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-   -   SH4 Master Thread: Popular Mods, Tools, Technical advice & Tactical tips (https://www.subsim.com/radioroom/showthread.php?t=155786)

Onkel Neal 09-03-09 06:59 PM

SH4 Master Thread: Popular Mods, Tools, Technical advice & Tactical tips
 
To cut back on some of the sticky congestion, this thread will have links to the popular SH4 mods that were stickied before. These are very popular threads, so they will probably stay on the front page, but if you cannot find it easily, you can find it here.

[FIX] SH4 crash-to-desktop fix (memory issue)



Subsim's recommended modding etiquette (please read these guidelines)


Quote:

Originally Posted by Gizzmoe (Post 555062)
--- SUBSIM'S RECOMMENDED MODDING ETIQUETTE GUIDELINES ----

The following guidelines are the result of a thread opened publically to receive feedback and suggestions about what kind of behaviours and practices are unanimously approved and wished by people involved in modding games. We have collected all of them and made a sum-up of all those who were accepted explicitely by EVERYONE who posted, and implicitely by all users who silently witnessed and did not disagree. After careful examination, Subsim.com recommends these guidelines as standard practice for everyone involved in its forums. They are not a legal system, nor is Subsim.com a court to enforce them. Yet, considering the major benefits for everyone that following them will bring, we strongly encourage to respect them.


A) PERMISSIONS

#1 If you are going to make a mod based on the work created by another guy, ask permission first unless the readme of the original mod stated already that it could be freely reworked and modified.

#2 Asking for permission means using all reasonable methods of locating the author, and at least includes:

a) E-mail to the address stated in the mod readme, if any
b) Private Messaging in the forums frequented by that modder,
c) Public post calling the guy in the forums, if all else fails.

#3 If the author of an old mod has dissapeared and the above methods of contacting him were unsuccesful, you can use his mod provided:

a) The readme of it did not explicitely forbid any further use,

b) You give proper credit to the original work and specify clearly
b1) What you modified, and
b2) Which means you used to try to contact the author, and when/where did you post or mail him,

c) The original author has been away from subsim's forums more than 6 months, which you can check in his public profile. Keeping a screen capture of that could be worth in case of doubts.

#4 If the mod's readme indicates that further use or rework of it is not allowed, accept it. Your only alternative is to contact the author and convince him to allow you modifying it.

#5 If you are contacted by the original author to correct the credits, that is no offence. Just do it.

#6 Overlays or tweek packs for existing mods or supermods do not require previous permission unless:

a) You are not just including stuff created entirely by you, but also using parts of the original one (E.g. you change only the crosshair of the periscope but keep the original artwork of the rest of the screen, created by someone else), or
b) You are including also the whole base-mod in yours.

#7 If you receive permission from the author of a mod that also includes other third party mods, you must contact the authors of ALL of them, as per the above #1-4. Sometimes a modder gives permission to use his work in a specific pack, but will not allow it for others. Respect that.



B) CREDITS & DOCUMENTATION

Once permission is received according to the above guidelines, give proper credit as follows:

#1 Always give credit to any third party mod you legitimately included or reworked in your own one.

#2 It is nice to credit also people who post giving information and ideas in the forums but who later do not create mods from it. If your mod was based upon data or ideas suggested by others, crediting them is always good.

#3 Include in the documentation provided with your mod the original readme of the third party mod/s you are using.



c) YOUR OWN README

Relating to the part created by you, it is of interest for everyone that you include what follows:

#1 Your name, and a valid contact address (E-Mail, a website or a Forum)

#2 Wether your own work might or not be further modified without your permission and/or knowledge.



Do you have a mod you want to upload?

Are you a mod maker or mission designer? To get access to upload your mods, click here to become one of the Modmen!

After getting permission from neal you will be able to upload, edit and update your mods at anytime.

Please remember that all mods should be in zip format and the free open source 7-zip utility is a good choice to use for this.

If your mod is an oversized mod larger than the maximum size allowed then you need to upload it in a special way as neal will explain how or you can contact member Laufen zum Ziel who will upload oversized mods here for you and then he will turn control of it back over to you.

All mods should include a read me for them to explain what the mod does and how it should be used.

It is strongly recommended that every new mod have its own thread so the mod can be discussed and any mod issues can be resolved there.



Thread Prefix Guidelines:



These prefixes should be used when posting a new thread.

If your thread doesn't fall into any of the catagories below then dont use any prefix.


If you are posting a "tutorial" or "technical info" thread then start the thread title with - [TEC]

If you are posting a "work in progress" thread then start the thread title with - [WIP]

If you are posting a "mod release" thread then start the thread title with - [REL]

If you are posting a "request" thread then start the thread title with - [REQ]


NOTE - when you are starting a mod thread it is recommended that the "version" number should NOT be used as part of thread title but instead please put any mod version number in the first line of the thread text so you can go back anytime and edit or update it as you see fit.



