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 09-25-13, 12:40 PM   #1
Laffertytig
Grey Wolf
 
Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
Default will we ever see a super mod?

the last time i attempted to play sh5 several months ago my head nearly exploded trying to figure out the correct combination of a dozen or so mods that are required to play this mess of a game without resulting in crashes.

are there any plans underfoot to create a super mod which would combine all major mods in one install, perhaps also having option to switch off and on certain mods?

something like gwx for want of a better term.
Laffertytig is offline   Reply With Quote
Old 09-25-13, 12:43 PM   #2
SnipersHunter
Samurai Navy
 
Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
Default

Schleichfahrt is a super mod i think
SnipersHunter is offline   Reply With Quote
Old 09-25-13, 12:55 PM   #3
Laffertytig
Grey Wolf
 
Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
Default

would that have the shizen housen mod included?
Laffertytig is offline   Reply With Quote
Old 09-25-13, 01:15 PM   #4
Mikemike47
Grey Wolf
 
Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
Default

Probably not for now, and a while for all the modders here to create something like GWX. Everyone is working on different components. I definitely played GWX versions 2 and 3. I do not recall at the moment how long GWX came out after SH3 was released.

Try Sober [inf] mega mod, Sjizzle or Fifi's mod lists. Vdr1981 has begun a new mod very recently called Reworked Submarine Damage. Fixes many of the errors for the damage control panel.

When TDW gets back and reposts, I'm sure he will doing wonderful things with New UIs for TDC and his generic patcher again.

Gap is the man to ask about things, too. All over the place helping everyone on multiple objectives with his wealth of knowledge.
Mikemike47 is offline   Reply With Quote
Old 09-25-13, 01:20 PM   #5
Sjizzle
Count Dracula
 
Sjizzle's Avatar
 
Join Date: Aug 2012
Location: 46°13′N, 24°47′E
Posts: 1,816
Downloads: 405
Uploads: 0


Default

i don't think so that u will see a super mod for Sh5...
Sjizzle is offline   Reply With Quote
Old 09-25-13, 01:23 PM   #6
Sjizzle
Count Dracula
 
Sjizzle's Avatar
 
Join Date: Aug 2012
Location: 46°13′N, 24°47′E
Posts: 1,816
Downloads: 405
Uploads: 0


Default

Quote:
Originally Posted by SnipersHunter View Post
Schleichfahrt is a super mod i think
it is a mega mod but very outdated ... Magnum Opus and My megamod <= i am not sure if this is the name of this mod but all of them are very outdated...
Sjizzle is offline   Reply With Quote
Old 09-25-13, 01:30 PM   #7
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Mikemike47 View Post
I do not recall at the moment how long GWX came out after SH3 was released.
GW 1.1a was released back around September 2006 I think.
Progressing to GWX 3 which was released December 2008.
  Reply With Quote
Old 09-25-13, 01:31 PM   #8
raymond6751
Admirable Mike
 
raymond6751's Avatar
 
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
Default duh

I actually think all the mods available are super!

However, Sober has put together what he calls his mega mod, which is a list of mods that work together.

For the sake of helping you, I include my list that has been in use now for months without problems. This list was built up over time, adding mods in one at a time and testing for problems. Most people who have problems with mods fail to read any of the documentation or recommendations given and so they get issues.

Each mod added might everwrite files from a previous mod. Using a mod manager like JSGME will alert you to any such problems and you can prevent the overwrites by not loading the new mod.

my list:
OPEN HORIZONS II_full v2.2
Drifter's Damage Control Screen v1.01
Expanded Navies by Cybermat47 v.0.0.07
SH5 Longer Repairs v.1
Wordeees' ChiefEngineer Mod
NewUIs_TDC_7_4_0_ByTheDarkWraith
NewUIs_TDC_7_4_0_New_radio_messages_German
NewUIs_TDC_7_4_0_Real_Navigation
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013
Patrol Routine Scripts v. 01.03 by AvM
Trevally TDC Help v2
Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
DBM Background Video
Living breathing Ocean VS_3 with new lighting and reflection work
IRAI_0_0_39_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
NewUIs_TDC_7_4_0_Das_Boot_Crew_Mod_by_Illyustrator
IRAI_0_0_39_Inertia_Damage
Player Guidance Icons Removed v1.02
sobers smoke screen V1 SH5 (DynEnv compatible)
Silentmichelsinteriormod
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
Command Keys 1.03
610 Rockin Robbins' Dick O'Kane FB Targeting Mission

