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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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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. |
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#2 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
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Schleichfahrt is a super mod i think
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#3 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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would that have the shizen housen mod included?
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#4 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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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. ![]() ![]() 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. ![]() |
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#5 |
Count Dracula
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i don't think so that u will see a super mod for Sh5...
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#6 |
Count Dracula
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it is a mega mod but very outdated ...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= i am not sure if this is the name of this mod but all of them are very outdated...
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#7 |
Stowaway
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#8 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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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)
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#9 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#10 |
Stowaway
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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. ![]() |
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#11 |
Stowaway
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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. |
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#12 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
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...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.
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#13 |
Count Dracula
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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....
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#14 |
Captain
![]() Join Date: Sep 2013
Posts: 542
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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. |
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#15 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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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. |
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