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Old 02-12-16, 12:07 AM   #1
Vorkapitan
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Icon9 MANY CTDs!! I Need help!!

Hi All,
After not playing for about 2 yrs, I thought it might be a good time to start again... not so good.

My mods are below;


1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 03
4. The Wolves of Steel 1.05 - 8x5 Resolution Patch
5. The Wolves of Steel 1.05 - Wind & Smoke addon
KB - 2 Church's SHV Keyboard Commands
RPM Hydrophone v2.2.1
ENV - Water reflections intensity varied by available sunlight by TheDarkWraith
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.b Camera Filters - Vivid Colors
DynEnv v2.9 - No Underwater Impurity Patch
Church's NavMap v1.0 - Illyustrator's Version
Sub_Bubbles_v0_0_3_ byTheBeast
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No Underwater Impurity Patch 1
nVidia missing lights
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
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Old 02-12-16, 01:28 AM   #2
Sjizzle
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Quote:
Originally Posted by Vorkapitan View Post
Hi All,
After not playing for about 2 yrs, I thought it might be a good time to start again... not so good.

My mods are below;


1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 03
4. The Wolves of Steel 1.05 - 8x5 Resolution Patch
5. The Wolves of Steel 1.05 - Wind & Smoke addon
KB - 2 Church's SHV Keyboard Commands
RPM Hydrophone v2.2.1
ENV - Water reflections intensity varied by available sunlight by TheDarkWraith
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.b Camera Filters - Vivid Colors
DynEnv v2.9 - No Underwater Impurity Patch
Church's NavMap v1.0 - Illyustrator's Version
Sub_Bubbles_v0_0_3_ byTheBeast
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No Underwater Impurity Patch 1
nVidia missing lights
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
remove the following mods
RPM Hydrophone v2.2.1
ENV - Water reflections intensity varied by available sunlight by TheDarkWraith
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.b Camera Filters - Vivid Colors
DynEnv v2.9 - No Underwater Impurity Patch
Church's NavMap v1.0 - Illyustrator's Version
Sub_Bubbles_v0_0_3_ byTheBeast
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No Underwater Impurity Patch 1
nVidia missing lights
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

and pls read the TWoS documentation before enable any other mods after TWoS ... DynEnv is already included in TWoS, RPM inertia is not compatible with TWoS etc etc
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Old 02-13-16, 04:07 PM   #3
vdr1981
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Originally Posted by Sjizzle View Post

and pls read the TWoS documentation before enable any other mods after TWoS ... DynEnv is already included in TWoS, RPM inertia is not compatible with TWoS etc etc
Apparently, this is just too much to ask in most cases, from my experience at least...
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Old 02-13-16, 04:53 PM   #4
Vorkapitan
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YES, you are so right, It is too much for you to ask...


I did read the documentation, but not as well as I should have... due to cataracts.

Next time I had better watch my step or I might find myself walking the plank.

It was so wonderful of you all to find fault instead of offering help as 1 fellow did.
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Old 02-14-16, 07:59 AM   #5
Sjizzle
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Originally Posted by Vorkapitan View Post
YES, you are so right, It is too much for you to ask...


I did read the documentation, but not as well as I should have... due to cataracts.

Next time I had better watch my step or I might find myself walking the plank.

It was so wonderful of you all to find fault instead of offering help as 1 fellow did.
it' not about fault is abound mod order and mods compatibility... u can't enable mods as u wish cos the load order and compatibility is critical important..... if u don't like something in TWOS and there is no TWOS alternative option or patch u are free to build your own mod list but for that u need read about installation and compatibility for each mod what u wanna use and which will take some time to read and search on this forum....

now let's talk about mods which one u have enable after TWOS

RPM inertia mod
"INSTALLATION

- Install after NewUisTDC_7_x_x and Open Horizons 2.2
- Before install v2.2.1, uninstall previous version.
- Enable in bunker or New Campaign.
- You can enable it on patrol, only if you save the game when there is no contact of vessels by the hydrophone. ~ 30km.
* Incompatible: "mod Ship_inertia"
* Compatible with Real_navigation. No relation.
* I did not find incompatibility with other MODS. for now ..
* This mod works with CSP Magui Interface for SH5.
* recommended: SH5 - No Chornometer Ticking Sound: http://www.subsim.com/radioroom/down...o=file&id=1707
* RPM Hydrophone mod can not be overwritten by any other mod if this overwrites files *.sim *.dsd *.cfg within data \ sea \ (ship name) \ ... Then the table of the "rpm" will be unusable and the calculations will be incorrect. Except that it is compatible.
* Mods compatible that can overwrite my mod: Fifi_NoReflections_compatible_RPM_Hydrophone_2.2.1 <-http://www.subsim.com/radioroom/showthread.php?t=204375
* RPM Hydrophone mod & Fifi_noreflections_compatible_RPM.. must be the same installed versions."


now let's go to DynEnv. 2.9

"

Installation:
  • install JoneSoft Generic Mod Enabler if you have not done it yet, and configure it to the SH5 installation path (detailed instructions on how to configure it found here);
  • open the Dynamic Environment SH5 v 2.9 package using WinRAR or 7-Zip;
  • drop DynEnv v2.9 - 1. Main Mod into the <MODS> folder (inside the main SH5 directory);
  • enable the mod using JSGME;
  • follow the same steps for the optional mods you may want to use, taking care to enable them in the same order suggested by their progressive number. Sub-mods with the same number are alternative version of the same mod (enable only one of them).
    NOTE: Sobers Best Ever Tweaks overwrites Enhanced Visibility, Camera Filters and Wave Mechanics optional mods."
and also each mod have they documentation which one must read .....
and also TWOS has a huge documentation and FAQ section post #1 and #2 in the TWOS thread.....


