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Old 09-30-13, 06:39 AM   #1
plj
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Default What did I miss (now)

I've been swapping my mep file a bit .. adapted mikemike47's list a little to include real navigation and a few other mods from sober's collection.

End result is a working game, with 2 issues:

For some reason my game now seems to default to feet as opposed to meters.

When I dive, my crew stays on watch.


Where would I start to look to resolve these issues ?

Code:
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
U-Boat Watch Crew Routine SFX
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog  V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
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Old 09-30-13, 07:05 AM   #2
plj
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Never mind the Imperial units .. dunno why it thought I would want feet as default .. remaining issue is my crew going for unallowed swims.
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Old 09-30-13, 07:57 AM   #3
gap
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Is anything overwriting the two mods below?

MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
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Old 09-30-13, 09:31 AM   #4
plj
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Just unzipped my clean install again, reloaded the mods, and now all is fine :/

Is it possible that JSGME doesnt clean up like it should when you choose unload all ?
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Old 09-30-13, 10:06 AM   #5
gap
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Quote:
Originally Posted by plj View Post
Just unzipped my clean install again, reloaded the mods, and now all is fine :/

Is it possible that JSGME doesnt clean up like it should when you choose unload all ?
yep, sometimes it gets confused
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Old 09-30-13, 05:42 PM   #6
Aktungbby
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That's all a simple Uboot-waffer needs!; a confused JSGME! Cannot any one write 'Modding for Dummies SHIII-IV' for sale on Amazon (with proceeds to subsim) so that ANYONE may slowly (but absolutely) install an infallible correctly ordered modlist? A computer layman inquires.
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Old 09-30-13, 06:32 PM   #7
gap
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Quote:
Originally Posted by Aktungbby View Post
That's all a simple Uboot-waffer needs!; a confused JSGME!
Well JSGME going nuts is not really a common evenience. In the big majority of cases file corruptions/replacements are due to simple human mistakes. Other than addressing your confused JSGME to a good psychiatrist, there are a few simple rules which can be adopted to reduce the evenience of JSGME-generated mistakes:

- avoid unneeded file conflicts as much as you can (renaming/removing readme files in the same name and paths, for instance);
- never stop JSGME during mod enabling/disabling, even though it may look freezed (this happens when processing mep files or big mods);
- avoid editing / adding / removing mod files while their mod is enabled.

With the above little attentions, JSGME is still a valid support to SH modding
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Old 10-01-13, 01:02 AM   #8
plj
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Quote:
Originally Posted by Aktungbby View Post
That's all a simple Uboot-waffer needs!; a confused JSGME! Cannot any one write 'Modding for Dummies SHIII-IV' for sale on Amazon (with proceeds to subsim) so that ANYONE may slowly (but absolutely) install an infallible correctly ordered modlist? A computer layman inquires.
On that .. dont worrie. I intend to make it a dummy proof downloader and installer tho. I'm lazy, and I've installed the same mod package waaaaaay to often now for comfort.


Other stuff that keeps bugging me, or my game .. which you prefer:

- Deckgun ... there is this nice 10" deckgun available for only 2000 renown (special plice fol you) ... but they scam it right off your boat as soon as you undock. Or at least, it shows as an 8"gun on the boat ... ? Is this a bug or me wanting a 10"gun too soon ?

- Yesterday I went sightseeing in Poland .. some nice harbors there .. great for training that deckgun crew ... except that when I sunk the last ship and wanted to go to Kiel, my game decided to crash. Again. Is there anything I can do to PREVENT these crashes ? I dont save every 10 minutes .. it breaks immersion ... but having to redo also breaks immersion Any suggestions ?
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Old 10-01-13, 01:23 AM   #9
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Oh yeah, also:

- When I lock onto a target, playing at 96% realism (external cam on), I used to be able to ask that weapon officer to identify my target. I can still ask it .. it still shows in the log that I asked it, but no answer, and my SRM stays closed. Is this a bug or a feature due to my modlist ?

(mikemike47, do you have the same issue or is this because I tried to shove sober's and your list into one ?)
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Old 10-01-13, 08:07 AM   #10
Kroenen
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Hey plj, I too was suffering a lot of CTDs (assuming thats the crash you had), and am also running a very similar mod setup to you. I thought I had it beat, but then every time I went through Kiel canal, it would CTD without fail.

It seems the TDW SH5 patcher I was using (I didn't know better so I downloaded the .gps file from one of the tutorials), had enabled some of the advanced render patches. May be worth checking those, as I have only had 1 ctd since then, when I tried to use the flak gun on a plane.

As for your weapons officer, 2 things to check. At the top right (to the left of the clock, make sure it's set to show the XO TDC. Next, when you press space to lock a target, make sure you haven't switched TDC off. I'm sure you've probably checked those already, but in my limited experience with SH5, I hope that helps a bit.

