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Old 11-16-09, 08:46 AM   #1
ridgewayranger
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Thanks A6Intruder, but I don't see it there, unless you mean the one for GWX3. I kind of hoped there was one for all SH3 mods?
Regards,RR
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Old 11-16-09, 01:18 PM   #2
A6Intruder
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Quote:
Originally Posted by ridgewayranger View Post
Thanks A6Intruder, but I don't see it there, unless you mean the one for GWX3. I kind of hoped there was one for all SH3 mods?
Regards,RR
Yes i was talking about this version. For which mod do you need it?
Best regards
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Old 11-16-09, 03:59 PM   #3
ridgewayranger
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Hello again A6Intruder,
Yep, I've D/Ld but not used it yet as everything seems to refer to GWX2 & 2.1. Is it compatible with GWX Gold? I also got the impression from reading Racerboys comments that it it was compatible with all SH3 Mods. I have NYGM, Warace 4.1 and LSH. Tell me I am wrong and put me out of my misery!
Thanks for the help,
Cheers, R.R.
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Old 11-19-09, 10:31 PM   #4
Hawk U-375
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Hey Racer....I made it back to the forums and saw this Mod still going........ I would like to replace some of the Sounds with "NEW" ones......"Abandon Ship"......"Fire Brigade report too Starboard side"
"Crew Prepare Torpedo Defense".......plus vintage Bugle Calls.....on the Warships......I need help though and was wondering if your still around...........I'm going to try on my own....but your Better at the placement....

Cheers!
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Old 11-23-09, 01:19 PM   #5
ridgewayranger
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Hi Again,
There is obviously something wrong with my D/L or install. The loading time went from 6.5 mins to over 20, and when I dived I kept going down. With flank speed and blowing M/B I got back up back went down again as soon as I stopped.
Apart from GWX mods I have:-
Enhanced funnel smoke and Thomsens ships
Lite radio traffic V2
Periscopes TDC 1.2
Gunfix mod v1.1
Foam
Community units
Kiel map detail
Seawolf & Tuddley Gold full edition
Lifeboats & debris_v4
Water_Stream_for_ Uboats_V4
Wbs Renown replacement
I was wondering about the Seawolf mod?
I also have flashing lights in the control room. Seem to be related to rolling but as they are never obscured, why?
Any help greatly appreciated.
RR
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Old 11-23-09, 02:01 PM   #6
asanovic7
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ridgewayranger


Just wanted to share some thoughts..
About the loading time.. Too big, must be a bug somewhere, 20 mins is too big..

About the diving issue.. I asked that a while ago and people said it is something normal. Well, it seemed to me that way, until I made a decent install with carefully placed mods. Well, now I don't have that issue anymore. Regardless of this, I had one issue with st. nazaire don't loading st. nazaire startup ctd, I said it is enuf to shrink some tgas to get the startup. Not true. Since then I had no such problem even with high textures.
BUT THEN again, I installed sp3, I installed new graphic drivers..
Who can really tell?

My best guess here is that you have a problem with community units. Unload that and try.
Then unload one by one or unload everything and load one by one, and try and report somewhere best on that mod's page..

Cheers!
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Old 11-23-09, 02:54 PM   #7
ridgewayranger
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Hi Asinovic,
Yes, thanks, I'll do what you suggest. I keep wondering what community units is anyway. Must have seemed like a good idea when I D/Ld it but so long ago and so many others since, I've completely forgotten.
Cheers, RR
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Old 10-21-12, 06:53 PM   #8
Albrecht Von Hesse
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I'd really like to add this to my current mod soup mix, but I've several questions first. I apologize in advance for these questions, as part of my mind says I should already know the answers, and another part of my mind says I should be able to figure the answers out based upon the mod-supplied readmes and instructions. Unfortunately, the bigger part of my mind (and the one that would up having me disappear for a number of years) no longer is capable of doing these things.

I've already minorly borked up my mod installs somehow by incorporating the necessary tweaks for Hsie's or Stiebler's hardcode fixes. So far those foobars have been relatively minor, such as the repetitive blank radio transmissions, floating flak towers at Kiel, and mis-sized new buttons. HW3 is graciously spending some time looking into the flak tower one for me.


My bigger questions regarding the "SH4 effects (and more) for SH3" mod are:
  1. Is there a particular order, relative to the mods I already have, this should be activated via JSGME?
  2. What effects (positive or negative) should "SH4 effects (and more) for SH3" have (especially sound related; ex. SH3.sdl) regarding the current mod setup I have?
  3. I also have questions about the mod itself:
The mod has one main folder: RB_SH4_Effects_for_SH3_2_03. Usually for mods I import, then activate, it via JSGME. However, usually mods have the file architecture of "MOD NAME\DATA\xxx"; RB_SH4_Effects_for_SH3_2_03 does not. Instead, within the folder RB_SH4_Effects_for_SH3_2_03 are subfolders:
  • for GWX 1_03,
  • Live_AI_ships_sounds,
  • Optional,
  • Racerboy_SH4_Effects_for_SH3_2_03, and,
  • tweakfile.
My understanding is that I won't need "for GWX 1_03" as I'm already running GWX (Gold) 3.0. I will (obviously) need to import the subfolder "Racerboy_SH4_Effects_for_SH3_2_03" and then activate it in order to run the mod itself. I won't need "Optional" (Torpedo_damage_Final) as I already have that as a mod on its own. However, I'm not at all sure what, if anything, I should, or need, to do with "Live_AI_ships_sounds".