Commonly Asked Questions

NeonSamurai's most commonly asked questions (see post #2) (for sh3 but still works for sh4)

helpful hints and information

Where is My Home Port, Why Can't I Dock?



Game Not Working? Check These Threads

[TEC] How to re-install SH4

SH4 and Vista Installation

[FIX] SH4 crash-to-desktop fix (memmory issue)




Mods Not Working? Check These Threads


[TEC] How to Fix Mod Soup Issues

Step by step MOD installation



Technical Help

Do you want to learn how to mod sh4?

[TEC] Adjusting the AI - cliff notes version

[TEC] Large Address Aware (32bit OS RAM Usage Fix) (memmory CTD fix)

[TEC] Adjusting the AI

Guides and Trainings: TDC, Radar, Sonar and More....

Sub Skipper's Bag of Tricks--Techniques, tactics, tutorials, videos

Tutorial : adding playable units (basics)

Simple Text Modding Tutorial

Sub skinning tutorial

Bump mapping for SH4 in GFX Suites

SH4 models and texture maps

High Realism Tutorial

Advanced Firing Solution using Sonar only

Tutorial for 100% realism manual targeting

Wazoo's manual charting & targetting tutorial (for sh3 but also works for sh4)

Real Submarine Technology & History Q&A

[TEC] Shells.dat + Shells.zon Node Numbers in 1.5 v1.1 (shows which gun is which for modding them)

Step by step MOD installation

[TEC] How to make multiple sh4 installs

Mission Building Tips, Tricks, and Advice

[TEC] Import/export 3D models to/from game using S3D


Mod Tools

[REL] S3D - Silent 3ditor

[REL] JSGME Generic Mod Enabler

Paint.Net

WinMerge

Hex-Editor XVI32

GIMP

7-zip


3D Mod Tools

Misfit Model 3D

Truespace 7.6

gmax 1.2

Blender (takes some time to get used to)


v1.5 Large Super Mods


[REL] Trigger Maru Overhauled (TMO)

[REL] Real Fleet Boat (RFB)

[REL] Fall of the rising Sun (FOTRS)

[REL] The Game Fixes Only Mod (GFO)

[REL] Operation Monsun (OM)

[WIP] Japanese Campaign

[WIP] Wolves of the Kaiser:1914-1918 Mod (WW1 Mod)

[REL] The Battle for the Baltic (WW1 Mod)

1.4 Compatible Mega-Mods





v1.5 Campaign Mods

[REL] Run Silent, Run Deep - The Campaign (RSRDC)



v1.5 Environmental Mods


[REL] Improved Stock Environment (ISE)

[REL] Real Environment mod (RE)

[REL] Environment 5.0 (Env 5.0)

[REL] Pacific environment 4 (PE 4)



v1.5 Sound Mods


[REL] Radio Stations and Music Mods

Das Boot Sound Mod

Radio Station Manager

SonarTargetFix2

Webster's Missing Voices

EAX Sound Simulation



v1.5 Playable Ships

Playable Surface Ships Mods List



v1.5 Playable Subs


Playable Submarine Mods List



v1.5 Popular Mods


[REL] Easy AOB

[REL] AOB Solution Solver

[REL] Real Insignia and Uniform Mod (RIUM)

[REL] Kill Flags Mod

[REL] Carotio Truk Corals Harbours Cities Locations

[REL] Historical Prop Rotation Mod

[REL] WEBSTER's Mods

[REL] Jyunsen B, Kaichu and kaidai IJN mod

[REL] sh4speech - voice command for SH4

[REL] FooBor's High-res skins (clean & weathered)

[REL] Ship_Centered_Accuracy_Fix

[REL] Rising/Lowering SD antenna

[REL] Eye Patch for Missing Eyes and Staring Crew

[REL] Historically accurate 4-Bladed propellers for all Subs

[REL] tench class mod with midway base start option

[REL] AI launched torpedoes

[REL] Linerkiller's Merchant Pack

[REL] Ship Pack 1

Keltos' submarines, mods, links, and more

SweetScape 010 Editor



Many More Mods Can Be Found Here: SUBSIM downloads section

donut 09-03-09 07:30 PM

SH4 has been loaded with new recruits as of late.
 
I sure don't mind giving enlightenment, but the game manual that never was should be compiled as a sticky. To link for reply in many cases. Big job:hmmm:

Webster 09-09-09 02:04 PM

the manual is right there in the games "Support" folder of the games main files so why would anyone need a link for it?

keltos01 09-12-09 02:10 PM

I like this sticky :yeah:

keltos

ETR3(SS) 09-12-09 02:43 PM

Good call here Neal! Much less clutter at the top of the page now. :up:

EDIT: What about adding more mods to that list? There's a couple I can think of off the top of my head that didn't make it under playable subs.