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Old 10-01-13, 10:17 AM   #11
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Quote:
Originally Posted by Kroenen View Post
As for your weapons officer, 2 things to check. At the top right (to the left of the clock, make sure it's set to show the XO TDC. Next, when you press space to lock a target, make sure you haven't switched TDC off. I'm sure you've probably checked those already, but in my limited experience with SH5, I hope that helps a bit.

Hey there,

Thanks for the suggestions, but I was not talking about the XO .. I think this feature is part of mccd or the mfc mod. It auto identifies and opens the SRM to the appropriate page.
The CTD's where related to modorder I'm sure .. using the second list gave me no CTD's so far, well .. one .. after a long time no saving and playing around in a polish harbour.

I double checked the patcher tho, nothing obvious like the render patches or anything, will take a closer look, but I doubt it comes from there, since afaik there is no mccdmfc related stuff in the patcher.
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Old 10-01-13, 11:00 AM   #12
Kroenen
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Yup, scratch that anyhow. Just had a CTD heading back through Kiel canal to go resupply. Thankfully, I wasn't taking any chances and saved beforehand...just hope I actually manage to get through, even if I have to do it in realtime!
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Old 10-01-13, 11:06 AM   #13
plj
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Update: I went full retard on myself here .. I disabled the auto opening of the SRM and flipping to the right page. You can laugh at me now.

Only remaining question is regarding upgrades at gamestart .. after reloading the base save, and talking to the upgrade guy, he's selling a 10 cm deckgun .. if I buy that, it's not in game. I also have a second deckgun slot ... which I can put that new shiny gun in, but that still does not make it available on my sub.

All the other issues seemed to be user error
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Old 10-01-13, 01:38 PM   #14
Mikemike47
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Quote:
Originally Posted by plj View Post
When I lock onto a target, playing at 96% realism (external cam on), I used to be able to ask that weapon officer to identify my target. I can still ask it .. it still shows in the log that I asked it, but no answer, and my SRM stays closed. Is this a bug or a feature due to my modlist ?
I play at about 60% realism I lock on target first then identify.
(mikemike47, do you have the same issue or is this because I tried to shove sober's and your list into one ?)
May not work if just returning to bunker, then changing mods. May have to start a new campaign. SRM means?
Quote:
Originally Posted by plj View Post
Hey there,

I think this feature is part of mccd or the mfc mod. It auto identifies and opens the SRM to the appropriate page.
The CTD's where related to modorder I'm sure .. using the second list gave me no CTD's so far, well .. one .. after a long time no saving and playing around in a polish harbour.
Works fine with MCCD and MFC.
I double checked the patcher tho, nothing obvious like the render patches or anything, will take a closer look, but I doubt it comes from there, since afaik there is no mccdmfc related stuff in the patcher.
Quote:
Originally Posted by plj View Post
I disabled the auto opening of the SRM and flipping to the right page.

Only remaining question is regarding upgrades at gamestart .. after reloading the base save, and talking to the upgrade guy, he's selling a 10 cm deckgun .. if I buy that, it's not in game. I also have a second deckgun slot ... which I can put that new shiny gun in, but that still does not make it available on my sub.
Include a picture of this second deckgun slot you are talking about.

I've seen things happen when you have to pay for item all over again when finishing a campaign. Is this what you mean? Or saving a game at bunker after buying equipment, then reloading that just saved game and upgrades do not show up? Maybe a bug with SH5 I am thinking about until I get more details from you. I will updated this with file information when I have more time later.

I usually see an empty slot,too. 8 or 10" guns are there. I am using the Equipment upgrades mods and sober's Equipment upgrades mods by date, too.

Generally speaking, look at individual folder and filename structure for a mod. Let new filenames overwrite over filenames from older mods, unless you want features of oldest mod.

Last edited by Mikemike47; 10-01-13 at 03:03 PM.
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Old 10-02-13, 05:11 AM   #15
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Quote:
Originally Posted by Mikemike47 View Post
May not work if just returning to bunker, then changing mods. May have to start a new campaign. SRM means?
Ship Recognition Manual. I didnt realise the option to not open it in the optionfile from TDW would disable the function all together. Fixed now


Quote:
Include a picture of this second deckgun slot you are talking about.
I feel so stupid now .. it's the option to remove the gun from your boat. Not a second deckgun slot. If you use it, both deckguns will be listed below.

Quote:
I've seen things happen when you have to pay for item all over again when finishing a campaign. Is this what you mean? Or saving a game at bunker after buying equipment, then reloading that just saved game and upgrades do not show up? Maybe a bug with SH5 I am thinking about until I get more details from you. I will updated this with file information when I have more time later.

I usually see an empty slot,too. 8 or 10" guns are there. I am using the Equipment upgrades mods and sober's Equipment upgrades mods by date, too.
The 10.5 cm gun can be bought .. it will cost all my 2000 strating renown. It will then show in dock as being installed. I then get my mission, start the patrol, walk over to the gun, and it shows as being a 8.8 cm gun.

This could very well be an issue with just showing incorrect name, but I dont know how to test that
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