemod and Stormys DBSM SH5 v1.3 HOTFIX 3 because i found out they were the causual of the only random CTD i had when selecting torpedo tube/open torpedo tube...
Since i deleted it, it never happened again

So i'm now looking for a sound mod to replace Stormy DBSM.
Currently downloading Venatore SFX sound mod, and will try it.

Hi
Capthelms SH5 Audio Mod is a good one to
dem
dem is offline   Reply With Quote
Old 02-23-13, 11:33 PM   #155
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

Think i solved my Stormy DBSM issue!!

I noticed when playing sounds (TDC) independently with my computer, few sounds couldn't be opened and getting errors
It was precisely those ones related to selecting tube/opening tube wich gave me CTD sometime...

So i just copy/paste the same sounds from stock sound files for the ones getting errors, and it seems everything is working fine again

I checked each sound of Stormy's mod to see if my PC could read them, and found some few more giving errors. Made same process by copy/paste from stock sound files, and will report if i get any CTD. But i really think it's solved now
Fifi is online   Reply With Quote
Old 02-28-13, 06:44 PM   #156
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

Updated first post with new list running fantastic here!

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
sobers water splash anim SH5
sobers base sky mechanics V1
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_New_radio_messages_German
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_jimimadrids_map_tools
NewUIs_TDC_7_1_0_WWIIInterface_by_naights
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Patch_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
OH II Minefield map for TDWs Ui
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
sobers NO water drops V1
smaller flags for Warships 1_0b
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers hud sounds V1 SH5
sobers no footstep sound mod
EQuaTool 01.01 by AvM - Large Style
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V5 SH5
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Color_1_1_0
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
Torpedo Splash
No Ship Reflections incl EFS 1.2
stoianm pitch&roll for SH5 V1 (normal)
MyKey
TDW_GenericPatcher_v_1_0_74_0

I decided to no longer use DBSM (but i kept some DBSM favourit sounds in my data/ sound folder - easy copy/paste) as well as IO Strategic Map.
I'm very satisfied with Torpedo Splash and No ship Reflections
Fifi is online   Reply With Quote
Old 03-05-13, 12:17 AM   #157
Szito86
Bilge Rat
 
Join Date: Mar 2013
Posts: 1
Downloads: 34
Uploads: 0
Default

nice collection man
Szito86 is offline   Reply With Quote
Old 03-11-13, 03:03 AM   #158
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

Updated post 1 with my new list running since last week like a charm!
Not a single CTD nor any bug...
Never had better fluent nice rendering and overall accuracy since this one

Now, i see ships sinking like i could imagine as it was in reality, small cargos no more hanging around for hours or escaping full speed with one big hole...
No more hollywood explosions, but still fire can hugely damage them, torpedo hit splash visible from kilometer away, and sinking depending the hit place, some are still running slow untill the fload take them, some are stopping quite fast depending the hit, but the few sinkings i saw looked like never before...meaning stern or bow can raise and suddently desappear in huge bubbles!

Happy captain here

Last edited by Fifi; 03-11-13 at 03:18 AM.
Fifi is online   Reply With Quote
Old 03-11-13, 03:54 AM   #159
dem
Planesman
 
Join Date: Jul 2008
Posts: 181
Downloads: 476
Uploads: 0
Default

Quote:
Originally Posted by Fifi View Post
Updated post 1 with my new list running since last week like a charm!
Not a single CTD nor any bug...
Never had better fluent nice rendering and overall accuracy since this one

Now, i see ships sinking like i could imagine as it was in reality, small cargos no more hanging around for hours or escaping full speed with one big hole...
No more hollywood explosions, but still fire can hugely damage them, torpedo hit splash visible from kilometer away, and sinking depending the hit place, some are still running slow untill the fload take them, some are stopping quite fast depending the hit, but the few sinkings i saw looked like never before...meaning stern or bow can raise and suddently desappear in huge bubbles!

Happy captain here
Hi Fifi

Look nice, you put a lot of work in to it I mite try it my self
One thing (adjusted for better in these file what have you done)

thanks
Dem
dem is offline   Reply With Quote
Old 03-11-13, 04:35 AM   #160
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

Hi Dem!

Well, in FX just one file taken out in data/library: the "torpedoes_g7a-e"...
Torpedo splash is again visible, and at any distance.

In IRAI, i adjusted warship difficulty in data/script/AI/init, like that (because IRAI makes destroyers VERY difficult to escape if not impossible):

############ Difficulty parameters ################
Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.85;
RADAR_DIFFICULTY_MIN = 0.60;
RADAR_DIFFICULTY_MAX = 0.85;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.85;

And in RM&A, i deleted the data/scripts/ai/events folder before activating the mod, as per Rongel advice, to bring back old morale boost when sinking merchants ships (as i think any ennemy boat sinked gave crew morale boost in RL).

