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 05-13-14, 08:30 AM   #5251
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by bandongogogo View Post
This is how my map looks likie with the mod list above.
I really would like to use IO_Stratmap, i used it before switching to TDW7.5 and OHII 2.5 (i think thats the current version xD)
Help much apreciated
Cheers
Hm, yes.. IIRC you should remove one file from IU map but I must remember which one...
vdr1981 is offline   Reply With Quote
Old 05-13-14, 11:14 AM   #5252
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Sjizzle View Post
sobers Lights Cfg V10 SH5 remove sobers DOF V6 SH5
Lights and DOF don't conflict. But DOF can be upgraded to sobers Realistic contrast which replaces it.

Quote:
Originally Posted by Sjizzle View Post

WTF is SJizzles Charts - Perfect Combined Mod ?????? i didn't made something like that !!!!!!!!!!! from where u downloaded that one ?
.. I think he just combined your 4 or 5 parts into one, maybe even tweaking the contents to how he likes it. It's something I plan on doing later as well. No worries!
  Reply With Quote
Old 05-13-14, 11:31 AM   #5253
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by THEBERBSTER View Post
Hi 7Infanterie19

If you read the document for FX_Update_0_0_22 you must select one of the patch files.

If you were to use FX_Update_0_0_21 then there are no patch files.
Hi Peter,

I read the readme and TDW's thread for v0022, and didn't see any mention anywhere that we "must" select one of the torpedo patch files. Are you 110% sure? IMO, those patch files are optional AFAIK. Patches are a must only if you apply the associated setting (that requires the patch) in the patcher. Maybe someone else can pipe in and clear this up for us.


Quote:
Originally Posted by THEBERBSTER View Post
...

The fixes and glitch mods should be used whether or not you are using OH II
Which ones are you referring to?


Quote:
Originally Posted by THEBERBSTER View Post


Sub Flags is a contentious issue as Raven did some tweaking with this mod as it was causing ctd’s.

I notice that on his last mod list although he has IRAI 0_0_39 Sub Flags is missing.
I agree from what I have read and experienced. I have removed it for the time being to take it out of the equation so I can focus on whatever else is causing CTDs. I'm hoping that TDW will not let that mod die and gets it back to being compatible with everything.

In the meantime, I've been trying to get this all sorted out. It's a tedious process finding the source of CTDs as you know. I hope to find my solution soon or I'll reluctantly have to go back to my OHII v2.4 setup in which I had everything working like a charm.

Quote:
Originally Posted by THEBERBSTER View Post
It’s a natural progression to update mods as they become available as they are either making enhancements or are fixing problems that have cropped up in the previous version.
lol .. not for me. Sometimes these updated mods cause me more headaches than good.

Cheers!
  Reply With Quote
Old 05-13-14, 11:34 AM   #5254
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by THEBERBSTER View Post
NDB,NDH OM#1 - No Dialog Indicator

Included in this mod SteelViking's Interior Mod V1.2

I do not think you need this?
Correct. No dialog indicator is already included in that interior mod.
  Reply With Quote
Old 05-13-14, 02:09 PM   #5255
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,605
Downloads: 1123
Uploads: 0


Default

Last paragraph of the readme states "included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled."

TheDarkWraith

Peter
THEBERBSTER is offline   Reply With Quote
Old 05-13-14, 04:40 PM   #5256
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Aha! So I was correct after all.
  Reply With Quote
Old 05-13-14, 06:20 PM   #5257
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,605
Downloads: 1123
Uploads: 0


Default

No.

There are 20 torpedo patches that have to be enabled in the GFP so you do need the patch in the FX22 update if you are going to use the FX22 main mod.
THEBERBSTER is offline   Reply With Quote
Old 05-13-14, 09:05 PM   #5258
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by THEBERBSTER View Post
No.

There are 20 torpedo patches that have to be enabled in the GFP so you do need the patch in the FX22 update if you are going to use the FX22 main mod.
Hi Peter! From your terse response, I take it you aren't happy with me, so I'll be a bit verbose.