Don't avoid playing the game waiting for your super mod. Modders are great folks, but not working in a team. Each does his mod and provides his hours/days of effort for free to the community. It is a bonus to us players, and we are all very greatfull to them. (or should be)
__________________
Game Designer:
Close The Atlantic - World War Three
https://boardgamegeek.com/boardgame/...orld-war-three
raymond6751 is offline   Reply With Quote
Old 09-25-13, 02:08 PM   #9
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Sjizzle View Post
i don't think so that u will see a super mod for Sh5...
Not yet, but I am sure we will have one
gap is offline   Reply With Quote
Old 09-25-13, 02:20 PM   #10
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Allow me to explain something about GWX that many seem to miss.
GWX Dev's did not create all the things included! We took (With permissions) Community developed mods, blended them all together,
added the GWX Teams stuff, and released an easily installable package.

That was tested by a group of dedicated testers that had little idea of what we were doing. The best way to find any bugs is to NOT tell people where to look for one! Why do you think Game devs do open Beta testing?

One way I did testing for a deliverable package was to get a good install,
then compare files to a stock install. Any different files were noted and compiled into a simple installer.
Any options were delivered as additional mods for JSGME to install.

That sounds simple but when working with people all around the World with different ideas?
It gets real complicated real fast!
You need that one person with a vision and the personnal relationship skills to combine it all and kick to the curb anything that wanders from the final Goal.

Kpt. did an outstanding job at that so GWX is almost annoyingly pointed at when Super Mods are brought up.

Do I agree with many posters that installing the Super Duper install list is a pain?
Oh Hell ya! I tried to test for Neal and gave up!
If GWX had tried to release that way I'd have been the first to slam it and walked away.

JSGME has it's place and can do wonderful things with the last release.
But you need to know how to use it.
An exe file that does it for you like GWX does?
The bitching would go WAY down.

OK. Ignore me now as I'm working on animation problems.
  Reply With Quote
Old 09-25-13, 08:35 PM   #11
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

all it would take is for someone to take all the mods they use and one at a time copy each mod over the other in the same order you would have installed them with jsgme until all the mods are there in one data folder. then you have your super mod so to speak and you just name it and put it in jsgme.

if you want to release it as an easy to use pre-assembled group of mods all you need is the permission of each modder to let you use their mod in your assembled group and list each mod included and give each modder due credit.

that's how I created GFO, I didn't reinvent the wheel or create anything I just took the time to find and assemble a group of great mods from a lot of great modders and released them that way. this would be even easier with sh5 because there are no mod conflicts to deal with if you are using the most popular mod lists that don't have conflicts.
  Reply With Quote
Old 09-26-13, 02:20 AM   #12
plj
Captain
 
Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
Default

...I offered to create just that .. an easy installable package. But from what I gathered, people here rather love arcane installation processes or mistook it with me bitching about complexity.
plj is offline   Reply With Quote
Old 09-26-13, 02:46 AM   #13
Sjizzle
Count Dracula
 
Sjizzle's Avatar
 
Join Date: Aug 2012
Location: 46°13′N, 24°47′E
Posts: 1,816
Downloads: 405
Uploads: 0


Default

Quote:
Originally Posted by plj View Post
...I offered to create just that .. an easy installable package. But from what I gathered, people here rather love arcane installation processes or mistook it with me bitching about complexity.
heya m8 nobody said that do not make it ...if u make a super mod and when u put together all mods in 1 folder something like Magnum Opus, Schleichtfahrt u can not update it anymore... each time when a mod have an update or a new mod is released u must make all form beginning u can not add only that mod to your mega mod... if u think on something like Sober_all_n_one what i have be give to Uncle Neal for bonus mod nobody stop you just as volodya and i said there is one pretty new one 2 - 3 weeks old if somebody download that and use sober .mep file need to add only 1 or 3 mods nothing more....
Sjizzle is offline   Reply With Quote
Old 09-26-13, 03:48 AM   #14
plj
Captain
 
Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
Default

Well .. you guys raised valid points in that it would be another compilation and just as fast outdated as the previous one. I wouldnt mind wasting bandwith on that tho .. and it's not THAT much work.

But, it's not very flexible... I'm cooking an alternative tho .. where you input a .mep file, and output a modded sh5.
plj is offline   Reply With Quote
Old 09-26-13, 05:48 AM   #15
Laffertytig
Grey Wolf
 
Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
Default

is that mod list above in the correct order to install? it really is such a shame that sh5 is so bad that it needs all this work to make it work playing.

although to be fair sh3 and sh4 were almost equally as bad. those games have the benefit though that they have all in one mods that install fairly easily.
Laffertytig 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 02:06 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.