Hope this help
Fifi is online   Reply With Quote
Old 03-11-13, 06:03 AM   #161
dem
Planesman
 
Join Date: Jul 2008
Posts: 181
Downloads: 476
Uploads: 0
Default

Quote:
Originally Posted by Fifi View Post
Hi Dem!

Well, in FX just one file taken out in data/library: the "torpedoes_g7a-e"...
Torpedo splash is again visible, and at any distance.

In IRAI, i adjusted warship difficulty in data/script/AI/init, like that (because IRAI makes destroyers VERY difficult to escape if not impossible):

############ Difficulty parameters ################
Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.85;
RADAR_DIFFICULTY_MIN = 0.60;
RADAR_DIFFICULTY_MAX = 0.85;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.85;

And in RM&A, i deleted the data/scripts/ai/events folder before activating the mod, as per Rongel advice, to bring back old morale boost when sinking merchants ships (as i think any ennemy boat sinked gave crew morale boost in RL).

Hope this help
Ye it will Thank you, just need to fine the mods I have not got and we be good to go
dem is offline   Reply With Quote
Old 03-11-13, 06:48 AM   #162
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

Here are the 2 mods you could have trouble to find:
The SteelViking-HotSoup-WaterDrips (again thanks to Volodya!): http://www.mediafire.com/download.php?x075b94pr5y2wv0

And the Old Style Explosions Baza_FX (DynEnv compatible): http://www.mediafire.com/download.php?s3ko025bitgu870

All others are easily findable on subsim/google

PS: don't forget to desable the "AI Crew Damage Control" in TDW Generic Patcher (not compatible with AST_SH5_v2)

And i added R.E.M. - hydrophone mute for player fix (TDW compatible), to be able to keep GHG working on surface...should be findable in REM thread if you need it.
(Be aware your hydro guy need some mission experiences + points to be able to detect everything, at least on surface!)

Last edited by Fifi; 03-11-13 at 07:02 AM.
Fifi is online   Reply With Quote
Old 03-11-13, 07:41 AM   #163
dem
Planesman
 
Join Date: Jul 2008
Posts: 181
Downloads: 476
Uploads: 0
Default

Quote:
Originally Posted by Fifi View Post
Here are the 2 mods you could have trouble to find:
The SteelViking-HotSoup-WaterDrips (again thanks to Volodya!): http://www.mediafire.com/download.php?x075b94pr5y2wv0

And the Old Style Explosions Baza_FX (DynEnv compatible): http://www.mediafire.com/download.php?s3ko025bitgu870

All others are easily findable on subsim/google

PS: don't forget to desable the "AI Crew Damage Control" in TDW Generic Patcher (not compatible with AST_SH5_v2)

And i added R.E.M. - hydrophone mute for player fix (TDW compatible), to be able to keep GHG working on surface...should be findable in REM thread if you need it.
(Be aware your hydro guy need some mission experiences + points to be able to detect everything, at least on surface!)
Thank, got all mods, now off to make mod soup

Thanks looking forward to playing your list (no work today snow snow and more snow east uk
Dem
dem is offline   Reply With Quote
Old 03-11-13, 03:54 PM   #164
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,742
Downloads: 456
Uploads: 0


Default

Just respect the right activation order in first post, and all will be fine.
Start new career as with Sober megamod (launch to bunker, then exit to main screen then load last bunker save, go to equipment guy to choose torpedos etc, then choose your career realism options, then go to the mission officer and start!)

Your hydro guy will start to detect evrything on surface (if using stock GHG) at the second mission only (breaking fortress).
Give him points as soon as you get some.

Happy hunting!
Fifi is online   Reply With Quote
Old 03-11-13, 05:22 PM   #165
dem
Planesman
 
Join Date: Jul 2008
Posts: 181
Downloads: 476
Uploads: 0
Default

Quote:
Originally Posted by Fifi View Post
Just respect the right activation order in first post, and all will be fine.
Start new career as with Sober megamod (launch to bunker, then exit to main screen then load last bunker save, go to equipment guy to choose torpedos etc, then choose your career realism options, then go to the mission officer and start!)

Your hydro guy will start to detect evrything on surface (if using stock GHG) at the second mission only (breaking fortress).
Give him points as soon as you get some.

Happy hunting!
All ok 4 hrs playing
dem 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 06:22 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.