From TDW's FX thread as you had noted earlier:

Quote:
Originally Posted by TheDarkWraith View Post
...- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
Notice the "if" in that sentence.

With all due respect Peter, I have never seen it stipulated that all GFP patches have to be applied, nor have I seen it stipulated that the torpedo add-ons have to be used when using FXU 0022.

I have only seen directions related to his patcher in which if one applies certain patches in the patcher that have a notation directing the user to read the associated text file for further directions to apply one of his associated patches or edit one or more of the files, or that you can't apply a certain patch without applying its partner patch or vice versa, then it's a "must" if the user wants to apply that patch. Otherwise, no further action is required for any other patches activated if there's no direction to do so.

A couple of examples of patches that wouldn't make sense to be "musts":
- Damage_zone_debugging: Used for debugging for those who need it.
- Stadimeter_as_sextant: Not everyone uses their stadimeter, nor does everyone use Real Nav.


From TDWs patcher thread:

Quote:
Originally Posted by TheDarkWraith View Post
PATCHES ARE NOT CUMULATIVE! YOU APPLY THE PATCHES YOU WANT ENABLED. i.e.: if you want patch 1 and patch 2 then you need to apply both patches
"You apply the patches you want enabled." That, IMO, means that these Generic Patcher patches are optional. We choose which patches we want to use, or even if we want to use the patcher itself for that matter.


The way I've always understood it is that "must" only applies to mods where it specifically says "this mod needs that mod (or patch, etc.) to work", either in the readme, in the mod thread, or empirically through the community. Even updates are not a must if someone wants to stay with their mod soup that is working wonderfully. Most mods out there are optional, especially eye-candy, graphics related mods. It's like the VIIA conning tower fix. I've lived without it for years, and it hasn't been a game breaker for me, so I can't see the need to tell people that they need to install it. Mind you, not having sober's spinning green thing would be a game breaker for me .. hehehe!

So if you can show me otherwise, I'll apologize for my misunderstanding and tip my Saints hat to you, Peter. It's just important to know that certain things can mislead people into unnecessary mod soup problems either immediately or down the road, and it's tough enough for us SH veterans to troubleshoot our CTDs (which I'm still working on), let alone for newbies who look to SH vets for guidance.


Cheers! - now come give me a hug!

(Trevally, sorry for the hijack! )
  Reply With Quote
Old 05-14-14, 08:45 AM   #5259
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,605
Downloads: 1123
Uploads: 0


Default

No I was not annoyed or terse, just being me, sorry you took it the wrong way lol.

I think the plot has been lost here a bit.

As far as the GFP. The individual makes the choice as what to enable and leave depending on their situation.

As far as the 'Torpedo Patches' that we are discussing on, even if I was not enabling all 20 patches I would still use the FX Torpedo Patch. This is the patch that will stop torpedoes from going round in circles.

Subbers who I have helped say that enabling this has cured their problem.

If you look at other mod lists on the Forum and there are many Fifi, Sjozzle etc, I would say that Sober knows what he is doing and if it is good enough for him then it is good enough for me.

Peter
THEBERBSTER is offline   Reply With Quote
Old 05-14-14, 11:54 AM   #5260
Silent Steel
Sea Lord
 
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
Default

Quote:
Originally Posted by THEBERBSTER View Post
...Sober knows what he is doing and if it is good enough for him then it is good enough for me.
Seconded
Silent Steel is offline   Reply With Quote
Old 05-14-14, 02:20 PM   #5261
Mikemike47
Grey Wolf
 
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
Default

Quote:
Originally Posted by Silent Steel View Post
Seconded
Thirded!
Mikemike47 is offline   Reply With Quote
Old 05-14-14, 04:05 PM   #5262
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Mikemike47 View Post
Thirded!
Fourthded
  Reply With Quote
Old 05-14-14, 04:20 PM   #5263
Silent Steel
Sea Lord
 
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
Default

Quote:
Originally Posted by Mikemike47 View Post
Thirded!
Quote:
Originally Posted by 7Infanterie19 View Post
Fourthded
Silent Steel is offline   Reply With Quote
Old 05-15-14, 02:25 AM   #5264
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Who is sombers
THE_MASK is offline   Reply With Quote
Old 05-19-14, 12:05 PM   #5265
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default Solved Original CTDs - no luck with EUF though

As per my post http://www.subsim.com/radioroom/show...postcount=5254, I had been having CTD problems after upgrading TDW’s stuff and OHII.