There are also the text files:
  • How do I know if I setup new sounds correctly,
  • I want sound on a ship!,
  • I want the starshell gun on a ship!, and,
  • Racerboy's_SH4_Effects_for_SH3_2_03.
Racerboy's_SH4_Effects_for_SH3_2_03 is self-explanatory; its the readme regarding the mod itself. The other three seem to be similar, but applicable only for those desiring to create new (or modify pre-existing) ships, etc.

Sorry for the lengthy missive, but my mind really isn't running at peak efficiency anymore, and I really could use all the help I can get.

Danke.

~Albrecht von Hesse

Currently enabled mod list:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
Wac Animated Sub Pens interior start for GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - Enhanced Damage Effects
FM30_UpDown_final
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
Tikigod's - Engine Order Telegraph (German)
Torpedo damage Final ver2.0
torpedo trail and wake fix
Das Realistic Food
Real Depth Charge
hydrophone depth charge
SH3-Fix_SN_2_Stock
Fix_UZO_R_stock
GWX Gold restricted Bino Mod
Q Ship mod GWX3.0
GWX3.0 Additional_Ammo
Searchlights_Removed
KJF_Moon_v1.1
KB's Diesel Sound Mod
Aces' Combined SH3.SDL Files v2
TorpedoTubesFfireFinal vGW
Urfischs_ModStrike_Beta1
Merchant_Fleet_Mod_3.2
Air Torpedo_mod_v2.0
O2-Gauges v2
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)
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Old 10-21-12, 10:21 PM   #9
rudewarrior
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Quote:
Originally Posted by Albrecht Von Hesse View Post
My bigger questions regarding the "SH4 effects (and more) for SH3" mod are:
  1. Is there a particular order, relative to the mods I already have, this should be activated via JSGME?
  2. What effects (positive or negative) should "SH4 effects (and more) for SH3" have (especially sound related; ex. SH3.sdl) regarding the current mod setup I have?
  3. I also have questions about the mod itself:
The mod has one main folder: RB_SH4_Effects_for_SH3_2_03. Usually for mods I import, then activate, it via JSGME. However, usually mods have the file architecture of "MOD NAME\DATA\xxx"; RB_SH4_Effects_for_SH3_2_03 does not. Instead, within the folder RB_SH4_Effects_for_SH3_2_03 are subfolders:
  • for GWX 1_03,
  • Live_AI_ships_sounds,
  • Optional,
  • Racerboy_SH4_Effects_for_SH3_2_03, and,
  • tweakfile.
My understanding is that I won't need "for GWX 1_03" as I'm already running GWX (Gold) 3.0. I will (obviously) need to import the subfolder "Racerboy_SH4_Effects_for_SH3_2_03" and then activate it in order to run the mod itself. I won't need "Optional" (Torpedo_damage_Final) as I already have that as a mod on its own. However, I'm not at all sure what, if anything, I should, or need, to do with "Live_AI_ships_sounds".
The way I handled the Sh3.dsl file is that I took the Sh3.dsl file out of all the mods that had the most entries. Then I made sure that all the entries that were in the largest version had all the entries from the smaller versions. I don't remember if I had to edit it at all, but you can edit and view the file using Silent 3ditor.

As far as the mod order goes, here is my mod list:

00_GWX - 16km Atmosphere
00_GWX - Open Hatch Mod
01_Rbs1_SH4_Effects_GWX_30_71
02_LifeBoats&Debris_v4
03_Rbs2withbuoyance
04_Wooden_Lifeboats_Mod_1.1
05_Wilhemshafen,St Naz,Schluese and xtra ships V6
06_GWX_DFa-Flag&Pens_2010
07_FM30_UpDown_final
08_FM_NewInterior_V1.0
09_Thomsen's Sound Pack V3.2cg
10_BritishAsdicMkIFinal
11_Depthcharge Shake v2.01
12_Urfischs_ModStrike_Beta1
13_Waterstream+Exhaust Combi V2.3 for GWX3
14_New Uboat Guns 1.2
15_WAC4.1 SubPen_animated_18.02.2010
16_Unofficial_rockets_fix_GWX3.0
17_No continuous 'Ship spotted' V1.2 for GWX3 and Rubinis RocketFix
18_Aces' Multimod compatability fix release v1.3 public beta
19_Aces' Super Turms v6 for GWX
20_Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
21_Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
22_MaGui F
23_CT_FM_NI_Fix_for_MaGui F
24_ST7_Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
25_Merchant_Fleet_Mod_3.2
MaG_blue recmanual for MaGui F
MaG_German Images for MaGui F
MaG_h.sie's Colored Hull Integrity Indicator
MaG_optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
MaG_RED Filters on Scopes+Binoculars for MaGui F
AUD_Das Boot Sound Mod + No Ring Ring
AUD_Destroyers&Corvette
AUD_Diesel Startup Sequence for FM Engine Room
AUD_Real Depth Charge
UNI_Aces Hi Res Uniforms and Medals Mk 2
UNI1_Evan82's Uniforms II
END_63MBinSound
END_Air Torpedo_mod_v1.2
END_B25_Deck_Crew_Ambient
END_b25_Grass_+Carotio_SF_v2
END_b25_Louder_Diesels_Louder
END_Bearing Tables + JFO! Mod + S4B
END_BMW-R75 v.1 by TP
END_Cmnds + V16B1 + S4B
END_Combat Radio Frequency
END_DefSide Fix
END_Derzeitige Tiefe
END_Elite U-boat Binoculars
END_Flags_enlighten
END_Foam
END_Gramophone
END_Haunting Atlantic Wind
END_Ice Age
END_Karle's_Crash_Dive_Mod
END_OLC's Modified Searchlight Beams for GWX3
END_Pascal_Port_People
END_Q Ship mod GWX3.0 + Real Plot and RecM
END_Radio Log + JFO Messages
END_Rapt0r's Das Boot Interior
END_Rapt0r's Instruments V3.5+Dönitz Fly
END_Real DC zone
END_Realistic Plotting
END_Res Fix
END_Ricks_Alt_RecManual_v1.0
END_SH-5 Water For SH-3 Ultimate V10 16 Km + Clearsky Clouds
END_Sobers 3D Waves
END_Sub Image mod
END_Subphones
END_TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
END_TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
END_TiefeMkI(German)
END_Torpedo damage Final ver2.0
END_Torpedo Load Out + Renown
END_Torpedo_HAHD_1024_GWX
END_V16B1 h.sie + S4B
END_WB's Deck Gun Range
END_WB's Decks Awash + Fuel Economy
SH3 Cmdr_Compulsory U-boat Headdress
SH3 Cmdr_GWX Files
SH3 Cmdr_Intro and Photo Randomizer
SH3 Cmdr_JFO
SH3 Cmdr_MFM Skins
SH3 Cmdr_Real DC
SH3 Cmdr_Ship Names 0712
SH3 Cmdr1_Random Q Ship Mod + Torp FAIL
SH3 Cmdr1_WBNN Warning Orders

After this, you just have to very methodically overwrite each mod using JSGME, and very slowly figure out what works.

Hope this helps and good luck.
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Old 10-21-12, 11:12 PM   #10
Albrecht Von Hesse
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Mine Gott but that made my eyes cross and water!

I'm slowly muddling along with the ones I (so far) have, trying to get all of the mods working well before valiently attempting to incorporate the hardfix coding again. So far I've encountered an interesting oddity when I added "SH4 effects (and more) for SH3":



Any idea what's causing the square artifacts when a gun is fired?
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Old 10-21-12, 11:51 PM   #11
rudewarrior
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Quote:
Originally Posted by Albrecht Von Hesse View Post
Any idea what's causing the square artifacts when a gun is fired?
I'd say it's working right. AFAIK the squares are necessary for the animations to run. At least mine has always looked like that.
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Old 10-22-12, 06:53 AM   #12
fitzcarraldo
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Quote:
Originally Posted by rudewarrior View Post
I'd say it's working right. AFAIK the squares are necessary for the animations to run. At least mine has always looked like that.
I don´t remember now what file causes the problem: particles.dat or materials.dat. I had the problem some years ago. Now I use the LSH3 Spezialeffekte Gross submod in GWX and no problem with square smoke.

Regards.

Fitzcarraldo
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Old 10-22-12, 11:22 AM   #13
Fubar2Niner
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Quote:
Originally Posted by rudewarrior View Post

As far as the mod order goes, here is my mod list:......................
Holy mackeral Rude that is one helluva mod list.
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Old 10-22-12, 04:42 PM   #14
rudewarrior
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Quote:
Originally Posted by Fubar2Niner View Post
Holy mackeral Rude that is one helluva mod list.
Heh, believe it or not, the inspiration for it was from the person posted immediately above you, fitzcarraldo.

I came across one of his posts that listed all his mods, and I started digging about and uncovered all these gems that I wasn't using.

Then a couple of major mods all came out at around the same time, including Aces' Super Turms, h.sie's and Stiebler's sh3.exe fixes, etc. Put it all together in one big soup and I love it.
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Old 10-22-12, 06:11 PM   #15
fitzcarraldo
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Quote:
Originally Posted by rudewarrior View Post
Heh, believe it or not, the inspiration for it was from the person posted immediately above you, fitzcarraldo.

I came across one of his posts that listed all his mods, and I started digging about and uncovered all these gems that I wasn't using.

Then a couple of major mods all came out at around the same time, including Aces' Super Turms, h.sie's and Stiebler's sh3.exe fixes, etc. Put it all together in one big soup and I love it.
...but you win, rudewarrior...That is really a HUGE list of mods...

Also I have the patches (H.sie & Stiebler, the dynamic dwo), and all the Wreford Brown scripted ships. Plus SH3 Commander and their mods...But yours is a kilometric list!!!

Regards.

Fitzcarraldo
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