in my opinion is more simple to play with TWOS without enabling any other mods after TWoS if u don't know the impact what they will have to gamplay stability and also to TWoS mega mod .....
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Old 02-14-16, 02:41 PM   #6
Vorkapitan
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Quote:
Originally Posted by Sjizzle View Post
it' not about fault is abound mod order and mods compatibility... u can't enable mods as u wish cos the load order and compatibility is critical important..... if u don't like something in TWOS and there is no TWOS alternative option or patch u are free to build your own mod list but for that u need read about installation and compatibility for each mod what u wanna use and which will take some time to read and search on this forum....

now let's talk about mods which one u have enable after TWOS

RPM inertia mod
"INSTALLATION

- Install after NewUisTDC_7_x_x and Open Horizons 2.2
- Before install v2.2.1, uninstall previous version.
- Enable in bunker or New Campaign.
- You can enable it on patrol, only if you save the game when there is no contact of vessels by the hydrophone. ~ 30km.
* Incompatible: "mod Ship_inertia"
* Compatible with Real_navigation. No relation.
* I did not find incompatibility with other MODS. for now ..
* This mod works with CSP Magui Interface for SH5.
* recommended: SH5 - No Chornometer Ticking Sound: http://www.subsim.com/radioroom/down...o=file&id=1707
* RPM Hydrophone mod can not be overwritten by any other mod if this overwrites files *.sim *.dsd *.cfg within data \ sea \ (ship name) \ ... Then the table of the "rpm" will be unusable and the calculations will be incorrect. Except that it is compatible.
* Mods compatible that can overwrite my mod: Fifi_NoReflections_compatible_RPM_Hydrophone_2.2.1 <-http://www.subsim.com/radioroom/showthread.php?t=204375
* RPM Hydrophone mod & Fifi_noreflections_compatible_RPM.. must be the same installed versions."


now let's go to DynEnv. 2.9

"

Installation:
  • install JoneSoft Generic Mod Enabler if you have not done it yet, and configure it to the SH5 installation path (detailed instructions on how to configure it found here);
  • open the Dynamic Environment SH5 v 2.9 package using WinRAR or 7-Zip;
  • drop DynEnv v2.9 - 1. Main Mod into the <MODS> folder (inside the main SH5 directory);
  • enable the mod using JSGME;
  • follow the same steps for the optional mods you may want to use, taking care to enable them in the same order suggested by their progressive number. Sub-mods with the same number are alternative version of the same mod (enable only one of them).
    NOTE: Sobers Best Ever Tweaks overwrites Enhanced Visibility, Camera Filters and Wave Mechanics optional mods."
and also each mod have they documentation which one must read .....
and also TWOS has a huge documentation and FAQ section post #1 and #2 in the TWOS thread.....


in my opinion is more simple to play with TWOS without enabling any other mods after TWoS if u don't know the impact what they will have to gamplay stability and also to TWoS mega mod .....
Now this is what I needed in the first place .... Thank you .. Great mods!
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Old 02-12-16, 05:19 AM   #7
THEBERBSTER
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Hi Vorkapitan
It is not just about the mods that Vecko has used for TWOS it goes further than that.
Mods have been tweaked so that they compatibly work with each other in his mega mod.
Patches have been added also so that everything works in harmony together.
There are well over 100 mods in TWOS and therefore adding any additional mod unless you know what you are doing is an accident waiting to happen.
I know gammers like to add additional mods its in there blood to do it.
You have to use the basic rule of adding 1 mod and testing it to see if it causes any problems.
When you add more than 1 mod how do you which one or all of them is causing the problem?
The whole point of playing any game is to enjoy it, not spending the time trying to fix it.
Sometimes less is more!
Peter
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Old 02-12-16, 01:59 PM   #8
Vorkapitan
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Originally Posted by THEBERBSTER View Post
Hi Vorkapitan
It is not just about the mods that Vecko has used for TWOS it goes further than that.
Mods have been tweaked so that they compatibly work with each other in his mega mod.
Patches have been added also so that everything works in harmony together.
There are well over 100 mods in TWOS and therefore adding any additional mod unless you know what you are doing is an accident waiting to happen.
I know gammers like to add additional mods its in there blood to do it.
You have to use the basic rule of adding 1 mod and testing it to see if it causes any problems.
When you add more than 1 mod how do you which one or all of them is causing the problem?
The whole point of playing any game is to enjoy it, not spending the time trying to fix it.
Sometimes less is more!
Peter
Thx, but the reason that I add some of he mods, was because I want the water to be a different color and clearer. and use different maps Is there no way to do this?
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Old 02-12-16, 03:21 PM   #9
THEBERBSTER
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Hi Vorkapitan
The problem you have with the water is when you add all those mods do you actually know what each one does?
Ask yourself what you are actually trying to achieve for example is it the color, the texture?
Put your questions regarding TWOS on the dedicated thread that way you should get a better response.

As for your maps have a look at this.
http://www.subsim.com/radioroom/show...57&postcount=1

Peter
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Old 02-12-16, 03:47 PM   #10
Vorkapitan
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Vorkapitan
The problem you have with the water is when you add all those mods do you actually know what each one does?
Ask yourself what you are actually trying to achieve for example is it the color, the texture?
Put your questions regarding TWOS on the dedicated thread that way you should get a better response.

As for your maps have a look at this.
http://www.subsim.com/radioroom/show...57&postcount=1

Peter
The reason I asked you was because when I post a question (about 6) I have never received a response. I guess everybody is too busy.
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