After probably over 50 campaign restarts while testing, I finally tracked down the problem to TDW’s options file and the patched files. I suspected a problem with the options file after merging it with the old one, even though I never had merge problems before, so I reinstalled all my TDW mods fresh, and updated the options file from scratch. I used the patcher to only patch what I needed and what didn’t require extra patch mods, and only did those things that required menu.txt to be updated if it wasn’t there already. I also had to leave out SubFlags, since it’s no longer compatible . I haven’t completed the Danzig mission in testing, but have run it long enough to "assume" that it doesn’t CTD now. When I do eventually start my campaign proper, I’ll know soon enough if I can get to Kiel or not without CTD.

As for my “TDW no hydrophone on the surface” problem, I now use “R.E.M XTB - no hydrophone on surface” and “R.S.D. & R.E.M. - GHG no hyd on surface”, which appears to have resolved that issue. I don't run R.S.D., btw.

So, with that finally done, I thought about my discussion with Peter and figured I’d try to get TheBeast’s EUF mod working (although to no avail). I use the main mod, Patch 1, HotFix and sobers v9 patch, followed by EUF FX, all in that order. I tried to readjust my mod soup order to align as closely with sober’s list with all the mods that I use that he also uses (or made). I don’t use everything he uses, nor do I take the same realism approach.

First odd thing I noticed is that with EUF, the Danzig mission begins at either 0800 or 1100 as opposed to 1600 without it. I have no clue why. Does anyone else know? This doesn’t appear to be a major issue as it allows you more time to get to the patrol zone, but if there are underlying problems with that, I wouldn’t know.


****EDIT: May 21****

With over 50 campaign restarts where I didn't have EUF running, the mission always began at 1600. With EUF, it's as I noted above. Now that I have EUF out of the mod list, and I started a new campaign proper, adding my own custom emblem mod, the mission begins at 1300. Removing that emblem mod, it returns to a 1600 start time. Whut thu? So it must be something related to editing the equipment.upc or upgradepacks.upc that affects this, wouldn't you think?

*****END EDIT******

The main problem is that after completing the first objective (like my original problem), and after at least one escort gets sunk, I get CTD. As mentioned earlier, without EUF, I don’t get any CTD. I didn’t have luck with this mod a couple of years ago and still don’t, so unfortunately, it appears that I’ll have to go without it again, since I am tired of testing and restarting campaigns . I read somewhere that Defiance restarted over 50 campaigns as well trying to track down CTDs, so at least I wasn't alone in the asylum .. hehehe.

Trevally, regarding the mission itself, I noticed that after sending in my contact report, BdU responds with the “Attack any Polish shipping ... “ message almost 3 hours earlier, contradicting the earlier FdU message “Start of hostilities against Poland 0445...” that usually comes in between 1830 and 1930. What’s the situation with that? Does the second message override the first? Also, it appears that after 0100, Poland units turn red on the map and the escorts become hostile already if they see us. Also in regards to that FdU message, maybe you can replace the commas before Attitude, No, and Boats, with a period and space, so that it can look tidier, and maybe even change the time and date to read something like at 0445 on 1/9. I remember the first time I saw that, I was confused, because I wasn't used to time and date jumbled together. That's just my suggestion.

After all these campaign loads that I’ve done while testing, I think I have spent more time in Danzig than the real 7. Infanterie Division did back in 1945.

Cheers!

Last edited by 7Infanterie19; 05-21-14 at 10:51 AM.
  Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


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 10:51 PM.


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.