Pacific_Ace 09-15-09 10:30 AM

What about the 688i mod? :yeah:

ETR3(SS) 09-24-09 11:10 PM

Good to see more threads in the list! :up:

Webster 09-28-09 12:48 PM

Quote:

Originally Posted by ETR3(SS) (Post 1178305)
Good to see more threads in the list! :up:

its a work in progress :up:


Quote:

Originally Posted by Pacific_Ace (Post 1172473)
What about the 688i mod? :yeah:

ETR3(SS) has made threads for the playable ships and for the playable subs so check out the links and let him know if he missed anything.


we cant put every mod on the list but if you guys see some of the more popular mods that arent listed then let me know and i'll try to add them (but confirm they have working downloads first, many werent listed because of that)

also let me request that anyone with saved files of sh3 or sh4 mods please upload them to subsim downloads section if they arent already there so that they can be shared and they are preserved for everyones use in the future. :yeah:

I'm goin' down 09-29-09 03:02 AM

very nice list
 
you have done a good job with this thread, Mr. Stevens.

ETR3(SS) 09-29-09 06:47 AM

Quote:

Originally Posted by WEBSTER (Post 1180188)
also let me request that anyone with saved files of sh3 or sh4 mods please upload them to subsim downloads section if they arent already there so that they can be shared and they are preserved for everyones use in the future. :yeah:

Well said. This is/was something that bothers me about mods. Become one of the "Modmen" or have one of us upload it for you here. :ping:

davn33 03-25-10 06:23 AM

Initial install of SH4
 
After many years of playing the SH series I finally have the time & $$ to set sail with SH4. Need advice on the best setup procedure to load the game and updates (1.4 or 1.5) along with recommended mods (trigger maru or ?). This will be on an Intel dual core, 3ghz, 2GB ram with a GTX 9800 card. It'll play on a 46" HDTV when my wife give me the remote control back :wah: ~Thanks

TH0R 03-25-10 06:44 AM

The rig should be more than sufficient to run SH4. I would recommend though to get the U-Boat add-on so you can install the latest versions of TMO or RFB. The U-Boat add-on will patch your game to version v1.5, so you don't need to download the patch.

McHibbins 03-31-10 12:01 AM

Which programm allows me to open and tweak .dds and .tga files ?

I'm goin' down 03-31-10 01:31 AM

davn
 
Quote:

Originally Posted by davn33 (Post 1333039)
After many years of playing the SH series I finally have the time & $$ to set sail with SH4. Need advice on the best setup procedure to load the game and updates (1.4 or 1.5) along with recommended mods (trigger maru or ?). This will be on an Intel dual core, 3ghz, 2GB ram with a GTX 9800 card. It'll play on a 46" HDTV when my wife give me the remote control back :wah: ~Thanks


Get SH4 with the UBoat Missions add on. It has all the updates wrapped into one. That will give you the 1.5 version. You can buy the package together or get the UBoat Missions separately, I beileve.

KillerTube 04-11-10 02:12 PM

Bishop And Killer Tubes Multiplayer Mods
 
My brother Bishop and I have been working on and playing a new MOD for multiplayer. we have built an environment/upgrade MOD for sh4 1.5 and have tested it with stock sh4 1.5 multiplayer with no problems. In another MOD pack we have 8 surface ships Battleships, Heavy Cruiser, Light Cruiser, Destroyer, and a PT Boat. all work in multiplayer. Im always game for a multiplayer matchup and i suggest you try using tunngle. read up on it. and heres the download

http://www.tunngle.net/en/downloads/


also here is some links to media and the mod packs built by Bishop and I here

http://www.youtube.com/user/DSBsky?feature=mhw4

http://www.filefront.com/15860643/Un...ht-Shafts.wmv/

last link is for the packs.

http://www.filefront.com/user/Bishop7

hope to sail with you all soon.
Our Mod is not for jsgme since we believe that it doenst work as some believe it does. once you enable a mega mod with jsgme your core game is altered and you will NOT be able to play with others online. you will drop out of game. our mod should be done as a game overwrite. extract the rar and drag & drop the silent hunter folder into your ubisoft folder and click yes to overwrite and merge. mega mods are fun but only good for single player or multiple installs. if you have installed any mega mod "Fall of the rising sun" ect you will have to reinstall SH4 before you will be able to play with others online, unless they are also using the same mod you are. To repeat, "Our mod is totally compatible with stock SH4 1.5" You WILL be able to play with anyone using this mod or stock SH4 1.5. Enjoy the new stuff and see yas soon on the open seas. PS the ship pack is for jsgme enabling one by one. You can use multiple ships at a time just make sure you enable all the ships your buds are using, then the one YOU want to use LAST. the "DDenvironment" pack is a game overwrite. check us out for multiplayer games @ http://www.comsubspac.com/


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